1 Old Q3Map 1.x and Early Q3Map2 Changelog (Chronological Order)
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3 - FILE IS STATIC. IF YOU MAKE CHANGES, UPDATE CHANGELOG.Q3MAP2 -
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7 ----------------------------------------------------------------
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8 2001-12-03 1.2 (ydnar) Alpha Initial version (win32)
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10 2001-12-03 1.2 (ydnar 2) Alpha Tolerance expanded
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11 (more brush faces caught)
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13 2001-12-04 1.2 (ydnar 3) Alpha Detail faces inside other
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14 detail brushes now culled,
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15 Small against large detail
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18 2001-12-04 1.2 (ydnar 4) Alpha djbob found a bug where
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19 coincident caulk faces
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20 were causing textured
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21 faces to be caulked. Fixed.
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23 2001-12-04 1.2 (ydnar 7) Alpha 5 and 6 were internal test
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24 versions. This version
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25 takes into account extra
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26 surface info, so coplanar
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27 clip brushes no longer
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28 cull away textured sides.
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30 2001-12-22 1.2 (ydnar 8) Alpha Optimized light. Lighting
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31 for most maps should now
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32 be measurable in minutes
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33 as opposed to hours.
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35 2001-12-24 1.2 (ydnar 9) Alpha Fixed light. It is still
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36 faster, but to enable
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37 "blinding fast" mode,
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38 you must supply the -fast
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39 switch on the commandline
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40 after -light. Fast mode
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41 should be approximately
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42 2x as fast as build 8.
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44 2001-12-24 1.2 (ydnar 10) Alpha Grid lighting is now
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45 optimized. Not as much
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46 as I would like, but
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47 a distance^2 cull before
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48 traces on EVERY SINGLE
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49 SURFACE LIGHT IN THE MAP
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50 certainly speeds things
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51 the fuck up. -fast not
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52 necessary to see this
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53 optimization. Also added
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54 the -cheap switch to
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55 limit light contributions
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56 to a point when it exceeds
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57 255 in R, G, and B. This
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58 *may* cause artifacts.
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61 2001-12-24 1.2 (ydnar 11) Alpha Now using PVS data (vis).
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62 Well constructed and
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63 hinted maps should now
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64 see a bit of a speedup.
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65 Lights in the void are
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66 also now removed as a
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69 2001-12-24 1.2 (ydnar 12) Alpha Fixed bug that caused
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72 2001-12-27 1.2 (ydnar 13) Alpha - Fixed broken PVS check.
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73 - Cheap now supresses sun
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74 Sun trace skipped if
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75 sample is "cheapened."
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76 - Experimental -smooth
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77 option for subsampling
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79 - Experimental radiosity
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80 code. Will probably crash.
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81 - Other minor optimizations.
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83 2001-12-27 1.2 (ydnar 14) Alpha Build 13 always subsampled,
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84 making it slower. Fixed.
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86 2001-12-28 1.2 (ydnar 15) Alpha Bad windings from edge- or
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87 vertex- manipulated brushes
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88 no longer created. Vertex
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89 lighting on func_* with
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90 an origin now works.
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91 Radiosity should be more
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92 stable (but not fully
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94 envelopes now properly
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95 calculated for entities
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98 2001-12-28 1.2 (ydnar 16) Alpha Un-vised maps will now light.
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100 2001-12-30 1.2 (ydnar 17) Alpha Radiosity. Use q3map_bounce
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101 in shaders to specify
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102 amount of light to reflect.
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103 Use -bounce N after -light
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104 to enable radiosity. Use
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105 -dump to emit radiosity
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106 lights as a prefab.
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108 2001-12-31 1.2 (ydnar 18) Alpha Normalization release. New
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109 features include -fastgrid,
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110 -cheapgrid, and -fastbounce.
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111 Running with -fastgrid and
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112 -cheapgrid will produce
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113 results identical to normal
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114 q3map (with the lightgrid
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115 being a little darker).
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116 Also added q3map_nofast to
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117 shaders to override -fast
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118 switch for a surface light.
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120 2002-01-01 1.2 (ydnar 19) Alpha Fixed an odd vertex lighting
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121 bug (thanks Quakin) that was
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122 causing sun to leak to brush
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123 faces when using r_vertexlight
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124 ingame. Changed a little bit
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125 of the default behavior, so
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126 test with vertex lighting
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127 and with terrain. Minor
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128 shader changes might be
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129 necessary to get some maps to
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132 2002-01-01 1.2 (ydnar 20) Alpha Colored alpha shadows. Some
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133 minor optimizations in
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134 shadow tracing. Should be
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135 slightly faster than 19.
