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authorJørgen P. Tjernø <[email protected]>2013-12-03 10:39:23 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-03 11:57:22 -0800
commitb5dc4a85433a908d38d453e98d7d45e22e2a5fc0 (patch)
treef186094efa03e9c1144fb5c98161cf3f7b054f90 /mp/src/utils/vbsp
parentSpecify clobbered registers in POSIX SSE functions (diff)
downloadsource-sdk-2013-b5dc4a85433a908d38d453e98d7d45e22e2a5fc0.tar.xz
source-sdk-2013-b5dc4a85433a908d38d453e98d7d45e22e2a5fc0.zip
Line-ending fixes for most of the remaining files.
Fixes line-endings for files with extensions vcd, cc, txt, bat, fxc, inc, lst, proto, mak, mm, cfg, res, rc, def, vmt, vsh, vbsp, inl, asm, m4, vcproj, vcxproj, sln, in, java, la, manifest, am, and rad. Also fixes README, CONTRIBUTING, CONTRIBUTORS, LICENSE, CHANGES, COPYING, and gitignore. Finally, fixes executable bits.
Diffstat (limited to 'mp/src/utils/vbsp')
-rw-r--r--mp/src/utils/vbsp/notes.txt130
1 files changed, 65 insertions, 65 deletions
diff --git a/mp/src/utils/vbsp/notes.txt b/mp/src/utils/vbsp/notes.txt
index b86b3e3f..5034c4b0 100644
--- a/mp/src/utils/vbsp/notes.txt
+++ b/mp/src/utils/vbsp/notes.txt
@@ -1,66 +1,66 @@
-// -----------------------------------------------------------------
-// JAY:
-//
-DONE: Fix tools for HL2/TF2 coordinate space
-DONE: Load textures from Half-Life .WADs
-DONE: Write out Q2 texture format (not miptex)
-DONE: Write test map viewer
-DONE: Test detail brushes
-DONE: view portals to test
-NOT DOING:Write out HL style collision trees
-DONE: new engine loader
-DONE: new vis in HL2 engine - looks simple now
-DONE: Do QRAD backwards? i.e. use Valve QRAD, and merge in the Q2 file formats? probably
-DONE: Integrate Ken's qrad code into qrad3
-DONE: add area portal visibility to HL2 engine
-DONE: write area portal entities for HL2/TF2
-DONE: test area portal code
-Split clusters for outdoor vis
-
-// -----------------------------------------------------------------
-
-QBSP3 Chop is based on recursive subdivision.
- - Force natural alignment of some sort to eliminate slivers where brushes meet ?
-
-
-Use Q2 style ladder indicator? yes
-Use Q2 style friction indicator? probably or not if physics based
-
-
-// -----------------------------------------------------------------
-// CHARLIE:
-//
-
-!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-NOTE: set DISP_PROTO to compile with displacement map info -- not on by default until
- the prototype is done, the checked in .exe does not have displacement map functionality
-!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-
-DONE: put DISP_PROTO defines around all of the displacement code until prototyping is done
-DONE: add displacement map structure
-DONE: add displacement face structure
-DONE: change face/side structures to accept displacement texinfo and displacement face indices
-DONE: change .map loader to parse displacment map info
-DONE: don't allow merge or subdivision of displacement faces
-DONE: when splitting brushes, the new generated side get initialized to -1
-DONE: add find displacement face functionality, then create it if not found
-DONE: add find displacement map functionality, then create it if not found
-DONE: initialize the displacement data before loading the .map file
-initialize the face data with dispface and dispmap = -1, is this necessary????
-DONE: copy from bsp tool face to bsp file face -- the displacement info
-DONE: add/copy lumps
-DONE: swap data for writing to bsp -- not really necessary, but to keep in sync with the rest
-DONE: write .bsp data out
-DONE: add displacement data to .bsp statistics -- print file
-
-Test maps:
-DONE: map where disp face gets split by block node
-DONE: map where disp face attempts merge/split
-DONE: map with texture disp face
-DONE: map with lots of disp faces
-DONE: map with multiple disp faces referencing one map
-DONE: map with multiple disp faces on one brush
-DONE: map with multiple disp faces on one brush referencing one map
-DONE: map with funky texture split encased on one portal
-
+// -----------------------------------------------------------------
+// JAY:
+//
+DONE: Fix tools for HL2/TF2 coordinate space
+DONE: Load textures from Half-Life .WADs
+DONE: Write out Q2 texture format (not miptex)
+DONE: Write test map viewer
+DONE: Test detail brushes
+DONE: view portals to test
+NOT DOING:Write out HL style collision trees
+DONE: new engine loader
+DONE: new vis in HL2 engine - looks simple now
+DONE: Do QRAD backwards? i.e. use Valve QRAD, and merge in the Q2 file formats? probably
+DONE: Integrate Ken's qrad code into qrad3
+DONE: add area portal visibility to HL2 engine
+DONE: write area portal entities for HL2/TF2
+DONE: test area portal code
+Split clusters for outdoor vis
+
+// -----------------------------------------------------------------
+
+QBSP3 Chop is based on recursive subdivision.
+ - Force natural alignment of some sort to eliminate slivers where brushes meet ?
+
+
+Use Q2 style ladder indicator? yes
+Use Q2 style friction indicator? probably or not if physics based
+
+
+// -----------------------------------------------------------------
+// CHARLIE:
+//
+
+!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
+NOTE: set DISP_PROTO to compile with displacement map info -- not on by default until
+ the prototype is done, the checked in .exe does not have displacement map functionality
+!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
+
+DONE: put DISP_PROTO defines around all of the displacement code until prototyping is done
+DONE: add displacement map structure
+DONE: add displacement face structure
+DONE: change face/side structures to accept displacement texinfo and displacement face indices
+DONE: change .map loader to parse displacment map info
+DONE: don't allow merge or subdivision of displacement faces
+DONE: when splitting brushes, the new generated side get initialized to -1
+DONE: add find displacement face functionality, then create it if not found
+DONE: add find displacement map functionality, then create it if not found
+DONE: initialize the displacement data before loading the .map file
+initialize the face data with dispface and dispmap = -1, is this necessary????
+DONE: copy from bsp tool face to bsp file face -- the displacement info
+DONE: add/copy lumps
+DONE: swap data for writing to bsp -- not really necessary, but to keep in sync with the rest
+DONE: write .bsp data out
+DONE: add displacement data to .bsp statistics -- print file
+
+Test maps:
+DONE: map where disp face gets split by block node
+DONE: map where disp face attempts merge/split
+DONE: map with texture disp face
+DONE: map with lots of disp faces
+DONE: map with multiple disp faces referencing one map
+DONE: map with multiple disp faces on one brush
+DONE: map with multiple disp faces on one brush referencing one map
+DONE: map with funky texture split encased on one portal
+
//------------------------------------------------------------------ \ No newline at end of file