[Gtkradiant] CVS: merge, see CHANGES 31/01/2003
William Joseph
gtkradiant@zerowing.idsoftware.com
Fri, 31 Jan 2003 05:37:51 -0600
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User : spog
Branch : spog_branch
Root : zerowing:/cvs
Date : 2003/01/31 05:37:31
merge, see CHANGES 31/01/2003
--
GtkRadiant/docs/developer/CHANGES
1.315.2.31 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/docs/developer/CHANGES?rev=1.315.2.31
diff :
This is the changelog for developers, != changelog for the end user
that we distribute with the binaries. (see changelog)
+ 31/01/2003
+ SPoG
+ - Merged changes since last merge from merge-1_2_10-post to spog_branch.
+
30/01/2003
SPoG
- Added subgraph traversal feature to scenegraph traversal.
***************
*** 175,194 ****
trunk before merge is tagged pre-merge-1_2_10
===============================================================
! TODO:
! - incorrect naming: RadiantToolbarModuleManager -> CRadiantToolbarModuleManager
! - ToolbarButton -> IToolbarButton, and C* implementations
! - FlushReloadSelectedToolbarButton -> CFlushReloadSelected
! - see Construct and all the commented out modules
! - ID_SELECTION_MERGE ID_SELECTION_SEPERATE (what's up with Select_Merge stuff?)
! - check QERApp_PositionView, used anymore?
! - apply bugfix for invalid template project version
! - port reload-model feature of 1.2 model module to 1.3 entity module.
! - reinstate shader remaps feature of 1.2 model module in 1.3 version.
! - clean up camera plugin, remove gtk dependency somehow.
! - reinstate any missing features of model module.
! - Clean up texture menu - texwindow.cpp.
! - Fix bug in xml-property-bag class.
14/01/2003
ydnar
--- 179,199 ----
trunk before merge is tagged pre-merge-1_2_10
===============================================================
! 22/01/2003
! TTimo
! - finished up the TODO items, turned into bug items or dropped them. branch is ready to move back in to trunk
!
! 18/01/2003
! TTimo
! - fixed ID_SELECTION_MERGE
!
! 17/01/2003
! TTimo
! - fixups
! FlushReloadSelectedToolbarButton -> CFlushReloadSelected
! incorrect naming: RadiantToolbarModuleManager -> CRadiantToolbarModuleManager
! ToolbarButton -> IToolbarButton, and C* implementations
! http://www.qeradiant.com/wikifaq/admin.php?Code%20Conventions
14/01/2003
ydnar
GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt
1.1.4.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt?rev=1.1.4.2
diff :
!
! 2.3.35 (2003-??-??)
!
! - 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
!
!
!
!
!
!
--- 1,356 ----
! Q3Map2 Version History + Changelog (Reverse Chronological Order)
!
! 2.3.37 (2003-01-24)
!
! - Building from GtkRadiant CVS trunk
! - Added new brush bevel code by MrElusive to fix lingering aas problems (sweet!)
! - Added -snap N arg to BSP phase for axial bevel plane snapping to reduce
! clipped model plane count (note: will muck with above, use with care)
! - Patches in terrain entities should now have proper vertex alpha set
! - Fixed bug in fur code where fur was being limited to 2 layers (thanks pazur)
! - Reduced vertexlight search area to a reasonable size to keep vertex lighting
! times down
!
!
! 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
!
!
!
!
!
!
