Q3map2:
* -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)
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@@ -113,7 +113,7 @@ Counter* EntityKeyValues::m_counter = 0;
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bool g_showNames = true;
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bool g_showAngles = true;
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bool g_newLightDraw = true;
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bool g_lightRadii = false;
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bool g_lightRadii = true;
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class ConnectEntities
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{
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@@ -208,22 +208,48 @@ void connectEntities( const scene::Path& path, const scene::Path& targetPath, in
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else
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{
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ConnectEntities connector( e1, e2, index );
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const char* value = e2->getKeyValue( "targetname" );
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if ( !string_empty( value ) ) {
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connector.connect( value );
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}
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else
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{
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const char* type = e2->getKeyValue( "classname" );
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if ( string_empty( type ) ) {
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type = "t";
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//killconnect
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if( index == 1 ){
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const char* value = e2->getKeyValue( "targetname" );
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if ( !string_empty( value ) ) {
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connector.connect( value );
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}
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else
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{
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const char* type = e2->getKeyValue( "classname" );
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if ( string_empty( type ) ) {
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type = "t";
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}
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StringOutputStream key( 64 );
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key << type << "1";
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GlobalNamespace().makeUnique( key.c_str(), ConnectEntities::ConnectCaller( connector ) );
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}
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}
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//normal connect
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else{
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//prioritize existing target key
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//checking, if ent got other connected ones already, could be better solution
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const char* value = e1->getKeyValue( "target" );
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if ( !string_empty( value ) ) {
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connector.connect( value );
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}
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else{
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value = e2->getKeyValue( "targetname" );
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if ( !string_empty( value ) ) {
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connector.connect( value );
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}
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else{
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const char* type = e2->getKeyValue( "classname" );
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if ( string_empty( type ) ) {
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type = "t";
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}
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StringOutputStream key( 64 );
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key << type << "1";
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GlobalNamespace().makeUnique( key.c_str(), ConnectEntities::ConnectCaller( connector ) );
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}
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}
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StringOutputStream key( 64 );
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key << type << "1";
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GlobalNamespace().makeUnique( key.c_str(), ConnectEntities::ConnectCaller( connector ) );
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}
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}
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SceneChangeNotify();
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}
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void setLightRadii( bool lightRadii ){
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