Popular Post greebo Posted November 27, 2021 Popular Post Report Posted November 27, 2021 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! 11 2 Quote
Frost_Salamander Posted November 27, 2021 Report Posted November 27, 2021 (edited) First of all thanks to @OrbWeaver and @greebo for all your hard work! A couple of comments on 2.14 that I noticed right away (and sorry I wasn't involved in the testing, I just returned to TDM after a long break): I understand why you removed the floating layout, but I liked it. I guess my only complaint is that I can no longer split the main window into 2 different XY views. I was used to being able to do that, plus have a 3rd XY layout (so all views were covered) on my 2nd display along with various other widgets. It would be good if the XY view could be split in the main window (or is this already possible?). For some reason the following settings are not being saved (I'm using the 'dockable' layout now): The multi-monitor settings - no matter what I select DR always starts on monitor 0 (I have 0, 1, 2). New XY views aren't saved. I have to add them every time I start DR. This wasn't an issue with the floating layout. The camera and other widgets however are being saved (along with their positioning) Minor gripes admittedly, but look forward to checking out the other new features Edited November 27, 2021 by Frost_Salamander Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs
nbohr1more Posted November 27, 2021 Report Posted November 27, 2021 Congrats on the 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...)
OrbWeaver Posted November 27, 2021 Report Posted November 27, 2021 6 hours ago, Frost_Salamander said: I guess my only complaint is that I can no longer split the main window into 2 different XY views. I was used to being able to do that, plus have a 3rd XY layout (so all views were covered) on my 2nd display along with various other widgets. It would be good if the XY view could be split in the main window (or is this already possible?). If I understand correctly, you want 2 main XY windows docked in the main window, and a 3rd XY window as a floating window on a separate monitor? I think this could be achieved if we make "New XY view" generate a Dockable window, rather than a free-floating window. This way you could dock it to one side or another (with the default XY window taking up the "center" position, which it always does), or leave it floating as you prefer. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts
Frost_Salamander Posted November 27, 2021 Report Posted November 27, 2021 6 minutes ago, OrbWeaver said: If I understand correctly, you want 2 main XY windows docked in the main window, and a 3rd XY window as a floating window on a separate monitor? I think this could be achieved if we make "New XY view" generate a Dockable window, rather than a free-floating window. This way you could dock it to one side or another (with the default XY window taking up the "center" position, which it always does), or leave it floating as you prefer. Yes that sounds right. I think if the new XY view was dockable that would be better, as it would then 'snap' into place and you don't have to fiddle around trying to position it. Kind of like most code editors or terminal emulators these days where you can 'split' the window into multiple panes and they all fit/line up perfectly, and you can resize them by just dragging the dividing line between them. I guess for a 3rd XY view it would need to be floating? Or could it be a choice? If you had a huge or widescreen monitor you could maybe get another XY view in the main window, but for traditional displays it would need to be floating to go onto another display. I was also thinking, is there a way with the floating windows to make them snap to position (like Snap Assist in Windows 10)? Positioning and re-sizing the floating windows is obviously nice and flexible, but I always wish I could press some hotkey and they would snap to the right or left and not go off the screen and stuff like when I do it manually. Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs
datiswous Posted November 27, 2021 Report Posted November 27, 2021 (edited) 41 minutes ago, OrbWeaver said: I think this could be achieved if we make "New XY view" generate a Dockable window, That would be great. At the moment under Linux, the "new xy view" makes a window which doesn't accept the shortcut keys, because they only work on the main window. The dockable window doesn't seem to have this issue and therefore I put the entity etc. window on the second window. Edited November 27, 2021 by datiswous Quote
Goldwell Posted November 28, 2021 Report Posted November 28, 2021 Congrats on the release, fantastic work guys! Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs
IZaRTaX Posted November 28, 2021 Report Posted November 28, 2021 (edited) Amazing work as always, thank for the release Edited September 14, 2022 by IZaRTaX Quote Level Designer https://izartax.wixsite.com/zartax
