[Gtkradiant] CVS: Q3Map 2.3.36 final, ase clipping, fur fixes, dos2unix fix

Randy Reddig,,, gtkradiant@zerowing.idsoftware.com
Thu, 16 Jan 2003 00:52:49 -0600


This is a mixed plain/HTML MIME encoded message.

--10426999696205
Content-Type: text/plain

User   : ydnar
Branch : merge-1_2_10-post
Root   : zerowing:/cvs
Date   : 2003/01/16  00:52:42

Q3Map 2.3.36 final, ase clipping, fur fixes, dos2unix fix

--

  GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt
    1.1.2.2.2.6 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt?rev=1.1.2.2.2.6
    diff :
    ! 
    ! 2.3.36 (2003-01-14)
    ! 
    ! - Plane hashing re-enabled (I suck)
    ! - Plane hashing optimized (faster parsing of larger maps)
    ! - Plane finding accuracy code enabled
    ! 
    ! 
    ! 2.3.35 (2003-01-14)
    ! 
    ! - PicoModel now inverts ASE T coordinate
    ! - BSP to ASE converter now inverts T coordinate
    ! - Disabling 2.3.34 triangle optimization code until I find out why it crashes
    ! - Fixed Conscript-q3map2 to use stack_size ld flags directly on Darwin/OS X
    ! - Added Conscript-q3map2 to q3map2.dsp for easier Win32 edit, *nix target
    ! 
    ! 
    ! 2.3.34 (2003-01-08)
    ! 
    ! - Building from merged GtkRadiant 1.2 -> 1.3 merged codebase
    ! - IMPORTANT NEW CHANGE: Light entities are now STRIPPED from the BSP file.
    !   They are re-read in by -light from the MAP file. This has two consequences:
    !   + It is no longer necessary to re-BSP & re-vis a map in order to change
    !     lighting. You can just change lights in the map file and run -light.
    !   + Slightly smaller BSP file, due to fewer entities
    !   + Faster loading time, as the game code doesn't have to deal with them
    ! - Added new -ne (normal epsilon) and -de (distance epsilon) for tuning precision
    !   of plane snapping to correct potential AAS/BSP issues
    ! - Using latest PicoModel, with support for RTCW MDC models
    ! - Surfaces per raw lightmap are now sorted by shader name, which should give
    !   slightly better lightmap efficiency and lower in-game shader counts
    ! - Adjusted model code to use correct m4x4_t code & angles key
    ! - Minor bugfix in patch color gradient calculation code
    ! - Silenced erroneous areaportal warning spew
    ! - q3map_tcGen now works on model surfaces
    ! - Using default radiosity subdivide of 256 again (should make radiosity faster)
    ! - Enabled byte-swapping code so Q3Map2 can be compiled/run on little-endian
    !   architectures (Mac OS X)
    ! 
    ! 
    ! 2.3.33 (2002-12-08)
    ! 
    ! - Added new -bouncescale argument for radiosity scaling
    ! - Added -pointscale and -areascale for consistent naming
    ! - Radiosity patch subdivision code enhanced
    ! - Hint portals split the BSP first (higher priority)
    ! - Antiportal and areaportal faces split the BSP last, to minimize errors
    ! - Areaportals work internally like hint and antiportals, so they no longer need
    !   to be full brushes (the other sides can be skip)
    ! - External lightmaps are now named "lm_NNNN.tga" in the maps/mapname dir
    ! - Cleaned up some of -light argument processing
    ! - Planar surfaces w/o lightmaps will no longer be tagged as MST_TRIANGLE_SOUP
    !   (this fixes problems with Particle Studio particles dropping out of view)
    ! 
    ! 
    ! 2.3.32 (2002-11-30)
    ! 
    ! - GtkRadiant (1.2.11) integration
    ! - Added epsilon to texture plane choose code to eliminate numerical
    !   inconsistencies on brush faces slanted at 45 degree angles (bug 637)
    ! - Fixed bug in lightmap export after lighting when map contains 0 BSP lightmaps
    ! - Adjusted some light tracing constants to fix certain brush/patch seam shadows
    ! - Tinkered with skylight code again
    ! - Fixed bug where lightgrid would be black if level was compiled with -nogrid
    ! - Fixed -approx code to work in floating-point space, using _minlight
    ! - Fixed bug where vertex light code was using invalid pvs data to create
    !   light list for surface, leading to incorrect vertex lighting
    ! - Fixed related bug in anti-light-leak code that was causing brush faces to go
    !   black (bug 694)
    ! - New: _minlight sets _minvertexlight and (new) _mingridlight automatically
    ! - New: _mingridlight key to set minimum grid lighting
    ! 
    ! 
    ! 2.3.31 (2002-11-21)
    ! 
    ! - Stitching the edges of lightmaps on patches that wrap around (cyls and cones)
    !   so the seam is no longer visible
    ! - The -patchmeta switch works better now, the patches are still stored in the
    !   BSP for collision, but are pre-tesselated into nonplanar meta surfaces for
    !   more efficient rendering
    ! - Better, more uniform lightmap sample position finding on patch meshes
    ! - Moved q3map_tcMod and q3map_alphaMod processing to the final phase
    ! - New: q3map_skylight AMOUNT ITERATIONS to replace surfacelight on sky surfaces
    !   for much faster and more uniform sky illumination
    ! 
    ! 
    ! 2.3.30 (Splash Damage internal release)
    ! 
    ! - Fixed bug in PicoModel ASE material parsing code
    ! - Fixed a few seam/lightmap precision/projection errors
    ! - Increased MAX_SHADER FILES to 1024 and fixed overrun error when more than that
    !   number of shaders was listed in shaderlist.txt
    ! - Increased a few compiler maximums for larger maps
    ! - New: -np N switch on BSP phase, works like -shadeangle, in that it forces all
    !   planar shaders to be nonplanar with the shading angle specified
    ! - New: -nohint switch on BSP phase, omits hint brushes from compile for testing
    ! - New: -debugaxis switch on light mode. Colors lightmaps based on their lightmap
    !   axis (which direction the lightmap was projected on)
    ! - New: -debugorigin switch on light mode. Colors lightmaps based on the luxel
    !   origin relative to the raw lightmap's bounding box
    ! - New: -debugcluster switch on light mode. Colors lightmaps based on the pvs
    !   cluster the luxel falls into
    ! - New: -convert switch to convert BSP to ASE file (experimental)
    ! - New: q3map_lightmapmergable directive to allow terrain to be mapped onto a
    !   single lightmap page for seamless terrain shadows
    ! 
    ! 
    ! 2.3.29 (2002-11-03)
    ! 
    ! - Merged with latest CVS, fixed minor issues with matrix order
    ! - Fixed minor Sys_FPrintf/Sys_Printf substitution typo in Q3Map2
    ! - Expanded debug colors to 12 for debugging surface meshes
    ! - PicoModel: fixed ASE loader to support > 1 texture coordinate per-vertex,
    !   so more models supported correctly, also loading vertex normals
    ! - PicoModel: md3 shader names are now cleaned. Suffixes (such as .tga or .jpg)
    !   are stripped, and \ path separators are changed to /
    ! - New: Add :q3map to the end of any shader name, and it will be interpreted as
    !   the named shader minus :q3map. Example:
    !   textures/shaderlab/concrete:q3map -> textures/shaderlab/concrete
    !   One potential use is the -approx feature to collapse lightmapped  surfaces
    !   into vertexlit surfaces, saving lightmap space/memory
    ! - New: q3map_clipModel -- does what you think it does, sort of. This code ix
    !   really experimental, and should *only* be used on large models such as terrain
    !   (not small decorative models). This code will be evolving. Note: the shader's
    !   surfaceparms are inherited by the magic clip brush, so if you have nonsolid
    !   in your model's shader that uses q3map_clipModel, then the brush will also
    !   be nonsolid
    ! 
    ! 
    ! 2.3.28 (2002-11-01)
    ! 
    ! - Bug 654 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654):
    !   Fixed problem where brush faces, drawsurfaces, and surfaceparms weren't living
    !   together in perfect harmony (terrain surfaceparms now inherited by brushes)
    ! - Nodraw fog works now, albeit when you're underneath, surfaces above don't get
    !   fogged properly. Could be good for foggy water where you want the above-water
    !   portions to only be occluded by the water surface
    ! - Bug 656 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=656):
    !   Number of lightgrid points displayed (byte size is currently out of proportion
    !   due to internal storage format) when Q3Map is called with the -info switch
    ! - Fixed wack surface merging bug where code would attempt to merge triangles not
    !   adjacent to the current set, causing bad lightmap projections on nonplanar
    !   surfaces
    ! - Fixed tiny 1-character bug in 2d lightmap texture allocator where adjacent
    !   luxels were being checked for occlusion rather than the actual source luxel
    ! 
    ! 
    ! 2.3.27 (2002-10-31) Happy Halloween!
    ! 
    ! - Fixed minor bug in scriplib bugfix where the last character in a file wasn't
    !   being read.
    ! - Fixed bug where 0-area or bogus triangles were causing crash in MapRawLightmap
    !   if they used a shader with a normalmap (thanks ShadowSpawn)
    ! - Fixed bug where lightmaps were getting hosed levelwide on a prerelease version
    !   of 2.3.27
    ! - Fixed bug where lightmaps were getting knackered on models and certain patches
    ! - Merged latest PicoModel version from seaw0lf, adding support for ASE and WF OBJ
    !   models (preliminary)
    ! - Increased MAX_MAP_PLANES to 0x40000 (~256k)
    ! 
    ! Known issues:
    ! - Lightmap projection and surface merging on large ASE models sometimes flakes
    ! - Surface to brush surfaceparm propogation doesn't work properly with large
    !   metasurfaces: http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654
    ! 
    ! 
    ! 2.3.26 (2002-10-27)
    ! 
    ! - Now using GtkRadiant's libpng and zlib config (linked as DLLs)
    ! - Fixed bug in script parser where repeat calls to GetToken() were causing
    !   memory corruption
    ! - Fixed SOF2 -rename bug
    ! - When using -game sof2 or -game jk2, the -flares argument is implied
    ! - Added -noflares argument to disable the above behavior
    ! - Added support for flares on entities. Use one of the following keys:
    !   "_flare" "1" -- use default flare (different for each game)
    !   "_flareshader" "path/to/flareshader" -- use a specific flare shader
    !   Note: This only matters in SOF2/JK2 now. Make a light targetted (a spotlight)
    !   to get it to aim the correct direction, otherwise it defaults to pointing 
    !   downward. You cannot have omnidirectional flares
    ! - Lightgrid size is automatically increased to accomodate large maps. The
    !   MAX_MAP_LIGHTGRID error will never happen again
    ! 
    ! 
    ! 2.3.25 (2002-10-22)
    ! 
    ! - Go Giants!
    ! - Fixed bug where Q3Map would crash on writing the BSP after the light stage.
    !   Thanks to Rap7or (#q3map) and loon8 (Q3W forums) [bug 641]
    ! - Fixed bug where surface lights were not affecting the light grid properly.
    !   Thanks to Shadowspawn and djbob [bug 642]
    ! - NEW: Added -faster support to lightgrid calculations while fixing previous bug
    ! - NEW: Changed it so the BSP file is written to a temp file first, then renamed.
    !   This should prevent BSP file corruption on crashes during writes
    ! 
    ! 
    ! 2.3.24 (2002-10-20)
    ! 
    ! - Fixed numerous outstanding bugs and issues.
    ! - Normal interpolation is now improved. It's slightly slower, but more 'correct'
    !   in cases where you have 10 triangles in one plane and 1 triangle in another
    !   meeting up and the 10 triangles were over-affecting the average. Only new
    !   identical normals are averaged now. This change affects phong shading, meta
    !   surfaces, and PicoModel
    ! - PicoModel up to version 0.7.6, BSD license, better 3DS model support
    ! - PicoModel library now fixes broken normals on MD3 and 3DS models
    ! - Bumpmapping code is improved. The correct tangent vectors per-triangle are
    !   now calculated so the bumpmaps are consistent with regards to light direction
    ! - Metasurface merging code optimized. Should be about 100x as fast on complex
