Q3map2:
* 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
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@@ -692,6 +692,24 @@ void Select_FitTexture( float horizontal, float vertical ){
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SceneChangeNotify();
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}
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void Select_FitTextureW( float horizontal, float vertical ){
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if ( GlobalSelectionSystem().Mode() != SelectionSystem::eComponent ) {
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Scene_BrushFitTexture_SelectedW( GlobalSceneGraph(), horizontal, vertical );
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}
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Scene_BrushFitTexture_Component_SelectedW( GlobalSceneGraph(), horizontal, vertical );
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SceneChangeNotify();
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}
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void Select_FitTextureH( float horizontal, float vertical ){
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if ( GlobalSelectionSystem().Mode() != SelectionSystem::eComponent ) {
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Scene_BrushFitTexture_SelectedH( GlobalSceneGraph(), horizontal, vertical );
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}
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Scene_BrushFitTexture_Component_SelectedH( GlobalSceneGraph(), horizontal, vertical );
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SceneChangeNotify();
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}
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inline void hide_node( scene::Node& node, bool hide ){
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hide
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? node.enable( scene::Node::eHidden )
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