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greebo

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Everything posted by greebo

  1. Oh, missed that one. I added it to the list! And thanks for the words
  2. DarkRadiant 2.14.0 is ready for download. This release focused on DarkRadiant's texturing abilities, the Texture Tool and some of the Surface Inspector algorithms have been completely rewritten. A new model importer UI has been added with the ability to convert FBX models into a format compatible to the game (it can also convert LWO, ASE and OBJ models). The EntityInspector can now deal with more than one selected entities, showing the shared key values in the list. Copy/Paste Textures across angled faces: Texture Tool Rotate Tool (use "R" hotkey to switch) Surface Inspector Harmonise Scale / Linked Scaling Surface Inspector Normalise EntityInspector Multi-Selection Support For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.14.0 and of course linked from the website https://www.darkradiant.net Thanks 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 Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 2.13.0 Feature: Texture Tool Improvements Feature: Texture Tool: Add Manipulation Panel to shift/scale/rotate selection Feature: Show shared keyvalues when multiple entities are selected Feature: Texture Browser Filter: match multiple words (using 'AND' logic) Feature: Skin Chooser shows materials of the model Feature: Surface Inspector: Add buttons to harmonise Horizontal and Vertical scale values Feature: Improved pasting textures to angled faces sharing an edge Feature: XY view zoom is centered at cursor Feature: Texture Tool: Constrain operations to axes by holding down Shift Feature: Texture Tools: rotate function Feature: Texture Tool: UI contrast Feature: Model Conversion UI Feature: Add FBX model importer Feature: add IQM format support into lib/picomodel Feature: Spawnarg type icon not shown for inherited properties Improvement: New Game Connection GUI Improvement: "Replace Selection with exported Model" preserves spawnargs Improvement: automatically reload exported models Improvement: Search function: don't start searching while still typing Improvement: MediaBrowser toolbar: clear filter text when texture is selected through MMB or Texture Browser Improvement: Merge "Create player start" and "Move player start" options Improvement: Patch Texture Rotation should take aspect ratio into account Improvement: Texture Tool: use aspect ratio of material Improvement: Step-rotating textures through the Surface Inspector should be using the center as pivot Improvement: Surface Inspector: Option to change horizontal and vertical scale values proportionally Improvement: Apply textures to surfaces using "normalized" scaling. Improvement: Normalise button brings texture coordinates closer to 0,0 Improvement: Prevent Texture Tool "face jump" on rescaling textures Improvement: Move modifier hints out of the status bar Improvement: Flip Texture: Prevent huge face UV coordinate translations Improvement: Double click on list elements should auto-close dialogs Improvement: Texture Tool: Select items by clicking the UV space they cover Improvement: Texture Tool: Grid lines are getting too dense when zooming out a lot Improvement: Texture Tool: intercept keystrokes for grid resizing & snap to grid Improvement: Model Exporter: warn if Output Format and extension in File Path don't match Improvement: Change Quake3 map exporter to write "legacy" brush syntax Fixed: Q3 Legacy BrushDef parser sometime produce some wrong texture rotation Fixed: "Replace Selection with exported Model" assigns result to Default layer Fixed: All scene graphs connect to the same undo system, causing interference Fixed: Remove Floating Layout Fixed: EntityInspector allows to set an entity's name to an empty value Fixed: modelDefs folder starts expanded after changing selection Fixed: Particle Editor: wireframe does not render Fixed: Drag-select while in texture tool window gets stuck. Fixed: Some brushes change shape or disappear when rotated or duplicated Fixed: Texture Tool: drag operation doesn't capture the mouse Fixed: Ctrl-S does not work when focus is on inputs Fixed: Autosave filename unhelpfully overwrites 'save copy as' filename Fixed: Merge Maps: can't hide changed entities/primitives Fixed: Merge Maps: can't center orthoview/camera on changed entities Fixed: Merge Maps UI remains if DR is closed while a merge is in progress Fixed: Merge Maps: "Details" text doesn't use full width of window Fixed: Brushes colour schemes not saving Fixed: Fit Texture fields do not allow values below 1.0 Fixed: PatchDefExporter: do not write trailing white space after shader name Fixed: LWO2 Model Exporter doesn't write vertex colours Fixed: Objective components not correctly renumbered after removing a component Fixed: Applying a skin to a model entity no longer works under 2.14pre1 Fixed: Spawnarg types and tooltips not reliably inherited in entityDefs Fixed: Crash when saving map or prefab without a file extension Fixed: Texture Tool crashes when creating a new brush Fixed: "Texture tool" grid cannot decrease under 1 Fixed: Texture Tool: dragged vertices snap to grid even though it's switched off Fixed: Sound chooser not pre-selecting the inherited value of snd_* keys of an entity Fixed: User Guide (Local) doesn't work Fixed: Restore GL_LINEAR_MIPMAP_LINEAR texture filtering Fixed: Objective components not correctly renumbered after removing a component Tweak: Surface Inspector vertical shift / vertical scale arrows Tweak: Surface Inspector's minimum width is too large The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  3. Perfectly sensible approach to describe it on the forums first, to clarify whether it's an actual bug or not. It can still be converted to an actual issue later.