    !   maps or maps using models with high triangle counts
    ! - Vertexlight code tweaked a bit
    ! - Triangle/winding orders now more consistent. Tesselated surfaces will have
    !   a uniform triangle ordering (thanks RR2DO2)
    ! - NEW: "vertexDeform move" now parsed and surfaces are merged into the
    !   appropriate  BSP leaves they may enter into (thanks to Bart Vrijkorte)
    ! - NEW: shader command: q3map_alphaMod. Currently takes a single form:
    !   q3map_alphaMod dotproduct ( NX NY NZ )
    !   where NX NY NZ are a unit normal (length of 1.0) specifying direction.
    !   An example use would be snow in a shader's 2nd pass, using alphaFunc or
    !   blendFunc:
    !   q3map_alphaMod dotproduct ( 0 0 1 ) // surfaces facing upwards have snow
    !   (idea contributed by RR2DO2)
    ! 
    ! 
    ! 2.3.23 (2002-10-18)
    ! 
    ! - In my haste to release the previous version, I neglected to give credit where
    !   it was due. Seaw0lf had as much (probably more) to do with the new model
    !   loading library (PicoModel). Because of his efforts, you can load 3DS models
    !   and use them in misc_model entities.
    ! - PicoModel model library up to version 0.7. Improved 3DS support, more stable.
    ! - Surface models still not reenabled. Soon. :)
    ! - You can now remap a misc_model's shaders like this:
    !   Key "_remapNN" "the/model/shader;the/real/shader"
    !   This works just like TA terrain vertexRemapShader key. You can also supply a
    !   * glob for the source shader if you want all your model's shaders to use the
    !   specified shader:
    !   "_remap" "*;models/mapobjects/tree/bark"
    ! 
    ! 
    ! 2.3.22 (2002-10-16)
    ! 
    ! - Moving to sensible Linux-style versioning.
    ! - The misc_model code has been completely rewritten, breaking surface models.
    !   Surface models will reappear in the next release, once the new model API has
    !   stablized.
    ! - New: MD3 and 3D Studio 3DS models now natively supported.
    ! - The misc_model "angles" key now supported. Values: "pitch yaw roll" in keeping
    !   with standard Quake 3 angles order.
    ! - Models scaled with "modelscale_vec" now have proper normal scaling/rotation
    !   (thanks SPOG).
    ! - Models can now be lightmapped.
    ! - Models can now have > 1000 vertexes per surface.
    ! - For best results for above, add the following to models' shaders:
    !   q3map_splotchfix
    !   q3map_nonplanar
    ! - 3DS models' MATERIAL NAMES ARE THE FINAL Q3 SHADER NAMES. YOU HAVE BEEN WARNED.
    ! - Models are generally 13373R. :)
    ! 
    ! 
    ! 2.3.0-a21 (2002-10-02)
    ! 
    ! - Fixed a stack of really stupid bugs in the lightgrid code. Should be faster
    !   and more predictable now.
    ! - SOF2/JK2 lightgrid now compiled. This is the first version of Q3Map2 that can
    !   compile full, release-worthy SOF2 and JK2 maps.
    ! - SOF2/JK2 damageshader and damagable brush faces should work correctly now.
    ! 
    ! 
    ! 2.3.0-a20 (2002-09-26)
    ! 
    ! - SOF2/JK2 worldspawn "fog" (and "_fog") shader key support for levelwide fog
    ! - SOF2/JK2 light "scale" key to scale light brightness
    ! - SOF2/JK2 -rename function for _bsp and _rmg_bsp shader renaming
    ! 
    ! 
    ! 2.3.0-a19 (2002-09-24)
    ! 
    ! - Shaders can now be subclassed (Q3Map relavant portions only, such as
    !   surfaceparms, lighting, texture projection, etc). To subclass an existing
    !   shader, add "q3map_baseshader X" where X is the name of the base shader.
    ! - Preliminary auto-model distribution over surfaces. You can now have things
    !   like grass and tree models automatically distributed across your terrain
    !   or other surfaces. To wit:
    ! 
    !   q3map_surfacemodel models/mapobjects/tree2/tree2.md3 64 0.001 0.5 4.0 0 360 1
    ! 
    !   q3map_surfacemodel <path to md3> <density in units> <odds of appearing>
    !       <min scale> <max scale> <min angle> <max angle> <oriented>
    !   
    !   The last flag is 1 or 0, and sets whether the model gets fitted to the
    !   orientation of the surface. Not functional yet. See screenshots page for
    !   shots of this in action.
    ! 
    ! 
    ! 2.3.0-a18 (2002-09-21)
    ! 
    ! - misc_models can now be attached to any brush model entity. Just target the
    !   brush entity with the misc_model (select model, then entity, hit Ctrl+K)
    ! - q3map_tcMod translate (or shift or offset) <s offset> <t offset>
    ! - q3map_tcMod rotate <degrees> (rotates around origin, not center)
    ! - q3map_tcMod scale <s scale> <t scale>
    ! - Metasurface merging now much, much better. Merges into roughly rectangular or
    !   square areas wherever possible
    ! - q3map_terrain no longer sets Z-axis lightmap projection. It must be set in
    !   the terrain layer shaders if you want previous behavior
    ! - Worlspawn _blocksize key now supports 3 elements for setting X Y and Z splits
    !   independently of each other (use a value of 0 for no splits on that axis)
    ! - Misc bugfixes
    ! 
    ! 
    ! 2.3.0-a1 through 2.3.0-a17 (2002-07 through 2002-09-20)
    ! 
    ! - Elite Force support (via -game ef)
    ! - SOF2 and JK2 support (via -game sof2 or -game jk2)
    ! - All new image handling with PNG support
    ! - q3map_lightimage specifies image for radiosity and lighting
    ! - External lightmaps, set using q3map_lightmapsize <width> <height>. Up to
    !   1024 x 1024 supported.
    ! - q3map_lightmapGamma <value> sets the brightness scale of a lightmap
    ! - q3map_lightmapsampleoffset <distance> to fix glitches in lightmapped terrain
    ! - Tons more features and bugfixes. See the forum threads for details/screenshots
    ! - Two new surfaceparms, "antiportal" and "skip," and associated shaders, for
    !   allowing the mapper to more cleanly set up visibility data
    ! - Lightmaps will always have square texels now (no more stretching)
    ! - Vertex light improvements
    ! - Light grid improvements
    ! - q3map_lightrgb support for RTCW
    ! 
    ! 
    ! 
    ! 
    ! 
    ! 
    --- 1,344 ----
    ! Q3Map2 Version History + Changelog (Reverse Chronological Order)
    ! 
    ! 2.3.36 (2003-01-15)
    ! 
    ! - Plane hashing re-enabled (I suck)
    ! - Plane hashing optimized (faster parsing of larger maps)
    ! - Plane finding accuracy code enabled
    ! - New ASE clipping code
    !   + With above should be 10-50 0.000000aster
    !   + Should generate 33 0.000000ewer planes
    !   + Generates mostly-axial 5-sided polyhedra instead of pyramids,
    !     for tighter 2-sided clipping
    ! - New -light args:
    !   + -scale N -- scales all lightsources (area, radiosity, point, sky)
    !   + -sky[scale] N -- scales sky lights (q3map_skylight, q3map_sunlight)
    ! - Changed fur code to scale fur offset based on original vertex alpha
    ! 
    ! 
    ! 2.3.35 (2003-01-14)
    ! 
    ! - PicoModel now inverts ASE T coordinate
    ! - BSP to ASE converter now inverts T coordinate
    ! - Disabling 2.3.34 triangle optimization code until I find out why it crashes
    ! - Fixed Conscript-q3map2 to use stack_size ld flags directly on Darwin/OS X
    ! - Added Conscript-q3map2 to q3map2.dsp for easier Win32 edit, *nix target
    ! 
    ! 
    ! 2.3.34 (2003-01-08)
    ! 
    ! - Building from merged GtkRadiant 1.2 -> 1.3 merged codebase
    ! - IMPORTANT NEW CHANGE: Light entities are now STRIPPED from the BSP file.
    !   They are re-read in by -light from the MAP file. This has two consequences:
    !   + It is no longer necessary to re-BSP & re-vis a map in order to change
    !     lighting. You can just change lights in the map file and run -light.
    !   + Slightly smaller BSP file, due to fewer entities
    !   + Faster loading time, as the game code doesn't have to deal with them
    ! - Added new -ne (normal epsilon) and -de (distance epsilon) for tuning precision
    !   of plane snapping to correct potential AAS/BSP issues
    ! - Using latest PicoModel, with support for RTCW MDC models
    ! - Surfaces per raw lightmap are now sorted by shader name, which should give
    !   slightly better lightmap efficiency and lower in-game shader counts
    ! - Adjusted model code to use correct m4x4_t code & angles key
    ! - Minor bugfix in patch color gradient calculation code
    ! - Silenced erroneous areaportal warning spew
    ! - q3map_tcGen now works on model surfaces
    ! - Using default radiosity subdivide of 256 again (should make radiosity faster)
    ! - Enabled byte-swapping code so Q3Map2 can be compiled/run on little-endian
    !   architectures (Mac OS X)
    ! 
    ! 
    ! 2.3.33 (2002-12-08)
    ! 
    ! - Added new -bouncescale argument for radiosity scaling
    ! - Added -pointscale and -areascale for consistent naming
    ! - Radiosity patch subdivision code enhanced
    ! - Hint portals split the BSP first (higher priority)
    ! - Antiportal and areaportal faces split the BSP last, to minimize errors
    ! - Areaportals work internally like hint and antiportals, so they no longer need
    !   to be full brushes (the other sides can be skip)
    ! - External lightmaps are now named "lm_NNNN.tga" in the maps/mapname dir
    ! - Cleaned up some of -light argument processing
    ! - Planar surfaces w/o lightmaps will no longer be tagged as MST_TRIANGLE_SOUP
    !   (this fixes problems with Particle Studio particles dropping out of view)
    ! 
    ! 
    ! 2.3.32 (2002-11-30)
    ! 
    ! - GtkRadiant (1.2.11) integration
    ! - Added epsilon to texture plane choose code to eliminate numerical
    !   inconsistencies on brush faces slanted at 45 degree angles (bug 637)
    ! - Fixed bug in lightmap export after lighting when map contains 0 BSP lightmaps
    ! - Adjusted some light tracing constants to fix certain brush/patch seam shadows
    ! - Tinkered with skylight code again
    ! - Fixed bug where lightgrid would be black if level was compiled with -nogrid
    ! - Fixed -approx code to work in floating-point space, using _minlight
    ! - Fixed bug where vertex light code was using invalid pvs data to create
    !   light list for surface, leading to incorrect vertex lighting
    ! - Fixed related bug in anti-light-leak code that was causing brush faces to go
    !   black (bug 694)
    ! - New: _minlight sets _minvertexlight and (new) _mingridlight automatically
    ! - New: _mingridlight key to set minimum grid lighting
    ! 
    ! 
    ! 2.3.31 (2002-11-21)
    ! 
    ! - Stitching the edges of lightmaps on patches that wrap around (cyls and cones)
    !   so the seam is no longer visible
    ! - The -patchmeta switch works better now, the patches are still stored in the
    !   BSP for collision, but are pre-tesselated into nonplanar meta surfaces for
    !   more efficient rendering
    ! - Better, more uniform lightmap sample position finding on patch meshes
    ! - Moved q3map_tcMod and q3map_alphaMod processing to the final phase
    ! - New: q3map_skylight AMOUNT ITERATIONS to replace surfacelight on sky surfaces
    !   for much faster and more uniform sky illumination
    ! 
    ! 
    ! 2.3.30 (Splash Damage internal release)
    ! 
    ! - Fixed bug in PicoModel ASE material parsing code
    ! - Fixed a few seam/lightmap precision/projection errors
    ! - Increased MAX_SHADER FILES to 1024 and fixed overrun error when more than that
    !   number of shaders was listed in shaderlist.txt
    ! - Increased a few compiler maximums for larger maps
    ! - New: -np N switch on BSP phase, works like -shadeangle, in that it forces all
    !   planar shaders to be nonplanar with the shading angle specified
    ! - New: -nohint switch on BSP phase, omits hint brushes from compile for testing
    ! - New: -debugaxis switch on light mode. Colors lightmaps based on their lightmap
    !   axis (which direction the lightmap was projected on)
    ! - New: -debugorigin switch on light mode. Colors lightmaps based on the luxel
    !   origin relative to the raw lightmap's bounding box
    ! - New: -debugcluster switch on light mode. Colors lightmaps based on the pvs
    !   cluster the luxel falls into
