From 3290d439a5d017dcee52c33a049a099b2e008524 Mon Sep 17 00:00:00 2001 From: rpolzer Date: Sun, 14 Sep 2008 16:45:12 +0000 Subject: [PATCH] changelog cleanup git-svn-id: svn://svn.icculus.org/netradiant/trunk@9 61c419a2-8eb2-4b30-bcec-8cead039b335 --- ChangeLog | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/ChangeLog b/ChangeLog index 5aa9c2b6..e8713657 100644 --- a/ChangeLog +++ b/ChangeLog @@ -13,10 +13,10 @@ * q3map2: fix obvious (and reported, and patch sent in) bug when importing models when the normals were pointing in a 45 degrees direction * q3map2: when importing models, allow "surfaceparms structural". This also turns off any plane snapping, as it is intended for caulk brushes inside a model * q3map2: added parameters -ne to set normal epsilon, and -de to set distance epsilon (to customize plane snapping) - * q3map2: fix q3map_lightRGB + * q3map2: fix q3map_lightRGB (Urban Terror) + * q3map2: add a build script to cross compile q3map2 to Win32 * radiant: when displaying normals on a model, scale them to 8 unit size on the output (so "modelscale" can be used without LOTS of lines on the screen) * radiant: also support "killtarget" as target key for drawing the targeting lines * radiant: "expand selection to whole entities" now also selects the entity ITSELF; result: Ctrl-Alt-E Space makes a NEW entity now, instead of just duplicating the brush (old behaviour caused bugs in maps with copied func_ladders) * picomodel: support .obj format as exported by Blender, with a .mtl file defining the shader names for each material; to export using Blender, enable "Materials" and "Material Groups" in the .obj export dialog - * q3map2: add a build script to cross compile q3map2 to Win32 * all: bump version to 1.5.0-div0 -- 2.39.2