--- /dev/null
+Old Q3Map 1.x and Early Q3Map2 Changelog (Chronological Order)
+
+- FILE IS STATIC. IF YOU MAKE CHANGES, UPDATE CHANGELOG.Q3MAP2 -
+
+
+Date Version Notes
+----------------------------------------------------------------
+2001-12-03 1.2 (ydnar) Alpha Initial version (win32)
+
+2001-12-03 1.2 (ydnar 2) Alpha Tolerance expanded
+ (more brush faces caught)
+
+2001-12-04 1.2 (ydnar 3) Alpha Detail faces inside other
+ detail brushes now culled,
+ Small against large detail
+ faces also culled.
+
+2001-12-04 1.2 (ydnar 4) Alpha djbob found a bug where
+ coincident caulk faces
+ were causing textured
+ faces to be caulked. Fixed.
+
+2001-12-04 1.2 (ydnar 7) Alpha 5 and 6 were internal test
+ versions. This version
+ takes into account extra
+ surface info, so coplanar
+ clip brushes no longer
+ cull away textured sides.
+
+2001-12-22 1.2 (ydnar 8) Alpha Optimized light. Lighting
+ for most maps should now
+ be measurable in minutes
+ as opposed to hours.
+
+2001-12-24 1.2 (ydnar 9) Alpha Fixed light. It is still
+ faster, but to enable
+ "blinding fast" mode,
+ you must supply the -fast
+ switch on the commandline
+ after -light. Fast mode
+ should be approximately
+ 2x as fast as build 8.
+
+2001-12-24 1.2 (ydnar 10) Alpha Grid lighting is now
+ optimized. Not as much
+ as I would like, but
+ a distance^2 cull before
+ traces on EVERY SINGLE
+ SURFACE LIGHT IN THE MAP
+ certainly speeds things
+ the fuck up. -fast not
+ necessary to see this
+ optimization. Also added
+ the -cheap switch to
+ limit light contributions
+ to a point when it exceeds
+ 255 in R, G, and B. This
+ *may* cause artifacts.
+ Test away...
+
+2001-12-24 1.2 (ydnar 11) Alpha Now using PVS data (vis).
+ Well constructed and
+ hinted maps should now
+ see a bit of a speedup.
+ Lights in the void are
+ also now removed as a
+ byproduct.
+
+2001-12-24 1.2 (ydnar 12) Alpha Fixed bug that caused
+ vlight to crash.
+
+2001-12-27 1.2 (ydnar 13) Alpha - Fixed broken PVS check.
+ - Cheap now supresses sun
+ Sun trace skipped if
+ sample is "cheapened."
+ - Experimental -smooth
+ option for subsampling
+ shadow edges.
+ - Experimental radiosity
+ code. Will probably crash.
+ - Other minor optimizations.
+
+2001-12-27 1.2 (ydnar 14) Alpha Build 13 always subsampled,
+ making it slower. Fixed.
+
+2001-12-28 1.2 (ydnar 15) Alpha Bad windings from edge- or
+ vertex- manipulated brushes
+ no longer created. Vertex
+ lighting on func_* with
+ an origin now works.
+ Radiosity should be more
+ stable (but not fully
+ correct yet). Light
+ envelopes now properly
+ calculated for entities
+ with origins.
+
+2001-12-28 1.2 (ydnar 16) Alpha Un-vised maps will now light.
+
+2001-12-30 1.2 (ydnar 17) Alpha Radiosity. Use q3map_bounce
+ in shaders to specify
+ amount of light to reflect.
+ Use -bounce N after -light
+ to enable radiosity. Use
+ -dump to emit radiosity
+ lights as a prefab.
+
+2001-12-31 1.2 (ydnar 18) Alpha Normalization release. New
+ features include -fastgrid,
+ -cheapgrid, and -fastbounce.
+ Running with -fastgrid and
+ -cheapgrid will produce
+ results identical to normal
+ q3map (with the lightgrid
+ being a little darker).
+ Also added q3map_nofast to
+ shaders to override -fast
+ switch for a surface light.
+
+2002-01-01 1.2 (ydnar 19) Alpha Fixed an odd vertex lighting
+ bug (thanks Quakin) that was
+ causing sun to leak to brush
+ faces when using r_vertexlight
+ ingame. Changed a little bit
+ of the default behavior, so
+ test with vertex lighting
+ and with terrain. Minor
+ shader changes might be
+ necessary to get some maps to
+ look as before.
