Team Fortress 2 Source Code as on 22/4/2020
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  1. --- 02/10
  2. * fixed crash when loading same .fgd twice
  3. + added new "build programs" field - "bsp directory". this is used
  4. in the non-expert compile for a location to save the compiled
  5. BSP. also is a new parameter variable in expert mode - "$bspdir".
  6. --- 02/02
  7. (b) * fixed problem loading old cmdseq.wc files
  8. * default pointentity wasn't working - fixed. (default solid
  9. entity always did work.)
  10. * fixed map directory being ignored.
  11. * fixed about box version.
  12. * fixed semicolon separation problem in multiple .WADs.
  13. * fixed problem with lockup after running game in NORMAL
  14. run-map mode.
  15. --- 01/30
  16. * fixed the texture applicator "apply" button.
  17. * fixed non-expert run map - works now for all games.
  18. * solids keep their shape when resized way down, then back up.
  19. * took out 3-4-5-6 keys in 3d window (changed front clip plane
  20. and fov.)
  21. --- 01/28
  22. * pointfile loader now tries to find a default pointfile (same
  23. directory as the loaded map, with a .pts or a .lin extension)
  24. and asks if you'd like to load it (if found) instead of
  25. picking one yourself.
  26. * visgroups are displayed when you load a map now. they had to
  27. be fiddled with before.
  28. + new expert run map variables for use in the COMMAND part of an
  29. expert compile step, that are replaced with the BUILD PROGRAMS
  30. tab info (that was meant to be confusing):
  31. $vis_exe
  32. $bsp_exe
  33. $light_exe
  34. $game_exe
  35. --- 01/27
  36. * the map size limit is back to -4096 to +4096.
  37. * fixed more of the non-expert run map dialog. should work better
  38. now.
  39. * the default pointentity/solidentity feature works now.
  40. + added pointfile loader. access it from the MAP menu. when the
  41. pointfile is loaded, use the HOME/END keys to cycle through the
  42. points.
  43. ---
  44. * quake2 maps were being saved with "wad" "" - fixed.
  45. * added "build programs" tab - set up the build utilities/game
  46. executable for each game configuration.
  47. * moved game directory and map directory fields from the general
  48. tab to the game configs tab.
  49. * run map NON-expert dialog doesn't totally work yet. it should
  50. be alright for now, though.
  51. ---
  52. * fixed the pick color button showing up where it's not supposed to
  53. * fixed the face attributes getting all mixed up in a carve
  54. * can no longer edit a game config that is not selected (used to
  55. crash - now you just can't do it)
  56. * PAK files are now never saved in the wad file list of a MAP file.
  57. also a check is now made for each WAD file to make sure it is
  58. the same texture format as the document before saving to the MAP's
  59. WAD list.
  60. ---
  61. + added two new variable types to the FGD file - color255 and color1.
  62. these tell worldcraft to display a "pick color" button in entity
  63. smartedit to aid selection of colors. the difference between the
  64. two is that color255 uses integer components of 0-255, and color1
  65. uses fractional components of 0.0-1.0.
  66. * face properties window no longer docks - easiest UI choice because
  67. it's so big
  68. * fixed texture browser - changing filters did not redraw the
  69. texture list properly sometimes.