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Updated FGDs for TrenchBroomBFG
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@ -13,6 +13,93 @@ RBDOOM-3-BFG Release Notes - https://github.com/RobertBeckebans/RBDOOM-3-BFG
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Thank you for downloading RBDOOM-3-BFG.
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_______________________________________
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TBD - RBDOOM-3-BFG 1.6.0
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_______________________________
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## .plan - October 27, 2023
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This is a preview build of the new WIP ingame Light Editor with some important bugfixes in the convertMapToValve220 command.
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The Light editor can be opened using the `editLights` command in the console. Just bind F1 editLights.
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It docked into certain screen areas.
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It features a gizmos for translation, rotation and scaling lights and a experimental menu bar.
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Light transforms can also be edited directly.
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Gizmos can use snapping with defaults: 4 units for grid snapping, 15 degrees for angle snapping and 10% for scale snapping.
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It also provides a few keyboard shortcuts:
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G: Change to the translation gizmo
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R: Change to rotation gizmo
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Alt + R: Reset the current rotation
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s: Change to scaling gizmo
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Ctrl + S - Save all changed lights
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Ctrl + D - Duplicate the existing light (Should not be used yet beause it adds a light every frame. It is better to add lights in TrenchBroom)
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Steven Pridham also fixed the game related post-processing fullscreen FX effects.
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Steven Saunders fixed many Linux/macOS specific compiler warnings and extended the renderer to support the Optick profiler using the Vulkan backend.
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That feature is for coders and not part of the binary.
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Changelog:
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* Added new helper entityDefs like func_elevator_model in base/def/_tb_helpers.def for TrenchBroomBFG
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* Prioritize .wav and .ogg files over shipped .idwav files so overriding existing sounds works better
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* Fixed some critical bugs in the convertMapToValve220 command. Added origin brushes
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* Light editor can use the rotation/scale gizmos
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* Light editor can use the translation gizmo
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* Fixed Imgui and light scissor clipping issues. Closes #651
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* Wrote simple exportMaterialsToBlender command which saves all materials to base/_bl/materials.json
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* Started to simplify the light editor
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* Use same Instance pattern of AF editor for light editor
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* Always draw the console after Imgui
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* Added code to load UE5 editor themes into Imgui
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* Imgui ingame tools can use the docking feature now
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* Updated Imgui to newest docking release v1.89.9
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* Fix fullscreen warp FX for grabber and various effects like Berserker (Thanks Steven Pridham)
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* Fixed HLSL code to compile with newer versions of DXC
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* Fix system vs. bundled library logic, suppress gcc/clang warnings for some third party source libs (jpeg, zlib, minizip)
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* Fix MSVC warnings, suppress for some third party source libs (jpeg, png, oggvorbis)
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* Update CMakeLists to add clang -Wno-shorten-64-to-32 flag to suppress flood of int conversion warnings
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* Update rapidjson lib to remove deprecated std::iterator template and replace with required iterator types
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* Update jpeglib's format_message() error routine to use snprintf() for buffer security
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* Replace sprintf() / vsprintf() with idStr::snPrintf() / idStr::vsnPrintf() for buffer security
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* BFG Resource File Manager under tools/bfgpakexplorer has been updated
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Changelog TrenchBroomBFG:
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* Updated FGDs exported from the engine which can be found in base/_tb/fgd/*
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* Bezier patches can be duplicated and copy pasted within a map and copied from another TrenchBroomBFG instance
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* the DOOM-3-models.fgd has been restored
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_______________________________________
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23 May 2023 - RBDOOM-3-BFG 1.5.1
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File diff suppressed because it is too large
Load diff
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@ -5789,7 +5789,7 @@ trigger will toggle the activator on and off. Activator will disable itself whe
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width(string) : "Width of the beam."
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]
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@PointClass color(0 127 204) = func_bobbing : "Generic bobbing entity. It will bob on the Z axis by default.
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@SolidClass color(0 127 204) = func_bobbing : "Generic bobbing entity. It will bob on the Z axis by default.