    ! - New: -convert switch to convert BSP to ASE file (experimental)
    ! - New: q3map_lightmapmergable directive to allow terrain to be mapped onto a
    !   single lightmap page for seamless terrain shadows
    ! 
    ! 
    ! 2.3.29 (2002-11-03)
    ! 
    ! - Merged with latest CVS, fixed minor issues with matrix order
    ! - Fixed minor Sys_FPrintf/Sys_Printf substitution typo in Q3Map2
    ! - Expanded debug colors to 12 for debugging surface meshes
    ! - PicoModel: fixed ASE loader to support > 1 texture coordinate per-vertex,
    !   so more models supported correctly, also loading vertex normals
    ! - PicoModel: md3 shader names are now cleaned. Suffixes (such as .tga or .jpg)
    !   are stripped, and \ path separators are changed to /
    ! - New: Add :q3map to the end of any shader name, and it will be interpreted as
    !   the named shader minus :q3map. Example:
    !   textures/shaderlab/concrete:q3map -> textures/shaderlab/concrete
    !   One potential use is the -approx feature to collapse lightmapped  surfaces
    !   into vertexlit surfaces, saving lightmap space/memory
    ! - New: q3map_clipModel -- does what you think it does, sort of. This code ix
    !   really experimental, and should *only* be used on large models such as terrain
    !   (not small decorative models). This code will be evolving. Note: the shader's
    !   surfaceparms are inherited by the magic clip brush, so if you have nonsolid
    !   in your model's shader that uses q3map_clipModel, then the brush will also
    !   be nonsolid
    ! 
    ! 
    ! 2.3.28 (2002-11-01)
    ! 
    ! - Bug 654 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654):
    !   Fixed problem where brush faces, drawsurfaces, and surfaceparms weren't living
    !   together in perfect harmony (terrain surfaceparms now inherited by brushes)
    ! - Nodraw fog works now, albeit when you're underneath, surfaces above don't get
    !   fogged properly. Could be good for foggy water where you want the above-water
    !   portions to only be occluded by the water surface
    ! - Bug 656 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=656):
    !   Number of lightgrid points displayed (byte size is currently out of proportion
    !   due to internal storage format) when Q3Map is called with the -info switch
    ! - Fixed wack surface merging bug where code would attempt to merge triangles not
    !   adjacent to the current set, causing bad lightmap projections on nonplanar
    !   surfaces
    ! - Fixed tiny 1-character bug in 2d lightmap texture allocator where adjacent
    !   luxels were being checked for occlusion rather than the actual source luxel
    ! 
    ! 
    ! 2.3.27 (2002-10-31) Happy Halloween!
    ! 
    ! - Fixed minor bug in scriplib bugfix where the last character in a file wasn't
    !   being read.
    ! - Fixed bug where 0-area or bogus triangles were causing crash in MapRawLightmap
    !   if they used a shader with a normalmap (thanks ShadowSpawn)
    ! - Fixed bug where lightmaps were getting hosed levelwide on a prerelease version
    !   of 2.3.27
    ! - Fixed bug where lightmaps were getting knackered on models and certain patches
    ! - Merged latest PicoModel version from seaw0lf, adding support for ASE and WF OBJ
    !   models (preliminary)
    ! - Increased MAX_MAP_PLANES to 0x40000 (~256k)
    ! 
    ! Known issues:
    ! - Lightmap projection and surface merging on large ASE models sometimes flakes
    ! - Surface to brush surfaceparm propogation doesn't work properly with large
    !   metasurfaces: http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654
    ! 
    ! 
    ! 2.3.26 (2002-10-27)
    ! 
    ! - Now using GtkRadiant's libpng and zlib config (linked as DLLs)
    ! - Fixed bug in script parser where repeat calls to GetToken() were causing
    !   memory corruption
    ! - Fixed SOF2 -rename bug
    ! - When using -game sof2 or -game jk2, the -flares argument is implied
    ! - Added -noflares argument to disable the above behavior
    ! - Added support for flares on entities. Use one of the following keys:
    !   "_flare" "1" -- use default flare (different for each game)
    !   "_flareshader" "path/to/flareshader" -- use a specific flare shader
    !   Note: This only matters in SOF2/JK2 now. Make a light targetted (a spotlight)
    !   to get it to aim the correct direction, otherwise it defaults to pointing 
    !   downward. You cannot have omnidirectional flares
    ! - Lightgrid size is automatically increased to accomodate large maps. The
    !   MAX_MAP_LIGHTGRID error will never happen again
    ! 
    ! 
    ! 2.3.25 (2002-10-22)
    ! 
    ! - Go Giants!
    ! - Fixed bug where Q3Map would crash on writing the BSP after the light stage.
    !   Thanks to Rap7or (#q3map) and loon8 (Q3W forums) [bug 641]
    ! - Fixed bug where surface lights were not affecting the light grid properly.
    !   Thanks to Shadowspawn and djbob [bug 642]
    ! - NEW: Added -faster support to lightgrid calculations while fixing previous bug
    ! - NEW: Changed it so the BSP file is written to a temp file first, then renamed.
    !   This should prevent BSP file corruption on crashes during writes
    ! 
    ! 
    ! 2.3.24 (2002-10-20)
    ! 
    ! - Fixed numerous outstanding bugs and issues.
    ! - Normal interpolation is now improved. It's slightly slower, but more 'correct'
    !   in cases where you have 10 triangles in one plane and 1 triangle in another
    !   meeting up and the 10 triangles were over-affecting the average. Only new
    !   identical normals are averaged now. This change affects phong shading, meta
    !   surfaces, and PicoModel
    ! - PicoModel up to version 0.7.6, BSD license, better 3DS model support
    ! - PicoModel library now fixes broken normals on MD3 and 3DS models
    ! - Bumpmapping code is improved. The correct tangent vectors per-triangle are
    !   now calculated so the bumpmaps are consistent with regards to light direction
    ! - Metasurface merging code optimized. Should be about 100x as fast on complex
    !   maps or maps using models with high triangle counts
    ! - Vertexlight code tweaked a bit
    ! - Triangle/winding orders now more consistent. Tesselated surfaces will have
    !   a uniform triangle ordering (thanks RR2DO2)
    ! - NEW: "vertexDeform move" now parsed and surfaces are merged into the
    !   appropriate  BSP leaves they may enter into (thanks to Bart Vrijkorte)
    ! - NEW: shader command: q3map_alphaMod. Currently takes a single form:
    !   q3map_alphaMod dotproduct ( NX NY NZ )
    !   where NX NY NZ are a unit normal (length of 1.0) specifying direction.
    !   An example use would be snow in a shader's 2nd pass, using alphaFunc or
    !   blendFunc:
    !   q3map_alphaMod dotproduct ( 0 0 1 ) // surfaces facing upwards have snow
    !   (idea contributed by RR2DO2)
    ! 
    ! 
    ! 2.3.23 (2002-10-18)
    ! 
    ! - In my haste to release the previous version, I neglected to give credit where
    !   it was due. Seaw0lf had as much (probably more) to do with the new model
    !   loading library (PicoModel). Because of his efforts, you can load 3DS models
    !   and use them in misc_model entities.
    ! - PicoModel model library up to version 0.7. Improved 3DS support, more stable.
    ! - Surface models still not reenabled. Soon. :)
    ! - You can now remap a misc_model's shaders like this:
    !   Key "_remapNN" "the/model/shader;the/real/shader"
    !   This works just like TA terrain vertexRemapShader key. You can also supply a
    !   * glob for the source shader if you want all your model's shaders to use the
    !   specified shader:
    !   "_remap" "*;models/mapobjects/tree/bark"
    ! 
    ! 
    ! 2.3.22 (2002-10-16)
    ! 
    ! - Moving to sensible Linux-style versioning.
    ! - The misc_model code has been completely rewritten, breaking surface models.
    !   Surface models will reappear in the next release, once the new model API has
    !   stablized.
    ! - New: MD3 and 3D Studio 3DS models now natively supported.
    ! - The misc_model "angles" key now supported. Values: "pitch yaw roll" in keeping
    !   with standard Quake 3 angles order.
    ! - Models scaled with "modelscale_vec" now have proper normal scaling/rotation
    !   (thanks SPOG).
    ! - Models can now be lightmapped.
    ! - Models can now have > 1000 vertexes per surface.
    ! - For best results for above, add the following to models' shaders:
    !   q3map_splotchfix
    !   q3map_nonplanar
    ! - 3DS models' MATERIAL NAMES ARE THE FINAL Q3 SHADER NAMES. YOU HAVE BEEN WARNED.
    ! - Models are generally 13373R. :)
    ! 
    ! 
    ! 2.3.0-a21 (2002-10-02)
    ! 
    ! - Fixed a stack of really stupid bugs in the lightgrid code. Should be faster
    !   and more predictable now.
    ! - SOF2/JK2 lightgrid now compiled. This is the first version of Q3Map2 that can
    !   compile full, release-worthy SOF2 and JK2 maps.
    ! - SOF2/JK2 damageshader and damagable brush faces should work correctly now.
    ! 
    ! 
    ! 2.3.0-a20 (2002-09-26)
    ! 
    ! - SOF2/JK2 worldspawn "fog" (and "_fog") shader key support for levelwide fog
    ! - SOF2/JK2 light "scale" key to scale light brightness
    ! - SOF2/JK2 -rename function for _bsp and _rmg_bsp shader renaming
    ! 
    ! 
    ! 2.3.0-a19 (2002-09-24)
    ! 
    ! - Shaders can now be subclassed (Q3Map relavant portions only, such as
    !   surfaceparms, lighting, texture projection, etc). To subclass an existing
    !   shader, add "q3map_baseshader X" where X is the name of the base shader.
    ! - Preliminary auto-model distribution over surfaces. You can now have things
    !   like grass and tree models automatically distributed across your terrain
    !   or other surfaces. To wit:
    ! 
    !   q3map_surfacemodel models/mapobjects/tree2/tree2.md3 64 0.001 0.5 4.0 0 360 1
    ! 
    !   q3map_surfacemodel <path to md3> <density in units> <odds of appearing>
    !       <min scale> <max scale> <min angle> <max angle> <oriented>
    !   
    !   The last flag is 1 or 0, and sets whether the model gets fitted to the
    !   orientation of the surface. Not functional yet. See screenshots page for
    !   shots of this in action.
    ! 
    ! 
    ! 2.3.0-a18 (2002-09-21)
    ! 
    ! - misc_models can now be attached to any brush model entity. Just target the
    !   brush entity with the misc_model (select model, then entity, hit Ctrl+K)
    ! - q3map_tcMod translate (or shift or offset) <s offset> <t offset>
    ! - q3map_tcMod rotate <degrees> (rotates around origin, not center)
    ! - q3map_tcMod scale <s scale> <t scale>
    ! - Metasurface merging now much, much better. Merges into roughly rectangular or
    !   square areas wherever possible
    ! - q3map_terrain no longer sets Z-axis lightmap projection. It must be set in
    !   the terrain layer shaders if you want previous behavior
    ! - Worlspawn _blocksize key now supports 3 elements for setting X Y and Z splits
    !   independently of each other (use a value of 0 for no splits on that axis)
    ! - Misc bugfixes
    ! 
    ! 
    ! 2.3.0-a1 through 2.3.0-a17 (2002-07 through 2002-09-20)
    ! 
    ! - Elite Force support (via -game ef)
    ! - SOF2 and JK2 support (via -game sof2 or -game jk2)
    ! - All new image handling with PNG support
    ! - q3map_lightimage specifies image for radiosity and lighting
    ! - External lightmaps, set using q3map_lightmapsize <width> <height>. Up to
    !   1024 x 1024 supported.
    ! - q3map_lightmapGamma <value> sets the brightness scale of a lightmap
    ! - q3map_lightmapsampleoffset <distance> to fix glitches in lightmapped terrain
    ! - Tons more features and bugfixes. See the forum threads for details/screenshots
    ! - Two new surfaceparms, "antiportal" and "skip," and associated shaders, for
    !   allowing the mapper to more cleanly set up visibility data
    ! - Lightmaps will always have square texels now (no more stretching)
    ! - Vertex light improvements
    ! - Light grid improvements
    ! - q3map_lightrgb support for RTCW
    ! 
    ! 
    ! 
    ! 
    ! 
    ! 

