Commit graph

104 commits

Author SHA1 Message Date
9152440420
UX updates to make this all more bearable 2021-10-31 21:39:43 +01:00
921c07a3f8
Fix vmap_remapMaterial/q3map_remapShader to carry over surfaceflag info 2021-10-31 18:48:24 +01:00
08238a4e4b
Add sidebar buttons for most common modifiers/tools... 2021-10-30 03:06:03 +02:00
9115c39fba
Re-order some UI related gubbins... 2021-10-30 01:51:34 +02:00
6eb872b4c0
Set up some sane vmap defaults. 2021-10-15 09:56:24 +02:00
991633dfce
Add option to hide the fixed-Patch balls. 2021-10-13 23:45:43 +02:00
83051af63b
Don't strip # enumarations in key/value pairs unless we're dealing
with an I/O system
2021-09-30 21:51:22 +02:00
Slartibarty
7b553f5b7a
Add support for targetless spotlights, fix bug with "light" keyvalues (#4) 2021-08-29 17:36:55 +02:00
e7606f6c78 Editor: Fix some entities getting their 'angles' reset when moved. 2021-08-28 16:34:20 +02:00
9cda1adcd4 Editor: Add prop_physics previews, and fix that def files their model= key
is respected.
2021-08-28 15:44:27 +02:00
99aebfc57b vmap: Simplify the last commit, by giving us what's basically areascale
for individual surfaces. (vmap_surfaceLightDistance and areascale for
light_surface)
2021-08-28 14:46:03 +02:00
c5bfadcf1a vmap: Added vmap_lightLinear, added vmap_lightLinearFade, plus light_surface
can now check for spawnflags 1 and has a valid 'fade' key value.
2021-08-28 13:44:15 +02:00
56603d6048 vmap: Fix _light/light handling, small PR slipup 2021-08-28 13:29:53 +02:00
5537a7c2b3 vmap: support for _light in light_environment 2021-08-26 00:24:16 +02:00
d23ad3e797
Merge pull request #3 from Joshua-Ashton/zhlt_ambient_color
Support for ZHLT sun spread angle and ambient light_environment color
2021-08-22 20:23:15 +02:00
98a3fedf16
Merge pull request #2 from Joshua-Ashton/zhlt_lightflags
Add support for zhlt_lightflags
2021-08-22 20:22:11 +02:00
Joshua Ashton
c5215a0737
Support for ZHLT's sun spread angle
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-08-22 19:16:20 +01:00
Joshua Ashton
ab6c146ddb
Support for ZHLT ambient light_environment color
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-08-22 19:12:54 +01:00
Joshua Ashton
9823977391
Add support for zhlt_lightflags
Support zhlt lightflags for shadow casting

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-08-22 19:05:12 +01:00
011de3563f
Merge pull request #1 from Joshua-Ashton/light_surface_fixes
Support for Half-Life styled lights and light_surfaces
2021-08-22 18:39:22 +02:00
Joshua Ashton
fc0e5c3ccc
Handle Half-Life 1 styled point light info
This adds support for the vector version of _light, where the first 3 values are the color and the alpha is the intensity.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-08-22 15:43:11 +01:00
Joshua Ashton
f68d4836e1
Support for other formats of light_surface entities
In the light_surfaces we want to use, the light brighness is stored in the alpha of _light and the color as color255 in _texcolor.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-08-22 15:43:11 +01:00
633197eb0a Classify func_detail and func_detail_illusionary as DETAILS for filters. 2021-08-12 22:29:43 +02:00
22f3b9ee73 Basic shortcuts should still use the common GDK_CONTROL_MASK 2021-08-10 12:04:06 +02:00
6a6b6e3555 Tweak Makefile flag order slightly 2021-08-08 17:45:50 +02:00
112889020f Add pkg-config cairo to libs/gtkutil/Makefile 2021-08-08 16:00:37 +02:00
bde6c649e3 Add pkg-config for cairo on src/Makefile 2021-08-08 15:53:19 +02:00
5c441dfb0a Simplify the I/O system verification check for entity keys 2021-08-08 10:49:54 +02:00
95806e0885 Change CTRL to LOCK, to avoid further carpal tunnel pains. 2021-08-07 09:36:37 +02:00
d1bd3f2a0d typo'd 2021-08-05 06:19:54 +02:00
8245692e20 Swap ClipSelected and SplitSelected default keybindings 2021-08-04 23:12:23 +02:00
cfdbf49807 Remove clippertool.cpp/h which were empty. Remove worldspawn.rc as it's
MSVC specific. Add two missing toolbar constructors.
2021-08-04 23:09:59 +02:00
de441e71fa Run uncrustify over the codebase. 2021-08-04 22:23:18 +02:00
478b0c7ba3 Change fieldOfView to 75 as we're using vertical fov measurements 2021-08-04 21:52:42 +02:00
19d9e67c25 Update readme 2021-08-04 16:55:07 +02:00
53992b8ed2 If LastFolder isn't set, pick enginePath, not userGamePath 2021-08-04 16:23:22 +02:00
b2af29f067 Search game-dirs for entities.def files. 2021-08-04 13:18:36 +02:00
4e16e2dd49 Change back some of the behaviour, because it'd break usability with
specialized functions.
2021-08-04 12:09:49 +02:00
661d11c87a vmap: implement style, bouncescale, backsplash_fraction and backsplash_distance keys into light_surface 2021-07-12 10:13:00 +02:00
b75af3b6c4 vmap: implement our own "light_surface" entity. 2021-07-12 09:26:05 +02:00
75565d2c0a vmap: no longer assume any entity with a classname starting with light* is
meant to be a static light.
2021-07-09 14:59:55 +02:00
90d3f523bb vmap: patches will now be affected by func_detail_illusionary as well. 2021-07-09 08:04:30 +02:00
cea3bc68d9 vmap: Fix broken implementation of func_detail_illusionary 2021-07-08 23:43:59 +02:00
223182aac5 vmap: Allow non underscore versions of light key/value pairs 2021-06-29 21:11:40 +02:00
bcadd67229 add modelscale to the list of non-dupe fields 2021-06-27 01:51:42 +02:00
cf3b669731 vmap: Map -game to -fs_game 2021-06-26 11:20:58 +02:00
21d88fbec5 FOV is now calculate along the height, not the width (for proper ultrawide
support)
2021-06-26 11:20:42 +02:00
6e0aea25aa Updated screen.jpg 2021-06-10 09:42:41 +02:00
51379463d8 Add missing cast on hidden object output. 2021-06-07 14:20:30 +02:00
6a1ecee57b Show hidden objects in the status bar 2021-06-07 11:30:54 +02:00