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-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.