6 files modified :

  GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt
    1.1.2.2.2.6 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt?rev=1.1.2.2.2.6
    1.1.2.2.2.5 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt?rev=1.1.2.2.2.5
    diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt.diff?r1=1.1.2.2.2.5&r2=1.1.2.2.2.6

  GtkRadiant/tools/quake3/q3map2/light.c
    1.1.4.5.2.4 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/light.c?rev=1.1.4.5.2.4
    1.1.4.5.2.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/light.c?rev=1.1.4.5.2.3
    diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/light.c.diff?r1=1.1.4.5.2.3&r2=1.1.4.5.2.4

  GtkRadiant/tools/quake3/q3map2/map.c
    1.1.4.3.4.5 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c?rev=1.1.4.3.4.5
    1.1.4.3.4.4 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c?rev=1.1.4.3.4.4
    diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c.diff?r1=1.1.4.3.4.4&r2=1.1.4.3.4.5

  GtkRadiant/tools/quake3/q3map2/model.c
    1.1.2.7.2.6 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c?rev=1.1.2.7.2.6
    1.1.2.7.2.5 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c?rev=1.1.2.7.2.5
    diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c.diff?r1=1.1.2.7.2.5&r2=1.1.2.7.2.6

  GtkRadiant/tools/quake3/q3map2/q3map2.h
    1.1.2.7.2.6 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h?rev=1.1.2.7.2.6
    1.1.2.7.2.5 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h?rev=1.1.2.7.2.5
    diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h.diff?r1=1.1.2.7.2.5&r2=1.1.2.7.2.6

  GtkRadiant/tools/quake3/q3map2/surface_fur.c
    1.1.2.1.6.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface_fur.c?rev=1.1.2.1.6.1
    1.1.2.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface_fur.c?rev=1.1.2.1
    diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface_fur.c.diff?r1=1.1.2.1&r2=1.1.2.1.6.1


--10426999696205
Content-Type: text/html

<html>
<head><title>CVS report</title></head>
<body bgcolor="#ffffff" text="#000000">

<table border=0 width="100%" cellspacing=0 cellpadding=0>
 <tr>
<td align=left><b>Commit from <i>ydnar</i> on branch <i>merge-1_2_10-post</i></b></td>
  <td align=right valign=bottom>2003/01/16  &nbsp; 00:52:42</td>
 </tr>
</table>
<hr width="100%" size=2 noshade><br>

