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GTKRadiant contains software developed by Id Software, Loki Software and third 
party contributors.

All portions of GTKRadiant which are licensed by Id Software are subject to the 
terms of its LIMITED USE SOFTWARE LICENSE AGREEMENT, a copy of which is included 
with GTKRadiant. If you did not receive a LIMITED USE SOFTWARE LICENSE 
AGREEMENT, please contact Id Software immediately at [email protected].

All portions of GTKRadiant which have been developed by Loki Software and/or 
third party contributors are licensed under the terms set forth below.

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Copyright (c) 1999-2000, Loki Software, Inc. 
All rights reserved.

Redistribution and use in source and binary forms, with or without modification, 
are permitted provided that the following conditions are met:

Redistributions of source code must retain the above copyright notice, this list 
of conditions and the following disclaimer.

Redistributions in binary form must reproduce the above copyright notice, this 
list of conditions and the following disclaimer in the documentation and/or 
other materials provided with the distribution.

Neither the name of Loki Software nor the names of its contributors may be used 
to endorse or promote products derived from this software without specific prior 
written permission. No license is hereby granted to any trademarks, tradenames 
or logos.

THIS SOFTWARE IS PROVIDED BY LOKI AND THE CONTRIBUTORS "AS IS." ANY AND ALL 
WARRANTUES, EXPRESS OR IMPLIED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED 
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OR CONSEQUENTIAL DAMAGES (INCLUDING, WITHOUT LIMITATION, PROCUREMENT OF 
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
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OF SUCH DAMAGE.

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gtkradiant's People

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aeonzr bcmpinc

gtkradiant's Issues

Menu accelerators don't work

E.g. alt-f for file, alt-e for edit, etc. None of them work (they work in 1.5)

I think issue#11 is causes because of the same issue.

For a test I disabled the key_press/key_release event of the mainframe application and alt-f, etc. did work and global keys still worked, too (wtf?)

Double selecting a grid via keys switches back to previous key

The idea is that one is often working in e.g. 8 grid size and wants to work on some details in 1 grid size and then jump back to the previous grid.

E.g. press "4" for 8 unit grid, work, press "1" for 1 unit grid, work, press "1" to go back to 8 unit grid.

Nudge operations are not put into undo system

Reported by AEonZR (from http://github.com/mfn/GtkRadiant/issues#issue/4/comment/102084 )

  • Start the editor, load a map via File menu, Open.
  • Select any brush in the map (from XY View), then nudge it to the right via Alt+Cursor-key-Right.
  • Try to undo the nudge via Ctrl+Z... nothing happens.
  • If you actually move the selected brush with the mouse, via LMB-drag, the Undo Ctrl+Z works.

It seems that some of the "minor" changes to geometry in the editor are not tracked via Undo. (More tests show that when only moving brushes via keyboard nudge Alt+Cursor, these can never be undone).

Affects brushes as well as entities.

Does not work in 1.4/1.6

Does work in 1.5

Support UV mapping

This was a user feedback, but more details would help here.

E.g. I've activated the textool plugin which provides this for patches.

Is something like that sufficient, and yes, how would it translate to brushes?

Opening preference dialog completely discards undo history

It does not matter whether the preferences are saved or not.

Reason:
The number of undo levels can be configured with prefs. Every time the prefs dialog is opened, the prefs are read from disk.

Every time the prefs are read from disk, the system is basically initialized, and thus the undo levels are initialized with the value from the system. When this happens, the undo system is reset ( PrefsDlg::LoadPrefs ).

When the prefs are saved, the same happens again in PrefsDlg::PostModal.

Maybe this can be simply fixed by checking whether the undo levels really have changed or not.

Surface Inspector Unlock button (remove it)

Hipshot

Does the lock button in the surface inspector need to be enabled by default? Isn't that just stupid, why is it even there?

AEon

Usually you know what you are doing, and would not accidentally change something. I'd suggest replacing UNLOCK with a RESET button.