47 files removed :
GtkRadiant/tools/quake3/q3map/.cvsignore
was 1.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/.cvsignore?rev=1.3
GtkRadiant/tools/quake3/q3map/Heapagnt.h
was 1.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/Heapagnt.h?rev=1.3
GtkRadiant/tools/quake3/q3map/brush.c
was 1.9 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/brush.c?rev=1.9
GtkRadiant/tools/quake3/q3map/brush_primit.c
was 1.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/brush_primit.c?rev=1.3
GtkRadiant/tools/quake3/q3map/bsp.c
was 1.23 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/bsp.c?rev=1.23
GtkRadiant/tools/quake3/q3map/facebsp.c
was 1.6 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/facebsp.c?rev=1.6
GtkRadiant/tools/quake3/q3map/fog.c
was 1.8 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/fog.c?rev=1.8
GtkRadiant/tools/quake3/q3map/game_t.h
was 1.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/game_t.h?rev=1.1
GtkRadiant/tools/quake3/q3map/gldraw.c
was 1.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/gldraw.c?rev=1.3
GtkRadiant/tools/quake3/q3map/glfile.c
was 1.4 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/glfile.c?rev=1.4
GtkRadiant/tools/quake3/q3map/leakfile.c
was 1.4 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/leakfile.c?rev=1.4
GtkRadiant/tools/quake3/q3map/light.c
was 1.15 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/light.c?rev=1.15
GtkRadiant/tools/quake3/q3map/light.h
was 1.8 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/light.h?rev=1.8
GtkRadiant/tools/quake3/q3map/light_bounce.c
was 1.5 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/light_bounce.c?rev=1.5
GtkRadiant/tools/quake3/q3map/light_trace.c
was 1.7 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/light_trace.c?rev=1.7
GtkRadiant/tools/quake3/q3map/lightmaps.c
was 1.7 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/lightmaps.c?rev=1.7
GtkRadiant/tools/quake3/q3map/lightv.c
was 1.16 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/lightv.c?rev=1.16
GtkRadiant/tools/quake3/q3map/map.c
was 1.9 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/map.c?rev=1.9
GtkRadiant/tools/quake3/q3map/mesh.c
was 1.6 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/mesh.c?rev=1.6
GtkRadiant/tools/quake3/q3map/mesh.h
was 1.4 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/mesh.h?rev=1.4
GtkRadiant/tools/quake3/q3map/misc_model.c
was 1.8 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/misc_model.c?rev=1.8
GtkRadiant/tools/quake3/q3map/nodraw.c
was 1.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/nodraw.c?rev=1.3
GtkRadiant/tools/quake3/q3map/patch.c
was 1.7 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/patch.c?rev=1.7
GtkRadiant/tools/quake3/q3map/path_init.c
was 1.8 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/path_init.c?rev=1.8
GtkRadiant/tools/quake3/q3map/portals.c
was 1.9 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/portals.c?rev=1.9
GtkRadiant/tools/quake3/q3map/prtfile.c
was 1.4 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/prtfile.c?rev=1.4
GtkRadiant/tools/quake3/q3map/q3map.dsp
was 1.17 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/q3map.dsp?rev=1.17
GtkRadiant/tools/quake3/q3map/q3map.dsw
was 1.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/q3map.dsw?rev=1.3
GtkRadiant/tools/quake3/q3map/qbsp.h
was 1.13 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/qbsp.h?rev=1.13
GtkRadiant/tools/quake3/q3map/shaders.c
was 1.15 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/shaders.c?rev=1.15
GtkRadiant/tools/quake3/q3map/shaders.h
was 1.7 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/shaders.h?rev=1.7
GtkRadiant/tools/quake3/q3map/surface.c
was 1.11 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/surface.c?rev=1.11
GtkRadiant/tools/quake3/q3map/terrain.c
was 1.7 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/terrain.c?rev=1.7
GtkRadiant/tools/quake3/q3map/tjunction.c
was 1.7 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/tjunction.c?rev=1.7
GtkRadiant/tools/quake3/q3map/tree.c
was 1.4 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/tree.c?rev=1.4
GtkRadiant/tools/quake3/q3map/vis.c
was 1.12 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/vis.c?rev=1.12
GtkRadiant/tools/quake3/q3map/vis.h
was 1.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/vis.h?rev=1.3
GtkRadiant/tools/quake3/q3map/visflow.c
was 1.7 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/visflow.c?rev=1.7
GtkRadiant/tools/quake3/q3map/writebsp.c
was 1.5 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/Attic/writebsp.c?rev=1.5
