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updated todo
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@86 8a3a26a2-13c4-0310-b231-cf6edde360e5
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2 changed files with 8 additions and 2 deletions
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TODO
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TODO
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@ -10,6 +10,7 @@ UI: changing resolution in floating-windows mode can screw up window positions.
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HalfLife: half-life maps saved in q1 map format are not supported - currently have to convert them to hammer map format using hammer editor. And vice versa.
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HalfLife: half-life maps saved in q1 map format are not supported - currently have to convert them to hammer map format using hammer editor. And vice versa.
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Entity: creating a new entity with all the brushes of another entity selected results in the latter entity having no brushes.
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Entity: creating a new entity with all the brushes of another entity selected results in the latter entity having no brushes.
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SConscript: build fails if SETUP=1
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SConscript: build fails if SETUP=1
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SConscript: svn.py fails if not using C locale - set LC_ALL?
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GUI: can't use arrow keys to navigate in camera view when capslock is enabled
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GUI: can't use arrow keys to navigate in camera view when capslock is enabled
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GUI: screensaver causes: gdkgc-win32.c: line 905 (gdk_win32_hdc_get): assertion failed: (win32_gc->hdc == NULL)
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GUI: screensaver causes: gdkgc-win32.c: line 905 (gdk_win32_hdc_get): assertion failed: (win32_gc->hdc == NULL)
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@ -1699,11 +1699,15 @@ CShader* Try_Shader_ForName(const char* name)
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return (*i).second;
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return (*i).second;
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}
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}
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}
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}
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// active shader was not found
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// not found, create it
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// find matching shader definition
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ShaderDefinitionMap::iterator i = g_shaderDefinitions.find(name);
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ShaderDefinitionMap::iterator i = g_shaderDefinitions.find(name);
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if(i == g_shaderDefinitions.end())
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if(i == g_shaderDefinitions.end())
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{
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{
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// shader definition was not found
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// create new shader definition from default shader template
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ShaderTemplatePointer shaderTemplate(new ShaderTemplate());
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ShaderTemplatePointer shaderTemplate(new ShaderTemplate());
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shaderTemplate->CreateDefault(name);
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shaderTemplate->CreateDefault(name);
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g_shaderTemplates.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate));
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g_shaderTemplates.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate));
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@ -1711,6 +1715,7 @@ CShader* Try_Shader_ForName(const char* name)
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i = g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(name, ShaderDefinition(shaderTemplate.get(), ShaderArguments(), ""))).first;
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i = g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(name, ShaderDefinition(shaderTemplate.get(), ShaderArguments(), ""))).first;
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}
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}
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// create shader from existing definition
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ShaderPointer pShader(new CShader((*i).second));
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ShaderPointer pShader(new CShader((*i).second));
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pShader->setName(name);
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pShader->setName(name);
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g_ActiveShaders.insert(shaders_t::value_type(name, pShader));
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g_ActiveShaders.insert(shaders_t::value_type(name, pShader));
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