Popular Post greebo 86 Posted January 29 Popular Post Report Share Posted January 29 DarkRadiant 2.11.0 is ready for download. Next to bug fixes and GUI improvements (also to the recently added TDM Game Connection plugin) this build enables users to manage their favourite resources like materials, entities, sound shaders. The search function of resource trees has been improved too. It's recommended to prefer this version over any previous release. See the pre-release testing thread for a few feature highlights. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.11.0 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 2.10.0 Feature: Managing favorite resources like entities, textures and sound shaders Feature: Extended/improved the search feature of resource browsers Feature: List model definitions in Model Chooser Feature: Initial GUI improvements to game connection plugin Fixed: Collapsing a brush while undoing cannot be undone Fixed: Skin Chooser starts with expanded All Skins root folder Fixed: Projected lights don't rotate around their origin anymore Fixed: Default scale & natural function producing stretched results Fixed: Script dialogs don't scale when window is resized Fixed: Material parser doesn't recognise materials with no whitespace between name and block Fixed: Treeview search box can overlap with the search result Improved: Prefab Chooser preview has better initial view origin and angles Improved: Imported prefabs are now created at the cursor Improved: Added option for "ai_see" spawnarg to Light Inspector The list of changes can be found on the our bugtracker changelog. Have fun mapping! 4 7 Quote Link to post Share on other sites
nbohr1more 2239 Posted January 29 Report Share Posted January 29 Thanks again greebo! @OrbWeaver any chance this can get a debian PPA release? Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
coldtobi 2 Posted January 29 Report Share Posted January 29 32 minutes ago, nbohr1more said: Thanks again greebo! @OrbWeaver any chance this can get a debian PPA release? And it has been uploaded to Debian (unstable) already! Soon to be available on a Debian mirror near you! 1 1 Quote Link to post Share on other sites
greebo 86 Posted January 29 Author Report Share Posted January 29 Thanks, tobi, that was quick! Quote Link to post Share on other sites
jonri 72 Posted January 29 Report Share Posted January 29 @greebothanks for taking the time to track down the Linux crashes with me! I did a couple hours of mapping last night using the same fix you committed, switching around between different map files a lot, and everything seems rock solid now. Quote Link to post Share on other sites
greebo 86 Posted January 29 Author Report Share Posted January 29 44 minutes ago, jonri said: @greebothanks for taking the time to track down the Linux crashes with me! I did a couple hours of mapping last night using the same fix you committed, switching around between different map files a lot, and everything seems rock solid now. Nice, thanks for the confirmation! Still not the final fix for this type of problem, but for now it'll do. Quote Link to post Share on other sites
Jedi_Wannabe 232 Posted January 29 Report Share Posted January 29 Thanks so much can’t wait to try the GUI improvements on the connection plug-in! Quote As my father used to say, "A grenade a day, keeps the enemy at bay!" Link to post Share on other sites
Goldwell 2499 Posted January 29 Report Share Posted January 29 6 hours ago, greebo said: Fixed: Default scale & natural function producing stretched results Praise be to the lord builder! Thanks once again Greebo! Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Snowed Inn | Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse Link to post Share on other sites
nbohr1more 2239 Posted January 30 Report Share Posted January 30 20 hours ago, coldtobi said: And it has been uploaded to Debian (unstable) already! Soon to be available on a Debian mirror near you! I probably need to upgrade but is there any chance you could look into a package that installs in Linux Mint 19.3 LTS? "libc6 >= 2.30" is not a satisfiable dependency here. Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
