* -brightness 0..alot, def 1: mimics q3map_lightmapBrightness, but globally + affects vertexlight
	* -contrast -255..255, def 0: lighting contrast
	* packer improvements

Radiant:

binds...
	* entity inspector: Tab enters Key field, toggles between key/value fields; Del deletes keys; Esc quits

misc...
	* improved mwheel 2d zoom by Neumond
	* +makeRoom: like hollow, but extrudes faces outwards; for making rooms
	* deactivating tex dirs tree after loading dir, so SPACE and ENTER aren't broken for 2D after that
	* Regular, RegularLeft layouts: smaller console, bigger tex browser
	* Rotate, Scale dialogs: values aren't erased on Enter, OK, Apply (are on cancel, esc)
	* Rotate dialog: fix: new value in focused field wasn't taking in account on Enter
	* +updating texture directories list on 'flush and reload shaders' (reloading shaderlist aswell)
	* NumLock perspective window fix
	* ctrl+k(ConnectEntities): friendlier to complex connections, takes in account existing keys
		(priority: target > targetname > none)
	* +'all Supported formats' default option in open dialogs
	* defaulted show light radii
	* camera fov: 90->110
	* cubic clip: off by default; bigger def dist; fixed button's shortcut tip
	* prefs: Min & Max texture thumbnail size + dependant on scale;
		def = *scale .5, min 48, max 160 (makes range 96-320 visually differentiated)
This commit is contained in:
Garux
2017-08-01 13:57:26 +03:00
parent 7d7436ec3d
commit 0fb65a91c7
23 changed files with 402 additions and 139 deletions

View File

@@ -113,7 +113,7 @@ Counter* EntityKeyValues::m_counter = 0;
bool g_showNames = true;
bool g_showAngles = true;
bool g_newLightDraw = true;
bool g_lightRadii = false;
bool g_lightRadii = true;
class ConnectEntities
{
@@ -208,22 +208,48 @@ void connectEntities( const scene::Path& path, const scene::Path& targetPath, in
else
{
ConnectEntities connector( e1, e2, index );
const char* value = e2->getKeyValue( "targetname" );
if ( !string_empty( value ) ) {
connector.connect( value );
}
else
{
const char* type = e2->getKeyValue( "classname" );
if ( string_empty( type ) ) {
type = "t";
//killconnect
if( index == 1 ){
const char* value = e2->getKeyValue( "targetname" );
if ( !string_empty( value ) ) {
connector.connect( value );
}
else
{
const char* type = e2->getKeyValue( "classname" );
if ( string_empty( type ) ) {
type = "t";
}
StringOutputStream key( 64 );
key << type << "1";
GlobalNamespace().makeUnique( key.c_str(), ConnectEntities::ConnectCaller( connector ) );
}
}
//normal connect
else{
//prioritize existing target key
//checking, if ent got other connected ones already, could be better solution
const char* value = e1->getKeyValue( "target" );
if ( !string_empty( value ) ) {
connector.connect( value );
}
else{
value = e2->getKeyValue( "targetname" );
if ( !string_empty( value ) ) {
connector.connect( value );
}
else{
const char* type = e2->getKeyValue( "classname" );
if ( string_empty( type ) ) {
type = "t";
}
StringOutputStream key( 64 );
key << type << "1";
GlobalNamespace().makeUnique( key.c_str(), ConnectEntities::ConnectCaller( connector ) );
}
}
StringOutputStream key( 64 );
key << type << "1";
GlobalNamespace().makeUnique( key.c_str(), ConnectEntities::ConnectCaller( connector ) );
}
}
SceneChangeNotify();
}
void setLightRadii( bool lightRadii ){