gtkradiant/tools/quake3/q3map2/changelog.q3map1
TTimo 8037810110 transfer from internal tree r5311 branches/1.4-gpl
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@177 8a3a26a2-13c4-0310-b231-cf6edde360e5
2007-09-12 18:54:28 +00:00

371 lines
13 KiB
Text

Old Q3Map 1.x and Early Q3Map2 Changelog (Chronological Order)
- FILE IS STATIC. IF YOU MAKE CHANGES, UPDATE CHANGELOG.Q3MAP2 -
Date Version Notes
----------------------------------------------------------------
2001-12-03 1.2 (ydnar) Alpha Initial version (win32)
2001-12-03 1.2 (ydnar 2) Alpha Tolerance expanded
(more brush faces caught)
2001-12-04 1.2 (ydnar 3) Alpha Detail faces inside other
detail brushes now culled,
Small against large detail
faces also culled.
2001-12-04 1.2 (ydnar 4) Alpha djbob found a bug where
coincident caulk faces
were causing textured
faces to be caulked. Fixed.
2001-12-04 1.2 (ydnar 7) Alpha 5 and 6 were internal test
versions. This version
takes into account extra
surface info, so coplanar
clip brushes no longer
cull away textured sides.
2001-12-22 1.2 (ydnar 8) Alpha Optimized light. Lighting
for most maps should now
be measurable in minutes
as opposed to hours.
2001-12-24 1.2 (ydnar 9) Alpha Fixed light. It is still
faster, but to enable
"blinding fast" mode,
you must supply the -fast
switch on the commandline
after -light. Fast mode
should be approximately
2x as fast as build 8.
2001-12-24 1.2 (ydnar 10) Alpha Grid lighting is now
optimized. Not as much
as I would like, but
a distance^2 cull before
traces on EVERY SINGLE
SURFACE LIGHT IN THE MAP
certainly speeds things
the fuck up. -fast not
necessary to see this
optimization. Also added
the -cheap switch to
limit light contributions
to a point when it exceeds
255 in R, G, and B. This
*may* cause artifacts.
Test away...
2001-12-24 1.2 (ydnar 11) Alpha Now using PVS data (vis).
Well constructed and
hinted maps should now
see a bit of a speedup.
Lights in the void are
also now removed as a
byproduct.
2001-12-24 1.2 (ydnar 12) Alpha Fixed bug that caused
vlight to crash.
2001-12-27 1.2 (ydnar 13) Alpha - Fixed broken PVS check.
- Cheap now supresses sun
Sun trace skipped if
sample is "cheapened."
- Experimental -smooth
option for subsampling
shadow edges.
- Experimental radiosity
code. Will probably crash.
- Other minor optimizations.
2001-12-27 1.2 (ydnar 14) Alpha Build 13 always subsampled,
making it slower. Fixed.
2001-12-28 1.2 (ydnar 15) Alpha Bad windings from edge- or
vertex- manipulated brushes
no longer created. Vertex
lighting on func_* with
an origin now works.
Radiosity should be more
stable (but not fully
correct yet). Light
envelopes now properly
calculated for entities
with origins.
2001-12-28 1.2 (ydnar 16) Alpha Un-vised maps will now light.
2001-12-30 1.2 (ydnar 17) Alpha Radiosity. Use q3map_bounce
in shaders to specify
amount of light to reflect.
Use -bounce N after -light
to enable radiosity. Use
-dump to emit radiosity
lights as a prefab.
2001-12-31 1.2 (ydnar 18) Alpha Normalization release. New
features include -fastgrid,
-cheapgrid, and -fastbounce.
Running with -fastgrid and
-cheapgrid will produce
results identical to normal
q3map (with the lightgrid
being a little darker).
Also added q3map_nofast to
shaders to override -fast
switch for a surface light.
2002-01-01 1.2 (ydnar 19) Alpha Fixed an odd vertex lighting
bug (thanks Quakin) that was
causing sun to leak to brush
faces when using r_vertexlight
ingame. Changed a little bit
of the default behavior, so
test with vertex lighting
and with terrain. Minor
shader changes might be
necessary to get some maps to
look as before.
