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Add initial manual section on the Filter menu
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Matthew Mott committed May 1, 2019
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51 changes: 51 additions & 0 deletions doc/manual.adoc
Expand Up @@ -1202,6 +1202,57 @@ copy objects between layers using the options in the 2D view's context menu.

*Remove from layer...*:: Remove the selected object from the chosen layer.

=== Filtering map elements

While the Layers feature allows maps to be organised into manual groupings of
objects, DarkRadiant also provides a mechanism for controlling the visibility of
items based on their characteristics. This is controlled via the *Filter*
menu.

==== Built-in filters

The *Filter* menu is populated with a number of built-in filter rules which are
expected to be useful to mappers. Each filter may be activated independently,
and each activated filter will be shown with a tick alongside its name. Filters
operate in a "subtractive" sense: if a filter is active, objects matched by that
filter will be hidden; the remaining visible objects will be those which are not
matched by any active filters.

TIP: Active filters are persisted into settings, and are therefore retained
between DarkRadiant sessions.

The built-in filters include:

[cols="1h,3"]
|===
|All entities|Hide all entities other than the worldspawn, leaving only brushes
and patches visible.
|World geometry|The inverse of *All entities*. Hides brushes and patches while
leaving entities visible.
|Brushes|Hide only brushes, leaving patches and entities visible.
|Patches|Hide only patches, leaving brushes and entities visible.
|Caulk|Hide any brush or patch which has the *caulk* texture applied to at least
one surface.
|Collision surfaces|Hide the additional collision meshes which are embedded in
certain models, while leaving the models themselves visible. This filter is
especially useful because collision meshes often obscure parts of the model
itself.
|===

Aside from the list of filters, the *Filter* menu contains three other options:

[cols="1h,3"]
|===
|Activate all filters|Activate every filter in the list. Very unlikely to be
useful, because it will probably result in every object in the map becoming
invisible.
|Deactivate all filters|Turn off all active filters. This one _is_ useful, since
you may have manually activated a number of filters and want to turn them all
off at once.
|Edit filters...|Display a dialog allowing you to create, edit and manage the
list of available filters.
|===

== Features for game distributors

DarkRadiant is designed to work out of the box with a standard Doom 3 or Dark
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109 changes: 108 additions & 1 deletion doc/manual.html
Expand Up @@ -503,6 +503,11 @@ <h1>DarkRadiant User Guide</h1>
<li><a href="#_moving_objects_into_layers">Moving objects into layers</a></li>
</ul>
</li>
<li><a href="#_filtering_map_elements">Filtering map elements</a>
<ul class="sectlevel3">
<li><a href="#_built_in_filters">Built-in filters</a></li>
</ul>
</li>
</ul>
</li>
<li><a href="#_features_for_game_distributors">Features for game distributors</a>
Expand Down Expand Up @@ -2494,6 +2499,108 @@ <h4 id="_moving_objects_into_layers">Moving objects into layers</h4>
</div>
</div>
</div>
<div class="sect2">
<h3 id="_filtering_map_elements">Filtering map elements</h3>
<div class="paragraph">
<p>While the Layers feature allows maps to be organised into manual groupings of
objects, DarkRadiant also provides a mechanism for controlling the visibility of
items based on their characteristics. This is controlled via the <strong>Filter</strong>
menu.</p>
</div>
<div class="sect3">
<h4 id="_built_in_filters">Built-in filters</h4>
<div class="paragraph">
<p>The <strong>Filter</strong> menu is populated with a number of built-in filter rules which are
expected to be useful to mappers. Each filter may be activated independently,
and each activated filter will be shown with a tick alongside its name. Filters
operate in a "subtractive" sense: if a filter is active, objects matched by that
filter will be hidden; the remaining visible objects will be those which are not
matched by any active filters.</p>
</div>
<div class="admonitionblock tip">
<table>
<tr>
<td class="icon">
<img src="img/tip.png" alt="Tip">
</td>
<td class="content">
Active filters are persisted into settings, and are therefore retained
between DarkRadiant sessions.
</td>
</tr>
</table>
</div>
<div class="paragraph">
<p>The built-in filters include:</p>
</div>
<table class="tableblock frame-all grid-all spread">
<colgroup>
<col style="width: 25%;">
<col style="width: 75%;">
</colgroup>
<tbody>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">All entities</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Hide all entities other than the worldspawn, leaving only brushes
and patches visible.</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">World geometry</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">The inverse of <strong>All entities</strong>. Hides brushes and patches while
leaving entities visible.</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Brushes</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Hide only brushes, leaving patches and entities visible.</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Patches</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Hide only patches, leaving brushes and entities visible.</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Caulk</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Hide any brush or patch which has the <strong>caulk</strong> texture applied to at least
one surface.</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Collision surfaces</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Hide the additional collision meshes which are embedded in
certain models, while leaving the models themselves visible. This filter is
especially useful because collision meshes often obscure parts of the model
itself.</p></td>
</tr>
</tbody>
</table>
<div class="paragraph">
<p>Aside from the list of filters, the <strong>Filter</strong> menu contains three other options:</p>
</div>
<table class="tableblock frame-all grid-all spread">
<colgroup>
<col style="width: 25%;">
<col style="width: 75%;">
</colgroup>
<tbody>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Activate all filters</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Activate every filter in the list. Very unlikely to be
useful, because it will probably result in every object in the map becoming
invisible.</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Deactivate all filters</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Turn off all active filters. This one <em>is</em> useful, since
you may have manually activated a number of filters and want to turn them all
off at once.</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Edit filters&#8230;&#8203;</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Display a dialog allowing you to create, edit and manage the
list of available filters.</p></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
</div>
<div class="sect1">
Expand Down Expand Up @@ -2569,7 +2676,7 @@ <h4 id="_creating_an_assets_lst_file">Creating an assets.lst file</h4>
</div>
<div id="footer">
<div id="footer-text">
Last updated 2019-04-24 21:17:00 BST
Last updated 2019-05-01 20:45:46 BST
</div>
</div>
</body>
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