Don't force maximize the mainframe.
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2 changed files with 23 additions and 13 deletions
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README.md
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README.md
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@ -1,19 +1,24 @@
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# WorldSpawn
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The editor we use to create levels. It was forked from NetRaidiant and was a result of necessity.
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We wanted to move away from a proprietary toolchain that assumed a different texture coordinate system and had technical issues
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the author would not ever get back to us about, so we had to take matters into our own hands.
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The worlds most opinionated fork of QER.
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The editor we use at Vera Visions to create BSP levels.
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It was forked from NetRaidiant and was a result of necessity originally.
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We wanted to move away from a proprietary toolchain that assumed a different texture coordinate system and had technical issues the developer would not ever get back to us about, so we had to take matters into our own hands.
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Use it if you actually want to use the features listed below - note that they require a modified engine.
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There's plenty of other editors for the first-party id Tech games.
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## Key changes
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- All texture coordinates use the Valve 220 format for compatibility with J.A.C.K. exported .map files
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- Integration with our material system instead of long .shader files
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- Support for vertex-color/alpha editing of patches using our new fixed patch format
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- Support for VVM in the BSP compiler
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- Support for HDR lightmaps in the BSP compiler
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- Support for automatic cubemap surface-picking in the BSP compiler
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- Lots of bug fixes, like the 'ghost-ent' bug, which places dummy ents at the center of your map
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- Simplified build system, so less dependencies
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- All texture coordinates use the Valve 220 format for compatibility with WorldCraft exported .map files
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- Integration with our material system (goodbye .shader files)
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- Support for vertex-color/alpha editing of patches using our new fixed patch format, allowing technologies such as 4-way texture blending and whatever your designers can imagine.
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- Support for VVM/IQM model format in the BSP compiler
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- Support for High-Dynamic-Range lightmaps in the BSP compiler
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- Support for Cubemap aware surfaces in the BSP compiler
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- Lots of bug fixes, like the 'ghost-ent' bug, which places dummy ents at the center of your map which somehow had flown other peoples radar for 20+ years
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- Simplified build system, so less dependencies!
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## Compiling
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To compile on a standard GNU/Linux system:
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@ -28,3 +33,4 @@ We don't work on NT. You're on your own with that one.
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## Support
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If you need help with this, you're better off using an alternative editor.
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Compatibility is not a priority here.
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@ -117,8 +117,7 @@ struct layout_globals_t {
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nXYHeight(300),
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nXYWidth(300),
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nCamWidth(200),
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nCamHeight(200),
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nState(GDK_WINDOW_STATE_MAXIMIZED)
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nCamHeight(200)
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{
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}
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};
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@ -3240,6 +3239,7 @@ void MainFrame::Create()
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}
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#endif
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#if 0
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if (g_layout_globals.nState & GDK_WINDOW_STATE_MAXIMIZED) {
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WindowPosition default_position(-1, -1, 640, 480);
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window_set_position(window, default_position);
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@ -3248,6 +3248,10 @@ void MainFrame::Create()
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window_set_position(window, g_layout_globals.m_position);
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gtk_window_resize(window, g_layout_globals.m_position.w, g_layout_globals.m_position.h);
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}
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#else
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WindowPosition default_position(-1, -1, 640, 480);
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window_set_position(window, default_position);
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#endif
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EntityList_constructWindow(window);
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PreferencesDialog_constructWindow(window);
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