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texture-browser: removed check for textures/ prefix when loading textures from a directory
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@85 8a3a26a2-13c4-0310-b231-cf6edde360e5
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2 changed files with 2 additions and 3 deletions
3
TODO
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TODO
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@ -63,7 +63,6 @@ UserDocs: how to use parent-selection:
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Parent-selection works like Maya: it allows you to 'reparent' brushes
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Parent-selection works like Maya: it allows you to 'reparent' brushes
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onto other entities than the one they're currently part of. To use it,
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onto other entities than the one they're currently part of. To use it,
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select some brushes, select an entity, Edit -> Parent.
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select some brushes, select an entity, Edit -> Parent.
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Brush: enable per-face filtering
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Textures: add anisotropic filtering.
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Textures: add anisotropic filtering.
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Preferences: allow preference settings to be shared across games.
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Preferences: allow preference settings to be shared across games.
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Preferences: add colour 'theme' files using prefs format.
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Preferences: add colour 'theme' files using prefs format.
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@ -119,7 +118,7 @@ Entity: add specialised attribute-entry in entity-inspector for integer/real/col
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Patch: add cap-texture, fit-texture and natural-texture toolbar buttons
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Patch: add cap-texture, fit-texture and natural-texture toolbar buttons
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Patch: draw patches in wireframe from the back, make patches selectable from the back
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Patch: draw patches in wireframe from the back, make patches selectable from the back
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Patch: add option for convert-selection-to-new-brush/patch
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Patch: add option for convert-selection-to-new-brush/patch
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Patch: add merge-patches feature or resurrect bobtoolz
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Patch: fix bobtoolz merge-patches feature
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Patch: fix insert/remove rows/cols indicated by current selected patch vertices.
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Patch: fix insert/remove rows/cols indicated by current selected patch vertices.
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Autosave/Snapshots: Add support for multi-file maps.
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Autosave/Snapshots: Add support for multi-file maps.
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Quake2: Q2 hint transparency support
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Quake2: Q2 hint transparency support
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@ -868,7 +868,7 @@ void TextureDirectory_loadTexture(const char* directory, const char* texture)
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return;
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return;
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}
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}
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if (!texdef_name_valid(name.c_str()))
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if (!shader_valid(name.c_str()))
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{
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{
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globalOutputStream() << "Skipping invalid texture name: [" << name.c_str() << "]\n";
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globalOutputStream() << "Skipping invalid texture name: [" << name.c_str() << "]\n";
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return;
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return;
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