
 *** WHAT'S NEW ***
 *** QuArK 5.11 beta ***

New tagging plug-ins from Tiglari; see the documentation in
 help\mapmadsel.htm and help\maptagside.htm.
One more fix to colored lights in the OpenGL view, about Invalid floating
 point operations.
Trying to fix the problems with recent 3DFX drivers. Please test this and
 report success or failure !
Fixed info_intermission entity for Quake 1, and fixed 3D angles (top in
 QuArK was down in Quake and vice-versa)
Hexen II entity list : an old one seems to have been included with QuArK 
 5.10. The one from QuArK 5.7 seems to be much better. I made a mix of the
 two.
Problems with 3D angles fixed. Angles looking "up" would look "down" in 
 Quake and vice-versa in previous versions; in QuArK 5.10, it was fixed 
 but it made "up" in the map views look "down" in the 3D views... Fixed.
Spaces now allowed inside a Specific. The sunlight extension of ARGHRAD
 seems to use a space in one of the Specifics to put into worldspawn.
Batch clipboard type conversions : the "Copy as" and "Paste special" menu
 commands are now available even if several objects are selected. This
 lets you for example convert any number of textures from one game to
 another in a single operation.
New option : don't write floating-point coordinates in .map files (for
 compatibility with some editors that just reject such "high-precision"
 .map files...)
Fixed a bug that occurred while inserting diggers.
Grayed out or hidden groups now have a grayed image instead of a red
 cross on them. The red cross now only means "ignored to build maps".
Fixed the background color of toolbars for people whose Windows color
 scheme is not the standard "gray" one.
Fixes and improvements in the entities for Quake 1, Hexen II, Half-Life.
DataHL.qrk should now work with any version of Half-Life (<=1.0.0.8 or
 >=1.0.0.9). Please report problems.

Fixed some problems with duplicators and diggers displayed in the 3D views.
 I also noticed that the blue shade that duplicator images get in the 3D
 view doesn't work when "Negative polys dig on 3D views" is checked. I
 tried to fix it but it's horribly complex. For the moment let's pretend
 that it's a 'feature' : when you check "Negative polys dig on 3D views"
 then it means you want something as close as possible to what you get in
 Quake, while if you don't check this, you want something easier to work
 with, hence the blue shade.



 *** QuArK 5.10. ***

 == What was NOT present in the beta version ==

Keyboard movement in 3D windows (e.g. OpenGL's) works even if the mouse is
 not over the map view, as long as the window has the focus (i.e. a blue
 caption). Now you can also use the Tab key to move the focus between the
 map views in the main window.
Found and fixed the bug that was causing "floating point errors" in some
 maps in the OpenGL view when lights are turned on. There was also a
 performance bug that slowed things down.
OpenGL view now displays colored lights !
Dragging when mouse position makes no sense can go past the screen edges :
 now the mouse comes back at the center of the map view instead of being
 sent at the center of the screen. Option: the mouse can be hidden or not.
"WARNING: Degenerate QuArK-style texture" is detected by QuArK, not just
 by TXQBSP, which makes it easier to find the problematic brushes.
The Esc key doesn't close floating 3D windows any more, so that it can be
 used to unselect objects. Please tell me if you preffered it the old way.
Hidden groups are now by default hidden on textured 3D views as well.
Minor fix in Quake 2 entities : key_power_cube was missing spawnflags. If
 you find other small errors like this one please tell me !
8-bit TGA support (for Sin models)
Quake 1 Threeware Catch The Flag support

 == What was already done in the beta version ==

AUTO-SAVE of maps every xth minutes (configurable)
Vertex dragging : coordinate rounding errors
Maps with dummy polyhedrons appearing in the .bsp : fixed ?
Handle dragging : draghint
mapmakeprism.py updated by Decker
"Enter" key in trees and listviews
TGA supports (including compressed images)
Texture game conversion fixes
Dragging when mouse position makes no sense can go past the screen edges
Linear Duplicators : matrix precision enhanced
Save dialog : default file name and extension fixed



