NetRadiant
==========
-The open source, cross platform level editor for idtech games (Radiant fork)
+![NetRadiant logo](setup/data/tools/bitmaps/splash.png)
-# Getting the Sources
+The open source, cross platform level editor for id Tech-derivated 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:
+To get a copy of the source using the command line git client:
+
```
-git clone https://gitlab.com/xonotic/netradiant.git
+git clone --recursive https://gitlab.com/xonotic/netradiant.git
cd netradiant
```
# Dependencies
- * OpenGL
- * LibXml2
- * GTK2
- * GtkGLExt
- * LibJpeg
- * LibPng
- * Minizip
- * ZLib
+* OpenGL
+* LibXml2
+* GTK2
+* GtkGLExt
+* LibJpeg
+* LibPng
+* LibWebp
+* Minizip
+* ZLib
+
+To fetch default game packages you'll need Git and to fetch some optional ones you'll need Subversion.
-## msys2
+## MSYS2
-Under MSYS2, the mingw shell must be used
+Under MSYS2, the mingw shell must be used.
-### 32 bit:
+If you use MSYS2 over SSH, add `mingw64` to the path this way (given you compile for 64 bit windows):
```
-pacman -S --needed base-devel mingw-w64-i686-{toolchain,cmake,make,gtk2,gtkglext}
+export PATH="/mingw64/bin:${PATH}"`
```
-### 64 bit:
+Install the dependencies this way:
+
```
-pacman -S --needed base-devel mingw-w64-x86_64-{toolchain,cmake,make,gtk2,gtkglext}
+pacman -S --needed base-devel mingw-w64-$(uname -m)-{toolchain,cmake,make,gtk2,gtkglext,libwebp,minizip-git} git
```
-## OS X:
+Explicitely use `mingw-w64-x86_64-` or `mingw-w64-i686-` prefix if you need to target a non-default architecture.
+
+You may have to install `subversion` and `unzip` to fetch or extract some non-default game packages.
+
+
+## macOS:
```
-brew install gtkglext
-brew install Caskroom/cask/xquartz
+brew install gcc cmake gtkglext pkgconfig minizip webp coreutils gnu-sed
brew link --force gettext
```
+# Submodules
+
+ * Crunch (optional, disabled by default, only supported with CMake build)
+
+If you have not used `--recursive` option at `git clone` time, you can fetch Crunch this way (run it within the `netradiant` repository):
+
+
+```
+git submodule update --init --recursive
+```
+
# Compiling
This project uses the usual CMake workflow:
cmake -G "Unix Makefiles" -H. -Bbuild -DCMAKE_BUILD_TYPE=Release && cmake --build build -- -j$(nproc)
```
-## More Compilation Details
+On macOS you have to add this to the first cmake call:
+
+```
+-DCMAKE_C_COMPILER=/usr/local/bin/gcc-9 -DCMAKE_CXX_COMPILER=/usr/local/bin/g++-9 -DOPENGL_INCLUDE_DIR=/opt/X11/include -DOPENGL_gl_LIBRARY=/opt/X11/lib/libGL.dylib
+```
+
+On FreeBSD you have to add this to the first cmake call:
+
+```
+cmake -G "Unix Makefiles" -DCMAKE_C_COMPILER=/usr/local/bin/gcc8 -DCMAKE_CXX_COMPILER=/usr/local/bin/g++8
+```
+
+## Build and installation details
+
+### Compilation details
options:
- * `DOWNLOAD_GAMEPACKS=ON`
- Automatically download the gamepack data during the first compilation
- * `RADIANT_ABOUTMSG="Custom build"`
+
+* `BUILD_RADIANT=OFF`
+ Do not build NetRadiant (default: `ON`, build radiant graphical editor)
+* `BUILD_TOOLS=OFF`
+ Do not build q3map2 and other tools (default: `ON`, build command line tools)
+* `BUILD_CRUNCH=ON`
+ Enable crunch support (default: `OFF`, disable crunch support)
+* `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`
+
+* `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)
+* `quake3` Compiles all the Quake3 tools
+ - `q3map2` Compiles the quake3 map compiler
+ - `q3data` Compiles the q3data tool
+
+### Download details
+
+options:
+
+* `DOWNLOAD_GAMEPACKS=OFF`
+ Do not automatically download the gamepack data during the first compilation (default: `ON`)
+* `GAMEPACKS_LICENSE_LIST=all`
+ Download all gamepacks whatever the license (default: `free`, download free gamepacks, can be set to `none` to only filter by name)
+* `GAMEPACKS_NAME_LIST="Xonotic Unvanquished"`
+ Download gamepacks for the given games (default: `none`, do not select more gamepacks to download)
+
+target:
+
+* `game_packs` Downloads the game pack data
+
+Run `./gamepacks-manager -h` to know about available licenses and other available games. Both lists are merged, for example setting `GAMEPACKS_LICENSE_LIST=GPL` and `GAMEPACKS_NAME_LIST=Q3` will install both GPL gamepacks and proprietary Quake 3 one.
+
+### Installation details
+
+options:
+
+* `FHS_INSTALL=ON`
+ Available for POSIX systems: install files following the Filesystem Hierarchy Standard (bin, lib, share, etc.), also setup XDG mime and application support on Linux-like systems (default: `OFF`, install like in 1999)
+* `CMAKE_INSTALL_PREFIX=/usr`
+ Install system-wide on Posix systems, always set `FHS_INSTALL` to `ON` when doing this (default: install in `install/` directory within source tree)
+
+target:
+
+* `install`
+ Install files
+
+Note that because of both the way NetRadiant works and the way bundled library loading works CMake has to do some globbing to detect some of the produced/copied files it has to install. So you have to run cmake again before installing:
+
+```
+cmake -H. -Bbuild && cmake --build build -- install
+```
+
+## Note about Crunch
+
+The crnlib used to decode `.crn` files is the one from [Dæmon](http://github.com/DaemonEngine/Daemon) which is the one by [Unity](https://github.com/Unity-Technologies/crunch/tree/unity) made cross-platform and slightly improved. Since Unity brokes compatibility with [BinomialLLC's legacy tree](https://github.com/BinomialLLC/crunch) it's required to use either the `crunch` tool from Dæmon or the one from Unity to compress textures that have to be read by radiant or q3map2.