GtkRadiant/tools/quake3/q3map/NetConnect/Makefile
was 1.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/NetConnect/Attic/Makefile?rev=1.2
GtkRadiant/tools/quake3/q3map/NetConnect/NetConnect.dsp
was 1.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/NetConnect/Attic/NetConnect.dsp?rev=1.3
GtkRadiant/tools/quake3/q3map/NetConnect/main.c
was 1.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/NetConnect/Attic/main.c?rev=1.2
GtkRadiant/tools/quake3/q3map/NetTest/Makefile
was 1.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/NetTest/Attic/Makefile?rev=1.3
GtkRadiant/tools/quake3/q3map/NetTest/NetTest.dsp
was 1.4 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/NetTest/Attic/NetTest.dsp?rev=1.4
GtkRadiant/tools/quake3/q3map/NetTest/NetTest.proj
was 1.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/NetTest/Attic/NetTest.proj?rev=1.2
GtkRadiant/tools/quake3/q3map/NetTest/SAX.log
was 1.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/NetTest/Attic/SAX.log?rev=1.2
GtkRadiant/tools/quake3/q3map/NetTest/main.c
was 1.4 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/NetTest/Attic/main.c?rev=1.4
17 files modified :
GtkRadiant/Construct
1.17.2.1.2.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/Construct?rev=1.17.2.1.2.3
1.17.2.1.2.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/Construct?rev=1.17.2.1.2.2
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/Construct.diff?r1=1.17.2.1.2.2&r2=1.17.2.1.2.3
GtkRadiant/docs/developer/CHANGES
1.315.2.31 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/docs/developer/CHANGES?rev=1.315.2.31
1.315.2.30 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/docs/developer/CHANGES?rev=1.315.2.30
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/docs/developer/CHANGES.diff?r1=1.315.2.30&r2=1.315.2.31
GtkRadiant/include/itoolbar.h
1.2.4.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/itoolbar.h?rev=1.2.4.2
1.2.4.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/itoolbar.h?rev=1.2.4.1
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/itoolbar.h.diff?r1=1.2.4.1&r2=1.2.4.2
GtkRadiant/plugins/model/plugin.cpp
1.2.4.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/plugins/model/plugin.cpp?rev=1.2.4.2
1.2.4.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/plugins/model/plugin.cpp?rev=1.2.4.1
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/plugins/model/plugin.cpp.diff?r1=1.2.4.1&r2=1.2.4.2
GtkRadiant/radiant/mainframe.cpp
1.96.2.2.2.18 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/mainframe.cpp?rev=1.96.2.2.2.18
1.96.2.2.2.17 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/mainframe.cpp?rev=1.96.2.2.2.17
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/mainframe.cpp.diff?r1=1.96.2.2.2.17&r2=1.96.2.2.2.18
GtkRadiant/radiant/mainframe.h
1.26.2.7 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/mainframe.h?rev=1.26.2.7
1.26.2.6 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/mainframe.h?rev=1.26.2.6
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/mainframe.h.diff?r1=1.26.2.6&r2=1.26.2.7
GtkRadiant/radiant/pluginmanager.cpp
1.76.2.1.2.11 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/pluginmanager.cpp?rev=1.76.2.1.2.11
1.76.2.1.2.10 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/pluginmanager.cpp?rev=1.76.2.1.2.10
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/pluginmanager.cpp.diff?r1=1.76.2.1.2.10&r2=1.76.2.1.2.11
GtkRadiant/tools/quake3/q3map2/bsp.c
1.2.2.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/bsp.c?rev=1.2.2.2
1.2.2.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/bsp.c?rev=1.2.2.1
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/bsp.c.diff?r1=1.2.2.1&r2=1.2.2.2
GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt
1.1.4.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt?rev=1.1.4.2
1.1.4.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt?rev=1.1.4.1
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt.diff?r1=1.1.4.1&r2=1.1.4.2
GtkRadiant/tools/quake3/q3map2/fog.c
1.1.2.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/fog.c?rev=1.1.2.2
1.1.2.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/fog.c?rev=1.1.2.1
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/fog.c.diff?r1=1.1.2.1&r2=1.1.2.2
GtkRadiant/tools/quake3/q3map2/light.c
1.1.2.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/light.c?rev=1.1.2.2
1.1.2.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/light.c?rev=1.1.2.1
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/light.c.diff?r1=1.1.2.1&r2=1.1.2.2
GtkRadiant/tools/quake3/q3map2/light_ydnar.c