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"
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[
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spawnclass(string) : "" : "idBobber"
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@ -5926,7 +5926,7 @@ Use it to place all kinds of models
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triggered(string) : "waits to be triggered before quaking"
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]
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@PointClass color(0 127 204) = func_elevator : "Elevators move to predefined floors and activate door teams based on floor number.
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@SolidClass color(0 127 204) = func_elevator : "Elevators move to predefined floors and activate door teams based on floor number.
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Use the default elevator gui to control them
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Repeat floor1_ height and door info with floor2_ etc.. for as many floors as you want.
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"
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7497
base/_tb/fgd/DOOM-3-models.fgd
Normal file
7497
base/_tb/fgd/DOOM-3-models.fgd
Normal file
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
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@ -2381,7 +2381,7 @@ trigger will toggle the activator on and off. Activator will disable itself whe
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width(string) : "Width of the beam."
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]
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@PointClass color(0 127 204) = func_bobbing : "Generic bobbing entity. It will bob on the Z axis by default.
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@SolidClass color(0 127 204) = func_bobbing : "Generic bobbing entity. It will bob on the Z axis by default.
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"
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[
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spawnclass(string) : "" : "idBobber"
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@ -2518,7 +2518,7 @@ Use it to place all kinds of models
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triggered(string) : "waits to be triggered before quaking"
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]
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@PointClass color(0 127 204) = func_elevator : "Elevators move to predefined floors and activate door teams based on floor number.
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@SolidClass color(0 127 204) = func_elevator : "Elevators move to predefined floors and activate door teams based on floor number.
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Use the default elevator gui to control them
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Repeat floor1_ height and door info with floor2_ etc.. for as many floors as you want.
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"
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@ -2245,8 +2245,10 @@ void idDeclManagerLocal::ExportEntityDefsToTrenchBroom_f( const idCmdArgs& args
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// mixed classes that need extra _model pendants
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solidClassNames.AddUnique( "func_door" );
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solidClassNames.AddUnique( "func_bobbing" );
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solidClassNames.AddUnique( "func_mover" );
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solidClassNames.AddUnique( "func_rotating" );
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solidClassNames.AddUnique( "func_elevator" );
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solidClassNames.AddUnique( "func_static" ); // misc_model
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@ -40,7 +40,7 @@ If you have questions concerning this license or the applicable additional terms
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// RB: changed home folder so we don't break the savegame of the original game
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#define SAVE_PATH "\\id Software\\RBDOOM 3 BFG"
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#define ENGINE_VERSION "RBDOOM 3 BFG 1.5.1" // printed in console
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#define ENGINE_VERSION "RBDOOM 3 BFG 1.6.0 preview" // printed in console
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// RB end
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// jmarshall
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@ -1,10 +1,12 @@
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REM 7z a RBDOOM-3-BFG-1.3.1.1-lite-win64-20220109-git-xxxxxxx.7z -r base/env/ base/maps/*.lightgrid base/maps/*_extra_ents.map -x!generated
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set filename=RBDOOM-3-BFG-1.5.1.x-lite-win64-yyyymmdd-git-xxxxxxx.7z
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set filename=RBDOOM-3-BFG-1.6.0.x-lite-win64-yyyymmdd-git-xxxxxxx.7z
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7z a %filename% README.md RELEASE-NOTES.md base/devtools.cfg base/modelviewer.cfg base/extract_resources.cfg base/convert_maps_to_valve220.cfg base/def/*.def base/materials/*.mtr base/script/*.script base/textures/common base/textures/editor base/maps/zoomaps -x!generated -xr!autosave -xr!*.xcf -xr!*.blend
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7z a %filename% base/maps/game/*_extra_ents.map
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7z a %filename% -r base/renderprogs2/dxil/*.bin
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7z a %filename% -r base/renderprogs2/spirv/*.bin
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7z a %filename% base/_tb/fgd/*.fgd
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7z a %filename% base/_tb/ -xr!*.png -xr!*.tga
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7z a %filename% base/_bl/*.json
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7z a %filename% tools/trenchbroom -xr!TrenchBroom-nomanual* -xr!TrenchBroom.pdb
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7z a %filename% tools/optick-profiler
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pause
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