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137 2002-01-02 1.2 (ydnar 21) Alpha Set up colored shadows
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139 surfaceparm lightfilter.
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140 Shaders must use this parm
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141 to have colored shadows.
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142 Can be used with alphashadow
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145 2002-01-04 1.2.1-y1 (nightly) This version is all new,
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146 based off the official
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147 GtkRadiant tree, which has
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148 all the previous enhancements.
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149 New features include colored
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150 lightgrid tracing through
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151 lightfilter shaders, and
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152 surfaceparm lightgrid, for
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153 large/space maps with large
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154 volumes. Also fixed are
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155 potential broken brush
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156 winding radiosity crashes.
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159 2002-01-05 1.2.1-y2 (nightly) Merged latest CVS. Removed
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160 bug where ambient was getting
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161 calculated into the radiosity
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162 solution for every pass,
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163 leading to overbright maps
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164 in a hurry. Also removed
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165 the bad PTPFF reporting,
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166 as it only caused problems
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167 with radiosity in a big way.
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170 2002-01-05 1.2.1-y3 (nightly) I really suck. Sample color
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171 now properly cleared to 0
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174 2002-01-07 1.2.1-y4 (nightly) Particle Studio generated
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175 brush faces should no longer
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176 be culled. I no longer cull
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177 faces that are autosprite.
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178 Added -bouncegrid to have
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179 radiosity add to lightgrid.
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181 2002-01-08 1.2.1-y5 (nightly) Same as y4, but compiled with
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182 full optimizations. Should
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183 be 10-25% faster in all,
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184 including BSP and vis
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187 2002-01-09 1.2.1-y6 (nightly) Brushfaces with polygonoffset
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188 in their shader will no longer
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191 2002-01-11 1.2.1-y7 (nightly) Increased stack size for threads
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192 to 4MB on Win32 to (hopefully)
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193 elminate stack overflow
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194 crash with radiosity. Also
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195 made subdivision use the heap
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196 to lessen the stack load. Fixed
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197 bug where q3map_bounce was not
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198 being used in shader parsing.
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199 Redid some of the divide math
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200 to work in 0-255 instead of
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203 2002-01-11 1.2.1-y8 (nightly) More Win32 threading
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204 crutches. Eat me, Bill.
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206 2002-01-15 1.2.1-y9 RR2DO2 noticed a stupid bug
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207 in my PVS code. Fixed it,
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208 so the PVS light opts work as
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209 they should. Lighting is
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210 faster. Also got rid of some
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211 redundant square roots from
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212 the raytracing, speeding up
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213 lighting another ~25%.
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215 2002-01-20 1.2.1-y10 Fixed a potential crash bug
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216 with maps with 0 lights. Also
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217 changed how lightmaps are
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218 projected onto patches that
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219 lie in a single plane (bevel
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220 endcaps, floors, etc). Shadows
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221 now work properly on them.
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223 2002-01-22 1.2.1-y11 Fixed a divide-by-zero crash
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224 with maps with no lights or
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225 no tracing. Also added
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226 code to make brush/patch
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227 vertex lighting more closely
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228 resemble lightmap, even on
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229 less-than-perfect maps. And
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230 -light is faster, too...about
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231 25% on q3dm17. 34->25 seconds.
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233 2002-01-24 1.2.1-y12 Completely rewrote the path
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234 argument handling. Should find
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235 the Quake 3 dir and other
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236 dirs properly now. Needs to
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237 be tested on Linux though.
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238 Also made lights linear by
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239 default when run with -game
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240 wolf. This is to match the
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241 Gray Matter q3map and
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244 2002-01-28 1.2.4-y1 Merged from 1.2.4-nightly CVS
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245 sources. Fog sparklies gone.
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246 -nopatchfix so vlight works
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247 properly again. Cleaned up
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248 paths processing some more,
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249 including Linux stuff. Added
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250 _lightmapscale entity key.
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251 Brought -game wolf lighting
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252 to parity with GM tools.
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253 RR2DO2's PCX loading fix. A
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254 bunch of other useful fun shit.
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256 2002-01-29 1.2.4-y2 Fixed a bug in RR2DO2's PCX fix.
