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it's more or less usable now! all images (except for the ones of moinmoin itself) are still missing. possibly articles are missing as well, haven't checked yet (and the lost downloads are missing, of course)
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<h1 id="head-e2be115cf51c53e925f4ac1d7a0a037ba0350e94">Quake 4 Editor Changelist</h1>
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<span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line862">The following changes have occured in <a href="./LevelEditor.html">Radiant</a> during Quake 4's development: <span class="anchor" id="line-4"></span><span class="anchor" id="line-5"></span><p class="line867"><strong><span class="u">General Functionality</span>:</strong> <span class="anchor" id="line-6"></span><ul><li>Entity regrouping: You may now create groups or brush entities from existing entities. This was intended to allow creation of new func_groups to override existing func_groups, but can work on any brush-based entity. <span class="anchor" id="line-7"></span></li><li>Capping bevels, end caps, and cylinders results in a func_group instead of a func_static. <span class="anchor" id="line-8"></span></li><li>Lights now default to 320 unit radii to play nice with the grid. <span class="anchor" id="line-9"></span></li><li>Lights can now be scaled via dragging like brushes. <span class="anchor" id="line-10"></span></li><li>Added entity find/replace field window (Ctrl+F3). Can be used to replace keyvalues, find one entity or all entities with a specific keyvalue, etc. <span class="anchor" id="line-11"></span></li><li>Invert selection now ignores hidden/filtered brushes. <span class="anchor" id="line-12"></span></li><li>Spline paths will no longer clip when the spline origin falls outside the grid window and the spline is not selected. <span class="anchor" id="line-13"></span></li><li>Entities using the “bind” key now show a thick dotted line path to their bind master. <span class="anchor" id="line-14"></span></li><li>Cloning an entity and its bind master will update the “bind” key accordingly. <span class="anchor" id="line-15"></span></li><li>Cloning an entity and its target(s) will update to point at each other correctly. <span class="anchor" id="line-16"></span></li><li>Entity names (when cloned) increment based on existing names, not classname (e.g. myEntity_1 clones to myEntity_2, myEntity_3, etc). <span class="anchor" id="line-17"></span></li><li>AAS Solid texture now sorts with clip brush filter (ctrl+L) <span class="anchor" id="line-18"></span></li><li>Sped up Skin Browser load times. <span class="anchor" id="line-19"></span></li><li>Skin browser will now revert to the last skin selected. <span class="anchor" id="line-20"></span></li><li>Fixes to bounding box selection <span class="anchor" id="line-21"></span></li><li>Added “Paste to Camera” option when creating a new map with selected objects. Using “Paste Special” will paste the clipboard selection relative to camera position. This can also be done within a single map using the “Copy Special” and “Paste Special” menu items. <span class="anchor" id="line-22"></span><span class="anchor" id="line-23"></span></li></ul><p class="line867"><strong><span class="u">Bug Fixes</span>:</strong> <span class="anchor" id="line-24"></span><ul><li>Fixed crash bug related to selecting points shared by multiple brushes (most commonly seen when trying to drag edges at brush intersections) <span class="anchor" id="line-25"></span></li><li>Fixed issue where selected edges would occasionally freak out and extend to infinity. <span class="anchor" id="line-26"></span></li><li>Fixed lights being created with origins offset from the current grid size (e.g. light showing up on the 4 grid when placed on the 8 grid). <span class="anchor" id="line-27"></span></li><li>Light centers can now be selected and dragged without deselecting the light first. <span class="anchor" id="line-28"></span></li><li>Fix for invert selection not working properly. <span class="anchor" id="line-29"></span></li><li>Changing model files on an entity will now display immediately and no longer require reloading the map or cloning the entity. <span class="anchor" id="line-30"></span></li><li>MD5s no longer clip in non-rendered 2D and 3D views when the origin is out of view. <span class="anchor" id="line-31"></span></li><li>Env_* MD5s can now be selected by clicking anywhere on the model instead of a small box around the origin. <span class="anchor" id="line-32"></span></li><li>Fixed low memory warning that would sometimes appear even when RAM was in plentiful supply. <span class="anchor" id="line-33"></span></li><li>Shift+Tab now works correctly when cycling between dialog items. <span class="anchor" id="line-34"></span></li><li>Target_nulls and other targeted entities should break focus correctly now. <span class="anchor" id="line-35"></span></li><li>Skins in skin browser will show actual mesh and skin rather than the default cube o’ death. <span class="anchor" id="line-36"></span><span class="anchor" id="line-37"></span></li></ul><p class="line867"><strong><span class="u">Menus</span>:</strong> <span class="anchor" id="line-38"></span><ul><li><p class="line862">Added “setViewPos.” Set your camera to a given position and direction. (Misc --> setViewPos) <span class="anchor" id="line-39"></span><span class="anchor" id="line-40"></span></li></ul><p class="line867"><strong><span class="u">General Preferences</span>:</strong> <span class="anchor" id="line-41"></span><ul><li>Patch meshes in vertex mode can now be set to display lines connecting the vertices (defaults on). <span class="anchor" id="line-42"></span></li><li>Added “GTK Deselect Face” option. When active, selecting a face on a selected brush deselects the face, leaving all others selected (defaults off). <span class="anchor" id="line-43"></span></li><li>Added customizable settings for surface