It was printing text on the console whenever "editing setting" menu was opened and after closing and opening AC the config did not keep the "pointatent" configuration.
greyed out menu items are a) grey and b) can't be operated
menuitemgreyedout 0|1
menu items added after this command are greyed out (1) or not (0)
DOCREF menuitemgreyedout
- copyent and pasteent now also work with the menu list of copied ents
- pressing editmeta while using pasteent opens the menu
- new switch command (not unlike the old one)
- make expandselection and shrinkselection work with multiple selections
DOCREF switch copyent pasteent
newent7 type attr1 attr2 attr3 attr4 attr5 attr6 attr7
Works like newent, but can set all seven attributes directly.
Does not automatically put the camera yaw angle into mapmodel and flag
entities.
fixed selectionwalk so that the first parameter can be ""
DOCREF newent7
- always allow read-only edittextureslot, editmapmodelslot and
editmapsoundslot
- allow setvantagepoint when editing offline or spectating offline
- new var editing_sp: 1 during edit mode in singleplayer (offline)
- additional menus for read-only access to map config slots
- new bonus edit scripts: selectmiddle and unclipentclippedmodels
DOCREF edittextureslot editmapmodelslot editmapsoundslot setvantagepoint
DOCREF editing_sp
* fix some memory leaks
* rename stuff
* fix crash
Removed commands and variables:
chmenumdl (replaced by menumdl)
scorefont (replaced by "menufont score mono")
menuitemvar (better handled with fully dynamic menus)
Changed commands:
menufont menu font
Sets the font for a specific menu. If menu is "", the currently
initialised menu is used. Example: menufont score mono
menumdl menu mdl anim rotspeed scale
Assumes the function of the previous chmenumdl. If menu is "", the
currently initialised menu is used. Specifies, which model to render
and how. If only menu is specified, no model is rendered.
DOCREF chmenumdl scorefont menufont menumdl menuitemvar
- omit step size for sliders with value descriptions
- optionally auto-determine max value by list length
menuitemslider text min max value display action wrap
menuitemradio text min max value display action
text: menu item text
min: min value
max: max value (or optionally -1 and set by display string length)
value: initial value
display: list of value descriptions or value step size
action: executed on value changes (new value in arg1)
wrap: if 1, wrap slider around (radio buttons always wrap)
DOCREF menuitemslider menuitemradio
getxmaplist <what>
Returns a list of all regular xmaps in memory, or, if <what> is "bak"
the details of a stored backup xmap. Each xmap is listed with nickname
and description.
DOCREF getxmaplist
also: added sanity checks for vantage points
getvantagepoint
returns string with coordinates of vantage point or empty string, if
none is set
DOCREF getvantagepoint
- make sure, nextclosestent works for pinned entities
- menu entries for nextclosestent
- highlight closest ent
- have closestenttype return the current value and not change the value if
the argument is "-"
- recognise manually changed closestenttypes in the menu
DOCREF closestenttype
- replace by simple bitmask
- rewrite showedithide, setedithide and seteditshow in cubescript
- menu added for convenient use
setedithide and seteditshow no longer accept entity type numbers as
parameters - only entity type names
showedithide, setedithide and seteditshow are considered deprecated
edithideentmask
Integer variable containing a bitmask of hidden entity types.
DOCREF showedithide setedithide seteditshow edithideentmask
pointatent 0|1
enables (1) or disables (0) pointing at entities
if an entity is poiinted at during disabling, it is pinned
pointatentmaxangle a
specifies the required precision for pointing at entities
DOCREF pointatent pointatentmaxangle
it gets cut off on 5:4 screens...
hideeditslotinfo 0..2
0: show info always
1: only show "unassigned slot" if necessary
2: never show info
DOCREF hideeditslotinfo
updateeditinfopanel is a cubescript hook to provide additional information
about the current edit situation, like, for example, the closest entity.
The returned text is rendered on the right side of the screen.
Default for updateeditinfopanel is explainclosestentity which provides
detailed info about the closest entity.
editinfopanelmillis <n>
update the edit info panel every n milliseconds
hideeditinfopanel 0|1
render (0) or hide (1) the edit info panel
DOCREF updateeditinfopanel editinfopanelmillis hideeditinfopanel
While the mapmodel registry works fully automatically for all auto-
downloaded models, it does not check for manual changes to the filesystem.
