* content of brush is determined now not by 1st side in brush definition (inconsistency!)
		but on priority: liquid > fog > playerclip > nonsolid > solid
		ex.: nodraw solid shader works now for hiding liquid or fog volume splits / unwanted faces
		solid or nonsolid shader + face(s) of playerclip = playerclip
		solid shader + face(s) of nonsolid = nonsolid (b4 could happen: 5nonsolid sides + 1solid = solid brush )


Radiant:

binds...
	* make structural - alt+s
	* shift+n - cycle patch tex projection
	* ctrl+f - fit texture
	* bind a, d in no mlook mode - CameraStrafeLeft/Right

menus...
	* smartified content basically
	* hidden killconnect for games, which are not nexuiz
	* view-orthographic+: center 2d on selected (ctrl+shift+tab)
	* removed parent from menu, regroup does work + isn't bugged
	* edit+: SelectAllOfType (shift+a)
	* view->show+: ToggleCrosshair, show size info, show grid
	* view menu: +patch inspector
	* curve->texture+: flip patch tex ( {ctrl}shift+i ), naturalize, cycle projection
	* cleaned, updated help menu links,+: Mouse Shortcuts, recent offline&fixed Shader Manual,
		netRadiant specific docs, lists of q3map2 switches/entity keys/shader directives
misc...
	* removed note to save before going to preferences, project settings
	* fog is automatically transparent
	* Doom3LightRadius: failed to parse default light radius - spammy msg removed
	* 1.5x bigger light ents (8->12u)
	* longer list of recently opened (4->9)
	* crosshair display: is saving in prefs
	* defaulted Maya theme
	* removed question to override current compile monitoring
This commit is contained in:
Garux
2017-08-01 13:36:40 +03:00
parent a255fbd84e
commit 6e687efe88
17 changed files with 171 additions and 72 deletions

View File

@@ -531,10 +531,12 @@ Callback m_changed;
bool m_useCenterKey;
Doom3LightRadius( const char* defaultRadius ) : m_defaultRadius( 300, 300, 300 ), m_center( 0, 0, 0 ), m_useCenterKey( false ){
if ( !string_parse_vector3( defaultRadius, m_defaultRadius ) ) {
if ( g_lightType == LIGHTTYPE_DOOM3 ){
if ( !string_parse_vector3( defaultRadius, m_defaultRadius ) ) {
globalErrorStream() << "Doom3LightRadius: failed to parse default light radius\n";
}
}
m_radius = m_defaultRadius;
}
}
void lightRadiusChanged( const char* value ){
@@ -655,7 +657,7 @@ void render( RenderStateFlags state ) const {
};
inline void default_extents( Vector3& extents ){
extents = Vector3( 8, 8, 8 );
extents = Vector3( 12, 12, 12 );
}
class ShaderRef