Events from:
| NetRadiant | Saturday, 07 February 2026 |
| NetRadiant | Saturday, 31 January 2026 |
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Its there but its buried in /gamepacks/wolf.game/bspc.exe |
| NetRadiant | Wednesday, 26 November 2025 |
| NetRadiant | Monday, 10 November 2025 |
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Add the q3map_backsplashPoint and q3map_backsplashArea shader keywords.
Without them the default or what command line requested is used. |
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Thomas Debesse (0c813a34) at 10 Nov 16:13 q3map2: add the q3map_backsplashPoint/Area shader keywords |
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Thomas Debesse (9cf62fee) at 10 Nov 16:11 |
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Thomas Debesse (0c813a34) at 10 Nov 15:38 q3map2: add the q3map_backsplashPoint/Area shader keywords ... and 1 more commit |
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Context: It is highly recommended to use a non-fast light stage (even if light bounces are fast) as it produces much better graphics, and current computers are fast enough to compute that, see for details: forums.unvanquished.net/viewtopic.php?t=2181 The q3map2 tool recognized the Actually it doesn't really make sense for a new map to use a fast light falloff, but when rebuilding an existing map that was tested with a fast build, this may not give the expected results on some edge case. This situation is believed to be rare, but it can happen. Here is an example of the ♦ When using a non-fast light falloff, the whole place is painted in cyan: ♦ Using the ♦ I only expect this keyword to be used on things that aren't really lights but are implemented as light shaders as a way to intentionally bleed some colors. This is meant for compatibility. First screenshot is using a fast build.
Second and third screenshots are using a non-fast build (they also use a more recent source directory, hence the difference due to normal maps). The third screenshot also uses |
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Thomas Debesse (9cf62fee) at 10 Nov 15:38 q3map2: add the q3map_fast option to force the usage of a fast ligh... |
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Thomas Debesse (9cf62fee) at 10 Nov 15:37 q3map2: add the q3map_fast option to force the usage of a fast ligh... ... and 2 more commits |
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Thomas Debesse (4acad803) at 10 Nov 15:37 q3map2: add the q3map_backsplashPoint/Area shader keywords |
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I split the option as two keywords: It makes the name explicit and then easier to read without having to remember what value was for what, also other keywords usually don't use booleans so this wasn't consistent. It's also consistent with the |
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Thomas Debesse (6f218e98) at 10 Nov 15:26 q3map2: add the q3map_backsplashPoint/Area shader keywords ... and 5 more commits |
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In Debian, we like (maybe at little bit too much) manpages. Ideally we would have one for each cli tool, but we have to start somewhere. |
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This has been merged by hand, and I added a commit to use our existing install path mechanism to make it more portable. Thanks. |
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Thomas Debesse (c6f47de1) at 10 Nov 15:15 cmake: make man page installation more portable and leverage our cm... ... and 1 more commit |
| NetRadiant | Friday, 31 October 2025 |
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Context: It is highly recommended to use a non-fast light stage (even if light bounces are fast) as it produces much better graphics, and current computers are fast enough to compute that, see for details: forums.unvanquished.net/viewtopic.php?t=2181 The q3map2 tool recognized the Actually it doesn't really make sense for a new map to use a fast light falloff, but when rebuilding an existing map that was tested with a fast build, this may not give the expected results on some edge case. This situation is believed to be rare, but it can happen. Here is an example of the ♦ When using a non-fast light falloff, the whole place is painted in cyan: ♦ Using the ♦ I only expect this keyword to be used on things that aren't really lights but are implemented as light shaders as a way to intentionally bleed some colors. This is meant for compatibility. First screenshot is using a fast build.
Second and third screenshots are using a non-fast build (they also use a more recent source directory, hence the difference due to normal maps). The third screenshot also uses |
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Thomas Debesse (060e2a4b) at 31 Oct 18:03 q3map2: add the q3map_fast option to force the usage of a fast ligh... |
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It also supports:
Can you sort the entries alphabetically? |
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Can you sort that alphabetically? |
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Not platforms but games. |
| NetRadiant | Tuesday, 28 October 2025 |
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Spike29 (04201ff5) at 28 Oct 09:42 Merge branch 'spelling' into 'master' ... and 1 more commit |
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fix "spelling-error-in-binary" reported when packaging netradiant for Debian; it shouldn't hurt |
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Thanks, it can't hurt indeed. |
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In Debian, we like (maybe at little bit too much) manpages. Ideally we would have one for each cli tool, but we have to start somewhere. |
| Daemon Engine | Sunday, 19 January 2025 |
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| Unvanquished | Saturday, 18 January 2025 |
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| Unvanquished | Friday, 17 January 2025 |
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| Unvanquished | Thursday, 16 January 2025 |
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