* native surfaceparm noob support (no -custinfoparms needed)
	* -noob in bsp phase: assign surfaceparm noob to all map surfaces
	* surfaceparm ob: skip assigning surfaceparm noob with -noob on that
	* farplane modes: radius+radius, origin2origin, exact (add r/o/e to the number to enable), < 0 works too
	* samples+filter - enabled again, makes sense
	* -vertexscale
	* fixed -novertex, (0..1) sets
	* quick q3map_novertexlight (?)
	* fixed _clone _ins _instance (_clonename)
	* -nolm - no lightmaps
	* ent keys aliases:_sa - shadeangle;_ss - samplesize
	* -shift N -shift X Y Z: shift whole map to some coords
	* more fogs (256) (ingame appearence lots of ones might be bugged due to engine arrangement, needs testing)
	* q3map_remapshader remaps anything fine, on all stages (effect is: postrenaming shader when things are have been done)
	* fixed 'unknown argument 1' at -lightanglehl
	* -nocmdline writting to worldspawn

Radiant:

binds...
	* wasd camera binds, c - deSelect, z - delete
	* ExpandSelectionToEntities - shift+e
	* make detail - alt+d
	* arbitrary rotation - shifr+r
	* arbitrary scale - ctrl+shift+s
misc...
	* fit width, fit height butts in surf inspector (for trims) (saves scales ratio)
	add old TODO with ideas
This commit is contained in:
Garux
2017-08-01 13:26:50 +03:00
parent e995cc897b
commit 9fed37bae0
25 changed files with 786 additions and 52 deletions

View File

@@ -692,6 +692,24 @@ void Select_FitTexture( float horizontal, float vertical ){
SceneChangeNotify();
}
void Select_FitTextureW( float horizontal, float vertical ){
if ( GlobalSelectionSystem().Mode() != SelectionSystem::eComponent ) {
Scene_BrushFitTexture_SelectedW( GlobalSceneGraph(), horizontal, vertical );
}
Scene_BrushFitTexture_Component_SelectedW( GlobalSceneGraph(), horizontal, vertical );
SceneChangeNotify();
}
void Select_FitTextureH( float horizontal, float vertical ){
if ( GlobalSelectionSystem().Mode() != SelectionSystem::eComponent ) {
Scene_BrushFitTexture_SelectedH( GlobalSceneGraph(), horizontal, vertical );
}
Scene_BrushFitTexture_Component_SelectedH( GlobalSceneGraph(), horizontal, vertical );
SceneChangeNotify();
}
inline void hide_node( scene::Node& node, bool hide ){
hide
? node.enable( scene::Node::eHidden )