 *** QuArK 5.9. ***

 == What was NOT present in the beta version ==

Help updated (by Decker)
Half-Life updates, and preliminary support for HL Team Fortress Classic;
 Heretic II updates; good support for Sin in preparation.
TGA files supported (but not if compressed; any info about the file format
 would be welcome) 
Sticky textures (textures don't move with polyhedrons if you don't want them to,
 just like in most other Quake editors). See the Options menu.
Tiglari's new version of the maptagside plug-in with cool new features
Fixed internal errors (about XZEspace, Minoow, and datadump)
Half-Life texture names must be UPPERCASE. Now QuArK automatically turns them
 to uppercase if you make custom textures with lowercase names.
Problems with the Registry : the icons of .qrk files didn't look as they were
 supposed to.
A few versions ago, I enhanced the "copy" command to put a full-text version of
 the objects in the clipboard, so that you can paste it in any text editor. But
 it is too slow if you try copying a large set of data. Now the full-text version
 creation is done only if you really try to paste the data in a text editor.
Fixed a bug that caused 3D views to be recomputed too often, e.g. after a camera
 move. This could cause large pauses in the OpenGL viewer with lighting enabled,
 because computing the lights takes some time.
OpenGL and "floating-point" errors while lighting was enabled in the beta version
 don't seem to occur again after a few fixes I made.

 == What was already done in the beta version ==

Memory leaks tracked and (hopefully most of them) fixed.
New shortcuts here and there. Try the keys 1 to 5 to switch the multi-pages panel.
 The Esc key is back from the good old QuArK 4 days, too.
3D views camera position is remembered if you close and reopen the views.
Software 3D viewer now works with Half-Life and all games with a different
 palette for each texture ! But the quality of colors is a bit lower than the
 previous software viewer, the for games like Quake/Quake 2, the old soft. driver
 is still included.
3D views colors (red on several polys selected) didn't show up in new mode "neg. polys
 really dig".

Minor stuff (detaching the Tree page didn't correctly work; trying to use the mouse and
the keyboard at the same time to move the camera started endless flipping; ...)



 *** QuArK 5.8. ***

3D view digging (Diggers and negative polys really dig in textured views now !)

Minor update : "Save As..." adds the file to recent files list at the end of
 the File menu.

There is a new internal layout manager. You shouldn't really notice it but it
 consumes less resources. (I hope I didn't add too many bugs with this change !)

OpenGL view : more troubles fixed, and there is an extension to the
 "troubleshooting" section of the Configuration dialog box.

Documentation : Decker's preliminary docs have been included.

This is nothing new, but it seems that some people missed it, so I'm telling
 it again : when you move the mouse over a screen part, a button, a menu item,
 or a handle in the map views, have a look at the text that appears the bottom
 left of the screen : this text gives you a short hint which is often just
 "Press F1 for help". In this case, press F1, and you will get a long description
 for the button, menu item, or handle !

Off-the-grid vertices problems (with e.g. triangular prisms) : should be fixed.
 Please tell me if it is not.

(Memory leaks detected ! Not fixed yet... I'll try to fix them for the next beta
version and release this beta with a tool that displays memory usage so that you
will be able to help in finding these leaks...) (note: I think there is not really
more leaks than in previous versions, there has always been a few leaks :-(


 *** QuArK 5.7. ***


OpenGL should now WORK ! BTW, for everybody without OpenGL hardware, I HIGHLY recommend
 Silicon Graphics' version of OpenGL for Windows; it's at least 10 times faster than
 Microsoft's and it doesn't crash. A big dedicated cactus to Micro$oft -<:-(
copy objects as text to the clipboard (automatically, just try pasting in the notepad)
user can resize his textures
the model editor didn't always update the skin when switching to another model
Hexen II weapons models were missing (now I choose the models from arbitrary player classes)
missing textures causing crashes instead of being displayed as a checkerboard image
polys and entities in groups marked "don't select with mouse" are no longer selected by
  rectangle-dragging
fixed troubles opening a few Quake 2 models
