mirror of
https://github.com/UberGames/GtkRadiant.git
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2a71ead9d9
- Fixed Bug #1078 (sogined) git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@139 8a3a26a2-13c4-0310-b231-cf6edde360e5
148 lines
8.7 KiB
Text
148 lines
8.7 KiB
Text
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BUGS
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MSI: installer bug with new folders? : create custom dir, click New Folder icon, type "FOLDER\" - gets stuck
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GTK2: gtk2 crashes when trying to use bitmap fonts such as MS Sans Serif http://bugzilla.gnome.org/show_bug.cgi?id=142579
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GTK2: alt+tab while mouse button is held down: see http://bugzilla.gnome.org/show_bug.cgi?id=145156
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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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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: 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: screensaver causes: gdkgc-win32.c: line 905 (gdk_win32_hdc_get): assertion failed: (win32_gc->hdc == NULL)
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FEATURES
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- paint-select or equivalent (e.g. area-selection with occlusion)
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- select-complete-tall or equivalent (e.g. subtract-from-selection modifier key)
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- texture pane names are often illegible, becuase 1. they are long and overlap each other and 2. they overlap the outline rectangles around the images themselves.
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Build: document build-menu xml format.
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The build menu in GtkRadiant 1.5 is entirely customisable - you can make it run qbsp3/qvis3/arghrad or any tool you want. Use 'Build > Customize...' to edit the menu.
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Menu commands are the shell commands that Radiant will execute when you choose the menu item. You can add as many commands as you want to a single menu item, and they will be executed in sequence. The commands contain variables, specified using []. The values of variables will be substituted when the command is executed.
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For example:
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<pre>[q2map] -bsp "[MapFile]"</pre>
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becomes:
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<pre>"C:\Program Files\GtkRadiant 1.5.0\q2map" -fs_basepath "c:\quake2" -bsp "c:\quake2\baseq2\maps\blah.map"</pre>
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This uses the predefined variable 'MapFile' and the custom variable 'q2map'. 'q2map' is defined in the XML file, and 'MapFile' is the full path to your map.
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The 'MapFile' variable is enclosed in quotes, because the path to your map may contain spaces.
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At the moment you can only create custom variables by editing the XML file. A custom variable for arghrad would look something like this:
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<pre><var name="arghrad">"[RadiantPath]arghrad"</var></pre>
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This variable could then be used in a command like this:
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<pre>[arghrad] "[MapFile]"</pre>
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Entity: option to filter non-world entities (e.g. not func_group or func_static)
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Rotate Tool: if more than one object is selected, with different local orientations, use parent-space rotation pivot instead of local-space
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Brush: MMB+ctrl to paint texture on whole brush/patch.
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Camera: add alternative highlighting styles (used to be J).
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Doom3: filter func_splinemovers
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Entity: draw arrowheads to show direction of connection-lines.
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? MMB to select a texture should also apply that texture to all selected faces.
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Mouse: support 2-button mouse.
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Grid: background colour should be different when the smallest grid is invisible due to being zoomed out.
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Brush: option to disable dots on selected faces when not in face mode.
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Entity: draw direction arrow for func_door and func_button angle.
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Build Menu: support for editing variables.
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Shaders: handle doom3 materials with multiple bumpmaps stage - use first stage, ignore later stages.
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Brush: warn when a brush is dragged into a configuration with <0 volume
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Textures: add option to give new brushes a specific texture instead of the last selected.
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? QE-tool: click anywhere on xy view to drag entity instead of requiring clicking directly on entity.
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UserDocs: how to use multi-vertex selection - replaces vertex-edit-splits-faces option:
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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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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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Textures: add anisotropic filtering.
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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: sensible default size for prefs window.
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Doom3: add model browser.
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Doom3: s_diversity light key.
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HalfLife: enable HL-mode on linux/osx.
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Renderer: doom3 'parallel' and 'spot' light support.
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Entity: add mouse-editing for doom3 light_center key
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Shaders: add support for texture transforms.
