Radiant:
binds... * m1 + shift drag: snapped modes of manipulators: scale free: scale two axes synchronously * m2 in entities creation menu: change classname; ctrl + m2: change classname, don't close menu * ctrl + m1 in entities creation menu: create entity, don't close menu (+offset every next entity by 8u or gridsize, if > 8) misc... * fix: laggy selectors, manipulators in mlook mode * scale free->snapped mode: constrain to two axes, most perpendicular to view direction (i.e. works for two axes in 3d too) * scale free->snapped mode: use min move delta for scale (was max = hard to scale down); fix ZY projection case * fix: pointfile was considered as shown, when trying to load missing one * entity inspector->EntityProperties treeview: Tab keypress = focus Key field * 2x2 layout: allow gtk to handle separators positions; fixes: unmaximize wnd, maximize = horizontal separators > center fixes: unmaximize wnd = not updated views glwidget positions on some systems * fix: paint selector, selecting occluded faces * camera->field of view option * wider Texture Gamma preference range * wad games->texbro treeview: do not group names, using underscore; fixes crash on loading parent; fixes mess if path contains underscore * fix: do not quit freelook on autosaving * entity creation menu has ability to be 'tearoff' * wad games: fix TextureBrowser_ShowDirectory crash on loading common dir (can cfg to load .wad), on loading containing dir (do nothing) * wad games: fix crash on selecting a shader (not a plain texture) in tex bro * wad games: more reliable filterbar texturing defaults * shader for 'caulk new brushes' and 'clipper uses caulk' options is optional via 'shader_caulk' option in .game
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@@ -59,6 +59,7 @@ void Face_extrude( Face& face, const Brush& brush, brush_vector_t& out, float of
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*/
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#include "preferences.h"
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#include "texwindow.h"
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#include "filterbar.h"
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typedef std::vector<DoubleVector3> doublevector_vector_t;
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@@ -71,14 +72,6 @@ enum eHollowType
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room = 4,
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};
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const char* getCaulkShader(){
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const char* gotShader = g_pGameDescription->getKeyValue( "shader_caulk" );
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if ( gotShader && *gotShader ){
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return gotShader;
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}
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return "textures/common/caulk";
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}
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class CaulkFace
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{
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DoubleVector3 ExclusionAxis;
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@@ -104,7 +97,7 @@ void operator()( Face& face ) const {
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}
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}
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}
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face.SetShader( getCaulkShader() );
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face.SetShader( GetCaulkShader() );
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}
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}
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};
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@@ -177,12 +170,12 @@ void operator()( Face& face ) const {
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face.undoSave();
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out.push_back( new Brush( brush ) );
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if( !RemoveInner && caulk )
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face.SetShader( getCaulkShader() );
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face.SetShader( GetCaulkShader() );
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Face* newFace = out.back()->addFace( face );
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face.getPlane().offset( -offset );
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face.planeChanged();
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if( caulk )
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face.SetShader( getCaulkShader() );
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face.SetShader( GetCaulkShader() );
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if ( newFace != 0 ) {
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newFace->flipWinding();
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newFace->getPlane().offset( offset );
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@@ -203,7 +196,7 @@ void operator()( Face& face ) const {
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}
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if( !RemoveInner && caulk )
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face.SetShader( getCaulkShader() );
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face.SetShader( GetCaulkShader() );
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newFace = out.back()->addFace( face );
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if ( newFace != 0 ) {
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newFace->flipWinding();
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@@ -233,7 +226,7 @@ void operator()( Face& face ) const {
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if ( newFace != 0 ) {
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if( !RemoveInner && caulk )
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newFace->SetShader( getCaulkShader() );
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newFace->SetShader( GetCaulkShader() );
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newFace->flipWinding();
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newFace->getPlane().offset( offset );
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newFace->planeChanged();
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@@ -259,7 +252,7 @@ void operator()( Face& face ) const {
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}
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}
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}
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out.back()->addPlane( winding[next].vertex, winding[index].vertex, BestPoint, caulk? getCaulkShader() : TextureBrowser_GetSelectedShader( GlobalTextureBrowser() ), projection );
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out.back()->addPlane( winding[next].vertex, winding[index].vertex, BestPoint, caulk? GetCaulkShader() : TextureBrowser_GetSelectedShader( GlobalTextureBrowser() ), projection );
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}
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}
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}
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