1.1.2.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/light_ydnar.c?rev=1.1.2.2
1.1.2.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/light_ydnar.c?rev=1.1.2.1
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/light_ydnar.c.diff?r1=1.1.2.1&r2=1.1.2.2
GtkRadiant/tools/quake3/q3map2/map.c
1.1.2.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c?rev=1.1.2.2
1.1.2.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c?rev=1.1.2.1
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c.diff?r1=1.1.2.1&r2=1.1.2.2
GtkRadiant/tools/quake3/q3map2/model.c
1.1.4.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c?rev=1.1.4.2
1.1.4.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c?rev=1.1.4.1
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c.diff?r1=1.1.4.1&r2=1.1.4.2
GtkRadiant/tools/quake3/q3map2/q3map2.h
1.1.4.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h?rev=1.1.4.2
1.1.4.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h?rev=1.1.4.1
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h.diff?r1=1.1.4.1&r2=1.1.4.2
GtkRadiant/tools/quake3/q3map2/surface.c
1.1.2.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface.c?rev=1.1.2.2
1.1.2.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface.c?rev=1.1.2.1
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface.c.diff?r1=1.1.2.1&r2=1.1.2.2
GtkRadiant/tools/quake3/q3map2/surface_fur.c
1.1.4.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface_fur.c?rev=1.1.4.2
1.1.4.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface_fur.c?rev=1.1.4.1
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface_fur.c.diff?r1=1.1.4.1&r2=1.1.4.2
--104401307122159
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>spog</i> on branch <i>spog_branch</i></b></td>
<td align=right valign=bottom>2003/01/31 05:37:31</td>
</tr>
</table>
<hr width="100%" size=2 noshade><br>
<code>
merge, see CHANGES 31/01/2003<br>
</code>
<hr width="100%" size=2 noshade><br>
<code>
<b>GtkRadiant/docs/developer/CHANGES</b>
<pre> This is the changelog for developers, != changelog for the end user
that we distribute with the binaries. (see changelog)
+ 31/01/2003
+ SPoG
+ - Merged changes since last merge from merge-1_2_10-post to spog_branch.
+
30/01/2003
SPoG
- Added subgraph traversal feature to scenegraph traversal.
***************
*** 175,194 ****
trunk before merge is tagged pre-merge-1_2_10
===============================================================
! TODO:
! - incorrect naming: RadiantToolbarModuleManager -> CRadiantToolbarModuleManager
! - ToolbarButton -> IToolbarButton, and C* implementations
! - FlushReloadSelectedToolbarButton -> CFlushReloadSelected
! - see Construct and all the commented out modules
! - ID_SELECTION_MERGE ID_SELECTION_SEPERATE (what's up with Select_Merge stuff?)
! - check QERApp_PositionView, used anymore?
! - apply bugfix for invalid template project version
! - port reload-model feature of 1.2 model module to 1.3 entity module.
! - reinstate shader remaps feature of 1.2 model module in 1.3 version.
! - clean up camera plugin, remove gtk dependency somehow.
! - reinstate any missing features of model module.
! - Clean up texture menu - texwindow.cpp.
! - Fix bug in xml-property-bag class.
14/01/2003
ydnar
--- 179,199 ----
trunk before merge is tagged pre-merge-1_2_10
===============================================================
! 22/01/2003
! TTimo
! - finished up the TODO items, turned into bug items or dropped them. branch is ready to move back in to trunk
!
! 18/01/2003
! TTimo
! - fixed ID_SELECTION_MERGE
!
! 17/01/2003
! TTimo
! - fixups
! FlushReloadSelectedToolbarButton -> CFlushReloadSelected
! incorrect naming: RadiantToolbarModuleManager -> CRadiantToolbarModuleManager
! ToolbarButton -> IToolbarButton, and C* implementations
! http://www.qeradiant.com/wikifaq/admin.php?Code%20Conventions
14/01/2003
ydnar
</pre>
<b>GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt</b>
<pre>!
! 2.3.35 (2003-??-??)
!
! - 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
!
!
!
!
!
!
--- 1,356 ----
! Q3Map2 Version History + Changelog (Reverse Chronological Order)
!
! 2.3.37 (2003-01-24)
!
! - Building from GtkRadiant CVS trunk
! - Added new brush bevel code by MrElusive to fix lingering aas problems (sweet!)
! - Added -snap N arg to BSP phase for axial bevel plane snapping to reduce
! clipped model plane count (note: will muck with above, use with care)
! - Patches in terrain entities should now have proper vertex alpha set
! - Fixed bug in fur code where fur was being limited to 2 layers (thanks pazur)
! - Reduced vertexlight search area to a reasonable size to keep vertex lighting
! times down
!