Also see the "Button to Reset Shift/Scale/Rotate in Surface Inspector" in issue #39 on this.

Choose Color dialog bug

Reported by AEon

  • Open a map, add a light entity, then open up the Choose Color dialog via K-key.
  • Set the RGB numbers to 90,60,30 respectively. Hit OK, then K-key again. The color settings have been completely ignored.
  • Set the HSV numbers to 90,60,30 respectively. Hit OK, then K-key again. The Hue and the Saturation values have been "remembered" but the Value is always reset to 100.
  • Set the Color name field to #5A3C1E (= RGB 90,60,30). Hit OK, then K-key again. The field gets reset to #FFAA55.
  • In other words Choose Color dialog is completely broken.
  • This has been an issue with v1.4 as well. Alas I don't seem to be able to find the appropriate source that is not working, possibly this is a broken predefined GTK package module (as in simply calling .dll functions), that radiant "simply" calls. The color "picking" worked just fine with v1.2.13.
  • Just tested all this with v1.4, here the Value field is reset to 255 instead of 100. But it's just as broken.

Reload models after textures are reloaded

Reported by user:

Another feature that might be good, is to automatically force a reload models after you do a reload textures. If you don't have any models, this won't affect anything, if you have models, it will do it for you (since you need to reload models after textures else they for some reason gets the wrong texture)

Ctrl+LMB-drag Edge Editing for Patches

You get used to manipulating selected brushes via Ctrl+LMB-drag Edge Editing, especially for Simple Patch Meshes, it would be convenient to mimic this functionality for patches.

(Probably one really ugly code hack to get that done.)

No keyboard shortcut to select "all brushes within this entity"

Example:

If you select a brush which is part of a func_group, there's no way to tell radiant to select all other brushes from this func_group, too.

Basically it's not restricted to func_group but expands to the general concept that multiple brushes can be linked to the same entity.

radiant 1.5 has a keyboard shortcut for that: CTRL-ALT-e

Grouping brushes/entities

Currently the editor has no built-in grouping and the *.map format does not support this either.

There's a way using the func_group entity, but it has limited capabilities.

Allow W,A,S,D movement in Fly Mode (Camera view)

It is possibly to remap the Cursor keys to W,S,A,D via shortcuts.ini file, and I even "hacked" the code to do this directly.

But there is one large issue. The W,S,A,D keys do not seem to send a Key UP signal to the editor. Thus when you press W to move forward, and let go, you keep flying forward. This would require a change in how "other" keys instead of the cursor keys are handled in "Fly Mode".

Ideally the keys W,S,A,D are available only in "Fly Mode", thus not requiring to remap the S (Surface Inspector), A, and D keys used otherwise already. The whole thing could then be a Prefs setting, for those who actually want to use it.

(One step further, these exclusive new "Fly Mode" keys (W,S,A,D) might also be definable via shortcuts.ini.)

Change of key/value will not update the "required save state"

I noted that when you change a key/value pair for an entity, then the editor
does not show a * in the main window title, indicating a required save (if you want to keep the change). This can be confusing, if you think you actually did save all changes, but did not (just before compile).

  • Open a map, select a light entity.
  • Open the Entities dialog (N-key), select the _color key.
  • Change the value of the color e.g. by adding a 0 to one of the color values.
  • Press enter to update the entity's key/value pair.
  • The editor will not recognize the change as a change.

Texture Fit on cube - avoid mirrored textures on faces

Proper texture orientation by default on all sides. E.g. a crate texture with writing on it placed on a cube, then use fit will mirror half the textures. (Problem is that unaligned textures by default are placed this way on the faces, so a fit would have to go against the default alignment of textures.)

Entity list blocks working in 2d/3d view

There are actually a few other dialogs that do this, too.

Other Dialogs:

  • Help->Shortcut list

Technically, they all create their own GTK iteration loop and thus stop the main loop.