  4. Is the situation really that gloomy? From what it sounds like, I think it's not a DR bug, but something related to the shader, so it might indeed get some more attention in the editor's guild. Generally, to be of assistance with issues like this I'd need to look deeper into it, like setting up a test map and check out the materials. I didn't do that since I was occupied with other stuff, and I assume that applies to all of the other people who didn't respond here.
  5. A new pre2 build is available with a list of bug fixes is available in the first post.
  6. I couldn't track down where this is coming from. I'm on Dockable layout all the time, and I tried what you suggested, but it's always working. I made the cursor-centered-scrolling an option in the most recent builds (like here), so you can switch it off. Still baffling what might cause this, maybe we'll find out some time. I didn't change anything in that area at all. @OrbWeaver, have there been any changes to texture filtering?
  7. It's trying to auto-detect the mode. If the texture is brighter than 50% on average, the dark theme is set. I can make the auto-detect feature optional. Never tried to go to infinity, but I guess you're right Please add a tracker entry.
  8. There's a debug build available at https://github.com/codereader/DarkRadiant/actions/runs/1418115065 where I adjusted the scrolling code again. Maybe this is behaving better for you, if you care to try it? The version is called 2.14.0_revae1144b.
  9. That's fine, thanks. So you can confirm that the 2.14 test version is not zooming correctly, i.e. the zoom is not focusing on the mouse cursor as it is supposed to?
  10. Checked out, looking the same as before for me => commited to master.
  11. I think DR is considered a "legacy" app in Windows, wxWidgets is not using any of the newer UI frameworks. When increasing the zoom level, everything gets scaled up, so you get slightly blurry controls and icons. This is what the Surface Inspector looks like with 175% zoom level, you can see the text in the window panel is scaled, whereas the title is handled by Windows itself.
  12. I was about to suggest the Paste Texture (projected) tool, but you found out already. In any case, you need to pick the shader (MMB) from a face before this will work, so maybe this was the reason for it to fail before. When pasting from a face, it will use its projection and apply it to the vertices of the patch - so it makes sense to move the face near and parallel to that patch before copy/pasting to get predictable results.
  13. You can extract it to a new folder. (No need to overwrite your existing installation, the test version shouldn't interfere with 2.13.)
  14. No more changes that I have immediately planned. I'm not clinging to any of the work I've done, so if you feel like improving them, please go ahead! I'm totally aware that doing stuff in pixels is somewhat 1998 in terms of UI design, but I can't think of any other way to restrict the sizes. Same for the spin buttons, which look different on every system. I can see why some of the larger projects don't bother with cross-UI frameworks and just do their entire UI on their own in openGL, like Blender or Lightwave. Overall I'm fine with #ifdefs, let's hope we don't need dozens of them. Didn't spend much time on the buttons, just wanted to get something going. I can upload the small photoshop file I've used to create the arrows, if needed. I'm pretty sure the grey background is in a separate layer. It'd be nice if the whole icon set of DarkRadiant underwent a full revamp, revisiting every icon, such that style, colours, contrast are consistent, keeping dark and light UI mode in mind. At the moment it has a bit of a Frankenstein touch.
