Hello everyone! This is a list of what I'm planning to do with Radiant and our mapeditor-support repo:
1. Generate default_project.proj (that's where q3map2 cmdlines are kept)
- Fine tune paths in default_project.proj (homedir vs gamedir vs anotherdir etc)
2'. Make reference q3map2 build options files. - Remove "colorGrading" everywhere, including C++ code. There is "gradingTexture" already, doing same thing.
4. Make simple buildable model pak. md3 + tga, only for editor. Our models constructed from parts and have compressed textures, i.e. look like a total crap in both radiants.
5. Fine tune model sizes (team_* entities). (taken from configs) - Add "model2" displaying directly in radiant. There is the old misc_model successfully doing that.
- Add .CRN support.
- Add .IQM support.
New Filesystem support:
9. Apply proper pak loading order and ignorance rules.
10. Make proper texture pak list in main menu: only tex-.pk3 + current map.
11. Automatically output DEPS file. Mapper can randomly use textures from different tex- paks, then everything he used will go into DEPS.
Not specific to unv options:
13. Smarter mousewheel zoom.
14. Try to fix caps/numlock perspective window issue.