For some dialogs it wouldn't matter, for others it's relevant that they block: if they entity list gets not updated while the user can work in that view, it's of no use.

Brush Texture Alignment similar to Patch Texture Alignment

A way to allow some of the texture alignment on brushes to work like on patches additionally. E.g. you angle a brush and the texture is "stretched" even at an angle to fit. Presently you have to use patches all over the place for "weird" texture alignment.

Undo works across map loading boundaries

Make changes to a map, load a new one -> you can "undo" the changes from the previous map. Affected: 1.4/1.6, not affected: 1.5.

This one deserve +1 for creativity.

Exclude "sky" when working with selection

Whenever working, selecting things, happens often that the outer hull, the surrounding skybox, gets selected although you just tried to select the brushes you see in the ortho view, but the sky brushes are "everywhere" due their size.

The exclusion would evaluate the attached shaders to the brushes and if there's a skybox surface parameter, it would ignore them.

Currently unknown if that information is available anyway within the editor (does the editor parse shader stuff at all? probably not).

Windows 7: cannot select game engine on different drive

Reported by User:

On initial setup, it asks me to configure games by finding the engine directory. GtkRadiant 1.6 is installed on C:\ but my Q3 dev stuff is on D:. The interface won't let me browse to the D:\ drive of my computer, listing only the subdirectories on the C:\ drive. I can manually type in the location and it works, but a little annoying none-the-less.

Move Brush of group, Undo will select all group brushes

This may be a feature, though I doubt it:

  • Open a map.
  • Select a brush that is part of a func_group.
  • LMB-drag the brush e.g. in the XY View.
  • Hit Ctrl+Z to undo the "nudge".
  • The Undo will place the brush were it used to be, but at the same time select (dashes red outline) all the brushes of that func_group.

This can be disconcerting, IMO, because the user will think "I never touched all those other brushes, what's going on here".

Not a huge priority, because you can simply hit Esc to deselect the brushes again.

Texture browser toolbar

Split from issue #43

It could be nifty to control the Textures view related features via some icons at the top of the Textures window, e.g.:

  • Show/hide texture file browser (for maximum texture/shader space when hidden).
    Selecting a texture will highlight the texture folder name/shader name in the file browser view.
  • Show textures at one fixed size.
  • Scaled by 50%, 25% etc.
  • Show/hide quick filter bar for texture names.
  • Show/hide texture names.
  • Define texture favourites that take up space in the upper part of the window (always visible), e.g. clip, botclip, caulk, and in-game main textures, hide the rarely used textures.
  • That brings up a nifty alternate possibility, sort textures by usage counts... this sorts textures rarely used to the bottom of the list where they get less in the way, e.g. weapon/item decals.
  • Sort by file name.
  • Sort by texture folder / shader file name.
  • Show source code for selected shader.

Just some ideas, should this be feasible at some point.

Button to Reset Shift/Scale/Rotate in Surface Inspector

When you have texture lock on you will very easily "accidentally" shift, scale, or rotate texture on faces that actually should have default values (also happens when you "grab" an existing texture face and paste it onto a new brush).

So a Reset or Default button in the Surface Inspector, pretty much were the UNLOCK button presently resides would help.

Function: Set H Shift and V Shift to 0.00, set H Scale and V Scale to 0.5, and Rotate to 0.0.

Addition: It could actually be useful to define a new key to this function, e.g. Ctrl+Shift+R (Reset).

Drop Entities flush onto immediate "floor" brush under entity

A way to drop entities flush to the next brush ("floor" surface) would be convenient.

This would be used for all weapons, ammo, health and other pickups. But also be very useful to ensure e.g. that the origin of a plant model is actually flush with the brush floor.

Note: There seems to be a function that does just that in the default v1.6.x toolbar called Drop Entity... only this does not seem to work.

Maybe bind it to Ctrl+Alt+PgDn.

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