  15. That's probably because you're on Windows 7. When upgrading to Python 3.10 I missed that it doesn't support Win7 anymore, so I had to downgrade the Python libraries to 3.7.9. It is fixed in the most recent snapshot build on Github: https://github.com/codereader/DarkRadiant/actions/runs/1406580396
  16. I've added some logging in a special build, which is currently compiled at: https://github.com/codereader/DarkRadiant/actions/runs/1406515381 You'll need a Github account to see it, I think. It will write the scroll events to the darkradiant.log file in c:\users\<user>\appdata\roaming\DarkRadiant @DeepWhen the build's done, please download the portable package and do some scrolling tests. Try to do a single scroll step, and pause a bit between the steps, so I can distinguish them by the timestamps in the log file. Then please send me the log, or post it here.
  17. Yes, this has been reported before on the tracker. At first, I was sure it was coming from the mouse wheel delta that is being sent by the operating system - so I removed that part and now it looks like it's the same code that has been active before. Still people are seeing this over-sensitive zooming behaviour, there must be differences between systems. Can you briefly check how the zooming behaves when you hold down shift? I assume it is over-sensitive too? I'll have to prepare a special build with more extensive logging to understand what your OS is sending to your DarkRadiant session.
  18. Thanks guys I forgot to mention another feature, which was quite some work: the Entity Inspector can now deal with multiple selected entities. It will show the shared values of the selection, or "differing values" if the entities don't share the same value. Spawnargs that don't exist on all the selected entities are not displayed.
  19. Here's the DR 2.14.0pre2 build for every interested mapper to test. This release focused on DarkRadiant's texturing abilities, the Texture Tool and some of the Surface Inspector algorithms have been completely rewritten. A new model importer UI has been added with the ability to convert FBX models into a format compatible to the game (it can also convert LWO, ASE and OBJ models). The EntityInspector can now deal with more than one selected entities, showing the shared key values in the list. Copy/Paste Textures across angled faces: Texture Tool Rotate Tool (use "R" hotkey to switch) Surface Inspector Harmonise Scale / Linked Scaling Surface Inspector Normalise EntityInspector Multi-Selection Support For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1-wqcqnlz8KOYpts-ap8x313yVaiQm87l/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1-pSE-517B7Y-T3-VonNv4zLzUMgr-fXt/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.13.0 can be seen on the Bugtracker changelog, here's the summary: #5746: Feature: Texture Tool Improvements #5776: Feature: Texture Tool: Add Manipulation Panel to shift/scale/rotate selection #5613: Feature: Show shared keyvalues when multiple entities are selected #5738: Feature: Texture Browser Filter: match multiple words (using 'AND' logic) #5728: Feature: Skin Chooser shows materials of the model #5774: Feature: Surface Inspector: Add buttons to harmonise Horizontal and Vertical scale values #5771: Feature: Improved pasting textures to angled faces sharing an edge #5753: Feature: XY view zoom is centered at cursor #5748: Feature: Texture Tool: Constrain operations to axes by holding down Shift #5128: Feature: Texture Tools: rotate function #5731: Feature: Texture Tool: UI contrast #5721: Feature: Model Conversion UI #5722: Feature: Add FBX model importer #5712: Feature: add IQM format support into lib/picomodel #5705: Improvement: "Replace Selection with exported Model" preserves spawnargs #5659: Improvement: automatically reload exported models #5745: Improvement: Search function: don't start searching while still typing #5791: Improvement: MediaBrowser toolbar: clear filter text when texture is selected through MMB or Texture Browser #5788: Improvement: Merge "Create player start" and "Move player start" options #5785: Improvement: Patch Texture Rotation should take aspect ratio into account #5733: Improvement: Texture Tool: use aspect ratio of material #5740: Improvement: Step-rotating textures through the Surface Inspector should be using the center as pivot #5775: Improvement: Surface Inspector: Option to change horizontal and vertical scale values proportionally #5633: Improvement: Apply textures to surfaces using "normalized" scaling. #5547: Improvement: Normalise button brings texture coordinates closer to 0,0 #2272: Improvement: Prevent Texture Tool "face jump" on rescaling textures #5735: Improvement: Move modifier hints out