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88cea027e6
made Visual Studio files work in VS2005 Express fixed a ton of warnings in VS2005 Express fixed some compile problems on OpenSUSE 11.0 git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@302 8a3a26a2-13c4-0310-b231-cf6edde360e5
371 lines
12 KiB
Text
371 lines
12 KiB
Text
Old Q3Map 1.x and Early Q3Map2 Changelog (Chronological Order)
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- FILE IS STATIC. IF YOU MAKE CHANGES, UPDATE CHANGELOG.Q3MAP2 -
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Date Version Notes
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----------------------------------------------------------------
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2001-12-03 1.2 (ydnar) Alpha Initial version (win32)
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2001-12-03 1.2 (ydnar 2) Alpha Tolerance expanded
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(more brush faces caught)
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2001-12-04 1.2 (ydnar 3) Alpha Detail faces inside other
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detail brushes now culled,
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Small against large detail
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faces also culled.
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2001-12-04 1.2 (ydnar 4) Alpha djbob found a bug where
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coincident caulk faces
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were causing textured
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faces to be caulked. Fixed.
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2001-12-04 1.2 (ydnar 7) Alpha 5 and 6 were internal test
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versions. This version
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takes into account extra
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surface info, so coplanar
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clip brushes no longer
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cull away textured sides.
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2001-12-22 1.2 (ydnar 8) Alpha Optimized light. Lighting
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for most maps should now
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be measurable in minutes
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as opposed to hours.
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2001-12-24 1.2 (ydnar 9) Alpha Fixed light. It is still
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faster, but to enable
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"blinding fast" mode,
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you must supply the -fast
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switch on the commandline
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after -light. Fast mode
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should be approximately
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2x as fast as build 8.
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2001-12-24 1.2 (ydnar 10) Alpha Grid lighting is now
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optimized. Not as much
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as I would like, but
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a distance^2 cull before
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traces on EVERY SINGLE
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SURFACE LIGHT IN THE MAP
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certainly speeds things
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the fuck up. -fast not
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necessary to see this
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optimization. Also added
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the -cheap switch to
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limit light contributions
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to a point when it exceeds
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255 in R, G, and B. This
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*may* cause artifacts.
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Test away...
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2001-12-24 1.2 (ydnar 11) Alpha Now using PVS data (vis).
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Well constructed and
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hinted maps should now
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see a bit of a speedup.
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Lights in the void are
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also now removed as a
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byproduct.
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2001-12-24 1.2 (ydnar 12) Alpha Fixed bug that caused
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vlight to crash.
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2001-12-27 1.2 (ydnar 13) Alpha - Fixed broken PVS check.
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- Cheap now supresses sun
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Sun trace skipped if
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sample is "cheapened."
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- Experimental -smooth
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option for subsampling
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shadow edges.
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- Experimental radiosity
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code. Will probably crash.
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- Other minor optimizations.
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2001-12-27 1.2 (ydnar 14) Alpha Build 13 always subsampled,
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making it slower. Fixed.
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2001-12-28 1.2 (ydnar 15) Alpha Bad windings from edge- or
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vertex- manipulated brushes
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no longer created. Vertex
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lighting on func_* with
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an origin now works.
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Radiosity should be more
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stable (but not fully
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correct yet). Light
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envelopes now properly
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calculated for entities
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with origins.
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2001-12-28 1.2 (ydnar 16) Alpha Un-vised maps will now light.
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2001-12-30 1.2 (ydnar 17) Alpha Radiosity. Use q3map_bounce
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in shaders to specify
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amount of light to reflect.
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Use -bounce N after -light
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to enable radiosity. Use
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-dump to emit radiosity
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lights as a prefab.
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2001-12-31 1.2 (ydnar 18) Alpha Normalization release. New
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features include -fastgrid,
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-cheapgrid, and -fastbounce.
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Running with -fastgrid and
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-cheapgrid will produce
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results identical to normal
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q3map (with the lightgrid
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being a little darker).
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Also added q3map_nofast to
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shaders to override -fast
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switch for a surface light.
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2002-01-01 1.2 (ydnar 19) Alpha Fixed an odd vertex lighting
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bug (thanks Quakin) that was
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causing sun to leak to brush
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faces when using r_vertexlight
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ingame. Changed a little bit
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of the default behavior, so
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test with vertex lighting
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and with terrain. Minor
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shader changes might be
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necessary to get some maps to
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look as before.