!
! 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> </td>
</tr>
<tr bgcolor="#e0e0e0">
<td colspan=5 align=center><b>47 files removed</b></td>
</tr>
<tr>
<td><b>Module</b></td>
<td><b>File name</b></td>
<td colspan=3><b>Last version</b></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/.cvsignore</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/.cvsignore?rev=1.3">1.3</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/Heapagnt.h</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/Heapagnt.h?rev=1.3">1.3</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/brush.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/brush.c?rev=1.9">1.9</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/brush_primit.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/brush_primit.c?rev=1.3">1.3</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/bsp.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/bsp.c?rev=1.23">1.23</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/facebsp.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/facebsp.c?rev=1.6">1.6</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/fog.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/fog.c?rev=1.8">1.8</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/game_t.h</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/game_t.h?rev=1.1">1.1</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/gldraw.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/gldraw.c?rev=1.3">1.3</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/glfile.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/glfile.c?rev=1.4">1.4</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/leakfile.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/leakfile.c?rev=1.4">1.4</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/light.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/light.c?rev=1.15">1.15</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/light.h</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/light.h?rev=1.8">1.8</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/light_bounce.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/light_bounce.c?rev=1.5">1.5</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/light_trace.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/light_trace.c?rev=1.7">1.7</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/lightmaps.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/lightmaps.c?rev=1.7">1.7</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/lightv.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/lightv.c?rev=1.16">1.16</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/map.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/map.c?rev=1.9">1.9</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/mesh.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/mesh.c?rev=1.6">1.6</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/mesh.h</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/mesh.h?rev=1.4">1.4</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/misc_model.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/misc_model.c?rev=1.8">1.8</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/nodraw.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/nodraw.c?rev=1.3">1.3</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/patch.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/patch.c?rev=1.7">1.7</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/path_init.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/path_init.c?rev=1.8">1.8</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/portals.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/portals.c?rev=1.9">1.9</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/prtfile.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/prtfile.c?rev=1.4">1.4</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/q3map.dsp</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/q3map.dsp?rev=1.17">1.17</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/q3map.dsw</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/q3map.dsw?rev=1.3">1.3</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/qbsp.h</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/qbsp.h?rev=1.13">1.13</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/shaders.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/shaders.c?rev=1.15">1.15</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/shaders.h</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/shaders.h?rev=1.7">1.7</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/surface.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/surface.c?rev=1.11">1.11</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/terrain.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/terrain.c?rev=1.7">1.7</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/tjunction.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/tjunction.c?rev=1.7">1.7</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/tree.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/tree.c?rev=1.4">1.4</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/vis.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/vis.c?rev=1.12">1.12</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/vis.h</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/vis.h?rev=1.3">1.3</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/visflow.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/visflow.c?rev=1.7">1.7</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/writebsp.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3mapAttic/writebsp.c?rev=1.5">1.5</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/NetConnect/Makefile</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/NetConnectAttic/Makefile?rev=1.2">1.2</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/NetConnect/NetConnect.dsp</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/NetConnectAttic/NetConnect.dsp?rev=1.3">1.3</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/NetConnect/main.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/NetConnectAttic/main.c?rev=1.2">1.2</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/NetTest/Makefile</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/NetTestAttic/Makefile?rev=1.3">1.3</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/NetTest/NetTest.dsp</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/NetTestAttic/NetTest.dsp?rev=1.4">1.4</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/NetTest/NetTest.proj</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/NetTestAttic/NetTest.proj?rev=1.2">1.2</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/NetTest/SAX.log</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/NetTestAttic/SAX.log?rev=1.2">1.2</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map/NetTest/main.c</code></td>
