Q3map2:
* 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
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@@ -531,10 +531,12 @@ Callback m_changed;
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bool m_useCenterKey;
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Doom3LightRadius( const char* defaultRadius ) : m_defaultRadius( 300, 300, 300 ), m_center( 0, 0, 0 ), m_useCenterKey( false ){
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if ( !string_parse_vector3( defaultRadius, m_defaultRadius ) ) {
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if ( g_lightType == LIGHTTYPE_DOOM3 ){
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if ( !string_parse_vector3( defaultRadius, m_defaultRadius ) ) {
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globalErrorStream() << "Doom3LightRadius: failed to parse default light radius\n";
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}
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}
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m_radius = m_defaultRadius;
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}
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}
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void lightRadiusChanged( const char* value ){
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@@ -655,7 +657,7 @@ void render( RenderStateFlags state ) const {
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};
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inline void default_extents( Vector3& extents ){
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extents = Vector3( 8, 8, 8 );
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extents = Vector3( 12, 12, 12 );
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}
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class ShaderRef
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