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1 Old Q3Map 1.x and Early Q3Map2 Changelog (Chronological Order)\r
2 \r
3 - FILE IS STATIC. IF YOU MAKE CHANGES, UPDATE CHANGELOG.Q3MAP2 -\r
4 \r
5 \r
6 Date            Version                                 Notes\r
7 ----------------------------------------------------------------\r
8 2001-12-03      1.2 (ydnar) Alpha               Initial version (win32)\r
9 \r
10 2001-12-03      1.2 (ydnar 2) Alpha             Tolerance expanded\r
11                                                                         (more brush faces caught)\r
12                                                                         \r
13 2001-12-04      1.2 (ydnar 3) Alpha             Detail faces inside other\r
14                                                                         detail brushes now culled,\r
15                                                                         Small against large detail\r
16                                                                         faces also culled.\r
17 \r
18 2001-12-04      1.2 (ydnar 4) Alpha             djbob found a bug where\r
19                                                                         coincident caulk faces\r
20                                                                         were causing textured\r
21                                                                         faces to be caulked. Fixed.\r
22 \r
23 2001-12-04      1.2 (ydnar 7) Alpha             5 and 6 were internal test\r
24                                                                         versions. This version\r
25                                                                         takes into account extra\r
26                                                                         surface info, so coplanar\r
27                                                                         clip brushes no longer\r
28                                                                         cull away textured sides.\r
29 \r
30 2001-12-22      1.2 (ydnar 8) Alpha             Optimized light. Lighting\r
31                                                                         for most maps should now\r
32                                                                         be measurable in minutes\r
33                                                                         as opposed to hours.\r
34 \r
35 2001-12-24      1.2 (ydnar 9) Alpha             Fixed light. It is still\r
36                                                                         faster, but to enable\r
37                                                                         "blinding fast" mode,\r
38                                                                         you must supply the -fast\r
39                                                                         switch on the commandline\r
40                                                                         after -light. Fast mode\r
41                                                                         should be approximately\r
42                                                                         2x as fast as build 8.\r
43 \r
44 2001-12-24      1.2 (ydnar 10) Alpha    Grid lighting is now\r
45                                                                         optimized. Not as much\r
46                                                                         as I would like, but\r
47                                                                         a distance^2 cull before\r
48                                                                         traces on EVERY SINGLE\r
49                                                                         SURFACE LIGHT IN THE MAP\r
50                                                                         certainly speeds things\r
51                                                                         the fuck up. -fast not\r
52                                                                         necessary to see this\r
53                                                                         optimization. Also added\r
54                                                                         the -cheap switch to\r
55                                                                         limit light contributions\r
56                                                                         to a point when it exceeds\r
57                                                                         255 in R, G, and B. This\r
58                                                                         *may* cause artifacts.\r
59                                                                         Test away...\r
60 \r
61 2001-12-24      1.2 (ydnar 11) Alpha    Now using PVS data (vis).\r
62                                                                         Well constructed and\r
63                                                                         hinted maps should now\r
64                                                                         see a bit of a speedup.\r
65                                                                         Lights in the void are\r
66                                                                         also now removed as a\r
67                                                                         byproduct.\r
68 \r
69 2001-12-24      1.2 (ydnar 12) Alpha    Fixed bug that caused\r
70                                                                         vlight to crash.\r
71 \r
72 2001-12-27      1.2 (ydnar 13) Alpha    - Fixed broken PVS check.\r
73                                                                         - Cheap now supresses sun\r
74                                                                         Sun trace skipped if\r
75                                                                         sample is "cheapened."\r
76                                                                         - Experimental -smooth\r
77                                                                         option for subsampling\r
78                                                                         shadow edges.\r
79                                                                         - Experimental radiosity\r
80                                                                         code. Will probably crash.\r
81                                                                         - Other minor optimizations.\r
82 \r
83 2001-12-27      1.2 (ydnar 14) Alpha    Build 13 always subsampled,\r
84                                                                         making it slower. Fixed.\r
85 \r
86 2001-12-28      1.2 (ydnar 15) Alpha    Bad windings from edge- or\r
87                                                                         vertex- manipulated brushes\r
88                                                                         no longer created. Vertex\r
89                                                                         lighting on func_* with\r
90                                                                         an origin now works.\r
91                                                                         Radiosity should be more\r
92                                                                         stable (but not fully\r
93                                                                         correct yet). Light\r
94                                                                         envelopes now properly\r
95                                                                         calculated for entities\r
96                                                                         with origins.\r
97 \r
98 2001-12-28      1.2 (ydnar 16) Alpha    Un-vised maps will now light.\r
99                                                                         \r
100 2001-12-30      1.2 (ydnar 17) Alpha    Radiosity. Use q3map_bounce\r
