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todo_1.4.md
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todo_1.4.md
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//\! pls update and/or find other solution...
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Noggit SDL 1.4 changelog
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Done:
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- Add app Icon
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- You can now load BGs
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- Rework texture pallet
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- Add load all tileset function to texture pallet
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- Change rows and cols direction and count
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- Add big preview of selected texture
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- Discard the old current texture window
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- Fix texture pallet size to fit names
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- Do Rel with debug now - test do this realy work. !!!!!!
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- New keys and mouse functions
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- ALT + 1 till 5 set now the texture paint opercety to 100,75,50,25 and 0 %
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- Space + Mouse = Speed and Pressure
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- During load noggit test the config file and report common problems into the logfile. So perhaps users can fix this problems alone in the future.
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- Link to Manual in modcraft wiki
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- Load MPQs now in read only. This prevent noggit fron not running if folder rights or read only dont fit on wow folder.
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- Better wmo culling that the moldes dont hide all the time.
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- Add ground flatten/blur speed.
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- UID Fix. On save of an adt all UIDs get recalced now and saged in this and all surrounding adts.
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- Clean out test and deprecated menu functions
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- Auto size,tile and rotation works now also if you have copy model size and rotation activated.
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- In Holes mode you can now alos edit the full chunk if you hold down the ALT key during edit.
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- Water save
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- Water fix for custom added water
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- better Vertics Rendering ( Hanfer )
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- After you have saved the selection works not. Fixed.
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ToDo:
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- Maptile display on minimap << Works not in the manu now because it was jsut cleard out and not fixed.
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- Water Functions Assist menu actions and basic edit UI ( Steff )
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- Add the ALT Key to texture delete from chunk function. You have to hold all 3 keys. This often cause problems of unwanted deleting in past
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Bugs:
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- Hole lines. Ground editing msut set the same values for vertics an ADT borders on both adts. ELse you get a smle line on the boarder where oyu cna look trough the ground.
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- Resize bug. After the load of a map and the resice of the window the selection do not work anymore.
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- Some WMOs crash noggit if renderering is turned on. Perhaps some null pointer. Like in Mulgot near start area.
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- If you make a model copy to clipboard, deletethe source model and then paste it, noggit crash. On delete check clipboard and free it before.
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- Some models render not or wrong. Perhaps 2 side force or normals. Some mushrooms for example in front of the cave in whispering woods.
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- Fish model render wrong. Spikes all over the screen.
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- Bigger models (Like stormwind) should mark and load all adts they are located on after insert, move or delete.
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- There is no unloading of ADTs. We should think abut and implement
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- WMO culling dont work 100%. On big models you have often parts that disapeare.
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- Test again that the test that an model is on an ADT works. Some people said that some models dont work. Boundingbox test.
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- During the edit (move , insert, delete) of big models (wmos) test if they mark all adts as TO SAVE. Example delete stormwind It will be there after next reload.
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- Alpha layer destroy during ground editing. If you edit ground the alpha layer sames to get corrupted. You get artifacts and lines on chunk borders.
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Discuss:
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- U mode usage or rework to fit more. Perhaps add here also basic alpha map editing and view.
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Future:
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- Auto terrain painter/generator
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- DBC Save function
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- If DBC save Light/skybox editor. Icon is already in. Shold show then light centers with a model and perhaps sice as circle on ground if possible.
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- Add texture set function. You must select 4 textures and the full adt get cleard with this. Should replace clear texture assist
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- Only one selection for all. In the moment holes and all other use different selection types. THe old selection also produce holse somewhere on the map
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