OrbWeaver Posted November 28, 2021 Report Posted November 28, 2021 20 hours ago, Frost_Salamander said: I guess for a 3rd XY view it would need to be floating? Or could it be a choice? If you had a huge or widescreen monitor you could maybe get another XY view in the main window, but for traditional displays it would need to be floating to go onto another display. The idea would be that every new XY window starts off as a floating dockable widget, which you could then drag into place according to the rules of the wxWidgets dockable UI. This allows you to dock windows to the edges of the main window (but not the center, which is considered a separate area and currently always filled with the initial XY view), or have them as separate floating windows which you can manage like any other. 20 hours ago, Frost_Salamander said: I was also thinking, is there a way with the floating windows to make them snap to position (like Snap Assist in Windows 10)? Positioning and re-sizing the floating windows is obviously nice and flexible, but I always wish I could press some hotkey and they would snap to the right or left and not go off the screen and stuff like when I do it manually. In theory this should be up to the window manager, however it looks like the current floating windows are not considered regular top-level windows, which means that in Linux I cannot drag them to the side and have them take up half the width like most windows. Possibly this could be fixed by setting the appropriate flag in wxWidgets, but I don't know if this would have other consequences like removing the always-on-top property. 1 Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts
stgatilov Posted November 28, 2021 Report Posted November 28, 2021 I'm greatly impressed by the speed of DR development! One minor thing is missing from bugtracker/changelog: new Game Connection GUI Everyone can find it in the "Map" menu... Quote
greebo Posted November 28, 2021 Author Report Posted November 28, 2021 Oh, missed that one. I added it to the list! And thanks for the words Quote
OrbWeaver Posted November 28, 2021 Report Posted November 28, 2021 Unfortunately my commit a64abd187518645fa300efaeff264982b9a16ac5 appears to have introduced a bug whereby rotated models gain additional rotations after you move them. I suspect (but haven't yet proved) that it is something to do with either double or missing invocations of some spawnarg-changed callback. @greeboFor the time being, it might make sense to make a new branch for 14.0.1, starting from a commit before this one (nothing afterwards is important — it's all just internal refactoring). Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts
greebo Posted November 28, 2021 Author Report Posted November 28, 2021 Nothing to worry about, this commit has been merged to master after the release. The 2.14.0 release is based on 9006af6a0. Plenty of time to fix it in master like any other regression. 1 Quote
OrbWeaver Posted November 28, 2021 Report Posted November 28, 2021 D'oh, I should have looked more carefully at the commit history. I'll make a branch off the 2.14.0 tag for the Linux DEB release, then resume debugging in master. 1 Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts
SeriousToni Posted November 29, 2021 Report Posted November 29, 2021 It is truely amazing how fast new and useful features and also bugfixes find their way into DR. Great work! Just a stupid question: I setup my current DR for my WIP project. What would be the easiest way to update DR without losing my settings? Can I just download and extract it into my current DR folder savely? Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
Brendon Chung Posted November 29, 2021 Report Posted November 29, 2021 Fantastic stuff!!! Thanks to you all Quote
greebo Posted November 30, 2021 Author Report Posted November 30, 2021 4 hours ago, SeriousToni said: What would be the easiest way to update DR without losing my settings? Can I just download and extract it into my current DR folder savely? Yes, that's one way. But you don't even need to overwrite the current installation, you can also run the new version side by side with the old one, using a separate folder for 2.14. That way you can switch back to the old version if you don't like it. When switching back and forth, depending on how old your current version is, you might lose a keyboard shortcut or two. (If the old version is 2.12 or 2.13, I think no shortcuts will be lost.) 1 Quote
SeriousToni Posted January 11, 2022 Report Posted January 11, 2022 Hey, since the last couple of DR versions I've got the issue that my brushes all are shown by dark lines (on a dark background). To solve this I need to go to "View > Colours > Black & Green > OK". Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
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