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DarkRadiant 2.1.0 released


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DarkRadiant 2.1.0 is ready for use. This is a feature release containing a few bugifxes and stabilisations. It's recommended to prefer this version over any previous releases.

 

Windows Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.1.0

 

Thanks go out to all the pre-release testers!

 

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

  • Switched Windows toolchain to Visual C++ 2015
  • Updated backend libraries
  • Grouping
  • Ported patch tesselation code from idtech4, completely replacing the one in DR
  • Fixed the Objectives Numbers not being rendered in the list (Objectives Editor)
  • Added AAS File Visualisation. The dialog is available through the "View" menu and/or by pressing Ctrl-Shift-A (default mapping)
  • Added feature to Pan the camera view by clicking Ctrl-RMB and dragging (#4333: 3d view port shortcut to pan while not in free look)

  • Double-clicking tree view items now expands/collapses them
  • Fixed #4325: Empty func_static entity after switching classname and hitting undo

  • Fixed #4280: Aspect ratio displayed incorrectly in particle editor
  • Fixed: MoveSelectionUP command crashing DR when nothing is selected
  • Tons of refactorings and back-end stuff

  • Fixed various compilation errors in Linux

  • Fixed #4355: Problem with starting a new conversation with the conversation editor
  • Fixed #4375: Moving objects to a hidden layer doesn't cause them to immediately disappear

  • Fixed #4373: Connecting lines are created in Default layer
  • Feature #4380: Allow EntityInspector to select/copy/paste multiple spawnargs at once

  • Feature #4381: Add a clickable Checkbox next to boolean-valued spawnargs in EntityInspector list
  • Fixed #4386: Projected lights don't rotate around their origin anymore

  • Fixed #4373: Connecting lines are created in Default layer. Also, target lines of cloned nodes might appear hidden at first.
  • Fixed #4391: Aimed particles have incorrect orientation or shape

  • Fixed #4365: a few static warnings (llvm/clang static source code analysis)
  • Fixed #4404: The health field on the AI tab is capped at 1000.
  • Added script to check for invalid visportals (i.e. portals with more than one sided textured with textures/editor/visportal)
  • Fixed #4410: Particle distribution parameters not saved to the .prt file (ring parameter for spherical particles)
  • Fixed #3870: Number of selected map items is now shown in the status bar

The list of changes can be found on the our bugtracker changelog.
Have fun mapping!

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Thanks, greebo. From my experience I would say the grouping feature alone is enough to upgrade to this version. During the course of beta testing it has sped up my workflow significantly to the point where I can't see myself mapping without it. This continued DarkRadiant support is really appreciated! B)

My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM!

 

 

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Thanks, everyone.

 

Thanks, greebo. From my experience I would say the grouping feature alone is enough to upgrade to this version. During the course of beta testing it has sped up my workflow significantly to the point where I can't see myself mapping without it. This continued DarkRadiant support is really appreciated! B)

That's really nice to hear!

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I'm really loving some of these new features included but I found a problem in the skin picker:

 

A few of the textures just show up as purely white in the editor (fine in game)

 

exebtRB.png

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door_01_1 works fine for me. Does the problem persist if you do File -> Reload Skins or File -> Reload Materials, or restart DR entirely? Sometimes DR just fails to load resources for some reason; I never got around to reporting the bug because I don't have a more helpful description than that.

  • Like 2

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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door_01_1 works fine for me. Does the problem persist if you do File -> Reload Skins or File -> Reload Materials, or restart DR entirely? Sometimes DR just fails to load resources for some reason; I never got around to reporting the bug because I don't have a more helpful description than that.

 

Restarting has fixed the problem, thank you!

 

I can just use that as a temporary fix until the next DR update

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