2002-01-01 1.2 (ydnar 20) Alpha Colored alpha shadows. Some
minor optimizations in
shadow tracing. Should be
slightly faster than 19.
2002-01-02 1.2 (ydnar 21) Alpha Set up colored shadows
properly to use
surfaceparm lightfilter.
Shaders must use this parm
to have colored shadows.
Can be used with alphashadow
as well.
2002-01-04 1.2.1-y1 (nightly) This version is all new,
based off the official
GtkRadiant tree, which has
all the previous enhancements.
New features include colored
lightgrid tracing through
lightfilter shaders, and
surfaceparm lightgrid, for
large/space maps with large
volumes. Also fixed are
potential broken brush
winding radiosity crashes.
Maybe.
2002-01-05 1.2.1-y2 (nightly) Merged latest CVS. Removed
bug where ambient was getting
calculated into the radiosity
solution for every pass,
leading to overbright maps
in a hurry. Also removed
the bad PTPFF reporting,
as it only caused problems
with radiosity in a big way.
Sue me.
2002-01-05 1.2.1-y3 (nightly) I really suck. Sample color
now properly cleared to 0
when bouncing.
2002-01-07 1.2.1-y4 (nightly) Particle Studio generated
brush faces should no longer
be culled. I no longer cull
faces that are autosprite.
Added -bouncegrid to have
radiosity add to lightgrid.
2002-01-08 1.2.1-y5 (nightly) Same as y4, but compiled with
full optimizations. Should
be 10-25% faster in all,
including BSP and vis
stages.
2002-01-09 1.2.1-y6 (nightly) Brushfaces with polygonoffset
in their shader will no longer
be faceculled.
2002-01-11 1.2.1-y7 (nightly) Increased stack size for threads
to 4MB on Win32 to (hopefully)
elminate stack overflow
crash with radiosity. Also
made subdivision use the heap
to lessen the stack load. Fixed
bug where q3map_bounce was not
being used in shader parsing.
Redid some of the divide math
to work in 0-255 instead of
0-256.
2002-01-11 1.2.1-y8 (nightly) More Win32 threading
crutches. Eat me, Bill.
2002-01-15 1.2.1-y9 RR2DO2 noticed a stupid bug
in my PVS code. Fixed it,
so the PVS light opts work as
they should. Lighting is
faster. Also got rid of some
redundant square roots from
the raytracing, speeding up
lighting another ~25%.
2002-01-20 1.2.1-y10 Fixed a potential crash bug
with maps with 0 lights. Also
changed how lightmaps are
projected onto patches that
lie in a single plane (bevel
endcaps, floors, etc). Shadows
now work properly on them.
2002-01-22 1.2.1-y11 Fixed a divide-by-zero crash
with maps with no lights or
no tracing. Also added
code to make brush/patch
vertex lighting more closely
resemble lightmap, even on
less-than-perfect maps. And
-light is faster, too...about
25% on q3dm17. 34->25 seconds.
2002-01-24 1.2.1-y12 Completely rewrote the path
argument handling. Should find
the Quake 3 dir and other
dirs properly now. Needs to
be tested on Linux though.
Also made lights linear by
default when run with -game
wolf. This is to match the
Gray Matter q3map and
entity definition.
2002-01-28 1.2.4-y1 Merged from 1.2.4-nightly CVS
sources. Fog sparklies gone.
-nopatchfix so vlight works
properly again. Cleaned up
paths processing some more,
including Linux stuff. Added
_lightmapscale entity key.
Brought -game wolf lighting
to parity with GM tools.
RR2DO2's PCX loading fix. A
bunch of other useful fun shit.
2002-01-29 1.2.4-y2 Fixed a bug in RR2DO2's PCX fix.
Fixed a stupid bug in lightmap
dimension bounds checking (thanks
Laerth).
