Revisions of rbdoom3bfg

Imo Hester's avatar Imo Hester (VortexAcherontic) committed (revision 2)
- Update to version 1.4.0
  * [TRENCHBROOM]
    + Tweaked exportFGD command for new icons
    + Added new icons to TrenchBroom for certain entities like lights, speakers or particle emitters
    + TrenchBroom offers a dropdown menu to select the Quake 1 light style for lights
    + Drastically improved loading time of textures for materials in TrenchBroom
    + Added RBDoom console command convertMapToValve220 <map>. You can also type exec convert_maps_to_valve220.cfg to convert all Doom 3 .map files into the TrenchBroom friendly format. Converted maps are saved with the _valve220.map suffix.
    + Added RBDoom console command exportImagesToTrenchBroom which decompresses and saves all .bimage images to base/_tb/*.png files
    + Added RBDoom console command exportModelsToTrenchBroom which saves all .base|.blwo|.bmd5mesh models to _tb/*.obj proxy files. This commands also generates helper entities for TrenchBroom so all mapobject/models are also available in the Entity Inspector using the DOOM-3-models.fgd.
    + Added RBDoom console command makeZooMapForModels which makes a Source engine style zoo map with mapobject/models like .blwo, .base et cetera and saves it to maps/zoomaps/zoo_models.map. This helps mappers to get a good overview of the trememdous amount of custom models available in Doom 3 BFG by sorting them into categories and arranging them in 3D. It also filters models so that only modular models are picked that can be reused in new maps.
    + TrenchBroom got several Doom 3 specific issue generators to help mappers avoiding pitfalls during mapping
    + Changed TrenchBroom's rotation tool to use the "angles" key by default to remove some Quake related limitations
  * [MISCELLANEOUS]
    + Stencil shadows work again (thanks to Stephen Pridham)
    + Fixed black screen after using the reloadImages command
    + Added CMake options STANDALONE and DOOM_CLASSIC
    + Added command convertMapQuakeToDoom <map> that expects a Quake 1 .map in the Valve220 format and does some Doom 3 specific fixes
    + The gamecode ignores func_group entities if they were created by TrenchBroom instead to warn that there is no spawn function
    + dmap / idMapFile move brushes of func_group entities to worldspawn before compiling the BSP.
      This also means func_group brushes are structural.
      If you want to optimize the BSP then move those to func_static instead which is the same as func_detail in Quake.
    + Fixed that dmap failed writing the BSP .proc file if the command was interrupted by an error
  * [COMMUNITY]
    + Steve Saunders contributed
    + Updated mac OS support
    + Improved Vulkan / Molten support
    + Fixed FFmpeg 5 compatibility for newer Linux distros
    + Bink videos can play audio if they contain audio tracks (merged from DOOM BFA by Mr.GK)
  * [ASSETS]
    + Added TrenchBroom helper entityDefs like a Quake 3 style misc_model to comply with TrenchBroom's Solid/PointClass rules for editing entities
Ferdinand Thiessen's avatar Ferdinand Thiessen (susnux) accepted request 928568 from Imo Hester's avatar Imo Hester (VortexAcherontic) (revision 1)
This package is missing and wasn't compiling on Tumbleweed in version 1.2.0-preview1.

With now on version 1.3.0 it is compiling successfully on all relevent openSUSE releases (15.2, 15.3 and Tumbleweed) so I'd like to resubmit this package :)
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