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Everything posted by greebo
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Yes, sorry, didn't look into that yet. I can't make any promises at this point.
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I won't have much time for DarkRadiant in the near future, so don't expect to see much from me in the next few weeks or even months. I thought it might be worth releasing all the fixes we currently have in the repo, so there goes version 3.8.0!
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DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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 Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
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Dark Mod AMA on Reddit this Saturday (1/28) at 3 PM CET / 9am EST
greebo replied to demagogue's topic in The Dark Mod
No, not really, have only seen him on the forums many years ago. He deserves a lot of credit for providing the SVN infrastructure in the beginnings of the project, it's been only later when we transferred this to a hosted server. Memory is blurry, but I think my time working on TDM and his don't overlap that much - I had been getting more active, and he pulled back a bit. He bootstrapped quite a few important systems, IIRC he's been working on light gem and the first Stim/Response and Inventory implementations. From what I recall, he gave the project an organisational backbone in the technical department which is crucial to keep things together. Folks like Spring and NH who have joined long before me could give more insights, I guess. (Looking at my join date makes me feel old either way. From TDM's current view point, the year 2006 seems like right at the beginning, but actually the mod had already been existing for two years by that time I joined. With the first release in 2009, 2006 is rather in the middle. Heck, I haven't touched the mod code for at least 10 years - and I can still remember a few things, which is a testament of how much it occupied my thoughts back then). -
Beyond +/-65k world space ?
greebo replied to motorsep's topic in DarkRadiant Feedback and Development
You will run into problems with worldspawn geometry, since the engines are usually working with single-precision floats. You'll not be able to distinguish anymore from planes that are 0.5 units apart (which sounds ok, but for angled intersections and sealing geometry this might not cut it, literally). (This question really is not so much about the editor, which is working with doubles to store geometry - even though the DR renderer is also operating on single precision floats - this provides a huge performance benefit over doubles). -
Fascinating, because I don't recall touching anything related to outlines. Can you confirm it's still broken in 3.6.0? Have any driver updates been applied in the meantime?
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Changing the project/game setup and paths is a pretty massive change from DR's perspective. Almost everything needs to be re-initialised when setting the paths, which sometimes takes longer than a clean restart. (For similar reasons, the TDM engine itself needs to be restarted completely when you install a FM.) DR is able to make that leap while keeping the same process alive, but it's a very expensive step, and it's better to restart to clean up any resources that are left behind when switching configs (for instance, all defs that have been loaded from another map/project are kept in memory.) From a design perspective, I'd rather not have loading a map implicitly change the whole project setup. At some points it might not be deducible or even wanted to have the paths changed on map load. When regularly switching between projects, a possible help might be to create separate DarkRadiant shortcuts, passing the FM project path as argument to DarkRadiant.exe.
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DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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 Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
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Since it only affects the Model Selector window, I might have fixed that a few commits back. The Model Selector didn't have a parent window set (since it is initialised very early during startup), that's why it had also been possible to focus on the main window even with the Model Selector open.
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Not much I can change about the docking "magnetism", but as a workaround you can hold down Ctrl or Alt to prevent docking of moved windows. That should go to the bugtracker please, then I'll look into it for the next release.
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It's trying to create the folder "F:/.../maps/", that's the point where DR was by the time you created the dump. Could there be anything that might block the application from creating that folder?
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You can't even end the process? That doesn't sound like DR is at fault, ending a process is a windows thing. Next time it stalls, I'd be interested in a memory dump, to see where it hangs.
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Can you check out the latest release 3.6.0, there it should be possible to undock and close that property panel. With the property panel closed, you can hit N to toggle it on demand.
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DarkRadiant 3.6.0 is ready for download. What's new: Feature: Selection Focus (Ctrl-F) Feature: Add Radiant.findEntityByName script method Feature: Media Browser shows a thumbnail preview when selecting folders Feature: Map is remembering layer visibilities between loads Fixed: ModelDefs are shown in T-pose Fixed: Patch vertices are the wrong colour Fixed: Shader Clipboard source gets cleared on 'copy shader' operation Fixed: Nodes of hidden layers are still visible after loading the map Fixed: Can't close properties window Fixed: Merge Action rendering is broken Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer Fixed: Property Panel not remembering undocked/closed tabs Fixed: Texture Tool not updating during manipulation Fixed: Orthoview ignores filters for surfaces in models Fixed: Blue dot when selecting one face removed Tweak: Conversation Editor: double-click opens selected conversation Tweak: Preference option to disable drag select in camera view Tweak: ESC key should clear the resource tree view filter text Tweak: New layers function: tooltip popup getting in the way Feature: Selection Focus (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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 Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
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Feedback wanted on Selection Focus
greebo replied to greebo's topic in DarkRadiant Feedback and Development
I can't reproduce this. Anything you need to do before this happens? Any layout/camera adjustments that I might not have on my end? -
Hm, if it's not too much work, maybe you could download some of the older versions and see where it started happening?
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10 mInutes, seriously? Any hint on when this started to happen? Everything else is working without lag, once it finally started?
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Thanks. It appears this bug is fixed in a later wxWidgets version, but the workaround is fine too. I merged your latest master into mine.