2002-01-29 1.2.4-y3 Now will detect (and report to
GtkRadiant) all degenerate patches
like those created by capping a
cone.
2002-02-23 2.0.0-a1 thru a3 Rewrote about 30% of the code.
Lots of cool new shit.
2002-02-24 2.0.0-a4 thru a8 Terrain fix (thx Pointy), patches
are no longer circus colored, more
terrain texturing fixes.
2002-02-26 2.0.0-a10 thru a11 Adjacent coplanar surfaces now
will share lightmaps. This prevents
most wierd edge cases with filter
and speeds things up a bit. Patches
too.
2002-02-27 2.0.0-a12 More lightmap fixes for non-planar
surfaces. Bugfixes in allocation/
compression of lightmaps as well.
2002-03-02 2.0.0-a13 Fixed some surface light bugs,
adjusted the occluded-luxel finding
code, and amped the radiosity. Other
fixes to RTCW lighting code (better
angle attenuation on linear lights).
2002-03-04 2.0.0-a14 Vertex light should now be near-
perfect on clean (and mostly on not-
so-clean) maps. Unlit maps will no
longer have tri-fanned brush faces
with random vertex colors. VLight is
now totally gone (reverts to -light).
2002-03-06 2.0.0-a15 Relaxed the planar check, should now
classify all slightly-off plane brush
face metasurfaces as planar. Triangle
checking much more stringent as well.
2002-03-11 2.0.0-a16 Vis crash gone. Lightmap allocation
now sorted by shader to minimize
shader count (and lessen chance for
RTCW shader substitution bug). Hit
big quarter-century also.
2002-03-12 2.0.0-a17 Dammit.
2002-03-12 2.0.0-a18 Hunting phantom lights...
2002-03-16 2.0.0-a19 Fogclip and _celshader. Check the
extras folder...
2002-03-18 2.0.0-b1-rc1 Beta release candidate. Fixed the
stupid phantom light bug finally.
Tricked out the sun tracing a wee
bit as well, should be a little
faster + more accurate. Other little
bits fixed up as well. Thanks to K,
{wf}ShadowSpawn and RR2DO2 for their
help tracking these last bugs down.
2002-03-19 2.0.0-b1-rc2 Increased some maximums, and got
rid of some cruft.
2002-03-22 2.0.0-b1-rc3 Some minor optimizations.
2002-03-30 2.0.0-b1-rc5 Now with fur (see extras/fur.shader).
2002-04-01 2.0.0-b1-rc6 Enhanced with baby seal technology.
2002-05-01 2.0.1 OK, better late than never. Fixed the
alphashadow = 255 = transparent bug.
2002-06-24 2.1.0-b1 Added _foghull functionality. Works
like terrain "_shader" where
you don't need "textures/" prefix.
Also added q3map_normalmap. See
NVIDIA's website for Photoshop filter
to generate normalmaps from grayscale
heightmaps. This makes lightmaps
look bumpmapped. Currently 50% broken.
2002-07-06 2.2.0-b1 Empty epairs now stripped from map,
fixing Wolfenstein crash bug. Func_*
entities are now fogged properly.
Sort of. This will be enhanced later.
Added the .srf file to store all the
extra crap I was hiding in the BSP.
It's an editable text file that
-light uses, so you can change the
samplesize w/o recompiling the map
(just -light'ing it). Changed color
normalization to clamping, because
it looks better. Other stuff got
fixed as well.
2002-07-08 2.2.0-b2 thru b11 Test versions. Thanks jer and jet!
2002-07-09 2.2.0-b12 Larger-than-life lightmaps are now
supported, up to 1024x1024. Add
q3map_lightmapSize H W to a shader
to use. Lightmaps are stored in
maps/{mapname}/_lm_NNN.tga and a
shader script q3map_{mapname}.shader
is generated. Also added
q3map_lightmapGamma N.N. Use a
value of 2.0 to simulate
r_overBrightBits 1 and
r_mapOverBrightBits 2 on external
lightmap images.