coldtobi 2 Posted January 30 Report Share Posted January 30 (edited) 1 hour ago, nbohr1more said: I probably need to upgrade but is there any chance you could look into a package that installs in Linux Mint 19.3 LTS? "libc6 >= 2.30" is not a satisfiable dependency here. Sorry, I'm not involved in Mint development (/me Debian Developer) But what you can try, as Mint is Ubuntu based and Ubuntu is Debian based, to rebuild the package locally on your machine: # Disclaimer: not tested, typed out of memory. sudo apt install devscripts # not sure if this package exists in mint, but this will allow you to verify the signature on the sources sudo apt install debian-keyring mkdir darkradiant_builddir cd darkradiant_builddir dget -x https://deb.debian.org/debian/pool/main/d/darkradiant/darkradiant_2.11.0-1.dsc # if you could not install debian-keyring, you can skip dget(1)'s signature verification with -ux , e.g # dget -ux https://deb.debian.org/debian/pool/main/d/darkradiant/darkradiant_2.11.0-1.dsc cd darkradiant* # this makes a pseudo-package depending on the build dependencies and installs it sudo mk-build-deps -i -r sudo apt install -f # ensure that once Mint has 2.11, the package from Mint will be installed: dch --bpo "Local backport." # This command starts the bulding of the pacakge: dpkg-buildpackage -b --no-sign # if that worked, you should have some nice debs in the parent directory ready to be installed. # debi(1) can help you with that ;) sudo debi --with-depends darkradiant darkradiant-plugins-darkmod One problem you might run into: If it cannot install debhelper-compat = 13 as Dependency, you might need to reduce compatiblity level. (Chances are good that it will also compile on lower compat level.) rmadison debhelper should give you the version you have on your Mint; if it is 12 (or maybe 11, can't remember when debhelper-compat became a thing in Debian), replace the 13 with 12 (11) in the file debian/control (look for the line with debhelper-compat = 13 ) If is is older, you can try this instead: - create a file debian/compat with your debhelper major version in it -- this is just one interger number -- e.g echo "10" >debian/compat - replace "debhelper-compat = 13" with "debhelper" in debian/control. - retry from the step mk-build-deps onwards. Good luck! PS: You should be careful installing packages on Mint _NOT_ compiled for mint; its easy to really break the system. Read https://wiki.debian.org/DontBreakDebian for more info. (This link is Debian centric, but also true for Debian based distributions) Edited January 30 by coldtobi Quote Link to post Share on other sites
OrbWeaver 662 Posted January 30 Report Share Posted January 30 Ubuntu Focal package is up. 1 Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
OrbWeaver 662 Posted February 10 Report Share Posted February 10 Unfortunately I have discovered a serious bug in the Linux version which affects the released 2.11 build — the second time you use the Create Entity function, regardless of what (if anything) you created the first time, the tree view is completely empty. I assume this doesn't happen on Windows because loads of people would be complaining about it already. Probably some interaction between the search function and the GTK implementation of wxWidgets tree controls which needs investigation. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
greebo 86 Posted February 10 Author Report Share Posted February 10 Oh crap. Are you already investigating it, or should I have a look? Quote Link to post Share on other sites
OrbWeaver 662 Posted February 10 Report Share Posted February 10 7 minutes ago, greebo said: Oh crap. Are you already investigating it, or should I have a look? All I've done so far is confirm that the bug appears in the released 2.11 build rather than just something local to my working copy. If you're set up to reproduce it I imagine you will make faster progress since you're more familiar with that part of the code (especially the search system), but I'm happy to investigate it if it's awkward for you to reproduce a GTK-specific issue. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
greebo 86 Posted February 10 Author Report Share Posted February 10 Don't have time for until Friday, but I can have a look then. Quote Link to post Share on other sites
greebo 86 Posted February 10 Author Report Share Posted February 10 Only briefly confirmed the issue, it's tracked now. From what I can see in the debugger is that the second time around no call to "loadEntityClasses" is performed. I have no idea why this doesn't have the same effect in Windows, but I guess the wxDataViewModel::Cleared() implementation in wxMSW is not really doing anything. The fact that the EntityClassChooser is a singleton doesn't really help. Population is threaded and working very fast, so my first measure would be to remove the Instance() stuff and make it a regular dialog that is instantiated each time it's shown. The problem will most likely go away with it, and we don't need to monitor the GlobalMainFrame to get rid of the instance on time during shutdown. Quote Link to post Share on other sites
Amadeus 375 Posted February 10 Report Share Posted February 10 (edited) 23 minutes ago, greebo said: I have no idea why this doesn't have the same effect in Windows, but I guess the wxDataViewModel::Cleared() implementation in wxMSW is not really doing anything. So I did actually experience this bug last night while working in DR (I'm using Windows 10), but it only happened once and now I CANNOT recreate this bug using the steps you posted in the bugtracker. Edited February 10 by Amadeus Quote FMs: A Good Neighbor Link to post Share on other sites
