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114 lines
4.4 KiB
114 lines
4.4 KiB
5 years ago
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* took decimal values out of face editor in shifting.
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* IMPORTANT: first corner of a path drawn with the path tool
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is now named "fred" instead of "fred00". you will need to
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change all objects that targetted the old path (use the
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entity report dialog for this.)
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* removed all visible references to "Quake" in the editor.
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* ALSO IMPORTANT: the .FGD file is now called HALFLIFE.FGD,
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so as not to confuse press people.
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* fixed clip plane weirdness (duplicate objects)
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+ entity report dialog now saves info between sessions,
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and there's an "exact match" checkbox for keyvalue filters.
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----
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+ "Select by X" and "Infinite select" are now toggles on the
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toolbar.
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* Fixed a bug where deleting a key would set its value to
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"0".
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----
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+ added PATH CORNERS tool. this is not perfect yet (you can't
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selectively hide paths), but it does work. to use it, click
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the path tool icon. to create a new path, hold down SHIFT
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and drag it out. to create a new node, make sure no nodes
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are currently selected. hold down CTRL, click on a node,
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and drag out the new one. the right mouse button menu will
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pop up by clicking the RMB on a path node. from the menu,
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you can edit the node's properties and the path's properties,
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delete the selected nodes, and add a new node. oops, "add"
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doesn't work yet. you have to use the CTRL method. you can
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also select multiple nodes (even from multiple paths) by
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holding down LMB and dragging a selection box. click off
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any path nodes to unselect all of them.
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tying to your map entities: the first node in the path will
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be called NAME00, where NAME is the NAME you gave the path.
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(change the name at any time by selecting "path properties"
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in the RMB context menu.) the subsequent node is, of course,
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NAME01. the one other neat thing about this tool is that you
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can tell it to automatically loop a path -OR- make a "ping-
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pong" path that traces in one direction and then traces
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backwards (so you can patrol your dudes.) this setting is
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also available in the "path properties" RMB item.
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if this needs further explanation, please email me and i'll
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come see you tomorrow morning. also: comments, please!
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* changed face painter behavior. right mouse button APPLIES
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all the time now (instead of lifts.)
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* problem with vertex selection box fixed.
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* problem with tools starting on the wrong grid point fixed.
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* 'D' and 'C' now work to zoom the 2D views.
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* when you clone an object, the result of the clone does not
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share the original object's visgroup
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+ added "group ignore" feature ("IG" button on the toolbar.)
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this feature allows you to select members of groups and
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brushmodels without selecting everything in the group.
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if you have a group/brushmodel selected when you hit IG,
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the selection will be converted to contain all the children.
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this means you can do things like select a group of lights,
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hit IG, and edit their properties. you can also use this
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feature to delete members of groups/brushmodels.
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* fixed weird display problems when translating stuff.
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+ completed visgroup overhaul. you can now create visgroups
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by pressing the HIDE button. all the objects that are
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selected will be placed in this group, which will be named
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"n objects" (n = number of objects you hid.) you can now
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rename groups by clicking on them once in the filter
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control (just like in explorer.) you can COMBINE groups
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by dragging one onto the other. everything else works
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pretty much the same. objects can be members of only
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one group now. ask me if yoiu have any questions.
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----
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* fixed the selection box sometimes selecting everything
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in the map.
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* Shift+X to activate the clipper wasn't working. fixed.
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----
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* Shift+Q (to deselect objects) wasn't working properlike.
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fixed.
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+ Added manual translation dialog box. Select objects, then
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press Ctrl+M or use Tools|Transform to activate it. krad.
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+ Selecting stuff and moving/rotating/shearing/scaling it
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will now display said stuff -while dragging the mouse-.
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This makes it much easier to line stuff up.
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* click-moving a vertex without CTRL held down deselects
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other vertices first (didn't before)
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* the ALT key will now disable snap to grid when you
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start a selection/creation box (hold it down before
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you click the left button - didn't before)
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* the entity creation tool now snaps to grid (don't know
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why it didn't before)
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* CTRL+E now centers on selected vertex/edge handles
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* fixed texture browser filter wackiness
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