+
+2002-01-01 1.2 (ydnar 20) Alpha Colored alpha shadows. Some
+ minor optimizations in
+ shadow tracing. Should be
+ slightly faster than 19.
+
+2002-01-02 1.2 (ydnar 21) Alpha Set up colored shadows
+ properly to use
+ surfaceparm lightfilter.
+ Shaders must use this parm
+ to have colored shadows.
+ Can be used with alphashadow
+ as well.
+
+2002-01-04 1.2.1-y1 (nightly) This version is all new,
+ based off the official
+ GtkRadiant tree, which has
+ all the previous enhancements.
+ New features include colored
+ lightgrid tracing through
+ lightfilter shaders, and
+ surfaceparm lightgrid, for
+ large/space maps with large
+ volumes. Also fixed are
+ potential broken brush
+ winding radiosity crashes.
+ Maybe.
+
+2002-01-05 1.2.1-y2 (nightly) Merged latest CVS. Removed
+ bug where ambient was getting
+ calculated into the radiosity
+ solution for every pass,
+ leading to overbright maps
+ in a hurry. Also removed
+ the bad PTPFF reporting,
+ as it only caused problems
+ with radiosity in a big way.
+ Sue me.
+
+2002-01-05 1.2.1-y3 (nightly) I really suck. Sample color
+ now properly cleared to 0
+ when bouncing.
+
+2002-01-07 1.2.1-y4 (nightly) Particle Studio generated
+ brush faces should no longer
+ be culled. I no longer cull
+ faces that are autosprite.
+ Added -bouncegrid to have
+ radiosity add to lightgrid.
+
+2002-01-08 1.2.1-y5 (nightly) Same as y4, but compiled with
+ full optimizations. Should
+ be 10-25% faster in all,
+ including BSP and vis
+ stages.
+
+2002-01-09 1.2.1-y6 (nightly) Brushfaces with polygonoffset
+ in their shader will no longer
+ be faceculled.
+
+2002-01-11 1.2.1-y7 (nightly) Increased stack size for threads
+ to 4MB on Win32 to (hopefully)
+ elminate stack overflow
+ crash with radiosity. Also
+ made subdivision use the heap
+ to lessen the stack load. Fixed
+ bug where q3map_bounce was not
+ being used in shader parsing.
+ Redid some of the divide math
+ to work in 0-255 instead of
+ 0-256.
+
+2002-01-11 1.2.1-y8 (nightly) More Win32 threading
+ crutches. Eat me, Bill.
+
+2002-01-15 1.2.1-y9 RR2DO2 noticed a stupid bug
+ in my PVS code. Fixed it,
+ so the PVS light opts work as
+ they should. Lighting is
+ faster. Also got rid of some
+ redundant square roots from
+ the raytracing, speeding up
+ lighting another ~25%.
+
+2002-01-20 1.2.1-y10 Fixed a potential crash bug
+ with maps with 0 lights. Also
+ changed how lightmaps are
+ projected onto patches that
+ lie in a single plane (bevel
+ endcaps, floors, etc). Shadows
+ now work properly on them.
+
+2002-01-22 1.2.1-y11 Fixed a divide-by-zero crash
+ with maps with no lights or
+ no tracing. Also added
+ code to make brush/patch
+ vertex lighting more closely
+ resemble lightmap, even on
+ less-than-perfect maps. And
+ -light is faster, too...about
+ 25% on q3dm17. 34->25 seconds.
+
+2002-01-24 1.2.1-y12 Completely rewrote the path
+ argument handling. Should find
+ the Quake 3 dir and other
+ dirs properly now. Needs to
+ be tested on Linux though.
+ Also made lights linear by
+ default when run with -game
+ wolf. This is to match the
+ Gray Matter q3map and
+ entity definition.
+
+2002-01-28 1.2.4-y1 Merged from 1.2.4-nightly CVS
+ sources. Fog sparklies gone.
+ -nopatchfix so vlight works
+ properly again. Cleaned up
+ paths processing some more,
+ including Linux stuff. Added
+ _lightmapscale entity key.
+ Brought -game wolf lighting
+ to parity with GM tools.
+ RR2DO2's PCX loading fix. A
+ bunch of other useful fun shit.
+
+2002-01-29 1.2.4-y2 Fixed a bug in RR2DO2's PCX fix.
+ Fixed a stupid bug in lightmap
+ dimension bounds checking (thanks
+ Laerth).