<code>
Q3Map 2.3.36 final, ase clipping, fur fixes, dos2unix fix<br>
</code>
<hr width="100%" size=2 noshade><br>
<code>
<b>GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt</b>
<pre>! 
! 2.3.36 (2003-01-14)
! 
! - Plane hashing re-enabled (I suck)
! - Plane hashing optimized (faster parsing of larger maps)
! - Plane finding accuracy code enabled
! 
! 
! 2.3.35 (2003-01-14)
! 
! - PicoModel now inverts ASE T coordinate
! - BSP to ASE converter now inverts T coordinate
! - Disabling 2.3.34 triangle optimization code until I find out why it crashes
! - Fixed Conscript-q3map2 to use stack_size ld flags directly on Darwin/OS X
! - Added Conscript-q3map2 to q3map2.dsp for easier Win32 edit, *nix target
! 
! 
! 2.3.34 (2003-01-08)
! 
! - Building from merged GtkRadiant 1.2 -> 1.3 merged codebase
! - IMPORTANT NEW CHANGE: Light entities are now STRIPPED from the BSP file.
!   They are re-read in by -light from the MAP file. This has two consequences:
!   + It is no longer necessary to re-BSP & re-vis a map in order to change
!     lighting. You can just change lights in the map file and run -light.
!   + Slightly smaller BSP file, due to fewer entities
!   + Faster loading time, as the game code doesn't have to deal with them
! - Added new -ne (normal epsilon) and -de (distance epsilon) for tuning precision
!   of plane snapping to correct potential AAS/BSP issues
! - Using latest PicoModel, with support for RTCW MDC models
! - Surfaces per raw lightmap are now sorted by shader name, which should give
!   slightly better lightmap efficiency and lower in-game shader counts
! - Adjusted model code to use correct m4x4_t code & angles key
! - Minor bugfix in patch color gradient calculation code
! - Silenced erroneous areaportal warning spew
! - q3map_tcGen now works on model surfaces
! - Using default radiosity subdivide of 256 again (should make radiosity faster)
! - Enabled byte-swapping code so Q3Map2 can be compiled/run on little-endian
!   architectures (Mac OS X)
! 
! 
! 2.3.33 (2002-12-08)
! 
! - Added new -bouncescale argument for radiosity scaling
! - Added -pointscale and -areascale for consistent naming
! - Radiosity patch subdivision code enhanced
! - Hint portals split the BSP first (higher priority)
! - Antiportal and areaportal faces split the BSP last, to minimize errors
! - Areaportals work internally like hint and antiportals, so they no longer need
!   to be full brushes (the other sides can be skip)
! - External lightmaps are now named "lm_NNNN.tga" in the maps/mapname dir
! - Cleaned up some of -light argument processing
! - Planar surfaces w/o lightmaps will no longer be tagged as MST_TRIANGLE_SOUP
!   (this fixes problems with Particle Studio particles dropping out of view)
! 
! 
! 2.3.32 (2002-11-30)
! 
! - GtkRadiant (1.2.11) integration
! - Added epsilon to texture plane choose code to eliminate numerical
!   inconsistencies on brush faces slanted at 45 degree angles (bug 637)
! - Fixed bug in lightmap export after lighting when map contains 0 BSP lightmaps
! - Adjusted some light tracing constants to fix certain brush/patch seam shadows
! - Tinkered with skylight code again
! - Fixed bug where lightgrid would be black if level was compiled with -nogrid
! - Fixed -approx code to work in floating-point space, using _minlight
! - Fixed bug where vertex light code was using invalid pvs data to create
!   light list for surface, leading to incorrect vertex lighting
! - Fixed related bug in anti-light-leak code that was causing brush faces to go
!   black (bug 694)
! - New: _minlight sets _minvertexlight and (new) _mingridlight automatically
! - New: _mingridlight key to set minimum grid lighting
! 
! 
! 2.3.31 (2002-11-21)
! 
! - Stitching the edges of lightmaps on patches that wrap around (cyls and cones)
!   so the seam is no longer visible
! - The -patchmeta switch works better now, the patches are still stored in the
!   BSP for collision, but are pre-tesselated into nonplanar meta surfaces for
!   more efficient rendering
! - Better, more uniform lightmap sample position finding on patch meshes
! - Moved q3map_tcMod and q3map_alphaMod processing to the final phase
! - New: q3map_skylight AMOUNT ITERATIONS to replace surfacelight on sky surfaces
!   for much faster and more uniform sky illumination
! 
! 
! 2.3.30 (Splash Damage internal release)
! 
! - Fixed bug in PicoModel ASE material parsing code
! - Fixed a few seam/lightmap precision/projection errors
! - Increased MAX_SHADER FILES to 1024 and fixed overrun error when more than that
!   number of shaders was listed in shaderlist.txt
! - Increased a few compiler maximums for larger maps
! - New: -np N switch on BSP phase, works like -shadeangle, in that it forces all
!   planar shaders to be nonplanar with the shading angle specified
! - New: -nohint switch on BSP phase, omits hint brushes from compile for testing
! - New: -debugaxis switch on light mode. Colors lightmaps based on their lightmap
!   axis (which direction the lightmap was projected on)
! - New: -debugorigin switch on light mode. Colors lightmaps based on the luxel
!   origin relative to the raw lightmap's bounding box
! - New: -debugcluster switch on light mode. Colors lightmaps based on the pvs
!   cluster the luxel falls into
! - New: -convert switch to convert BSP to ASE file (experimental)
! - New: q3map_lightmapmergable directive to allow terrain to be mapped onto a
!   single lightmap page for seamless terrain shadows
! 
! 
! 2.3.29 (2002-11-03)
! 
! - Merged with latest CVS, fixed minor issues with matrix order
! - Fixed minor Sys_FPrintf/Sys_Printf substitution typo in Q3Map2
! - Expanded debug colors to 12 for debugging surface meshes
! - PicoModel: fixed ASE loader to support > 1 texture coordinate per-vertex,
!   so more models supported correctly, also loading vertex normals
! - PicoModel: md3 shader names are now cleaned. Suffixes (such as .tga or .jpg)
!   are stripped, and \ path separators are changed to /
! - New: Add :q3map to the end of any shader name, and it will be interpreted as
!   the named shader minus :q3map. Example:
!   textures/shaderlab/concrete:q3map -> textures/shaderlab/concrete
!   One potential use is the -approx feature to collapse lightmapped  surfaces
!   into vertexlit surfaces, saving lightmap space/memory
! - New: q3map_clipModel -- does what you think it does, sort of. This code ix
!   really experimental, and should *only* be used on large models such as terrain
!   (not small decorative models). This code will be evolving. Note: the shader's
!   surfaceparms are inherited by the magic clip brush, so if you have nonsolid
!   in your model's shader that uses q3map_clipModel, then the brush will also
!   be nonsolid
! 
! 
! 2.3.28 (2002-11-01)
! 
! - Bug 654 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654):
!   Fixed problem where brush faces, drawsurfaces, and surfaceparms weren't living
!   together in perfect harmony (terrain surfaceparms now inherited by brushes)
! - Nodraw fog works now, albeit when you're underneath, surfaces above don't get
!   fogged properly. Could be good for foggy water where you want the above-water
!   portions to only be occluded by the water surface
! - Bug 656 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=656):
!   Number of lightgrid points displayed (byte size is currently out of proportion
!   due to internal storage format) when Q3Map is called with the -info switch
! - Fixed wack surface merging bug where code would attempt to merge triangles not
!   adjacent to the current set, causing bad lightmap projections on nonplanar
!   surfaces
! - Fixed tiny 1-character bug in 2d lightmap texture allocator where adjacent
!   luxels were being checked for occlusion rather than the actual source luxel
! 
! 
! 2.3.27 (2002-10-31) Happy Halloween!
! 
! - Fixed minor bug in scriplib bugfix where the last character in a file wasn't
!   being read.
! - Fixed bug where 0-area or bogus triangles were causing crash in MapRawLightmap
!   if they used a shader with a normalmap (thanks ShadowSpawn)
! - Fixed bug where lightmaps were getting hosed levelwide on a prerelease version
!   of 2.3.27
! - Fixed bug where lightmaps were getting knackered on models and certain patches
! - Merged latest PicoModel version from seaw0lf, adding support for ASE and WF OBJ
!   models (preliminary)
! - Increased MAX_MAP_PLANES to 0x40000 (~256k)
! 
! Known issues:
! - Lightmap projection and surface merging on large ASE models sometimes flakes
! - Surface to brush surfaceparm propogation doesn't work properly with large
!   metasurfaces: http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654
! 
! 
! 2.3.26 (2002-10-27)
! 
! - Now using GtkRadiant's libpng and zlib config (linked as DLLs)
! - Fixed bug in script parser where repeat calls to GetToken() were causing
!   memory corruption
! - Fixed SOF2 -rename bug
! - When using -game sof2 or -game jk2, the -flares argument is implied
! - Added -noflares argument to disable the above behavior
! - Added support for flares on entities. Use one of the following keys:
!   "_flare" "1" -- use default flare (different for each game)
!   "_flareshader" "path/to/flareshader" -- use a specific flare shader
!   Note: This only matters in SOF2/JK2 now. Make a light targetted (a spotlight)
!   to get it to aim the correct direction, otherwise it defaults to pointing 
!   downward. You cannot have omnidirectional flares
! - Lightgrid size is automatically increased to accomodate large maps. The
!   MAX_MAP_LIGHTGRID error will never happen again
! 
! 
! 2.3.25 (2002-10-22)
! 
! - Go Giants!
! - Fixed bug where Q3Map would crash on writing the BSP after the light stage.
!   Thanks to Rap7or (#q3map) and loon8 (Q3W forums) [bug 641]
! - Fixed bug where surface lights were not affecting the light grid properly.
!   Thanks to Shadowspawn and djbob [bug 642]
! - NEW: Added -faster support to lightgrid calculations while fixing previous bug
! - NEW: Changed it so the BSP file is written to a temp file first, then renamed.
!   This should prevent BSP file corruption on crashes during writes
! 
! 
! 2.3.24 (2002-10-20)
! 
! - Fixed numerous outstanding bugs and issues.
! - Normal interpolation is now improved. It's slightly slower, but more 'correct'
!   in cases where you have 10 triangles in one plane and 1 triangle in another
!   meeting up and the 10 triangles were over-affecting the average. Only new
!   identical normals are averaged now. This change affects phong shading, meta
!   surfaces, and PicoModel
! - PicoModel up to version 0.7.6, BSD license, better 3DS model support
! - PicoModel library now fixes broken normals on MD3 and 3DS models
! - Bumpmapping code is improved. The correct tangent vectors per-triangle are
!   now calculated so the bumpmaps are consistent with regards to light direction
! - Metasurface merging code optimized. Should be about 100x as fast on complex
!   maps or maps using models with high triangle counts
! - Vertexlight code tweaked a bit
! - Triangle/winding orders now more consistent. Tesselated surfaces will have
!   a uniform triangle ordering (thanks RR2DO2)
