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v3.6.7-pre — Fog Intensity (0-200%) + Lightmap Crash Fixes

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@haseeb-heaven haseeb-heaven released this 08 Jul 07:24

✨ New Feature

  • Fog Intensity spinner in Terrain Options, Fog Intensity [-] [N%] [+], under the existing Fog checkbox in the pause menu's expanded "Terrain Options" section. Value is a percentage, 0-200%, step 10, defaults to 200% (maximum thickness) — persists to qedconfig.qsc as FogIntensity and scales fog distance live, no level reload needed.
  • 100% = the level's original fog distance, 0% = 2x distance (thinnest), 200% = 0.05x distance (thickest, clamped so the fog shader's far - near never hits zero). Pure CPU-side distance scaling — no shader changes.

🐛 Bug Fixes

  • Fixed fog scale inverted at low percentages. An earlier build's 100/percent formula made the (then-)default 20% setting push fog five times farther away instead of thickening it, making fog effectively invisible. Replaced with a linear scale anchored at 100% = unchanged, and changed the shipped default to 200% (thickest) enabled by default.
  • Fixed pause-menu mouse hit-test offset. Input_OnMouse's local menu_h had drifted out of sync with the actual rendered menu height after the Fog Intensity row was added, misaligning every click target below it by ~19px.
  • Fixed Lightmaps checkbox silently doing nothing on large levels. A hardcoded targets.size() > 350 guard skipped the entire bulk lightmap bake on levels with more than 350 objects (e.g. level1 = 481). Removed entirely — all objects are now processed regardless of level size.
  • Fixed crash on very large levels (e.g. level 13, 1023 targets) during bulk lightmap bake. igi1ed.exe is a 32-bit process; baking lightmaps for 1000+ objects could exhaust its virtual address space and crash. The bulk bake now checks available virtual memory before each object and stops gracefully with headroom to spare instead of racing toward a crash.

📦 Assets

  • igi1ed.exe — editor binary only
  • igi-editor-3.6.7-pre-win32.zip / .7z — full release folder (igi1ed.exe, freeglut.dll, glew32.dll, editor/ runtime files)

Full changelog: see CHANGELOGS.md in the repo.