namespace
- Inverted bevel can be used with end caps (Topsun)
- Removed needless .pdb files from win32 installer (Topsun)
- Fixed .ase picomodel loader to load shaders again (Shaderman)
- Removed translucent brushes fix because of wrong rendering behaviour on Linux
- New cool(!) radiant icon by eb
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@125
8a3a26a2-13c4-0310-b231-
cf6edde360e5
This is the changelog for developers, != changelog for the end user
that we distribute with the binaries. (see changelog)
+15/12/2006
+namespace
+ - Inverted bevel can be used with end caps (Topsun)
+ - Removed needless .pdb files from win32 installer (Topsun)
+ - Fixed .ase picomodel loader to load shaders again (Shaderman)
+ - Removed translucent brushes fix because of wrong rendering behaviour on Linux
+ - New cool(!) radiant icon by eb
+
13/12/2006
+namespace
- Added tremoulus-support to q3map2
08/12/2006
}
}
- /* find game root */
+ /* find shader path */
for(; *p != '\0'; ++p)
{
- if(_pico_strnicmp(p, "quake", 5) == 0 || _pico_strnicmp(p, "doom", 4) == 0)
+ if(_pico_strnicmp(p, "models/", 7) == 0 || _pico_strnicmp(p, "textures/", 9) == 0)
{
- /* root-relative */
- for(; *p != '\0'; ++p)
- {
- if(*p == '/')
- {
- ++p;
- /* game-relative */
- for(; *p != '\0'; ++p)
- {
- if(*p == '/')
- {
- ++p;
- break;
- }
- }
- }
- }
- }
- /* DoomEdit's ASE loader searches for /base/ */
- else if(_pico_strnicmp(p, "/base/", 6) == 0)
- {
- p += 6;
break;
}
}
return;
}
if((type == eCapBevel || type == eCapIBevel)
- && patch.getWidth() != 3)
+ && patch.getWidth() != 3 && patch.getWidth() != 5)
{
globalErrorStream() << "cannot create bevel-cap - patch width != 3\n";
return;
state.m_colour[2] = 0;
state.m_colour[3] = 0.3f;
state.m_state = RENDER_FILL|RENDER_DEPTHTEST|RENDER_CULLFACE|RENDER_BLEND|RENDER_COLOURWRITE|RENDER_DEPTHWRITE;
-
- // The bug "Selecting translucent brushes, such as clip, cause them to disappear leaving
- // only the red selection box." seems to be fixed by removing the next line.
-
- // state.m_sort = OpenGLState::eSortHighlight;
+ state.m_sort = OpenGLState::eSortHighlight;
state.m_depthfunc = GL_LEQUAL;
}
else if(string_equal(name+1, "CAM_OVERLAY"))
<component name="archivepak">
<dir name="modules">
<file name="archivepak.dll"/>
- <file name="archivepak.pdb"/>
</dir>
</component>
<component name="archivewad">
<dir name="modules">
<file name="archivewad.dll"/>
- <file name="archivewad.pdb"/>
</dir>
</component>
<component name="archivezip">
<dir name="modules">
<file name="archivezip.dll"/>
- <file name="archivezip.pdb"/>
</dir>
</component>
<component name="bobtoolz">
<dir name="plugins">
<file name="bobtoolz.dll"/>
- <file name="bobtoolz.pdb"/>
<dir name="bitmaps">
<file name="bobtoolz_caulk.bmp"/>
<file name="bobtoolz_cleanup.bmp"/>
<component name="brushexport">
<dir name="plugins">
<file name="brushexport.dll"/>
- <file name="brushexport.pdb"/>
</dir>
</component>
<component name="entityq3">
<dir name="modules">
<file name="entityq3.dll"/>
- <file name="entityq3.pdb"/>
</dir>
</component>
<?xml version="1.0"?>
<component shortcut="GtkRadiant" icon="radiant.ico">
<file name="GtkRadiant.exe"/>
- <file name="GtkRadiant.pdb"/>
<file name="RADIANT_MAJOR"/>
<file name="RADIANT_MINOR"/>
</component>
<component>
<dir name="modules">
<file name="imagehl.dll"/>
- <file name="imagehl.pdb"/>
</dir>
</component>
<component>
<dir name="modules">
<file name="imagem8.dll"/>
- <file name="imagem8.pdb"/>
</dir>
</component>
<component>
<dir name="modules">
<file name="imagepng.dll"/>
- <file name="imagepng.pdb"/>
</dir>
</component>
<component>
<dir name="modules">
<file name="imageq2.dll"/>
- <file name="imageq2.pdb"/>
</dir>
</component>
<component>
<dir name="modules">
<file name="imageq3.dll"/>
- <file name="imageq3.pdb"/>
</dir>
</component>
<component>
<dir name="modules">
<file name="mapq3.dll"/>
- <file name="mapq3.pdb"/>
</dir>
</component>
<component>
<dir name="modules">
<file name="mapxml.dll"/>
- <file name="mapxml.pdb"/>
</dir>
</component>
<component>
<dir name="modules">
<file name="modelmd3.dll"/>
- <file name="modelmd3.pdb"/>
</dir>
</component>
<component>
<dir name="modules">
<file name="modelpico.dll"/>
- <file name="modelpico.pdb"/>
</dir>
</component>
<component name="prtview">
<dir name="plugins">
<file name="prtview.dll"/>
- <file name="prtview.pdb"/>
</dir>
</component>
<component name="shaderplug">
<dir name="plugins">
<file name="shaderplug.dll"/>
- <file name="shaderplug.pdb"/>
</dir>
</component>
<component>
<dir name="modules">
<file name="shadersq3.dll"/>
- <file name="shadersq3.pdb"/>
</dir>
<dir name="bitmaps">
<file name="notex.bmp"/>
<component name="sunplug">
<dir name="plugins">
<file name="sunplug.dll"/>
- <file name="sunplug.pdb"/>
</dir>
</component>
<component>
<dir name="modules">
<file name="vfsq3.dll"/>
- <file name="vfsq3.pdb"/>
</dir>
</component>
<feature name="Brush Export Plugin" desc="namespace's Wavefront Brush Export">
<component name=".\components\brushexport.xml" root="..\..\install"/>
</feature>
- <feature name="Sunplug Plugin" desc="Topsun's Sunplug for Enemy Territory">
+ <feature name="Sunplug Plugin" desc="Toolkit for Enemy Territory by Topsun">
<component name=".\components\sunplug.xml" root="..\..\install"/>
</feature>
<feature name="Shaderplug Plugin" desc="Shaderman's plugin for creating shader tag files">