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Shaders: add support for 'addnormals' keyword - e.g. models/mapobjects/healthgui/healthguidirty
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TGA Loader: check that true-colour images with palettes are properly handled.
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Module System: reinstate 'refresh' feature.
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Surface Inspector: add button for 'axial' projection for doom3.
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Build: fix hardcoded engine-launch commands - use similar system to build-menu command description.
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Filters: use q2/heretic2 content flags to filter brushes.
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? Surface Inspector: allow material names not relative to 'textures/' for doom3
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Module System: add versioning for module-system api.
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svn: remove install/ dir, create it during build process on win32
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Editing: add option to choose the default startup tool mode.
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Renderer: lighting for doom3 materials without bumpmaps (e.g. mcity/mchangar2)
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Renderer: realtime doom3 materials preview
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Renderer: realtime doom3 shadows preview
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Linux: Provide .tar.gz of example-map data for et/wolf.
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Textures Window: add inner dark outline to distinguish 'is-shader' outline from white textures.
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HalfLife2: add HL2 map load/save.
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Selection: add move-pivot mode to allow rotation/scale around a custom pivot-point.
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Selection: add rotate increment for rotate manipulator.
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Selection: visibly distinguish between entity and brush selections
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Selection: need 'add to selection' and 'subtract from selection' modifiers
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Selection: Finish scale manipulator.
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FaceCopy/PasteTexture: Make face-copy/paste-texture shortcuts customisable.
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Manual: add documentation about search paths for .ent/.def/.fgd, shaders etc for each game.
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Halflife: add support for cstrike fgd.
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HalfLife: disable patches
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HalfLife: add HL .mdl model loader.
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HalfLife: add HL .spr support.
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HalfLife: support fgd 'flags' attributes.
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Model: add support for doom3 md5anim format
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Model: support doom3 ragdolls
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VFS: add ability to browse VFS from file-open dialogs.
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Installer: enable q3 brush-primitives map support.
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Installer: add editor manual to linux installer
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Map: add conversion between map formats
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Map: add conversion between entity definition formats
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Build: add build-menu dmap support (doom3)
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Entity: optionally draw target connection lines thicker than one pixel.
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Entity: add specialised attribute-entry in entity-inspector for integer/real/color attribute types.
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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: add option for convert-selection-to-new-brush/patch
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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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Autosave/Snapshots: Add support for multi-file maps.
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Quake2: Q2 hint transparency support
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Shortcuts: make shortcut list editable within radiant.
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Shortcuts: convert shortcuts.ini to xml.
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Shortcuts: warn when duplicate shortcuts are registered
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Shortcuts: rename commands in order to group shortcuts list better.
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upgrade to new API for SymGetModuleInfo - required for compiling with Visual Studio 8.0
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Doom3: lights should stay in place while resizing
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LOW priority features
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Selection: Add shear manipulator?
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Textures Window: Improve texture-manipulation and texture-browsing tools.
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Undo: make selections undoable?
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Win32 Installer: Automatically upgrade existing installation.
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General: refactor game-specific hacks to be parameterised by .game file
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Patch: Overlays, Bend Mode, Thicken.
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Brush: Add brush-specific plugin API.
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Entity: Draw light style numbers.
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... Entity: Show models with model2 key.
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Entity: Interpret _remap* key (_MindLink_).
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Entity: Support _origin _angles _scale on groups.
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Selection: Add Primitive-mode shortcut key/button.
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Selection: Customisable manipulator size - +/- to change the size of the translate/rotate tool.
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Selection: Add optional screen-relative control for constrained rotations.
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Clipper: Change selection/manipulation to be consistent with other component editing.
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Filtering: Either deselect filtered nodes, or render filtered nodes that are selected.
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Filtering: Add customisable filter presets to set/unset multiple filters at once.
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Texdef: Make texdef formats abstract, add conversion between texdef formats (use generic affine-texture-matrix format for conversions).
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Textures Window: Precise display of texture size when selecting. (tooltip, possibly)
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Status: 'Size of brush' display on status bar.
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Colours: maya scheme default?
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Quake: add support for adjusting gamma on quake palette?
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