<td colspan=3><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map/NetTestAttic/main.c?rev=1.4">1.4</a></td>
</tr>
<tr>
<td colspan=5> </td>
</tr>
<tr bgcolor="#e0e0e0">
<td colspan=5 align=center><b>17 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>Construct</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/Construct?rev=1.17.2.1.2.2">1.17.2.1.2.2</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/Construct.diff?r1=text&tr1=1.17.2.1.2.2&r2=text&tr2=1.17.2.1.2.3&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/Construct?rev=1.17.2.1.2.3">1.17.2.1.2.3</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>docs/developer/CHANGES</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/docs/developer/CHANGES?rev=1.315.2.30">1.315.2.30</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/docs/developer/CHANGES.diff?r1=text&tr1=1.315.2.30&r2=text&tr2=1.315.2.31&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/docs/developer/CHANGES?rev=1.315.2.31">1.315.2.31</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>include/itoolbar.h</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/itoolbar.h?rev=1.2.4.1">1.2.4.1</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/itoolbar.h.diff?r1=text&tr1=1.2.4.1&r2=text&tr2=1.2.4.2&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/itoolbar.h?rev=1.2.4.2">1.2.4.2</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>plugins/model/plugin.cpp</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/plugins/model/plugin.cpp?rev=1.2.4.1">1.2.4.1</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/plugins/model/plugin.cpp.diff?r1=text&tr1=1.2.4.1&r2=text&tr2=1.2.4.2&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/plugins/model/plugin.cpp?rev=1.2.4.2">1.2.4.2</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>radiant/mainframe.cpp</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/mainframe.cpp?rev=1.96.2.2.2.17">1.96.2.2.2.17</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/mainframe.cpp.diff?r1=text&tr1=1.96.2.2.2.17&r2=text&tr2=1.96.2.2.2.18&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/mainframe.cpp?rev=1.96.2.2.2.18">1.96.2.2.2.18</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>radiant/mainframe.h</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/mainframe.h?rev=1.26.2.6">1.26.2.6</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/mainframe.h.diff?r1=text&tr1=1.26.2.6&r2=text&tr2=1.26.2.7&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/mainframe.h?rev=1.26.2.7">1.26.2.7</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>radiant/pluginmanager.cpp</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/pluginmanager.cpp?rev=1.76.2.1.2.10">1.76.2.1.2.10</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/pluginmanager.cpp.diff?r1=text&tr1=1.76.2.1.2.10&r2=text&tr2=1.76.2.1.2.11&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/pluginmanager.cpp?rev=1.76.2.1.2.11">1.76.2.1.2.11</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map2/bsp.c</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/bsp.c?rev=1.2.2.1">1.2.2.1</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/bsp.c.diff?r1=text&tr1=1.2.2.1&r2=text&tr2=1.2.2.2&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/bsp.c?rev=1.2.2.2">1.2.2.2</a></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=1.1.4.1">1.1.4.1</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt.diff?r1=text&tr1=1.1.4.1&r2=text&tr2=1.1.4.2&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt?rev=1.1.4.2">1.1.4.2</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map2/fog.c</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/fog.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/fog.c.diff?r1=text&tr1=1.1.2.1&r2=text&tr2=1.1.2.2&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/fog.c?rev=1.1.2.2">1.1.2.2</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=1.1.2.1">1.1.2.1</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/light.c.diff?r1=text&tr1=1.1.2.1&r2=text&tr2=1.1.2.2&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/light.c?rev=1.1.2.2">1.1.2.2</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map2/light_ydnar.c</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/light_ydnar.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/light_ydnar.c.diff?r1=text&tr1=1.1.2.1&r2=text&tr2=1.1.2.2&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/light_ydnar.c?rev=1.1.2.2">1.1.2.2</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=1.1.2.1">1.1.2.1</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c.diff?r1=text&tr1=1.1.2.1&r2=text&tr2=1.1.2.2&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c?rev=1.1.2.2">1.1.2.2</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=1.1.4.1">1.1.4.1</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c.diff?r1=text&tr1=1.1.4.1&r2=text&tr2=1.1.4.2&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c?rev=1.1.4.2">1.1.4.2</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=1.1.4.1">1.1.4.1</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h.diff?r1=text&tr1=1.1.4.1&r2=text&tr2=1.1.4.2&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h?rev=1.1.4.2">1.1.4.2</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map2/surface.c</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface.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.c.diff?r1=text&tr1=1.1.2.1&r2=text&tr2=1.1.2.2&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface.c?rev=1.1.2.2">1.1.2.2</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=1.1.4.1">1.1.4.1</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface_fur.c.diff?r1=text&tr1=1.1.4.1&r2=text&tr2=1.1.4.2&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface_fur.c?rev=1.1.4.2">1.1.4.2</a></td>
</tr>
</table>
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