Updated FGDs for TrenchBroomBFG

This commit is contained in:
Robert Beckebans 2023-10-27 21:12:09 +02:00
parent 87e2004634
commit 28c3ea9804
9 changed files with 11534 additions and 10 deletions

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@ -13,6 +13,93 @@ RBDOOM-3-BFG Release Notes - https://github.com/RobertBeckebans/RBDOOM-3-BFG
Thank you for downloading RBDOOM-3-BFG.
_______________________________________
TBD - RBDOOM-3-BFG 1.6.0
_______________________________
## .plan - October 27, 2023
This is a preview build of the new WIP ingame Light Editor with some important bugfixes in the convertMapToValve220 command.
The Light editor can be opened using the `editLights` command in the console. Just bind F1 editLights.
It docked into certain screen areas.
It features a gizmos for translation, rotation and scaling lights and a experimental menu bar.
Light transforms can also be edited directly.
Gizmos can use snapping with defaults: 4 units for grid snapping, 15 degrees for angle snapping and 10% for scale snapping.
It also provides a few keyboard shortcuts:
G: Change to the translation gizmo
R: Change to rotation gizmo
Alt + R: Reset the current rotation
s: Change to scaling gizmo
Ctrl + S - Save all changed lights
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)
Steven Pridham also fixed the game related post-processing fullscreen FX effects.
Steven Saunders fixed many Linux/macOS specific compiler warnings and extended the renderer to support the Optick profiler using the Vulkan backend.
That feature is for coders and not part of the binary.
Changelog:
* Added new helper entityDefs like func_elevator_model in base/def/_tb_helpers.def for TrenchBroomBFG
* Prioritize .wav and .ogg files over shipped .idwav files so overriding existing sounds works better
* Fixed some critical bugs in the convertMapToValve220 command. Added origin brushes
* Light editor can use the rotation/scale gizmos
* Light editor can use the translation gizmo
* Fixed Imgui and light scissor clipping issues. Closes #651
* Wrote simple exportMaterialsToBlender command which saves all materials to base/_bl/materials.json
* Started to simplify the light editor
* Use same Instance pattern of AF editor for light editor
* Always draw the console after Imgui
* Added code to load UE5 editor themes into Imgui
* Imgui ingame tools can use the docking feature now
* Updated Imgui to newest docking release v1.89.9
* Fix fullscreen warp FX for grabber and various effects like Berserker (Thanks Steven Pridham)
* Fixed HLSL code to compile with newer versions of DXC
* Fix system vs. bundled library logic, suppress gcc/clang warnings for some third party source libs (jpeg, zlib, minizip)
* Fix MSVC warnings, suppress for some third party source libs (jpeg, png, oggvorbis)
* Update CMakeLists to add clang -Wno-shorten-64-to-32 flag to suppress flood of int conversion warnings
* Update rapidjson lib to remove deprecated std::iterator template and replace with required iterator types
* Update jpeglib's format_message() error routine to use snprintf() for buffer security
* Replace sprintf() / vsprintf() with idStr::snPrintf() / idStr::vsnPrintf() for buffer security
* BFG Resource File Manager under tools/bfgpakexplorer has been updated
Changelog TrenchBroomBFG:
* Updated FGDs exported from the engine which can be found in base/_tb/fgd/*
* Bezier patches can be duplicated and copy pasted within a map and copied from another TrenchBroomBFG instance
* the DOOM-3-models.fgd has been restored
_______________________________________
23 May 2023 - RBDOOM-3-BFG 1.5.1

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@ -5789,7 +5789,7 @@ trigger will toggle the activator on and off. Activator will disable itself whe
width(string) : "Width of the beam."
]
@PointClass color(0 127 204) = func_bobbing : "Generic bobbing entity. It will bob on the Z axis by default.
@SolidClass color(0 127 204) = func_bobbing : "Generic bobbing entity. It will bob on the Z axis by default.
"
[
spawnclass(string) : "" : "idBobber"
@ -5926,7 +5926,7 @@ Use it to place all kinds of models
triggered(string) : "waits to be triggered before quaking"
]
@PointClass color(0 127 204) = func_elevator : "Elevators move to predefined floors and activate door teams based on floor number.
@SolidClass color(0 127 204) = func_elevator : "Elevators move to predefined floors and activate door teams based on floor number.
Use the default elevator gui to control them
Repeat floor1_ height and door info with floor2_ etc.. for as many floors as you want.
"

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@ -2381,7 +2381,7 @@ trigger will toggle the activator on and off. Activator will disable itself whe
width(string) : "Width of the beam."
]
@PointClass color(0 127 204) = func_bobbing : "Generic bobbing entity. It will bob on the Z axis by default.
@SolidClass color(0 127 204) = func_bobbing : "Generic bobbing entity. It will bob on the Z axis by default.
"
[
spawnclass(string) : "" : "idBobber"
@ -2518,7 +2518,7 @@ Use it to place all kinds of models
triggered(string) : "waits to be triggered before quaking"
]
@PointClass color(0 127 204) = func_elevator : "Elevators move to predefined floors and activate door teams based on floor number.
@SolidClass color(0 127 204) = func_elevator : "Elevators move to predefined floors and activate door teams based on floor number.
Use the default elevator gui to control them
Repeat floor1_ height and door info with floor2_ etc.. for as many floors as you want.
"

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@ -2245,8 +2245,10 @@ void idDeclManagerLocal::ExportEntityDefsToTrenchBroom_f( const idCmdArgs& args
// mixed classes that need extra _model pendants
solidClassNames.AddUnique( "func_door" );
solidClassNames.AddUnique( "func_bobbing" );
solidClassNames.AddUnique( "func_mover" );
solidClassNames.AddUnique( "func_rotating" );
solidClassNames.AddUnique( "func_elevator" );
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
// RB: changed home folder so we don't break the savegame of the original game
#define SAVE_PATH "\\id Software\\RBDOOM 3 BFG"
#define ENGINE_VERSION "RBDOOM 3 BFG 1.5.1" // printed in console
#define ENGINE_VERSION "RBDOOM 3 BFG 1.6.0 preview" // printed in console
// RB end
// jmarshall

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@ -1,10 +1,12 @@
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
set filename=RBDOOM-3-BFG-1.5.1.x-lite-win64-yyyymmdd-git-xxxxxxx.7z
set filename=RBDOOM-3-BFG-1.6.0.x-lite-win64-yyyymmdd-git-xxxxxxx.7z
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
7z a %filename% base/maps/game/*_extra_ents.map
7z a %filename% -r base/renderprogs2/dxil/*.bin
7z a %filename% -r base/renderprogs2/spirv/*.bin
7z a %filename% base/_tb/fgd/*.fgd
7z a %filename% base/_tb/ -xr!*.png -xr!*.tga
7z a %filename% base/_bl/*.json
7z a %filename% tools/trenchbroom -xr!TrenchBroom-nomanual* -xr!TrenchBroom.pdb
7z a %filename% tools/optick-profiler
pause