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Posted

I saw also this feature request topic:

On the topic of layers. I thought maybe the layers and entity list windows could be merged? So under the layers you see all entities grouped per layer.

Posted (edited)
On 2/28/2026 at 3:04 PM, Bikerdude said:

Major issues impacting workflow: 

@func_klaus So I have tried to use your latest portable compiled version from 3 weekjs ago but am running into a few issues that are preventing me daily driving it - 

- there is an error popup on launch. - this has been fixed in the latest version
- The normalise button issue missing from surface inspector.
- Preferences window,  left hand panel is hiding a bunch of text with no way to resize that part of the window (see attached). And now I'm checking it, I can see it missing a few options (Compatibility, model export, patch, map files and clipper). I use most of these, as I imagine do other mappers.
- Preferences window>orthoview, is missing a bunch of options I use - 

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Edited by Bikerdude

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Posted

@func_klaus @greebo Would it be possible to get pull request builds that produce artefacts enabled on the DR Git repo?  That way we could test the features before they get merged.  @func_klaus is doing awesome work but we are finding bugs in builds post-merge.

I guess if this is the preferred workflow then it's not a big deal, but I would have thought testing before merge would be the preferred option.  It would also lower the risk of bugs getting into a release.  Either way, it's just a suggestion and whatever works for you guys.

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Posted
On 3/10/2026 at 11:01 AM, Bikerdude said:

@func_klausWhere is the normalise button gone? as in you select a bunch of faces and want to adjust them, but want them all to appear near each other in the surface inspector window.

That and while I appreciate the smaller button along the bottom of the surface inspector window, being used to the old layout for so long this new layout a bit jarring.

I figured out what some of them do, but would it be possible to have a 'popup text on hover' descriptor like you have for the other buttons please? 

image.png

I've raised a bug report about the 'Normalise' button here: https://bugs.thedarkmod.com/view.php?id=6696

TL;DR: we need to keep the functionality for sure but IMO get it fixed on the Texture Tool screen and then no need for it on the Surface Inspector.

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Posted (edited)

Hey guys! Unfortunately, I can't speak for the redesigned/missing/removed features. I'm sure others  had a good reason to change those. I don't want to step on anyone's toes by working on the same area as other people have been working on, so I'll just focus on the bug fixes and new features.

@Frost_Salamander We can collaborate on long-lived branches and you can fetch the binaries from there. It'll just work. For example, you can get the binaries from this commit: https://github.com/klaussilveira/DarkRadiant/actions/runs/23090089619

 

Edited by func_klaus
Posted
10 minutes ago, func_klaus said:

Hey guys! Unfortunately, I can't speak for the redesigned/missing/removed features. I'm sure others might have had a reason to change those. I don't want to step on anyone's toes by working on the same area as other people have been working on, so I'll just focus on the bug fixes and new features.

@Frost_Salamander We can collaborate on long-lived branches and you can fetch the binaries from there. It'll just work. For example, you can get the binaries from this commit: https://github.com/klaussilveira/DarkRadiant/actions/runs/23090089619

 

Hi @func_klaus.  With the normalise button, it either needs to go back, or needs fixing on the Texture Tool window (i.e. 6696).  I think Orbweaver removed it because nobody knew what it did (himself included).  But since that conversation happened we have realised what it does.  I'm certainly not demanding that YOU fix it, but we shouldn't have a release of DR with that functionality missing.

Also, if people are going to make changes and then take a break from the community, then I'm not sure we should have to wait for them to reappear before dealing with an issue like this.

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Posted

It seems to me that the Normalise feature is similar to "Pack UV Islands" from Blender: https://docs.blender.org/manual/en/latest/modeling/geometry_nodes/mesh/uv/pack_uv_islands.html

One thing I've learned is that, in the newest version, the "Normalise" feature will only work when you have a surface selected in the Texture Tool. So the workflow is: select a single surface, press "Normalise". I imagine the previous behavior was: if nothing is selected on the Texture Tool, "Normalise" operates on all visible faces of the selected brush. 

What would be the ideal behavior for you guys?

Posted
2 hours ago, func_klaus said:


One thing I've learned is that, in the newest version, the "Normalise" feature will only work when you have a surface selected in the Texture Tool. So the workflow is: select a single surface, press "Normalise". I imagine the previous behavior was: if nothing is selected on the Texture Tool, "Normalise" operates on all visible faces of the selected brush. 

