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So what's in store for DR 2.0.3 ?


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Back in 1.8 there used to be tooltips that appeared if you put the cursor over a spawnarg. This doesn't happen in 2.0, are there any plans to bring that functionality back as it was very helpful.

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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Not seeing anything there besides specifics about some prefabs and TheDarkMod specific mapping features :/ I am talking about DarkRadiant 2.0.3, not TDM 2.03 ;)

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So what's the plan for DR 2.0.3 features and fixes ?

So far, my plan is having no plan. I usually tinker around in the codebase or the tracker until I find something where I'm thinking: yes, that could need getting done. I try to focus on one large change in between minor releases, otherwise I'm loading more than I can swallow. I don't have any "vision" for DR (not after the wxWidgets effort) or roadmap, if that's what you're asking.

 

Right now, I'm prodding the rendersystem to prevent the lighting mode switch from affecting all render views in the application (like that ModelSelector issue, which I could already resolve). Maybe I'll try my luck at getting the vertex/fragment programs to work as defined by the materials.

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I am wondering if any of the following reports will make it into 2.0.3:

 

0003931

0003919

0003928

0003927

 

And I have a couple of more to report (having a button to reload models while in the model/animation viewer and when in the entity browser).

Edited by motorsep
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I am wondering if any of the following reports will make it into 2.0.3:

 

0003931

0003919

0003928

0003927

 

And I have a couple of more to report (having a button to reload models while in the model/animation viewer and when in the entity browser).

Maybe I'll have a look, maybe not, I can't make any promises. I understand that everybody wants their bug reports see handled with priority, but in the end it comes down to my limited driving force. If it's something easy (means: can be resolved within 1-2 hours) then chances are higher. Some stuf requires extensive rewriting of many code parts (even if it "sounds easy" from the user perspective) and massive testing after the changes have been done. Such things may take me weeks to finish it, and I try to not start more than one such a project, if at all. On top of that it depends on my personal interest on certain topics. I do this for a hobby, so some percentage of fun needs to be in it for me. Another factor is the personal one - folks that have helped me during the boring testing phases in the past and approach me in a friendly and helpful way are likely to get some bonus in return, I'm a social person after all. But I'm not a genie in a bottle, so I only can give back so much. Active mappers that gave the TDM community hours of fun gameplay are also more likely to have their voices heard.

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