To clear models from the list that have been deleted from the profile
directory and to add models that have been downloaded outside the game,
this new menu entry can be used.
mapmodelregistryclear deletes all loaded mapmodel attributes
loadallmapmodels checks the filesystem for mapmodels and loads them
(all trees below packages/models/mapmodels, in home, zips, mods, install)
Both together rebuild the whole mapmodel database.
DOCREF mapmodelregistryclear
Restore the old persistidents system from AC 1.0, since it's working as
intended - if used properly.
As a reminder:
* aliases created by "const" and "tempalias" are never persistent
* aliases created or altered by "alias" or "=" become persistent, if
the persistidents flag is set during that operation
* persistidents if false during the execution of almost all config files
during game start - those files can create aliases with default values
which will not be persistent (until changed later while the flag is
set)
* before saved.cfg is executed, the flag is set and stays set all
throughout the game - which means, that all changes (from menus, for
example) will change the altered alias to "persistent"
* exceptions for map or model config files are unnecessary, since those
run restricted and can't create aliases anyway
* exceptions are necessary for "late run" config files like those in
config/opt/
The new command "persistidents" may be used to manually set or clear the
flag. It also returns the current state of the flag. If used in a config
file, the flag is restored to its original value when the file ends
execution.
In short: only late-run config files (meaning: run after saved.cfg was
restored) may need to manually set/reset the flag. Use const and tempalias
where appropriate and clear persistidents before creating an alias with a
not-to-save default value that may be changed and made persistent later.
DOCREF persistidents
* fixes bug with text input fields with less than 15 chars allowed
* recalculates slider width for resolution and font changes (on menu open)
* new tab-like function for '\n' in menuitems: sync with slider width
(see example in menus_edit.cfg in this commit)
DOCREF menuitem
convmap is a toolset to convert hundreds of maps mostly automatically
to map format 10. Old media paths from akimbo and from before AC 1.2 are
automatically converted to AC 1.2 and akimbo2 paths.
The additional editing scripts mostly help with further optimisation of
existing maps (mainly to reduce the number of clipped entities).
If convmap is loaded after mapeditscripts, one additional conversion
stage is unlocked.
Add some commands to support an entity TODO list. Entity errors during
map load are automatically added to the list. The list is saved and
restored with xmaps. A keybind (no default key assigned) to scroll
through TODO entities was added.
The list is indented as a means for automated map check scripts to
return a list of entities to fix.
cleartodoentities [index]
Clear list of TODO entities. The list is also deleted, when a new map
is loaded.
If an entity number is given as an argument, only entries for this
entity are cleared.
addtodoentity index comment
Add the entity #index to the TODO list. Add optional comment.
enumtodoentities
Returns a list of TODO entities. Returns entity index number and comment
for every entry.
DOCREF enumtodoentities addtodoentity cleartodoentities
If the assigned key is pressed, the mousewheel can be used to cycle
through player spawn points, sorted by groups CLA, RVSF and FFA.
No default key is assigned.
gotonextplayerstart can be used, to manually jump to the next spawn.
By adding a "requires"-attribute to the mapmodel config file, a mapmodel
can trigger the map editor to include another model and have it loaded
during map load. This can be used to create model modifications which
use ressources of another model. For example, a new model can provide a
different skin for an existing model - and that attribute will make sure,
that the required original model is also loaded.
This mechanism does not work, if the attribute is changed after the map
is finished, because the map editor has to copy the dependency into the
map config file. After adding the attribute, the map has to be written at
least once (the dependencies are checked during savemap).
The point of dependency-attributes is to make sure the custom original
model is also loaded from a package server. Mods of official models do not
need to use the attribute, because the official model does not need to be
downloaded. The attribute is necessary, if one model on akimbo depends on
another model on akimbo.
The mapmodels that are required by other models have an additional
parameter "1" added to their mapmodel command in the config file - which
will preload the model during map load, even if no entity actually uses it.
The additional parameter is handled automatically.
The new command updatemapmodeldependencies triggers the dependency check
manually - which will make required models appear in the model list. This
is done automatically during savemap.