What would be the ideal behavior for you guys?

I don't think so.

One of the reasons for even using Normalise is a case where the surfaces are so spread out in the texture tool that you can't even see them, let alone select them.  The view is super zoomed-out and it's impossible to see individual selections.  I guess in that case you could just select the entire view and hope they get selected, but that seems like an unnecessary step.

I'm currently using DR 3.9.0 release version, and clicking the Normalise button in the Texture Tool view does nothing even if the surfaces are selected.  Did it look like this was changed?  I don't see the behaviour you're describing in other words...

 

 

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Posted

The behavior I've described happens on latest master of DR. I just asked what was the behavior that you guys were used to, cause I can return it. Or we can design a new workflow. Up to you guys.

It seems to be that the most consistent thing is: use the selection from the Texture Tool. If nothing is selected on the texture tool, then use the selected brush in viewport.

Posted
2 hours ago, func_klaus said:

The behavior I've described happens on latest master of DR. I just asked what was the behavior that you guys were used to, cause I can return it. Or we can design a new workflow. Up to you guys.

It seems to be that the most consistent thing is: use the selection from the Texture Tool. If nothing is selected on the texture tool, then use the selected brush in viewport.

OK understood.  I'm actually not the best person to ask as I was one of the people that didn't know what Normalise did until now.  I've logged what I personally think is a good solution in issue 6696, but might be good to hear what others think.

@Amadeus @Bikerdude

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Posted

So I didn't actually know there was a normalise button in the Texture Tool window. I only ever used it in the Surface Inspector window.  My workflow is pretty simple: select the various brush faces I want to work on, hit normalise in the Surface Inspector, and then align the faces how I want them via the Texture Editor.


The normalise function has become pretty invaluable for all the new trimsheet materials that have been added in both 2.13 and 2.14, so it would be pretty important to maintain this functionality. If it were up to me, I'd like to see the normalise button remain in the Surface Inspector (I have no idea why this was even removed in the first place; its removal doesn't seem to solve anything) and have the function fixed in the Texture Editor. 

EDIT: Also, I just want to add that I'm grateful that you are looking into these issues and making updates to DarkRadiant, func_klaus, thanks!!
 

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Posted

okay with regards to the Normalise button, it should be placed back into the Surface Inspector window, and made to work properly in the Texture Tool window.

Again I don't see the point of having it in 2 places, but I seem to be in the minority.

@func_klaus how does that sound?

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Posted
On 3/18/2026 at 8:55 PM, func_klaus said:

 We can collaborate on long-lived branches and you can fetch the binaries from there. It'll just work. For example, you can get the binaries from this commit: https://github.com/klaussilveira/DarkRadiant/actions/runs/23090089619

 

Sure - although I'm keen to test the trim tool feature but looks like the build failed: https://github.com/klaussilveira/DarkRadiant/actions/runs/22856177674/job/66297027170

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Posted
1 hour ago, datiswous said:

Could somebody make a short guide (wiki?) how this is used? I've still no clue. But maybe because it's broken in my version (?)

The normalise function?  It's pretty hard to describe - it would need a video or something to do it justice.  However you might get an idea of what it does if you read this bug report.  Download the attached test map and walk through the 'steps to reproduce': https://bugs.thedarkmod.com/view.php?id=6696

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Posted
59 minutes ago, Amadeus said:

I would love to, but I don't know how to build DR like this. I'm trying and having a lot of trouble. I can test it out if I can download an exe from somewhere

In the logs for that page is the portable build link:
https://github.com/klaussilveira/DarkRadiant/actions/runs/23445729390/artifacts/6062532267

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Posted
3 hours ago, func_klaus said:

Can you guys try this build: https://github.com/klaussilveira/DarkRadiant/actions/runs/23445729390

And see if this is the behavior you guys expect of Normalise?

Yep, perfect.

 

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Posted (edited)
On 3/23/2026 at 4:08 PM, func_klaus said:

Can you guys try this build: https://github.com/klaussilveira/DarkRadiant/actions/runs/23445729390

And see if this is the behavior you guys expect of Normalise?

Afternoon

So hitting the normalise button in the texture tool window performs the task immediately while you wait, which is fantastic. Where as pressing the normalise button on the surface inspector windows still requires you close and reopen the texture tool.
 

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Edited by Bikerdude

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