Merge commit 'f472e6f0e8066e62cf3e159287bb07de97d2e59d' into master-merge
Add uncommited change from db0e95d2 (merge c5065eec/f6b9708d)
Merge commit 'c5065eecd29651649c2f3d04be8af9a19d189733' into master-merge
radiant: replace StringBuffer with std::string
Merge commit '5a8c27d93c0c57243722ade7aa3ca1f696de46f2' into garux-merge
Merge commit 'f6b9708d076f575f8ecc2baec9d5057824dbfcae' into garux-merge
radiant/vfs: do not load enginepath twice Do not load engine path twice when the home path and the engine path is the same, This happens when a game does not have home path. Also rework a bit that code, and prints useful information on console.
radiant/buildmenu: rename ".[ExecutableType]" as "[ExecutableExt]" - introduce GDEF_OS_EXE_EXT - no need for RADIANT_EXECUTABLE anymore - keep "[ExecutableType]" parsing but it looks useless
cmake/radiant: FHS fixes really install game files in share/netradiant look for glsl stuff in share/netradiant/gl and a bit more
radiant: strip .[ExecutableType] entirely (including preceding dot) outside of Windows keep backward compatibility with existing build menus
Revert partially (manual) "reformat code! now the code is only ugly on the *inside*" This reverts commit 9dfae1c9b270ee369c6362903a9205b30751b95f. But only for files whose changes that were manually reverted.
load notex textures from a builtin vfs - allow gamepack to override it (example: smokinguns has custom ones) - it's not required anymore to compute paths from bitmaps from them - we can use textures/radian/notex as a default texture (and we need to)
reformat code! now the code is only ugly on the *inside*
radiant/q3map2: add option to disable engine path and home path - add radiant options to not load assets from engine path and home path, it helps people to build safe development environment - add -fs_nobasepath and -fs_nohomepath to q3map2 to do the same - make radiant pass these options to q3map2
radiant: add optional pakpath support - add optional pakpath support currently an hardcoded number of 5 extra pakpath are possible this is still better than nothing - if build profile use [ExtraQ3map2Args] keyword, radiant pass the extra pakpaths options to q3map2 thanks to the -fs_pakpath switch that was added in a previous commit
Suppress GTK warnings and errors
Centralise compile checks
menus... * view->show: toggle crosshair, size, grid are check menu items * view->show: +Show Light Radiuses toggle * view->show->show stats makes effect immediately * view->show fix: check menu items are sensitive to changing options via shortcuts misc... * option to disable main toolbar * removed bobtoolz caulk selection button; filterbar one does the job better * filterbar: + region set selected button; rightclick = region off * filterbar: + hide selected button; rightclick = show hidden * SelectionSystem option: prefer point entities in 2D views (def = yes) * filterbar: indicate region, hide states by buttons states * fix: region compiles (run build with region enabled = compile regioned part only) * solid selection boxes by default (m_bNoStipple) * always use stipple for stuff behind stuff in 3d (was dependent on m_bNoStipple) * del unused ChooseSmallGridMajorColor ChooseSmallGridMinorColor preferences pipeline * fix: Active View Name and Outline... Clipper... colors saving * fix: ChooseCameraSelectedBrushColor changes the color (requires restart) * fix: ChooseSelectedBrushColor preference saving (requires restart) * fix rubberband selector appearence in 2D with 'show window outline' option enabled * multiple projections layouts: activate a projection on zoom * multiple projections layouts: added wnds updates to correctly indicate active projection (via wnd outline and projection name) * draw projection name is independent from show coordinates option * multiple projections layouts: greyscale axes in inactive views * 'show coordinates' is disabled by default * quick (hacky) method to render things, indicating viewport being active or not (axes, view name, wnd outline)
Radiant: binds... * tex bro: left double click loads directory, containing active shader + focuses on it right double click loads 'common' directory misc... * shader editor gets focus after been hidden behind main window and called again * patch thicken: significantly more fail safe; correct handling of cycled patches * fix: was parsing vfs twice; pk3s were being opened twice during runtime * fix: shortcuts work after startup (plugins bar buttons were stealing focus)
Remove <gtk/gtk.h> from radiant/dialog.h