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257 Fixed a stupid bug in lightmap
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258 dimension bounds checking (thanks
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261 2002-01-29 1.2.4-y3 Now will detect (and report to
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262 GtkRadiant) all degenerate patches
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263 like those created by capping a
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266 2002-02-23 2.0.0-a1 thru a3 Rewrote about 30% of the code.
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267 Lots of cool new shit.
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269 2002-02-24 2.0.0-a4 thru a8 Terrain fix (thx Pointy), patches
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270 are no longer circus colored, more
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271 terrain texturing fixes.
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273 2002-02-26 2.0.0-a10 thru a11 Adjacent coplanar surfaces now
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274 will share lightmaps. This prevents
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275 most wierd edge cases with filter
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276 and speeds things up a bit. Patches
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279 2002-02-27 2.0.0-a12 More lightmap fixes for non-planar
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280 surfaces. Bugfixes in allocation/
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281 compression of lightmaps as well.
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283 2002-03-02 2.0.0-a13 Fixed some surface light bugs,
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284 adjusted the occluded-luxel finding
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285 code, and amped the radiosity. Other
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286 fixes to RTCW lighting code (better
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287 angle attenuation on linear lights).
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289 2002-03-04 2.0.0-a14 Vertex light should now be near-
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290 perfect on clean (and mostly on not-
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291 so-clean) maps. Unlit maps will no
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292 longer have tri-fanned brush faces
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293 with random vertex colors. VLight is
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294 now totally gone (reverts to -light).
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296 2002-03-06 2.0.0-a15 Relaxed the planar check, should now
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297 classify all slightly-off plane brush
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298 face metasurfaces as planar. Triangle
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299 checking much more stringent as well.
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301 2002-03-11 2.0.0-a16 Vis crash gone. Lightmap allocation
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302 now sorted by shader to minimize
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303 shader count (and lessen chance for
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304 RTCW shader substitution bug). Hit
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305 big quarter-century also.
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307 2002-03-12 2.0.0-a17 Dammit.
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309 2002-03-12 2.0.0-a18 Hunting phantom lights...
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311 2002-03-16 2.0.0-a19 Fogclip and _celshader. Check the
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314 2002-03-18 2.0.0-b1-rc1 Beta release candidate. Fixed the
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315 stupid phantom light bug finally.
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316 Tricked out the sun tracing a wee
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317 bit as well, should be a little
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318 faster + more accurate. Other little
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319 bits fixed up as well. Thanks to K,
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320 {wf}ShadowSpawn and RR2DO2 for their
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321 help tracking these last bugs down.
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323 2002-03-19 2.0.0-b1-rc2 Increased some maximums, and got
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326 2002-03-22 2.0.0-b1-rc3 Some minor optimizations.
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328 2002-03-30 2.0.0-b1-rc5 Now with fur (see extras/fur.shader).
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330 2002-04-01 2.0.0-b1-rc6 Enhanced with baby seal technology.
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332 2002-05-01 2.0.1 OK, better late than never. Fixed the
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333 alphashadow = 255 = transparent bug.
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335 2002-06-24 2.1.0-b1 Added _foghull functionality. Works
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336 like terrain "_shader" where
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337 you don't need "textures/" prefix.
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338 Also added q3map_normalmap. See
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339 NVIDIA's website for Photoshop filter
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340 to generate normalmaps from grayscale
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341 heightmaps. This makes lightmaps
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342 look bumpmapped. Currently 50% broken.
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344 2002-07-06 2.2.0-b1 Empty epairs now stripped from map,
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345 fixing Wolfenstein crash bug. Func_*
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346 entities are now fogged properly.
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347 Sort of. This will be enhanced later.
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348 Added the .srf file to store all the
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349 extra crap I was hiding in the BSP.
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350 It's an editable text file that
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351 -light uses, so you can change the
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352 samplesize w/o recompiling the map
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353 (just -light'ing it). Changed color
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354 normalization to clamping, because
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355 it looks better. Other stuff got
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358 2002-07-08 2.2.0-b2 thru b11 Test versions. Thanks jer and jet!
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360 2002-07-09 2.2.0-b12 Larger-than-life lightmaps are now
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361 supported, up to 1024x1024. Add
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362 q3map_lightmapSize H W to a shader
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363 to use. Lightmaps are stored in
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364 maps/{mapname}/_lm_NNN.tga and a
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365 shader script q3map_{mapname}.shader
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366 is generated. Also added
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367 q3map_lightmapGamma N.N. Use a
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368 value of 2.0 to simulate
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369 r_overBrightBits 1 and
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370 r_mapOverBrightBits 2 on external
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