+
+2002-01-29 1.2.4-y3 Now will detect (and report to
+ GtkRadiant) all degenerate patches
+ like those created by capping a
+ cone.
+
+2002-02-23 2.0.0-a1 thru a3 Rewrote about 30% of the code.
+ Lots of cool new shit.
+
+2002-02-24 2.0.0-a4 thru a8 Terrain fix (thx Pointy), patches
+ are no longer circus colored, more
+ terrain texturing fixes.
+
+2002-02-26 2.0.0-a10 thru a11 Adjacent coplanar surfaces now
+ will share lightmaps. This prevents
+ most wierd edge cases with filter
+ and speeds things up a bit. Patches
+ too.
+
+2002-02-27 2.0.0-a12 More lightmap fixes for non-planar
+ surfaces. Bugfixes in allocation/
+ compression of lightmaps as well.
+
+2002-03-02 2.0.0-a13 Fixed some surface light bugs,
+ adjusted the occluded-luxel finding
+ code, and amped the radiosity. Other
+ fixes to RTCW lighting code (better
+ angle attenuation on linear lights).
+
+2002-03-04 2.0.0-a14 Vertex light should now be near-
+ perfect on clean (and mostly on not-
+ so-clean) maps. Unlit maps will no
+ longer have tri-fanned brush faces
+ with random vertex colors. VLight is
+ now totally gone (reverts to -light).
+
+2002-03-06 2.0.0-a15 Relaxed the planar check, should now
+ classify all slightly-off plane brush
+ face metasurfaces as planar. Triangle
+ checking much more stringent as well.
+
+2002-03-11 2.0.0-a16 Vis crash gone. Lightmap allocation
+ now sorted by shader to minimize
+ shader count (and lessen chance for
+ RTCW shader substitution bug). Hit
+ big quarter-century also.
+
+2002-03-12 2.0.0-a17 Dammit.
+
+2002-03-12 2.0.0-a18 Hunting phantom lights...
+
+2002-03-16 2.0.0-a19 Fogclip and _celshader. Check the
+ extras folder...
+
+2002-03-18 2.0.0-b1-rc1 Beta release candidate. Fixed the
+ stupid phantom light bug finally.
+ Tricked out the sun tracing a wee
+ bit as well, should be a little
+ faster + more accurate. Other little
+ bits fixed up as well. Thanks to K,
+ {wf}ShadowSpawn and RR2DO2 for their
+ help tracking these last bugs down.
+
+2002-03-19 2.0.0-b1-rc2 Increased some maximums, and got
+ rid of some cruft.
+
+2002-03-22 2.0.0-b1-rc3 Some minor optimizations.
+
+2002-03-30 2.0.0-b1-rc5 Now with fur (see extras/fur.shader).
+
+2002-04-01 2.0.0-b1-rc6 Enhanced with baby seal technology.
+
+2002-05-01 2.0.1 OK, better late than never. Fixed the
+ alphashadow = 255 = transparent bug.
+
+2002-06-24 2.1.0-b1 Added _foghull functionality. Works
+ like terrain "_shader" where
+ you don't need "textures/" prefix.
+ Also added q3map_normalmap. See
+ NVIDIA's website for Photoshop filter
+ to generate normalmaps from grayscale
+ heightmaps. This makes lightmaps
+ look bumpmapped. Currently 50% broken.
+
+2002-07-06 2.2.0-b1 Empty epairs now stripped from map,
+ fixing Wolfenstein crash bug. Func_*
+ entities are now fogged properly.
+ Sort of. This will be enhanced later.
+ Added the .srf file to store all the
+ extra crap I was hiding in the BSP.
+ It's an editable text file that
+ -light uses, so you can change the
+ samplesize w/o recompiling the map
+ (just -light'ing it). Changed color
+ normalization to clamping, because
+ it looks better. Other stuff got
+ fixed as well.
+
+2002-07-08 2.2.0-b2 thru b11 Test versions. Thanks jer and jet!
+
+2002-07-09 2.2.0-b12 Larger-than-life lightmaps are now
+ supported, up to 1024x1024. Add
+ q3map_lightmapSize H W to a shader
+ to use. Lightmaps are stored in
+ maps/{mapname}/_lm_NNN.tga and a
+ shader script q3map_{mapname}.shader
+ is generated. Also added
+ q3map_lightmapGamma N.N. Use a
+ value of 2.0 to simulate
+ r_overBrightBits 1 and
+ r_mapOverBrightBits 2 on external
+ lightmap images.