! - NEW: "vertexDeform move" now parsed and surfaces are merged into the
!   appropriate  BSP leaves they may enter into (thanks to Bart Vrijkorte)
! - NEW: shader command: q3map_alphaMod. Currently takes a single form:
!   q3map_alphaMod dotproduct ( NX NY NZ )
!   where NX NY NZ are a unit normal (length of 1.0) specifying direction.
!   An example use would be snow in a shader's 2nd pass, using alphaFunc or
!   blendFunc:
!   q3map_alphaMod dotproduct ( 0 0 1 ) // surfaces facing upwards have snow
!   (idea contributed by RR2DO2)
! 
! 
! 2.3.23 (2002-10-18)
! 
! - In my haste to release the previous version, I neglected to give credit where
!   it was due. Seaw0lf had as much (probably more) to do with the new model
!   loading library (PicoModel). Because of his efforts, you can load 3DS models
!   and use them in misc_model entities.
! - PicoModel model library up to version 0.7. Improved 3DS support, more stable.
! - Surface models still not reenabled. Soon. :)
! - You can now remap a misc_model's shaders like this:
!   Key "_remapNN" "the/model/shader;the/real/shader"
!   This works just like TA terrain vertexRemapShader key. You can also supply a
!   * glob for the source shader if you want all your model's shaders to use the
!   specified shader:
!   "_remap" "*;models/mapobjects/tree/bark"
! 
! 
! 2.3.22 (2002-10-16)
! 
! - Moving to sensible Linux-style versioning.
! - The misc_model code has been completely rewritten, breaking surface models.
!   Surface models will reappear in the next release, once the new model API has
!   stablized.
! - New: MD3 and 3D Studio 3DS models now natively supported.
! - The misc_model "angles" key now supported. Values: "pitch yaw roll" in keeping
!   with standard Quake 3 angles order.
! - Models scaled with "modelscale_vec" now have proper normal scaling/rotation
!   (thanks SPOG).
! - Models can now be lightmapped.
! - Models can now have > 1000 vertexes per surface.
! - For best results for above, add the following to models' shaders:
!   q3map_splotchfix
!   q3map_nonplanar
! - 3DS models' MATERIAL NAMES ARE THE FINAL Q3 SHADER NAMES. YOU HAVE BEEN WARNED.
! - Models are generally 13373R. :)
! 
! 
! 2.3.0-a21 (2002-10-02)
! 
! - Fixed a stack of really stupid bugs in the lightgrid code. Should be faster
!   and more predictable now.
! - SOF2/JK2 lightgrid now compiled. This is the first version of Q3Map2 that can
!   compile full, release-worthy SOF2 and JK2 maps.
! - SOF2/JK2 damageshader and damagable brush faces should work correctly now.
! 
! 
! 2.3.0-a20 (2002-09-26)
! 
! - SOF2/JK2 worldspawn "fog" (and "_fog") shader key support for levelwide fog
! - SOF2/JK2 light "scale" key to scale light brightness
! - SOF2/JK2 -rename function for _bsp and _rmg_bsp shader renaming
! 
! 
! 2.3.0-a19 (2002-09-24)
! 
! - Shaders can now be subclassed (Q3Map relavant portions only, such as
!   surfaceparms, lighting, texture projection, etc). To subclass an existing
!   shader, add "q3map_baseshader X" where X is the name of the base shader.
! - Preliminary auto-model distribution over surfaces. You can now have things
!   like grass and tree models automatically distributed across your terrain
!   or other surfaces. To wit:
! 
!   q3map_surfacemodel models/mapobjects/tree2/tree2.md3 64 0.001 0.5 4.0 0 360 1
! 
!   q3map_surfacemodel <path to md3> <density in units> <odds of appearing>
!       <min scale> <max scale> <min angle> <max angle> <oriented>
!   
!   The last flag is 1 or 0, and sets whether the model gets fitted to the
!   orientation of the surface. Not functional yet. See screenshots page for
!   shots of this in action.
! 
! 
! 2.3.0-a18 (2002-09-21)
! 
! - misc_models can now be attached to any brush model entity. Just target the
!   brush entity with the misc_model (select model, then entity, hit Ctrl+K)
! - q3map_tcMod translate (or shift or offset) <s offset> <t offset>
! - q3map_tcMod rotate <degrees> (rotates around origin, not center)
! - q3map_tcMod scale <s scale> <t scale>
! - Metasurface merging now much, much better. Merges into roughly rectangular or
!   square areas wherever possible
! - q3map_terrain no longer sets Z-axis lightmap projection. It must be set in
!   the terrain layer shaders if you want previous behavior
! - Worlspawn _blocksize key now supports 3 elements for setting X Y and Z splits
!   independently of each other (use a value of 0 for no splits on that axis)
! - Misc bugfixes
! 
! 
! 2.3.0-a1 through 2.3.0-a17 (2002-07 through 2002-09-20)
! 
! - Elite Force support (via -game ef)
! - SOF2 and JK2 support (via -game sof2 or -game jk2)
! - All new image handling with PNG support
! - q3map_lightimage specifies image for radiosity and lighting
! - External lightmaps, set using q3map_lightmapsize <width> <height>. Up to
!   1024 x 1024 supported.
! - q3map_lightmapGamma <value> sets the brightness scale of a lightmap
! - q3map_lightmapsampleoffset <distance> to fix glitches in lightmapped terrain
! - Tons more features and bugfixes. See the forum threads for details/screenshots
! - Two new surfaceparms, "antiportal" and "skip," and associated shaders, for
!   allowing the mapper to more cleanly set up visibility data
! - Lightmaps will always have square texels now (no more stretching)
! - Vertex light improvements
! - Light grid improvements
! - q3map_lightrgb support for RTCW
! 
! 
! 
! 
! 
! 
--- 1,344 ----
! Q3Map2 Version History + Changelog (Reverse Chronological Order)
! 
! 2.3.36 (2003-01-15)
! 
! - Plane hashing re-enabled (I suck)
! - Plane hashing optimized (faster parsing of larger maps)
! - Plane finding accuracy code enabled
! - New ASE clipping code
!   + With above should be 10-50 0.000000aster
!   + Should generate 33 0.000000ewer planes
!   + Generates mostly-axial 5-sided polyhedra instead of pyramids,
!     for tighter 2-sided clipping
! - New -light args:
!   + -scale N -- scales all lightsources (area, radiosity, point, sky)
!   + -sky[scale] N -- scales sky lights (q3map_skylight, q3map_sunlight)
! - Changed fur code to scale fur offset based on original vertex alpha
! 
! 
! 2.3.35 (2003-01-14)
! 
! - PicoModel now inverts ASE T coordinate
! - BSP to ASE converter now inverts T coordinate
! - Disabling 2.3.34 triangle optimization code until I find out why it crashes
! - Fixed Conscript-q3map2 to use stack_size ld flags directly on Darwin/OS X
! - Added Conscript-q3map2 to q3map2.dsp for easier Win32 edit, *nix target
! 
! 
! 2.3.34 (2003-01-08)
! 
! - Building from merged GtkRadiant 1.2 -> 1.3 merged codebase
! - IMPORTANT NEW CHANGE: Light entities are now STRIPPED from the BSP file.
!   They are re-read in by -light from the MAP file. This has two consequences:
!   + It is no longer necessary to re-BSP & re-vis a map in order to change
!     lighting. You can just change lights in the map file and run -light.
!   + Slightly smaller BSP file, due to fewer entities
!   + Faster loading time, as the game code doesn't have to deal with them
! - Added new -ne (normal epsilon) and -de (distance epsilon) for tuning precision
!   of plane snapping to correct potential AAS/BSP issues
! - Using latest PicoModel, with support for RTCW MDC models
! - Surfaces per raw lightmap are now sorted by shader name, which should give
!   slightly better lightmap efficiency and lower in-game shader counts
! - Adjusted model code to use correct m4x4_t code & angles key
! - Minor bugfix in patch color gradient calculation code
! - Silenced erroneous areaportal warning spew
! - q3map_tcGen now works on model surfaces
! - Using default radiosity subdivide of 256 again (should make radiosity faster)
! - Enabled byte-swapping code so Q3Map2 can be compiled/run on little-endian
!   architectures (Mac OS X)
! 
! 
! 2.3.33 (2002-12-08)
! 
! - Added new -bouncescale argument for radiosity scaling
! - Added -pointscale and -areascale for consistent naming
! - Radiosity patch subdivision code enhanced
! - Hint portals split the BSP first (higher priority)
! - Antiportal and areaportal faces split the BSP last, to minimize errors
! - Areaportals work internally like hint and antiportals, so they no longer need
!   to be full brushes (the other sides can be skip)
! - External lightmaps are now named "lm_NNNN.tga" in the maps/mapname dir
! - Cleaned up some of -light argument processing
! - Planar surfaces w/o lightmaps will no longer be tagged as MST_TRIANGLE_SOUP
!   (this fixes problems with Particle Studio particles dropping out of view)
! 
! 
! 2.3.32 (2002-11-30)
! 
! - GtkRadiant (1.2.11) integration
! - Added epsilon to texture plane choose code to eliminate numerical
!   inconsistencies on brush faces slanted at 45 degree angles (bug 637)
! - Fixed bug in lightmap export after lighting when map contains 0 BSP lightmaps
! - Adjusted some light tracing constants to fix certain brush/patch seam shadows
! - Tinkered with skylight code again
! - Fixed bug where lightgrid would be black if level was compiled with -nogrid
! - Fixed -approx code to work in floating-point space, using _minlight
! - Fixed bug where vertex light code was using invalid pvs data to create
!   light list for surface, leading to incorrect vertex lighting
! - Fixed related bug in anti-light-leak code that was causing brush faces to go
!   black (bug 694)
! - New: _minlight sets _minvertexlight and (new) _mingridlight automatically
! - New: _mingridlight key to set minimum grid lighting
! 
! 
! 2.3.31 (2002-11-21)
! 
! - Stitching the edges of lightmaps on patches that wrap around (cyls and cones)
!   so the seam is no longer visible
! - The -patchmeta switch works better now, the patches are still stored in the
!   BSP for collision, but are pre-tesselated into nonplanar meta surfaces for
!   more efficient rendering
! - Better, more uniform lightmap sample position finding on patch meshes
! - Moved q3map_tcMod and q3map_alphaMod processing to the final phase
! - New: q3map_skylight AMOUNT ITERATIONS to replace surfacelight on sky surfaces
!   for much faster and more uniform sky illumination
! 
! 
! 2.3.30 (Splash Damage internal release)
! 
! - Fixed bug in PicoModel ASE material parsing code
! - Fixed a few seam/lightmap precision/projection errors
! - Increased MAX_SHADER FILES to 1024 and fixed overrun error when more than that
!   number of shaders was listed in shaderlist.txt
! - Increased a few compiler maximums for larger maps
! - New: -np N switch on BSP phase, works like -shadeangle, in that it forces all
!   planar shaders to be nonplanar with the shading angle specified
! - New: -nohint switch on BSP phase, omits hint brushes from compile for testing
! - New: -debugaxis switch on light mode. Colors lightmaps based on their lightmap
!   axis (which direction the lightmap was projected on)
! - New: -debugorigin switch on light mode. Colors lightmaps based on the luxel
!   origin relative to the raw lightmap's bounding box
! - New: -debugcluster switch on light mode. Colors lightmaps based on the pvs
!   cluster the luxel falls into
! - New: -convert switch to convert BSP to ASE file (experimental)
! - New: q3map_lightmapmergable directive to allow terrain to be mapped onto a