101                                                                         in shaders to specify\r
102                                                                         amount of light to reflect.\r
103                                                                         Use -bounce N after -light\r
104                                                                         to enable radiosity. Use\r
105                                                                         -dump to emit radiosity\r
106                                                                         lights as a prefab.\r
107 \r
108 2001-12-31      1.2 (ydnar 18) Alpha    Normalization release. New\r
109                                                                         features include -fastgrid,\r
110                                                                         -cheapgrid, and -fastbounce.\r
111                                                                         Running with -fastgrid and\r
112                                                                         -cheapgrid will produce\r
113                                                                         results identical to normal\r
114                                                                         q3map (with the lightgrid\r
115                                                                         being a little darker).\r
116                                                                         Also added q3map_nofast to\r
117                                                                         shaders to override -fast\r
118                                                                         switch for a surface light.\r
119 \r
120 2002-01-01      1.2 (ydnar 19) Alpha    Fixed an odd vertex lighting\r
121                                                                         bug (thanks Quakin) that was\r
122                                                                         causing sun to leak to brush\r
123                                                                         faces when using r_vertexlight\r
124                                                                         ingame. Changed a little bit\r
125                                                                         of the default behavior, so\r
126                                                                         test with vertex lighting\r
127                                                                         and with terrain. Minor\r
128                                                                         shader changes might be\r
129                                                                         necessary to get some maps to\r
130                                                                         look as before.\r
131 \r
132 2002-01-01      1.2 (ydnar 20) Alpha    Colored alpha shadows. Some\r
133                                                                         minor optimizations in\r
134                                                                         shadow tracing. Should be\r
135                                                                         slightly faster than 19.\r
136 \r
137 2002-01-02      1.2 (ydnar 21) Alpha    Set up colored shadows\r
138                                                                         properly to use\r
139                                                                         surfaceparm lightfilter.\r
140                                                                         Shaders must use this parm\r
141                                                                         to have colored shadows.\r
142                                                                         Can be used with alphashadow\r
143                                                                         as well.\r
144 \r
145 2002-01-04      1.2.1-y1 (nightly)              This version is all new,\r
146                                                                         based off the official\r
147                                                                         GtkRadiant tree, which has\r
148                                                                         all the previous enhancements.\r
149                                                                         New features include colored\r
150                                                                         lightgrid tracing through\r
151                                                                         lightfilter shaders, and\r
152                                                                         surfaceparm lightgrid, for\r
153                                                                         large/space maps with large\r
154                                                                         volumes. Also fixed are\r
155                                                                         potential broken brush\r
156                                                                         winding radiosity crashes.\r
157                                                                         Maybe.\r
158 \r
159 2002-01-05      1.2.1-y2 (nightly)              Merged latest CVS. Removed\r
160                                                                         bug where ambient was getting\r
161                                                                         calculated into the radiosity\r
162                                                                         solution for every pass,\r
163                                                                         leading to overbright maps\r
164                                                                         in a hurry. Also removed\r
165                                                                         the bad PTPFF reporting,\r
166                                                                         as it only caused problems\r
167                                                                         with radiosity in a big way.\r
168                                                                         Sue me.\r
169 \r
170 2002-01-05      1.2.1-y3 (nightly)              I really suck. Sample color\r
171                                                                         now properly cleared to 0\r
172                                                                         when bouncing.\r
173 \r
174 2002-01-07      1.2.1-y4 (nightly)              Particle Studio generated\r
175                                                                         brush faces should no longer\r
176                                                                         be culled. I no longer cull\r
177                                                                         faces that are autosprite.\r
178                                                                         Added -bouncegrid to have\r
179                                                                         radiosity add to lightgrid.\r
180 \r
181 2002-01-08      1.2.1-y5 (nightly)              Same as y4, but compiled with\r
182                                                                         full optimizations. Should\r
183                                                                         be 10-25% faster in all,\r
184                                                                         including BSP and vis\r
185                                                                         stages.\r
186 \r
187 2002-01-09      1.2.1-y6 (nightly)              Brushfaces with polygonoffset\r
188                                                                         in their shader will no longer\r
189                                                                         be faceculled.\r
190 \r
191 2002-01-11      1.2.1-y7 (nightly)              Increased stack size for threads\r
