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func_klaus

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func_klaus last won the day on May 6

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  1. I've added an automated changelog to the nightly builds, so it is easier for you guys to see what ended up in each release: I will always put the ticket number on the commit message.
  2. I've marked master as 3.10. 4 would imply breaking backwards compatibility, which I don't intend to do.
  3. I've manually triggered the nightly with the most recent changes: https://github.com/klaussilveira/DarkRadiant/releases/tag/nightly
  4. Just pushed a fix for this. Will be available in the next Nightly. Can you share your config files? This one is a doozy. I'll see what I can do, but shouldn't portal sky just render a qer_editorimage texture instead? Because actually rendering the portal seems too much for the DR renderer.
  5. I just added configurable FOV, will be available in the next nightly build.
  6. Unfortunately, the best option is to wait for wxWidgets 3.4 to be released. That version will have a lot of improvements for Windows 10 and 11, including proper dark mode fixes.
  7. Most of those changes were made in Jul 16 2024, with the following explanation: I can revert those changes if you guys prefer to have the redundancy in the preferences, but just wanted to point out the reason all of those were changed.
  8. That seems like a cool idea. What other issues does the mode have? Was there a plan for it? @Bikerdude I'll be tackling those next. Do you think you can create an issue on the bug tracker with a list of the issues with the new surface inspector dialog? Thanks. Also, the most recent nightly (https://github.com/klaussilveira/DarkRadiant/releases/tag/nightly) packs a punch. AppImage has also been fixed.
  9. BTW, this repo will now have nightly builds: https://github.com/klaussilveira/DarkRadiant/releases/tag/nightly It has Windows and Linux binaries, as well as AppImage and flatpak.
  10. @greebo I've been learning a lot from your code and the architecture of DarkRadiant. Never had a C++ unit test suite that ran so smoothly! Kudos to you for all the fine work on the project. I'm happy to help in any way that you guys choose to. I just added a nightly build to the repo, that should make it easy for you guys to try out new features as soon as they are pushed into master. Yes, I think the bug tracker is the best place. Since there is a lot of history there, it helps me understand why certain things were done in a way, so I can avoid creating new bugs or disrupting existing workflows. And then we can use the forums for discussions/ideas/etc. I already have an account, just need that editor status so I can mark things as closed. @kingsal @IZaRTaX the latest build should have the fixes so that user scripts can be loaded from the user folder, and attached to hotkeys. @Frost_Salamander I'm focused on https://bugs.thedarkmod.com/view.php?id=6547 right now and it's been difficult for me to see what the "correct" alignment should be. Can you attach a .map with what the alignment should be? That would a lot.
  11. Yeah, should not be a problem. Like normal right-click commands as if you were right-clicking into the node itself?
  12. The problem with visualizing all that is that a node can belong to multiple groups and multiple layers at the same time. A tree-like hierarchy wouldn't be the best way to visualize this.
  13. Kinda like those custom hierarchies for Unity?
  14. Cool! You will notice that the Preferences Panel changes made by Matthew Mott were mostly organizational, like merging panes together.
  15. Would something like this be useful for groups? Was thinking of doing something similar for layers too.
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