!   single lightmap page for seamless terrain shadows
! 
! 
! 2.3.29 (2002-11-03)
! 
! - Merged with latest CVS, fixed minor issues with matrix order
! - Fixed minor Sys_FPrintf/Sys_Printf substitution typo in Q3Map2
! - Expanded debug colors to 12 for debugging surface meshes
! - PicoModel: fixed ASE loader to support > 1 texture coordinate per-vertex,
!   so more models supported correctly, also loading vertex normals
! - PicoModel: md3 shader names are now cleaned. Suffixes (such as .tga or .jpg)
!   are stripped, and \ path separators are changed to /
! - New: Add :q3map to the end of any shader name, and it will be interpreted as
!   the named shader minus :q3map. Example:
!   textures/shaderlab/concrete:q3map -> textures/shaderlab/concrete
!   One potential use is the -approx feature to collapse lightmapped  surfaces
!   into vertexlit surfaces, saving lightmap space/memory
! - New: q3map_clipModel -- does what you think it does, sort of. This code ix
!   really experimental, and should *only* be used on large models such as terrain
!   (not small decorative models). This code will be evolving. Note: the shader's
!   surfaceparms are inherited by the magic clip brush, so if you have nonsolid
!   in your model's shader that uses q3map_clipModel, then the brush will also
!   be nonsolid
! 
! 
! 2.3.28 (2002-11-01)
! 
! - Bug 654 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654):
!   Fixed problem where brush faces, drawsurfaces, and surfaceparms weren't living
!   together in perfect harmony (terrain surfaceparms now inherited by brushes)
! - Nodraw fog works now, albeit when you're underneath, surfaces above don't get
!   fogged properly. Could be good for foggy water where you want the above-water
!   portions to only be occluded by the water surface
! - Bug 656 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=656):
!   Number of lightgrid points displayed (byte size is currently out of proportion
!   due to internal storage format) when Q3Map is called with the -info switch
! - Fixed wack surface merging bug where code would attempt to merge triangles not
!   adjacent to the current set, causing bad lightmap projections on nonplanar
!   surfaces
! - Fixed tiny 1-character bug in 2d lightmap texture allocator where adjacent
!   luxels were being checked for occlusion rather than the actual source luxel
! 
! 
! 2.3.27 (2002-10-31) Happy Halloween!
! 
! - Fixed minor bug in scriplib bugfix where the last character in a file wasn't
!   being read.
! - Fixed bug where 0-area or bogus triangles were causing crash in MapRawLightmap
!   if they used a shader with a normalmap (thanks ShadowSpawn)
! - Fixed bug where lightmaps were getting hosed levelwide on a prerelease version
!   of 2.3.27
! - Fixed bug where lightmaps were getting knackered on models and certain patches
! - Merged latest PicoModel version from seaw0lf, adding support for ASE and WF OBJ
!   models (preliminary)
! - Increased MAX_MAP_PLANES to 0x40000 (~256k)
! 
! Known issues:
! - Lightmap projection and surface merging on large ASE models sometimes flakes
! - Surface to brush surfaceparm propogation doesn't work properly with large
!   metasurfaces: http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654
! 
! 
! 2.3.26 (2002-10-27)
! 
! - Now using GtkRadiant's libpng and zlib config (linked as DLLs)
! - Fixed bug in script parser where repeat calls to GetToken() were causing
!   memory corruption
! - Fixed SOF2 -rename bug
! - When using -game sof2 or -game jk2, the -flares argument is implied
! - Added -noflares argument to disable the above behavior
! - Added support for flares on entities. Use one of the following keys:
!   "_flare" "1" -- use default flare (different for each game)
!   "_flareshader" "path/to/flareshader" -- use a specific flare shader
!   Note: This only matters in SOF2/JK2 now. Make a light targetted (a spotlight)
!   to get it to aim the correct direction, otherwise it defaults to pointing 
!   downward. You cannot have omnidirectional flares
! - Lightgrid size is automatically increased to accomodate large maps. The
!   MAX_MAP_LIGHTGRID error will never happen again
! 
! 
! 2.3.25 (2002-10-22)
! 
! - Go Giants!
! - Fixed bug where Q3Map would crash on writing the BSP after the light stage.
!   Thanks to Rap7or (#q3map) and loon8 (Q3W forums) [bug 641]
! - Fixed bug where surface lights were not affecting the light grid properly.
!   Thanks to Shadowspawn and djbob [bug 642]
! - NEW: Added -faster support to lightgrid calculations while fixing previous bug
! - NEW: Changed it so the BSP file is written to a temp file first, then renamed.
!   This should prevent BSP file corruption on crashes during writes
! 
! 
! 2.3.24 (2002-10-20)
! 
! - Fixed numerous outstanding bugs and issues.
! - Normal interpolation is now improved. It's slightly slower, but more 'correct'
!   in cases where you have 10 triangles in one plane and 1 triangle in another
!   meeting up and the 10 triangles were over-affecting the average. Only new
!   identical normals are averaged now. This change affects phong shading, meta
!   surfaces, and PicoModel
! - PicoModel up to version 0.7.6, BSD license, better 3DS model support
! - PicoModel library now fixes broken normals on MD3 and 3DS models
! - Bumpmapping code is improved. The correct tangent vectors per-triangle are
!   now calculated so the bumpmaps are consistent with regards to light direction
! - Metasurface merging code optimized. Should be about 100x as fast on complex
!   maps or maps using models with high triangle counts
! - Vertexlight code tweaked a bit
! - Triangle/winding orders now more consistent. Tesselated surfaces will have
!   a uniform triangle ordering (thanks RR2DO2)
! - NEW: "vertexDeform move" now parsed and surfaces are merged into the
!   appropriate  BSP leaves they may enter into (thanks to Bart Vrijkorte)
! - NEW: shader command: q3map_alphaMod. Currently takes a single form:
!   q3map_alphaMod dotproduct ( NX NY NZ )
!   where NX NY NZ are a unit normal (length of 1.0) specifying direction.
!   An example use would be snow in a shader's 2nd pass, using alphaFunc or
!   blendFunc:
!   q3map_alphaMod dotproduct ( 0 0 1 ) // surfaces facing upwards have snow
!   (idea contributed by RR2DO2)
! 
! 
! 2.3.23 (2002-10-18)
! 
! - In my haste to release the previous version, I neglected to give credit where
!   it was due. Seaw0lf had as much (probably more) to do with the new model
!   loading library (PicoModel). Because of his efforts, you can load 3DS models
!   and use them in misc_model entities.
! - PicoModel model library up to version 0.7. Improved 3DS support, more stable.
! - Surface models still not reenabled. Soon. :)
! - You can now remap a misc_model's shaders like this:
!   Key "_remapNN" "the/model/shader;the/real/shader"
!   This works just like TA terrain vertexRemapShader key. You can also supply a
!   * glob for the source shader if you want all your model's shaders to use the
!   specified shader:
!   "_remap" "*;models/mapobjects/tree/bark"
! 
! 
! 2.3.22 (2002-10-16)
! 
! - Moving to sensible Linux-style versioning.
! - The misc_model code has been completely rewritten, breaking surface models.
!   Surface models will reappear in the next release, once the new model API has
!   stablized.
! - New: MD3 and 3D Studio 3DS models now natively supported.
! - The misc_model "angles" key now supported. Values: "pitch yaw roll" in keeping
!   with standard Quake 3 angles order.
! - Models scaled with "modelscale_vec" now have proper normal scaling/rotation
!   (thanks SPOG).
! - Models can now be lightmapped.
! - Models can now have > 1000 vertexes per surface.
! - For best results for above, add the following to models' shaders:
!   q3map_splotchfix
!   q3map_nonplanar
! - 3DS models' MATERIAL NAMES ARE THE FINAL Q3 SHADER NAMES. YOU HAVE BEEN WARNED.
! - Models are generally 13373R. :)
! 
! 
! 2.3.0-a21 (2002-10-02)
! 
! - Fixed a stack of really stupid bugs in the lightgrid code. Should be faster
!   and more predictable now.
! - SOF2/JK2 lightgrid now compiled. This is the first version of Q3Map2 that can
!   compile full, release-worthy SOF2 and JK2 maps.
! - SOF2/JK2 damageshader and damagable brush faces should work correctly now.
! 
! 
! 2.3.0-a20 (2002-09-26)
! 
! - SOF2/JK2 worldspawn "fog" (and "_fog") shader key support for levelwide fog
! - SOF2/JK2 light "scale" key to scale light brightness
! - SOF2/JK2 -rename function for _bsp and _rmg_bsp shader renaming
! 
! 
! 2.3.0-a19 (2002-09-24)
! 
! - Shaders can now be subclassed (Q3Map relavant portions only, such as
!   surfaceparms, lighting, texture projection, etc). To subclass an existing
!   shader, add "q3map_baseshader X" where X is the name of the base shader.
! - Preliminary auto-model distribution over surfaces. You can now have things
!   like grass and tree models automatically distributed across your terrain
!   or other surfaces. To wit:
! 
!   q3map_surfacemodel models/mapobjects/tree2/tree2.md3 64 0.001 0.5 4.0 0 360 1
! 
!   q3map_surfacemodel <path to md3> <density in units> <odds of appearing>
!       <min scale> <max scale> <min angle> <max angle> <oriented>
!   
!   The last flag is 1 or 0, and sets whether the model gets fitted to the
!   orientation of the surface. Not functional yet. See screenshots page for
!   shots of this in action.
! 
! 
! 2.3.0-a18 (2002-09-21)
! 
! - misc_models can now be attached to any brush model entity. Just target the
!   brush entity with the misc_model (select model, then entity, hit Ctrl+K)
! - q3map_tcMod translate (or shift or offset) <s offset> <t offset>
! - q3map_tcMod rotate <degrees> (rotates around origin, not center)
! - q3map_tcMod scale <s scale> <t scale>
! - Metasurface merging now much, much better. Merges into roughly rectangular or
!   square areas wherever possible
! - q3map_terrain no longer sets Z-axis lightmap projection. It must be set in
!   the terrain layer shaders if you want previous behavior
! - Worlspawn _blocksize key now supports 3 elements for setting X Y and Z splits
!   independently of each other (use a value of 0 for no splits on that axis)
! - Misc bugfixes
! 
! 
! 2.3.0-a1 through 2.3.0-a17 (2002-07 through 2002-09-20)
! 
! - Elite Force support (via -game ef)
! - SOF2 and JK2 support (via -game sof2 or -game jk2)
! - All new image handling with PNG support
! - q3map_lightimage specifies image for radiosity and lighting
! - External lightmaps, set using q3map_lightmapsize <width> <height>. Up to
!   1024 x 1024 supported.
! - q3map_lightmapGamma <value> sets the brightness scale of a lightmap
! - q3map_lightmapsampleoffset <distance> to fix glitches in lightmapped terrain
! - Tons more features and bugfixes. See the forum threads for details/screenshots
! - Two new surfaceparms, "antiportal" and "skip," and associated shaders, for
!   allowing the mapper to more cleanly set up visibility data
! - Lightmaps will always have square texels now (no more stretching)
! - Vertex light improvements
! - Light grid improvements
! - q3map_lightrgb support for RTCW
! 
! 
! 
! 
! 
! 
</pre>
<table border=0 width="100%">

