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greebo

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Posts posted by greebo

  1. 22 hours ago, OrbWeaver said:

    I also see the checkboxes not doing anything. Drag and drop partially works for me, although I can only create a parent relationship. I cannot find a way to unparent a layer and bring it back to the top level.

    Gotta love these little platform-specific differences. The wxDataViewEvent sent in wxGTK is not delivering the correct column, so the event handler is not reacting. I rewrote the event handler in #6130, the checkbox should work now.

    About the drag-and-drop: this is another problem that seems to affect wxGTK only... in Windows, I can drag the layer to the top border of the view and it will deliver an empty target wxDataViewItem, which means make it toplevel - in wxGTK it doesn't seem to be possible to drag it to the top.(*)

    I can think of two possibilities right away

    • either restrict the system such that the Default layer can never have child layers. Dragging a layer onto the Default layer will make the dragged layer a top-level layer
    • Add a context menu item called "Make Top-Level"

    I don't like either of the two very much. Suggestions?

    (*) Yes, there's a guard in the wxGTK event handler:

    wxDataViewItem item(GetOwner()->GTKPathToItem(path));
    if ( !item )
       return FALSE;

    this prevents any empty item from being forwarded to the event.

  2. On 10/9/2022 at 10:08 PM, thebigh said:

    edit: it doesn't seem to work when compiling from code on Linux...

    I just pushed a fix to issue #6129 to github, I think it'll be working now

    42 minutes ago, AluminumHaste said:

    I still have the issue with the brushes not being highlighted when selected in ortho views, clearly an AMD thing though.

    I wish I could do something about it... I have no machine with an AMD card around, neither at home nor at work, or anybody I know.

  3. That's an interesting suggestion. It's possible for modules to add settings to the pref pages, but only simple stuff like checkboxes and dropdowns. Having a way to integrate more complex modules like the mouse binding editor would require some work, I guess. But I like the overall idea of having the mouse bindings integrated with the rest of the settings.

    • Like 2
  4. 2 hours ago, CrisiusXIII said:

    hi my deb10 has no libwxgtku3.0 at all

    its libwxgtk3.0-dev with out the   U

    are you sure its a debian file and not an ubuntu file?

    Sorry, I meant that package: libwxgtk3.0-dev

    There's usually only one wxgtk dev package in every package manager, so yes, that's the correct one. It should work fine though, so I can't tell you exactly why it's not linking. Maybe make clean and a full rebuild helps. I could recompile just fine in my Debian 10 machine, with all the aptitude stuff upgraded to the latest version (though I remember having to set the --allow-releaseinfo-change option when using apt-get update)

    Upgrading is probably a wise choice, but that's up to you.

    • Like 1
  5. The Debian 10 package of libgit2 is 3 years old and the libgit2-Team introduced a lot of new functions since then, deprecating old ones, that's why it fails so hard. I've been trying to get it to compile, maybe it's just a few preprocessor #IFs.

    I also spotted a couple of other compilation problems in Debian 10, which are mostly due to missing #includes, I intend to sort that out.

  6. I pushed a fix, I think this should do it.

    It's interesting that this compilation problem doesn't arise on the Ubuntu machine that is used to automatically compile the source in Github after every push. I usually get notified when gcc compilation breaks by the build process.

    libgit2 is used for the optional VCS plugin, it's not a deal-breaker if it's not present. Nonetheless, I've included the synaptic package on the wiki page.

    edit: pushed another VCS build fix. My Debian 10 machine has been using 3-year-old libgit2 headers.

  7. I don't think that the file has problematic code in it, but I can't prove it to you. I'm afraid these positive detections happen every now and then, something is triggering the scanners.

    Uploading the sound.dll file to the online scan services shows this: https://www.virustotal.com/gui/file/7fe3607c7dd33cfee7cef53d0ccbdd3142a9f8860cfe24d639c4be043136c4dc
    It confirms that BitDefender doesn't like the file, for what it's worth.

    I could look into creating a checksum of the uploaded files next time I create a release, but this doesn't really add much value other than you're being able to prove that the file's the same as the original on my system. If the sound.dll gets infected on my machine while I build the release, the checksum would still be matching.

    One could make sure and compile DR from source code, to rule out anyone messed with the released files on my computer or on Github.

    • Like 1
  8. 13 hours ago, Deep said:

    - one more thing greebo, will DR ever support "overbright" for lights.... I'm asking for a friend. ( please say yes) lol

    Reason- exporting lighting to other platforms is a tricky business, but absolutely necessary for what I'm doing. It seems that the  light intensity in DR is very low when brought into other rendering software. I know the Q4 editor allowed for this, and was usefull.

    There is a lightscale setting in the .game file, which can be used to make lights brighter or darker in DR's render view. Not sure how this could help when exporting scenes to other engines, but that's about the only thing we have here to adjust light brightness globally, other than changing every light in the scene.

    See for example doom3.game, Line 133:

    <lightScale>2</lightScale>

     

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