192                                                                         to 4MB on Win32 to (hopefully)\r
193                                                                         elminate stack overflow\r
194                                                                         crash with radiosity. Also\r
195                                                                         made subdivision use the heap\r
196                                                                         to lessen the stack load. Fixed\r
197                                                                         bug where q3map_bounce was not\r
198                                                                         being used in shader parsing.\r
199                                                                         Redid some of the divide math\r
200                                                                         to work in 0-255 instead of\r
201                                                                         0-256.\r
202 \r
203 2002-01-11      1.2.1-y8 (nightly)              More Win32 threading\r
204                                                                         crutches. Eat me, Bill.\r
205 \r
206 2002-01-15      1.2.1-y9                                RR2DO2 noticed a stupid bug\r
207                                                                         in my PVS code. Fixed it,\r
208                                                                         so the PVS light opts work as\r
209                                                                         they should. Lighting is\r
210                                                                         faster. Also got rid of some\r
211                                                                         redundant square roots from\r
212                                                                         the raytracing, speeding up\r
213                                                                         lighting another ~25%.\r
214 \r
215 2002-01-20      1.2.1-y10                               Fixed a potential crash bug\r
216                                                                         with maps with 0 lights. Also\r
217                                                                         changed how lightmaps are\r
218                                                                         projected onto patches that\r
219                                                                         lie in a single plane (bevel\r
220                                                                         endcaps, floors, etc). Shadows\r
221                                                                         now work properly on them.\r
222 \r
223 2002-01-22      1.2.1-y11                               Fixed a divide-by-zero crash\r
224                                                                         with maps with no lights or\r
225                                                                         no tracing. Also added\r
226                                                                         code to make brush/patch\r
227                                                                         vertex lighting more closely\r
228                                                                         resemble lightmap, even on\r
229                                                                         less-than-perfect maps. And\r
230                                                                         -light is faster, too...about\r
231                                                                         25% on q3dm17. 34->25 seconds.\r
232 \r
233 2002-01-24      1.2.1-y12                               Completely rewrote the path\r
234                                                                         argument handling. Should find\r
235                                                                         the Quake 3 dir and other\r
236                                                                         dirs properly now. Needs to\r
237                                                                         be tested on Linux though.\r
238                                                                         Also made lights linear by\r
239                                                                         default when run with -game\r
240                                                                         wolf. This is to match the\r
241                                                                         Gray Matter q3map and\r
242                                                                         entity definition.\r
243 \r
244 2002-01-28      1.2.4-y1                                Merged from 1.2.4-nightly CVS\r
245                                                                         sources. Fog sparklies gone.\r
246                                                                         -nopatchfix so vlight works\r
247                                                                         properly again. Cleaned up\r
248                                                                         paths processing some more,\r
249                                                                         including Linux stuff. Added\r
250                                                                         _lightmapscale entity key.\r
251                                                                         Brought -game wolf lighting\r
252                                                                         to parity with GM tools.\r
253                                                                         RR2DO2's PCX loading fix. A\r
254                                                                         bunch of other useful fun shit.\r
255 \r
256 2002-01-29      1.2.4-y2                                Fixed a bug in RR2DO2's PCX fix.\r
257                                                                         Fixed a stupid bug in lightmap\r
258                                                                         dimension bounds checking (thanks\r
259                                                                         Laerth).\r
260 \r
261 2002-01-29      1.2.4-y3                                Now will detect (and report to\r
262                                                                         GtkRadiant) all degenerate patches\r
263                                                                         like those created by capping a\r
264                                                                         cone.\r
265 \r
266 2002-02-23      2.0.0-a1 thru a3                Rewrote about 30% of the code.\r
267                                                                         Lots of cool new shit.\r
268 \r
269 2002-02-24      2.0.0-a4 thru a8                Terrain fix (thx Pointy), patches\r
270                                                                         are no longer circus colored, more\r
271                                                                         terrain texturing fixes.\r
272 \r
273 2002-02-26      2.0.0-a10 thru a11              Adjacent coplanar surfaces now\r
274                                                                         will share lightmaps. This prevents\r
275                                                                         most wierd edge cases with filter\r
276                                                                         and speeds things up a bit. Patches\r
277                                                                         too.\r
278 \r
279 2002-02-27      2.0.0-a12                               More lightmap fixes for non-planar\r
280                                                                         surfaces. Bugfixes in allocation/\r