OrbWeaver 662 Posted February 10 Report Share Posted February 10 1 hour ago, greebo said: The fact that the EntityClassChooser is a singleton doesn't really help. Population is threaded and working very fast, so my first measure would be to remove the Instance() stuff and make it a regular dialog that is instantiated each time it's shown. The problem will most likely go away with it, and we don't need to monitor the GlobalMainFrame to get rid of the instance on time during shutdown. I agree with this general approach. I'm already running into sporadic "Debug/Breakpoint trap" dialogs on shutdown because of some weirdness with the singleton ModelChooser's destruction (something to do with wxWidgets and DecRef() but the problem happens deep within wx/GTK code so it's basically impossible to debug), so getting rid of these static singletons sounds like a step in the right direction. In cases where there is still a performance concern with population, we could probably cache just the data rather than the whole widget and get a performance boost without having to worry about wx/GTK destruction issues. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
OrbWeaver 662 Posted February 10 Report Share Posted February 10 2 hours ago, greebo said: my first measure would be to remove the Instance() stuff and make it a regular dialog that is instantiated each time it's shown. The problem will most likely go away with it, and we don't need to monitor the GlobalMainFrame to get rid of the instance on time during shutdown. It turns out your intuition was right. Removing the static instance fixes the problem with the empty dialog appearing on the second showing, but there is still a problem with the search box. No matter what I type in the search box (even just a single letter), the tree immediately empties of all content, and nothing returns the tree to its previous state even if I delete the search box contents entirely. Fortunately since it is no longer static, I can at least close the dialog and open another one which shows the expected content. I'll go ahead and commit this partial fix in any case since it downgrades the issue from major (dialog is useless after first showing) to a minor (search feature doesn't work). Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
greebo 86 Posted February 11 Author Report Share Posted February 11 Ok, thanks, I'll have a look at the search issue later. It's likely that the Cleared() call in wxGTK is more devastating than I'd expected - it should refresh the view from the model. Quote Link to post Share on other sites
greebo 86 Posted February 11 Author Report Share Posted February 11 There seems to be a problem in wxGTK 3.0.4 when calling wxDataViewModel::Cleared(): https://trac.wxwidgets.org/ticket/18603 I actually posted in this very topic regarding a different crash in wxGTK, but the original issue report is about the tree view being wiped out by Cleared() instead of being reloaded. In the most recent master commit I worked around that problem by re-associating the data view model, so this problem should be gone now. Quote Link to post Share on other sites
OrbWeaver 662 Posted February 11 Report Share Posted February 11 Well that seems pretty conclusive. The documentation clearly specified a behaviour which the library code wasn't actually implementing. Perhaps the fact that it was fixed in a more recent version of wxWidgets means that the defect didn't affect as many users as I first assumed. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
peter_spy 1615 Posted February 15 Report Share Posted February 15 A small thing I noticed lately: when you use floating viewports and you minimize DR, the perspective viewport is still there: Quote Misc. assets for TDM Link to post Share on other sites
greebo 86 Posted February 15 Author Report Share Posted February 15 I rarely activate that layout... doesn't surprise me that issues are creeping in. If it bothers you, please add it to the bugtracker. 1 Quote Link to post Share on other sites
peter_spy 1615 Posted February 15 Report Share Posted February 15 Sure, it's nothing major though. Btw. is there a way to have embedded perspective and ortho views, but with Media browser floating or placed elsewhere, UE3 style? I ended up with floating windows because media browser made perspective window small and it wasn't exactly fast to work with, so I moved it to the second monitor, like this: Quote Misc. assets for TDM Link to post Share on other sites
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