Q3Map 2.3.35
Win32 (x86) - Linux (x86) - Darwin/Mac OS X (PPC) - Readme
2.3.35 (2003-01-14)
- PicoModel now inverts ASE T coordinate
- BSP to ASE converter now inverts T coordinate
- Disabling 2.3.34 triangle optimization code until I find out why it crashes
- Fixed Conscript-q3map2 to use stack_size ld flags directly on Darwin/OS X
- Added Conscript-q3map2 to q3map2.dsp for easier Win32 edit, *nix target
2.3.34 (2003-01-08) (internal Splash Damage release)
- Building from merged GtkRadiant 1.2 -> 1.3 merged codebase
- IMPORTANT NEW CHANGE: Light entities are now STRIPPED from the BSP file.
They are re-read in by -light from the MAP file. This has two consequences:
+ It is no longer necessary to re-BSP & re-vis a map in order to change
lighting. You can just change lights in the map file and run -light.
+ Slightly smaller BSP file, due to fewer entities
+ Faster loading time, as the game code doesn't have to deal with them
- Added new -ne (normal epsilon) and -de (distance epsilon) for tuning precision
of plane snapping to correct potential AAS/BSP issues
- Using latest PicoModel, with support for RTCW MDC models
- Surfaces per raw lightmap are now sorted by shader name, which should give
slightly better lightmap efficiency and lower in-game shader counts
- Adjusted model code to use correct m4x4_t code & angles key
- Minor bugfix in patch color gradient calculation code
- Silenced erroneous areaportal warning spew
- q3map_tcGen now works on model surfaces
- Using default radiosity subdivide of 256 again (should make radiosity faster)
- Enabled byte-swapping code so Q3Map2 can be compiled/run on big-endian
architectures (Mac OS X)
y

fiesling pointed out the optimization… does this really mean meta is disabled?