inspector (rotation, alignment, and scaling increments). <span class="anchor" id="line-44"></span><span class="anchor" id="line-45"></span></li></ul><p class="line867"><strong><span class="u">Entity Window</span>:</strong> <span class="anchor" id="line-46"></span><ul><li>Adding or modifying keyvalues to entities will no longer snap the scroll position back to the top (you can see your change immediately without scrolling back down). <span class="anchor" id="line-47"></span></li><li>Sound shader paths (s_shader, snd_*, etc) are now accompanied by a “P” button in the Entity window. Click this to play the sound. <span class="anchor" id="line-48"></span></li><li>Disabled “Particle” button, as Q4 now uses only .fx files. <span class="anchor" id="line-49"></span><span class="anchor" id="line-50"></span></li></ul><p class="line867"><strong><span class="u">Right Click Menu</span>:</strong> <span class="anchor" id="line-51"></span><ul><li>Added “Set Origin” to right click menu. Snaps brush entity origin to the nearest intersection of gridlines to the cursor within the selected 2d view. <span class="anchor" id="line-52"></span><span class="anchor" id="line-53"></span></li></ul><p class="line867"><strong><span class="u">Surface Inspector</span>:</strong> <span class="anchor" id="line-54"></span><ul><li>Added “Flip X/Y” checkbox (inverts horizontal and vertical subdivisions on patch faces). <span class="anchor" id="line-55"></span></li><li>Surface inspector now reads subdivision values from patches when selected <span class="anchor" id="line-56"></span></li><li>Texture Fit Width/Height can use floating point increments and updates camera and real-time rendered views. (Default increments can be set in preferences window) <span class="anchor" id="line-57"></span></li><li>Removed dead space on surface inspector window (cosmetic change) <span class="anchor" id="line-58"></span><span class="anchor" id="line-59"></span></li></ul><p class="line867"><strong><span class="u">Light Editor</span>:</strong> <span class="anchor" id="line-60"></span><ul><li>Added ‘Detail Level’ setting to lights. See Performance documentation for more information. <span class="anchor" id="line-61"></span></li><li>Added “Cast Dynamic Shadows.” Was intended for use in having lights only cast proc-baked shadows, but functionality was removed. <span class="anchor" id="line-62"></span><span class="anchor" id="line-63"></span></li></ul><p class="line867"><strong><span class="u"><a href="./LevelEditor_KeyboardShortcuts.html">Keyboard Shortcuts</a></span>:</strong> <span class="anchor" id="line-64"></span><ul><li>Ctrl+Shift+R: 90 degree rotation, grid axis dependent (rotates in Z axis in XY grid, X axis in YZ grid, and Y axis in XZ grid). <span class="anchor" id="line-65"></span></li><li>Ctrl+Shift+T: Show/hide Triggers <span class="anchor" id="line-66"></span></li><li>Ctrl+Shift+N: Show/hide Entities <span class="anchor" id="line-67"></span></li><li>Shift+V: Show/hide Vis Portals <span class="anchor" id="line-68"></span></li><li>Ctrl+Alt+M: Show/hide Models (lwo, ase, md5, etc). <span class="anchor" id="line-69"></span></li><li>Ctrl+Alt+T: Select Complete Tall <span class="anchor" id="line-70"></span></li><li>Ctrl+Shift+G: Create func_group <span class="anchor" id="line-71"></span></li><li>Ctrl+Alt+P: Show/hide Paths (entity target/bind lines) <span class="anchor" id="line-72"></span></li><li>Ctrl+Shift+B: Bind entities (attaches entity 1 to entity 2 via the “bind” key). <span class="anchor" id="line-73"></span><span class="anchor" id="line-74"></span></li></ul><p class="line867"><strong><span class="u">Auto-Label System</span>:</strong> <span class="anchor" id="line-75"></span><ul><li>Added Auto-Label system to the file menu. This is generally only useful in cases where multiple users will modify a single map (mod teams), but could be used for other personal uses. <span class="anchor" id="line-76"></span></li><li><p class="line862">File --> Auto Labels --> Set Global Auto-Label: Sets the active label for all operations on the map. All newly created and modified entities will add this label to the “autoLabel” key for future use. <span class="anchor" id="line-77"></span></li><li><p class="line862">File --> Auto Labels --> Clear Global Auto-Label: Clears the active label for map changes. This will stop adding the “autoLabel” key, but will not remove existing keys. <span class="anchor" id="line-78"></span></li><li><p class="line862">File --> Auto Labels --> Input only <input-label> ents from .MAP: Load all entities from a given file of the auto label you specify. Will prompt with a text box to specify the label and a file browser to specify the file. <span class="anchor" id="line-79"></span></li><li><p class="line862">File --> Auto Labels --> Delete <input-label> fields from all ents: Remove all “autoLabel” keys from entities in the map. Useful if you’re making new changes under a previously used label, or if you just get annoyed with excess keyvalues after merging changes. <span class="anchor" id="line-80"></span></li><li><p class="line862">File --> Auto Labels --> Delete all ents with <input-label> field: Find and delete all entities found with the specified label. Take that, random person who made changes! <span class="anchor" id="line-81"></span><span class="anchor" id="line-82"></span></li></ul><p class="line867"><strong><span class="u">BSPing</span>:</strong> <span class="anchor" id="line-83"></span><ul><li>DMap can now be aborted prior to AAS generation. Press and hold both Shift keys until the compile stops. <span class="anchor" id="line-84"></span></li></ul><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">LevelEditor ChangeList (last edited 2005-11-01 19:54:37 by <span title="AndrewWeldon @ 67.129.250.254[67.129.250.254]"><a class="nonexistent" href="./AndrewWeldon.html" title="AndrewWeldon @ 67.129.250.254[67.129.250.254]">AndrewWeldon</a></span>)</p>
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