ToeTag BETA R4.0

** NOTE **
After using the editor for the first time, when you start it up the second
time it may appear to be hanging.  What it is really doing is loading up
the prior map you were working on.  Just be patient! :)
** NOTE **

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Brush Subtraction
================================================================================

It sucks.  I know.  But here is how it works...

Create a brush.  Copy it in place.  Reshape that new brush to be smaller than
the first and make sure it is ENTIRELY inside the first brush and make sure
that the sides are aligned (not rotated or tilted).  Press "S".  This dialog
box will remain on top of the display for as long as it is active.  Click
the editor window and select the source brush.  Click "Select Source Brush"
button.  The little window beside it will fill in with a number.  The number
means nothing to you (it's the brushes internal ID), but it allows you to see
that the editor accepted the click.  Now click back in the editor window again
and press "Shift+C" to clear the selections, and select the brush you are
subtracting with.  Click the "Set Subtract With Brush" button.  Now click
"OK".  If all goes well and the stars are in alignment, the editor should
have created new brushes currounding the "with" brush.  You can now click
"Cancel" to close the subtraction window.

Note that the "with" brush is still there and it is selected.  You can either
delete it at this point or shift it back into the wall to create a recessed
area (for things like stained glass, windows, etc...)

The BEST plan for MAXIMUM success is to always make a copy of the source
brush and change the shape of the new brush to be the shape you want to
subtract with.  If the brush sides are not aligned, the brushes are tilted,
or something else equally as evil, the subtraction will not work properly.

I will try harder next time, but it's good enough for now...

No hamsters were harmed in the development of this feature, but they
probably should have been.

================================================================================

Bugs Fixed  :(
==========

- Fixed memory leak after using error check dialog.  Duhh...

Features Added  :)
==============

- Clipping Plane Control.  Attached to the right hand side of the editing
  window are 2 slider controls.  The top one controls your front clipping
  plane and the bottom one your back clipping plane.  You can slide them in
  and out at will to just work on a single slice of the map.  You'll
  probably have to play with them to see what they really do for you...

- Solid polygon view.  This mode basically renders all the brushes as
  solid polygons using an internally generated color value.  This mode is
  good for checking for leaks and stuff.  The only thing troublesome is
  that since the red dot does not render in the middle of the brush in this
  mode (well, it does, but you can't see it) it makes it hard to select
  brushes.  You can select them, it's just a little tricky.  Selected brushes
  render in a shade of yellow with vertex handles so you can work with them.
  - As a side note, I also made it so that each face of a solid brush will
    render in a different shade of it's assigned color.  This makes it really
	easy to see where one face ends and the other starts...

- Keyboard shortcuts
	TAB - Change from wireframe to solid view mode.  At the same time
		  the editor will turn backface culling on when entering solid view
		  mode and off again when entering wireframe.  It makes sense to
		  be using backface culling when in solid mode (otherwise, it's
		  WAY too slow) so the editor saves you the trouble of turning
		  it on by doing it automatically.
	E	- Invokes error checking dialog box.
	Q	- Run the map in Quake.

- Changed the "Angle" edit controls in the entity/scripts property pages
  into combo boxes with some preset angle suggestions in them.  They now
  work the same as the ones in the rotation dialog.  I also added entries
  for "-1" and "-2" to the one for scripts (for convenience).

- Enhanced Error Checking.  I added a new check for duplicate world space
  coordinates.  This is not a problem for Quake, but rather a problem for the
  editor ... if 2 items occupy the exact same world space coordinate, you can't
  select one without selecting the other.  They are stuck together for life!
  The error dialog now has "Fix" button which will attempt to fix any errors
  that it discovers automatically ... sometimes requiring input from you.

- Offset Copying. This allow you to create a piece of repeating
  architecture and just copy it by offsets to create a row of columns or
  torch holders for example.

- Inverted Movement.  There is now an option in the "File | Configure..."
  dialog box called "Invert Camera Movement?".  If this is checked on, then
  all movement and dragging (including the "A" and "Z" keys) are reversed.
  So up is down, left is right, etc...

- Customizable Colors.  In "File | Configure..." there are color buttons
  which you can use to change any color seen in the editor window.  Now
  you can make it look just like the old editor you used to use.  ;)

- Open Last File At Startup.  The editor will now reopen the last file
  you were working on when you start it up.

- Added a status bar to the bottom of the main window.  This will
  come in handy later for various things...

- View Connections.  There is an option on the view menu which will cause
  the editor to draw a line between targets and their targetnames.  This
  will allow you to see relationships inside the editor without having
  to run the map in Quake.

- Added a "Save Changes" prompt when closing a map that you have
  modified in some way.

- Rendering Logic.  The internal rendering logic has been completely redone
  and should be faster now.  It runs on a thread which constantly renders the
  entire window over and over again.  This will cause your mouse to flicker
  when it's over the window.  This is normal, don't sweat it.  Everything
  will work normal still.  The only real operational differences are that
  selected vertices will be dragged by themselves.  Their lines don't follow
  them until you let go of the mouse button.

- Undo logic.  I rewrote the internal undo logic so that it stores deltas
  instead of complete copies of the world every time.  This makes it much
  faster and MUCH less memory intensive.  It still has to store the entire
  world sometimes, but only about 5% of the operations require this.

- Add ability to run the map in Quake from the editor.  Just choose the
  "Quake | Run MAP in Quake" menu option.  This gives you a dialog box where you
  can choose your option.

  "Fast" 				- Normal QBSP & LIGHT, VIS -FAST
  "Normal"				- Normal QBSP, LIGHT and VIS
  "Final"				- Normal QBSP, LIGHT -EXTRA and VIS -LEVEL 4
  "Normal - No VIS"		- Normal QBSP & LIGHT, no VIS
  "Redo Lighting"		- QBSP -ONLYENTS, Normal LIGHT & VIS

  The editor will ALWAYS attempt to copy the ".PTS" file over to the maps 
  directory along with your ".BSP" file.  When inside of Quake, type
  "pointfile" and Quake will read the ".PTS" file and show you where the 
  leaks are in your level.  Just look for the gray and white dashed line.  It
  shows you where it passes through your level and into the void.

  The "Redo Lighting" is especially cool ... it allows you to move light
  sources around and change their intensities.  All Quake does is recalc
  the lighting portion of the MAP and run it ... VERY fast.  Great for getting
  that lighting effect -just- right.

- Keyboard/Mouse Reference window available off the help menu.  This will
  display a dialog box with ALL the keyboard and mouse commands available
  in the editor.  Learning these commands should help you get around
  faster and more efficiently.