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2002-01-01 1.2 (ydnar 20) Alpha Colored alpha shadows. Some
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minor optimizations in
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shadow tracing. Should be
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slightly faster than 19.
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2002-01-02 1.2 (ydnar 21) Alpha Set up colored shadows
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properly to use
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surfaceparm lightfilter.
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Shaders must use this parm
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to have colored shadows.
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Can be used with alphashadow
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as well.
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2002-01-04 1.2.1-y1 (nightly) This version is all new,
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based off the official
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GtkRadiant tree, which has
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all the previous enhancements.
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New features include colored
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lightgrid tracing through
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lightfilter shaders, and
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surfaceparm lightgrid, for
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large/space maps with large
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volumes. Also fixed are
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potential broken brush
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winding radiosity crashes.
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Maybe.
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2002-01-05 1.2.1-y2 (nightly) Merged latest CVS. Removed
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bug where ambient was getting
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calculated into the radiosity
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solution for every pass,
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leading to overbright maps
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in a hurry. Also removed
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the bad PTPFF reporting,
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as it only caused problems
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with radiosity in a big way.
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Sue me.
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2002-01-05 1.2.1-y3 (nightly) I really suck. Sample color
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now properly cleared to 0
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when bouncing.
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2002-01-07 1.2.1-y4 (nightly) Particle Studio generated
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brush faces should no longer
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be culled. I no longer cull
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faces that are autosprite.
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Added -bouncegrid to have
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radiosity add to lightgrid.
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2002-01-08 1.2.1-y5 (nightly) Same as y4, but compiled with
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full optimizations. Should
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be 10-25% faster in all,
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including BSP and vis
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stages.
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2002-01-09 1.2.1-y6 (nightly) Brushfaces with polygonoffset
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in their shader will no longer
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be faceculled.
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2002-01-11 1.2.1-y7 (nightly) Increased stack size for threads
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to 4MB on Win32 to (hopefully)
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elminate stack overflow
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crash with radiosity. Also
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made subdivision use the heap
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to lessen the stack load. Fixed
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bug where q3map_bounce was not
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being used in shader parsing.
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Redid some of the divide math
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to work in 0-255 instead of
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0-256.
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2002-01-11 1.2.1-y8 (nightly) More Win32 threading
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crutches. Eat me, Bill.
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2002-01-15 1.2.1-y9 RR2DO2 noticed a stupid bug
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in my PVS code. Fixed it,
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so the PVS light opts work as
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they should. Lighting is
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faster. Also got rid of some
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redundant square roots from
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the raytracing, speeding up
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lighting another ~25%.
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2002-01-20 1.2.1-y10 Fixed a potential crash bug
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with maps with 0 lights. Also
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changed how lightmaps are
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projected onto patches that
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lie in a single plane (bevel
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endcaps, floors, etc). Shadows
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now work properly on them.
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2002-01-22 1.2.1-y11 Fixed a divide-by-zero crash
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with maps with no lights or
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no tracing. Also added
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code to make brush/patch
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vertex lighting more closely
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resemble lightmap, even on
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less-than-perfect maps. And
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-light is faster, too...about
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25% on q3dm17. 34->25 seconds.
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2002-01-24 1.2.1-y12 Completely rewrote the path
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argument handling. Should find
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the Quake 3 dir and other
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dirs properly now. Needs to
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be tested on Linux though.
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Also made lights linear by
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default when run with -game
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wolf. This is to match the
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Gray Matter q3map and
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entity definition.
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2002-01-28 1.2.4-y1 Merged from 1.2.4-nightly CVS
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sources. Fog sparklies gone.
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-nopatchfix so vlight works
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properly again. Cleaned up
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paths processing some more,
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including Linux stuff. Added
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_lightmapscale entity key.
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Brought -game wolf lighting
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to parity with GM tools.
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RR2DO2's PCX loading fix. A
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bunch of other useful fun shit.
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2002-01-29 1.2.4-y2 Fixed a bug in RR2DO2's PCX fix.
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Fixed a stupid bug in lightmap
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dimension bounds checking (thanks
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Laerth).
