NetRadiant ========== The open source, cross platform level editor for idtech games (Radiant fork) # Getting the Sources The latest source is available from the git repository: https://gitlab.com/xonotic/netradiant.git The git client can be obtained from the Git website: http://git-scm.org To get a copy of the source using the commandline git client: ``` git clone --recursive https://gitlab.com/xonotic/netradiant.git cd netradiant ``` See also https://gitlab.com/xonotic/netradiant/ for a source browser, issues and more. # Dependencies * OpenGL * LibXml2 * GTK2 * GtkGLExt * LibJpeg * LibPng * Minizip * ZLib ## msys2 Under MSYS2, the mingw shell must be used ### 32 bit: ``` pacman -S --needed base-devel mingw-w64-i686-{toolchain,cmake,make,gtk2,gtkglext} ``` ### 64 bit: ``` pacman -S --needed base-devel mingw-w64-x86_64-{toolchain,cmake,make,gtk2,gtkglext} ``` ## OS X: ``` brew install gtkglext brew install Caskroom/cask/xquartz brew link --force gettext ``` # Submodules * Crunch If you forgot to add `--recursive` option at `git clone` time, fetch it this way: ``` git submodule update --init --recursive ``` # Compiling This project uses the usual CMake workflow: ## Debug ``` cmake -G "Unix Makefiles" -H. -Bbuild && cmake --build build -- -j$(nproc) ``` ## Release ``` cmake -G "Unix Makefiles" -H. -Bbuild -DCMAKE_BUILD_TYPE=Release && cmake --build build -- -j$(nproc) ``` ## More Compilation Details options: * `DOWNLOAD_GAMEPACKS=ON` Automatically download the gamepack data during the first compilation * `RADIANT_ABOUTMSG="Custom build"` A message shown in the about dialog targets: * `radiant` Compiles the radiant core binary * `modules` Compiles all modules (each module has its own target as well) * `plugins` Compiles all plugins (each plugin has its own target as well) * `game_packs` Downloads the game pack data * `quake3` Compiles all the Quake3 tools - `q3map2` Quake3 map compiler - `q3data` ## Note about Crunch The crnlib used to decode `.crn` files is the one from [Dæmon](http://github.com/DaemonEngine/Daemon) which is just the one by [Unity](https://github.com/Unity-Technologies/crunch/tree/unity) made cross-platform. Since Unity brokes compatibility with [BinomialLLC's legacy tree](https://github.com/BinomialLLC/crunch) it's required to use either crunch from Dæmon or the one from Unity to compress textures that have to be read by radiant or q3map2.