 <tr>
  <td colspan=5>&nbsp;</td>
 </tr>
 <tr bgcolor="#e0e0e0">
  <td colspan=5 align=center><b>6 files modified</b></td>
 </tr>
 <tr>
  <td><b>Module</b></td>
  <td><b>File name</b></td>
  <td colspan=3><b>Version</b></td>
 </tr>
 <tr>
  <td><b>GtkRadiant</b></td>
  <td><code>tools/quake3/q3map2/changelog.q3map2.txt</code></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt?rev=1.1.2.2.2.5">1.1.2.2.2.5</a></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt.diff?r1=text&tr1=1.1.2.2.2.5&r2=text&tr2=1.1.2.2.2.6&f=h">&gt;&gt;&gt;</a></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt?rev=1.1.2.2.2.6">1.1.2.2.2.6</a></td>
 </tr>
 <tr>
  <td><b>GtkRadiant</b></td>
  <td><code>tools/quake3/q3map2/light.c</code></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/light.c?rev=1.1.4.5.2.3">1.1.4.5.2.3</a></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/light.c.diff?r1=text&tr1=1.1.4.5.2.3&r2=text&tr2=1.1.4.5.2.4&f=h">&gt;&gt;&gt;</a></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/light.c?rev=1.1.4.5.2.4">1.1.4.5.2.4</a></td>
 </tr>
 <tr>
  <td><b>GtkRadiant</b></td>
  <td><code>tools/quake3/q3map2/map.c</code></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c?rev=1.1.4.3.4.4">1.1.4.3.4.4</a></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c.diff?r1=text&tr1=1.1.4.3.4.4&r2=text&tr2=1.1.4.3.4.5&f=h">&gt;&gt;&gt;</a></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c?rev=1.1.4.3.4.5">1.1.4.3.4.5</a></td>
 </tr>
 <tr>
  <td><b>GtkRadiant</b></td>
  <td><code>tools/quake3/q3map2/model.c</code></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c?rev=1.1.2.7.2.5">1.1.2.7.2.5</a></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c.diff?r1=text&tr1=1.1.2.7.2.5&r2=text&tr2=1.1.2.7.2.6&f=h">&gt;&gt;&gt;</a></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c?rev=1.1.2.7.2.6">1.1.2.7.2.6</a></td>
 </tr>
 <tr>
  <td><b>GtkRadiant</b></td>
  <td><code>tools/quake3/q3map2/q3map2.h</code></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h?rev=1.1.2.7.2.5">1.1.2.7.2.5</a></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h.diff?r1=text&tr1=1.1.2.7.2.5&r2=text&tr2=1.1.2.7.2.6&f=h">&gt;&gt;&gt;</a></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h?rev=1.1.2.7.2.6">1.1.2.7.2.6</a></td>
 </tr>
 <tr>
  <td><b>GtkRadiant</b></td>
  <td><code>tools/quake3/q3map2/surface_fur.c</code></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface_fur.c?rev=1.1.2.1">1.1.2.1</a></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface_fur.c.diff?r1=text&tr1=1.1.2.1&r2=text&tr2=1.1.2.1.6.1&f=h">&gt;&gt;&gt;</a></td>
  <td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface_fur.c?rev=1.1.2.1.6.1">1.1.2.1.6.1</a></td>
 </tr>

</table>

</body>
</html>

--10426999696205--