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Darkradiant Progress since 0.9.7


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I started a new "user-relevant" changelog on the DarkRadiant website to keep track of the changes since the release 0.9.7.

 

http://darkradiant.sourceforge.net/changes.0.9.8.php

 

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Edited by greebo
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  • 1 month later...

Changes since 0.8.1

 

I'll try to create a list here what features have been implemented since the last release, which bugs have been fixed and so on.

 

Please post here when new features are committed to SVN and I'll add it to the list

 

New Features:

  • Objectives Editor (WIP)
  • Stim/Response Editor
  • Entity Inspector displays custom DEF keys
  • Entity Descriptions are displayed (also for inherited entities)
  • Find & Replace Dialog rewritten (was disfunctional)
  • Texture Tool rewritten (Ctrl-Shift-T)
  • Arbitrary Rotation / Arbitrary Scale replaced by new TransformDialog
  • Surface Inspector (S) and Patch Inspector (Shift-S) redesigned
  • Background Image for orthoviews
  • Collision Model Export
  • Select Complete Tall command added (can be found in the Toolbar by default)
  • Map Positions can be stored for easier Map Navigation (store: Ctrl-Alt-1 .. Ctrl-Alt-0 recall: Alt-1 ... Alt-0)
  • Revert to worldspawn function (Shift-G)
  • Locked axis transformation mode (hold down Shift during a transformation)
  • Camera Position is restored on Map Reload
  • Patch Thicken (optionally along Axes)
  • Support for "parallel" spawnarg in LightInspector
  • Entity list selection focuses cam on the selected entity
  • Flip Texture (available in Surface Inspector)
  • Added "Select Related" command to Texture Tool
  • Load Prefab / Save selected as Prefab (also available in Orthocontext menu)
  • New commands: Copy Shader / Paste Shader / Paste Shader (natural) to allow shortcut assignment when copying/pasting shaders to the current selection.
  • MMB focuses the media browser to the selected shader.
  • Added "Jump to Object" command to focus the views on the clicked object (default: Alt-RMB)
  • All geometry is internally handled in double precision floating point format, the map file output is using a new maximum precision of 16 significant digits.

Bugfixes:

  • Locked axis transformation had strange minimum distance jump.
  • Light Inspector changes were not tracked by the UndoSystem
  • DarkRadiant is using proper skin in lit or textured mode
  • Names for some entities were not shown
  • Texture lock not working for func_static child primitives
  • Crash when opening certain ASE exported from Blender on Linux
  • func_static and similar group entities are handled correctly now
  • func_* entities show their origin correctly
  • Matching Skins did not show all skins when multiple model keys were specified in the skin file
  • Property changes were not saved
  • Brushes with zero size get deleted after a drag transformation (and a warning is emitted in the console)
  • Cancelling Open cleared the map
  • Open dialog forgets path after first time
  • Save path doesn't default to Load path
  • File Save As dialog does not seem to attach a default .map Extension to Filenames
  • Patches could disappear upon PasteTextureNatural
  • File->Import caused segfault when importing into an existing map
  • Many light textures cast no light in render mode
  • Collision filter did not work in cam view
  • Crash on opening .BAK file
  • Crash when closing 'colors' GUI
  • bind spawnarg was not properly updated when duplicating items/inserting prefabs.
  • Splitplane View Dimensions were not saved between Sessions
  • Patches with infinite vertex coordinates were saved without warning/correction.
  • Map parser converts 1.#INF and -1.#INF values into large numbers instead of throwing an error.
  • Filtered brush faces are excluded from selection now.
  • Added tdm_collision_* textures to collision filter.
  • Joint rotation Mode for models was broken after func_static-relevant changes.
  • "Show all light volumes" did not show projected lights.
  • Duplicate Item command selects the cloned item instead of the source item now.

Tweaks:

  • Primitive count is displayed during entity load (convenient for large maps)
  • Added "Snap To Grid" command to toolbar and grid menu
  • Select Complete Tall and Select Inside select lights as soon as the origin is contained/within.
  • Default model view in modelselector is front (was top-down).
  • "Choose shader" dialog remembers its size/position now.
  • Fixed some issues with Save Region producing infinitely high values and excluding entities.
  • Filtersystem is using commands now (shortcuts can be assigned)
  • Menu command structure has been outsourced to menu.xml file.
  • Preserved keys between entity selections (allows quicker assign of the same spawnarg to multiple entities)
  • Map loading can be aborted now
  • Map Load Failure Fails To Display Error Message
  • Cancel of transformation operations with ESC before releasing mouse buttons
  • LightInspector defaults colour to white now
  • Entity inspector: column sorting was not possible
  • LightInspector uses space more efficiently now.
  • LightInspector is toggle-able now (J)
  • Added default key in Save dialog
  • Set focus to list items after opening "Create entity..." from the context menu
  • Patch creation: no brush is needed to create patches, selected brush can optionally be removed
  • Scale Manipulator removed (was buggy)
  • Fixed a typo in noshadows property
  • Translate Mode (w) more friendly functionality (reacts to clicks anywhere in the xyview)
  • Accelerator keys for messageboxes assigned (e.g. "save changed map?" dialog)
  • Default entity colour is customisable
  • Entities get higher selection priority in orthoviews (this is optional and disabled by default for the camview)
  • Single left click doesn't deselect previously selected control points anymore when editing patch vertices
  • Light Inspector changes are instantly applied and undoable now
  • Save Region commands renamed
  • ModelSelector shows activity bar while searching the models folder
  • Position of light properties dialog was not remembered
  • Insufficient User Feedback when working with the mouse TexturePaste Tool
  • Caulk is default texture for new brushes, instead of 'shader not found'.
  • Model preview window cuts the top off of model.
  • Model Selector made inefficient use of screen space
  • Revamped the Preference Dialog (fs_game and engine path selection should be clearer now)
  • Transformation pivot point no longer snapped to the grid.

A detailed changelog can be found here: http://bugs.angua.at/changelog_page.php and here

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  • 6 months later...
The DEB does not have any dependencies specified, so there may well be missing libraries on your system. You should start it up from the command line to see whether it complains about any missing .so files.

 

Ahhh, gotcha. That stuff always throws me for a loop on Linux...I've been dumbified by windows doing everything for me. lol

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Really DEBs should do this for you as well, but I couldn't be bothered to work out what all the dependencies were (especially given that the actual package names and versions would probably be different on different versions of Ubuntu).

 

The current DarkRadiant DEB is currently no more than a glorified ZIP with convenient uninstall facility.

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Really DEBs should do this for you as well, but I couldn't be bothered to work out what all the dependencies were (especially given that the actual package names and versions would probably be different on different versions of Ubuntu).

 

The current DarkRadiant DEB is currently no more than a glorified ZIP with convenient uninstall facility.

 

The versions shouldn't matter as long as you specify the minimum version. And yes, we should resolve this and build a "proper" deb.

 

I can send you a list of stuff you need (because I build the real DR on my system and run it, anyway).

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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