of the status bar #5767: Improvement: Flip Texture: Prevent huge face UV coordinate translations #5752: Improvement: Double click on list elements should auto-close dialogs #5749: Improvement: Texture Tool: Select items by clicking the UV space they cover #5750: Improvement: Texture Tool: Grid lines are getting too dense when zooming out a lot #5732: Improvement: Texture Tool: intercept keystrokes for grid resizing & snap to grid #5734: Tweak: Surface Inspector vertical shift / vertical scale arrows #5706: Tweak: Surface Inspector's minimum width is too large #5741: Improvement: Model Exporter: warn if Output Format and extension in File Path don't match #5711: Improvement: Change Quake3 map exporter to write "legacy" brush syntax #5710: Fixed: Q3 Legacy BrushDef parser sometime produce some wrong texture rotation #5687: Fixed: "Replace Selection with exported Model" assigns result to Default layer #5408: Fixed: All scene graphs connect to the same undo system, causing interference #5790: Fixed: Remove Floating Layout #5783: Fixed: EntityInspector allows to set an entity's name to an empty value #5723: Fixed: modelDefs folder starts expanded after changing selection #5736: Fixed: Particle Editor: wireframe does not render #4584: Fixed: Drag-select while in texture tool window gets stuck. #5770: Fixed: Some brushes change shape or disappear when rotated or duplicated #5747: Fixed: Texture Tool: drag operation doesn't capture the mouse #5754: Fixed: Ctrl-S does not work when focus is on inputs #5729: Fixed: Autosave filename unhelpfully overwrites 'save copy as' filename #5725: Fixed: Merge Maps: can't hide changed entities/primitives #5708: Fixed: Merge Maps: can't center orthoview/camera on changed entities #5709: Fixed: Merge Maps UI remains if DR is closed while a merge is in progress #5707: Fixed: Merge Maps: "Details" text doesn't use full width of window #5704: Fixed: Brushes colour schemes not saving #5702: Fixed: Fit Texture fields do not allow values below 1.0 #5713: Fixed: PatchDefExporter: do not write trailing white space after shader name #5717: Fixed: LWO2 Model Exporter doesn't write vertex colours #5588: Coding: Separate UI-related and core module interface headers #5780: Coding: Remove IDialogManager references from Map module #5778: Coding: Solution / Build Dependencies Update Changes since 2.14.0pre1 #5810: Fixed: Objective components not correctly renumbered after removing a component #5801: Fixed: Applying a skin to a model entity no longer works under 2.14pre1 #5813: Fixed: Spawnarg types and tooltips not reliably inherited in entityDefs #5814: Feature: Spawnarg type icon not shown for inherited properties #5808: Fixed: Crash when saving map or prefab without a file extension #5807: Fixed: Texture Tool crashes when creating a new brush #5797: Fixed: "Texture tool" grid cannot decrease under 1 #5799: Fixed: Texture Tool: dragged vertices snap to grid even though it's switched off #5800: Fixed: Sound chooser not pre-selecting the inherited value of snd_* keys of an entity #5794: Fixed: User Guide (Local) doesn't work #5792: XY View zooming behaviour improved (if not fixed) Refresh icons for axis flip buttons Separate SurfaceInspector scale rows from other property rows Restore GL_LINEAR_MIPMAP_LINEAR texture filtering Thanks for testing, as always!
  20. On a related note, I merged your latest master branch into mine. Just to be safe, is there any WIP in there that needs more polish before it can go into a release? I'm somewhat running out of steam and plan to push the next major release out of the door, the changelog is large enough anyway.
  21. Definitely not a deliberate choice, I just ran the steps to generate the HTML from the AsciiDoc sources. It was a manual step (not handled by CI at all), and obviously I missed that there's a style to choose from in the first place. What's the preferred way to generate the HTML plus CSS?
  22. You can also select the light and switch to Vertex Manipulation mode (hotkey V) to drag the vertices around.
  23. I can make renderer work a priority after the next release. Initially I wanted to work on that back in April (already sketched out a few issues for myself), but then got completely side-tracked by the VCS, Merging and Texture Tool projects. Overall the DR renderer is not a priority for both DR developers and mappers, with authors usually relying on the engine drawing things correctly. That's why we could get away with that DR renderer we have for such a long time in the first place. But on the other hand I still think that it'd be worthwile for DR to come up with a better renderer, even something that supports shadow calculations.
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