281                                                                         compression of lightmaps as well.\r
282 \r
283 2002-03-02      2.0.0-a13                               Fixed some surface light bugs,\r
284                                                                         adjusted the occluded-luxel finding\r
285                                                                         code, and amped the radiosity. Other\r
286                                                                         fixes to RTCW lighting code (better\r
287                                                                         angle attenuation on linear lights).\r
288 \r
289 2002-03-04      2.0.0-a14                               Vertex light should now be near-\r
290                                                                         perfect on clean (and mostly on not-\r
291                                                                         so-clean) maps. Unlit maps will no\r
292                                                                         longer have tri-fanned brush faces\r
293                                                                         with random vertex colors. VLight is\r
294                                                                         now totally gone (reverts to -light).\r
295 \r
296 2002-03-06      2.0.0-a15                               Relaxed the planar check, should now\r
297                                                                         classify all slightly-off plane brush\r
298                                                                         face metasurfaces as planar. Triangle\r
299                                                                         checking much more stringent as well.\r
300 \r
301 2002-03-11      2.0.0-a16                               Vis crash gone. Lightmap allocation\r
302                                                                         now sorted by shader to minimize \r
303                                                                         shader count (and lessen chance for\r
304                                                                         RTCW shader substitution bug). Hit\r
305                                                                         big quarter-century also.\r
306 \r
307 2002-03-12      2.0.0-a17                               Dammit.\r
308 \r
309 2002-03-12      2.0.0-a18                               Hunting phantom lights...\r
310 \r
311 2002-03-16      2.0.0-a19                               Fogclip and _celshader. Check the\r
312                                                                         extras folder...\r
313 \r
314 2002-03-18      2.0.0-b1-rc1                    Beta release candidate. Fixed the\r
315                                                                         stupid phantom light bug finally.\r
316                                                                         Tricked out the sun tracing a wee\r
317                                                                         bit as well, should be a little\r
318                                                                         faster + more accurate. Other little\r
319                                                                         bits fixed up as well. Thanks to K,\r
320                                                                         {wf}ShadowSpawn and RR2DO2 for their\r
321                                                                         help tracking these last bugs down.\r
322 \r
323 2002-03-19      2.0.0-b1-rc2                    Increased some maximums, and got\r
324                                                                         rid of some cruft.\r
325 \r
326 2002-03-22      2.0.0-b1-rc3                    Some minor optimizations.\r
327 \r
328 2002-03-30      2.0.0-b1-rc5                    Now with fur (see extras/fur.shader).\r
329 \r
330 2002-04-01      2.0.0-b1-rc6                    Enhanced with baby seal technology.\r
331 \r
332 2002-05-01      2.0.1                                   OK, better late than never. Fixed the\r
333                                                                         alphashadow = 255 = transparent bug.\r
334 \r
335 2002-06-24      2.1.0-b1                                Added _foghull functionality. Works\r
336                                                                         like terrain "_shader" where\r
337                                                                         you don't need "textures/" prefix.\r
338                                                                         Also added q3map_normalmap. See\r
339                                                                         NVIDIA's website for Photoshop filter\r
340                                                                         to generate normalmaps from grayscale\r
341                                                                         heightmaps. This makes lightmaps\r
342                                                                         look bumpmapped. Currently 50% broken.\r
343 \r
344 2002-07-06      2.2.0-b1                                Empty epairs now stripped from map,\r
345                                                                         fixing Wolfenstein crash bug. Func_*\r
346                                                                         entities are now fogged properly.\r
347                                                                         Sort of. This will be enhanced later.\r
348                                                                         Added the .srf file to store all the\r
349                                                                         extra crap I was hiding in the BSP.\r
350                                                                         It's an editable text file that\r
351                                                                         -light uses, so you can change the\r
352                                                                         samplesize w/o recompiling the map\r
353                                                                         (just -light'ing it). Changed color\r
354                                                                         normalization to clamping, because\r
355                                                                         it looks better. Other stuff got\r
356                                                                         fixed as well.\r
357                                                                         \r
358 2002-07-08      2.2.0-b2 thru b11               Test versions. Thanks jer and jet!\r
359 \r
360 2002-07-09      2.2.0-b12                               Larger-than-life lightmaps are now\r
361                                                                         supported, up to 1024x1024. Add\r
362                                                                         q3map_lightmapSize H W to a shader\r
363                                                                         to use. Lightmaps are stored in\r
364                                                                         maps/{mapname}/_lm_NNN.tga and a\r
365                                                                         shader script q3map_{mapname}.shader\r
366                                                                         is generated. Also added\r
367                                                                         q3map_lightmapGamma N.N. Use a\r
368                                                                         value of 2.0 to simulate\r
369                                                                         r_overBrightBits 1 and\r
370                                                                         r_mapOverBrightBits 2 on external\r
371                                                                         lightmap images.\r