greebo 29 Report post Posted May 10, 2018 DarkRadiant 2.6.0 is ready for download. This feature release is further improving on the Model Exporting capabilities and introduces smaller features like a mapping time stopwatch and the ability to define favourites in the Media Browser, making it more convenient to work with a large number of materials. On top of that, this build offers a number of fixes and improvement for various parts of the editor. It's recommended to prefer this version over any previous release.Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.6.0 and of course linked from the website https://www.darkradiant.netThanks go out to all who helped testing this release!Please report any bugs or feature requests here in these forums, following these guidelines:Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask.If you run into a crash, please record a crashdump: Crashdump InstructionsFeature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker.Changes since 2.5.0Add a stopwatch tracking your mapping timeMake The Model Exporter Respect The "skin" Spawnarg On ExportExport patches and lights/func_statics to OBJFixed: Particle Editor Doesn't Save Colour/Fade ColourFixed DR not remembering location of child windows when placed on any non-primary monitorFixed: Re-exporting .ase models screws up their normalsFixed: Export Selected as .LWO Model: Exported models loose smooth shading after export.Fixed: DR shouldn't write *.darkradiant files when creating a prefabFixed: CSG Make Room operator does not fill the room on 3-edge prism caseFixed: DR doesn't show readable background image changesFixed syntax error in OBJ export scriptFixed: Grid size number format in status bar is showing unnecessary post-comma zerosFixed: Undo after changing func_static entity classname results in lost child primitivesFixed: Changing entity class from the spawnargs moves it to the Active LayerThe list of changes can be found on the our bugtracker changelog.Have fun mapping! Quote Share this post Link to post Share on other sites
Goldwell 2287 Report post Posted May 10, 2018 Congrats and thank you! Quote Shadows of Northdale CampaignACT I - A Curious Mind | ACT II - Down The Rabbit Hole Stand Alone MissionsLord Edgar's Bathhouse | Spring Cleaning | The Accountant Part 1: Thieves and Heirs | The Accountant Part 2: New In town Share this post Link to post Share on other sites
peter_spy 1310 Report post Posted May 10, 2018 Thank you! Quote Builder Compound Asset Pack – models and textures for TDM Share this post Link to post Share on other sites
grayman 2695 Report post Posted May 11, 2018 Yes, thank you, greebo. Your hard work and continued attention to DR is appreciated! Quote Share this post Link to post Share on other sites
Amadeus 155 Report post Posted May 11, 2018 Thanks greebo! Can't wait to try it out Quote Share this post Link to post Share on other sites
Epifire 774 Report post Posted May 11, 2018 This is great. The combining models saves me so much time for what I was having to do manually. 1 Quote You need a model? Epi does you a model. Toss me a PM I promise I don't bite. Share this post Link to post Share on other sites
demagogue 1099 Report post Posted May 12, 2018 Thanks for this, greebo!I like how, even after you "retired" as a coder for us, you're still one of our most productive contributors. Keep rocking the free world! Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Share this post Link to post Share on other sites
New Horizon 470 Report post Posted May 12, 2018 I am constantly amazed at just how robust dark radiant has becomee. Thanks for continuing to make DR the best of the best Greebo. Quote Share this post Link to post Share on other sites
ERH+ 617 Report post Posted May 12, 2018 (edited) Thank you! Edited May 12, 2018 by ERH+ Quote Share this post Link to post Share on other sites
JackFarmer 241 Report post Posted May 17, 2018 Hello Greebo, Great! Thank you very much for that. Downloading now... Quote Share this post Link to post Share on other sites
teh_saccade 233 Report post Posted November 30, 2018 (edited) I'm still getting an unspecified error when exporting a collision model, that's taken from a brush model that was exported as .ase and imported by right-click "add model", because it's trying to export the collision model to the same path as the model... and the file is in use by DR, so it's locked.(please don't make me use zbrush or blender...)After setting the origins to be the same as the model - if I make a mistake while tweaking it a bit, and try to undo it - I get a "failed to save collision model" and DR crashes.(I just realised I don't need the collision model, as the brush model is bound to a mover and will cause damage, so dw about it - should push the player back anyway). Edited November 30, 2018 by teh_saccade Quote http://nolfrevival.tk/ Share this post Link to post Share on other sites