Changed commands:
mapmodelslotusage
now returns a single space, if the model slot is not used by any
map entity, but is required by another model (with entities)
mapmodel
allows one more parameter - if "1", the model is preloaded, even if
no entities use it
mdlattribute requires <modelname>
if used, specifies that the current model depends on parts of another
custom model (which therefore also has to be downloaded)
can only be used once per model config
example:
mdlattribute requires makke/signs/exit
could be used in signs/loading-dock/md2.cfg to reuse
makke/signs/exit/tris.md2
DOCREF mdlattribute mapmodel mapmodelslotusage
enlargearchslopeselections
If the variable is set to 1, after placing an arch or a slope, the
selection is enlarged, so that the arch or slope can be changed by
vdelta increments (for example, to raise an arch in 1/4 cube increments).
This is also the classic behaviour.
If the variable is set to 0 (which is now default), the selection remains
unchanged. This way, for example, the arch can be raised or lowered by
regular cube increments.
The arch menu allows changing the setting and also contains a script to
enlarge the selections once.
pushselections
New script to store the positions of all current selections. Can be used
repeatedly. To restore the selections, type "popselections".
enlargevdeltaselections
Enlarges all selections by one cube in x- and y- direction, to change a
selection from the "cube area" to the "vdelta area".
If an argument is given, it is used as increment value, so, for example
"enlargevdeltaselections -1" undoes a previous enlargement.
DOCREF enlargearchslopeselections pushselections enlargevdeltaselections
The arch menu now allows
* editing all vertices instead of only half of them, for non-symmetrical
arches
* deleting saved custom arches
* using custom arches for other widths than what they were created for
* measuring an arch on a map and creating a prefab of it
Scripts:
av_measure
"echo (av_measure)" prints the list of vdelta values of a selected arch.
Only works as expected, if the selection is only 1 cube wide. To use the
measurements to create a width 8 arch, select 8x1 cubes under the arch
to copy and type "av 8 (av_measure)". Or use the menu.
av width-1 vdelta_list
One of the oldest scripts of the game (and because of that, the first
argument stayed "arch width minus one", for compatibility reasons).
Creates a prefab arch of the desired width. If the list has exactly
as many entries as required, all of them are used to create the prefab -
this is the way the script has always worked.
If there are too few or too many elements in the list, the script will
try to take half the required values from the list and mirror the other
half to create a symmetrical arch. This way, a list can be used for
slightly wider or narrower archs. Or use the menu.
The menu lists all prefab arches and allows to edit them with sliders.
Arches can be saved and restored.
"archvertex" now returns the old value of the vertex, and if the vertex
argument is omitted, doesn't change it.
enumalias prefix
Lists all persistent aliases that start with prefix. Returns a table
with two entries per alias: 1) full name and 2) name without prefix
DOCREF archvertex enumalias
The mapper has now the choice to disable several graphics features on
the client (for his map only, of course). The overrides are stored in
the map header.
mapoverride_nowaterreflect
If "1", water reflection is disabled. Useful, when odd water colours
are used to emulate other liquids that are not supposed to be that
reflective.
mapoverride_limitwaveheight
If "1", waveheight is capped at 0.1 max. Useful for small water
areas (like puddles), where higher waves would look weird.
mapoverride_nostencilshadows
If "1", stencil shadows are disabled. On clients, where stencil shadows
are otherwise enabled, blob shadows are used instead. If shadows are
disabled anyway, they stay disabled. Useful for dim maps, where hard
shadows make no sense.
The player is free to ignore any of those overrides:
ignoreoverride_nowaterreflect
If "1", mapoverride_nowaterreflect is ignored and regular client
settings are used.
ignoreoverride_limitwaveheight
If "1", mapoverride_limitwaveheight is ignored, and "waveheight" is
used unchanged.
ignoreoverride_nostencilshadows
If "1", mapoverride_nostencilshadows is ignored.
DOCREF mapoverride_nowaterreflect ignoreoverride_nowaterreflect
DOCREF mapoverride_limitwaveheight ignoreoverride_limitwaveheight
DOCREF mapoverride_nostencilshadows ignoreoverride_nostencilshadows