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2002-01-29 1.2.4-y3 Now will detect (and report to
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GtkRadiant) all degenerate patches
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like those created by capping a
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cone.
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2002-02-23 2.0.0-a1 thru a3 Rewrote about 30% of the code.
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Lots of cool new shit.
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2002-02-24 2.0.0-a4 thru a8 Terrain fix (thx Pointy), patches
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are no longer circus colored, more
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terrain texturing fixes.
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2002-02-26 2.0.0-a10 thru a11 Adjacent coplanar surfaces now
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will share lightmaps. This prevents
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most wierd edge cases with filter
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and speeds things up a bit. Patches
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too.
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2002-02-27 2.0.0-a12 More lightmap fixes for non-planar
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surfaces. Bugfixes in allocation/
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compression of lightmaps as well.
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2002-03-02 2.0.0-a13 Fixed some surface light bugs,
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adjusted the occluded-luxel finding
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code, and amped the radiosity. Other
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fixes to RTCW lighting code (better
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angle attenuation on linear lights).
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2002-03-04 2.0.0-a14 Vertex light should now be near-
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perfect on clean (and mostly on not-
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so-clean) maps. Unlit maps will no
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longer have tri-fanned brush faces
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with random vertex colors. VLight is
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now totally gone (reverts to -light).
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2002-03-06 2.0.0-a15 Relaxed the planar check, should now
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classify all slightly-off plane brush
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face metasurfaces as planar. Triangle
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checking much more stringent as well.
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2002-03-11 2.0.0-a16 Vis crash gone. Lightmap allocation
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now sorted by shader to minimize
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shader count (and lessen chance for
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RTCW shader substitution bug). Hit
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big quarter-century also.
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2002-03-12 2.0.0-a17 Dammit.
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2002-03-12 2.0.0-a18 Hunting phantom lights...
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2002-03-16 2.0.0-a19 Fogclip and _celshader. Check the
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extras folder...
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2002-03-18 2.0.0-b1-rc1 Beta release candidate. Fixed the
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stupid phantom light bug finally.
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Tricked out the sun tracing a wee
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bit as well, should be a little
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faster + more accurate. Other little
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bits fixed up as well. Thanks to K,
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{wf}ShadowSpawn and RR2DO2 for their
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help tracking these last bugs down.
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2002-03-19 2.0.0-b1-rc2 Increased some maximums, and got
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rid of some cruft.
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2002-03-22 2.0.0-b1-rc3 Some minor optimizations.
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2002-03-30 2.0.0-b1-rc5 Now with fur (see extras/fur.shader).
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2002-04-01 2.0.0-b1-rc6 Enhanced with baby seal technology.
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2002-05-01 2.0.1 OK, better late than never. Fixed the
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alphashadow = 255 = transparent bug.
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2002-06-24 2.1.0-b1 Added _foghull functionality. Works
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like terrain "_shader" where
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you don't need "textures/" prefix.
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Also added q3map_normalmap. See
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NVIDIA's website for Photoshop filter
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to generate normalmaps from grayscale
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heightmaps. This makes lightmaps
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look bumpmapped. Currently 50% broken.
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2002-07-06 2.2.0-b1 Empty epairs now stripped from map,
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fixing Wolfenstein crash bug. Func_*
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entities are now fogged properly.
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Sort of. This will be enhanced later.
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Added the .srf file to store all the
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extra crap I was hiding in the BSP.
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It's an editable text file that
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-light uses, so you can change the
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samplesize w/o recompiling the map
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(just -light'ing it). Changed color
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normalization to clamping, because
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it looks better. Other stuff got
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fixed as well.
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2002-07-08 2.2.0-b2 thru b11 Test versions. Thanks jer and jet!
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2002-07-09 2.2.0-b12 Larger-than-life lightmaps are now
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supported, up to 1024x1024. Add
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q3map_lightmapSize H W to a shader
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to use. Lightmaps are stored in
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maps/{mapname}/_lm_NNN.tga and a
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shader script q3map_{mapname}.shader
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is generated. Also added
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q3map_lightmapGamma N.N. Use a
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value of 2.0 to simulate
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r_overBrightBits 1 and
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r_mapOverBrightBits 2 on external
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lightmap images.
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