ToeTag 2.0

** NOTE **
All ToeTag settings have been moved into the Registry.  This means that
your current configuration is gonzo.  You will need to go directly to the
"File | Configure" dialog as soon as the editor starts up and set it up
again.  When the editor first starts up, the screen MAY NOT PAINT - it will
keep whatever was on the screen previously.  Just hit the "New" button to
clear it.  After you set up your configuration again, things will be OK.
** NOTE **

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

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

- Changed "entity.cfg" so that the "Capture the Flag" and "Team Fortress"
  entities are listed under their own header in the tree control.  Obviously,
  this also means that I addded entities for "Team Fortress".  I THINK they
  are correct.  If not, please let me know ASAP (tmaster@visi.com).

- Changed the rendering of the imported .PTS files to use vertex arrays.  This
  makes it much faster and not such a drag on the camera when they are
  being displayed (assuming of course you import a reasonable number of
  points - Read : Don't import the whole file!).

- Run Quake dialog.
  - Added new button to run QBSP and VIS, but skip LIGHT ("Normal - no light").
    Also added a new edit control so you can specify additional command line
    parameters for Quake itself.  For example, this allows you to add
    "-game rbot" to include the reaper bots if you are doing a deathmatch level.
  - Added option so you can tell the editor not
    to launch Quake when it's finished running QBSP/LIGHT/VIS.  This allows
    people to keep Quake running in the background if they wish instead of
    loading it up everytime to test their map...  This works well in 
    conjuntion with WinQuake.

- Freelook.  By holding the middle mouse button (or hold "W" down together
  with the right mouse button), you can look up, down and all around just like
  inside of Quake.  Excellent for getting a feel for an area and looking
  at wall junctions for leaks...  You can press Shift+W to reset the angles
  to the default to put the editor back into standard view again.

- Added a button to the entity properties tab so that you can insert the
  "mangle" field automatically based on the cameras current "freelook" angles.
  This makes the placement of good looking "info_intermission" entities
  disgustingly easy.  No more guessing at angles.
  NOTE : This only works properly in "FRONT VIEW" camera right now...

- Changed the main icon to one provided by Bill the Beyonder.  Thanks bud!

- Changed the rendering of wireframe brushes back to the way they were before.
  This makes it a little slower, but also allows me to do MAP importing
  without too much hassle (explained later).

- Added "Backface Culling" back on the view menu.  Toggling this option on
  will cause the editor to not render polygon faces you can't see (i.e. a
  polygon which is facing away from you).  This speeds up rendering quite
  a bit and also clears up the display a little bit, because there aren't so
  many lines being drawm.
  NOTE : This mode is automatically toggled on when you change to 
  SOLID or TEXTURE mode so there is no need to do this yourself.  The only
  place it is useful to toggle it is in the WIREFRAME mode.

- Texture view.  This view will attempt to place textures on the polygon
  faces.  This view is NOT based on Quake's alignment system so just because
  the texture lines up in this view, don't count on it being the same inside
  of Quake.  This view is simply used to get a feel for how the textures will
  look beside each other and stuff like that.
  - The texture mapper is using "linear" mapping.  This is slower, but it's
    more accurate.  The textures will not get blocky as you get closer to them,
	instead, OpenGL will smooth the texture face out so it looks nice.
  - The only known problem with this view right now is that sometimes the
    textures get mapped turned 90 degrees on their sides.  I know why this is,
	but I can't fix it right now.
  - NOTE : This view is very slow right now.  If you have OpenGL hardware
    acceleration, this may be a different story, but right now all I can
	realistically use it for is looking at an area and then changing back to
	another view mode (wire or solid) for the actual editing.  Although all the
	editing commands work as normal in texture mode, it's too slow to be
	viable as an editing environment.  The textures take on a yellow tint
	when their brush is selected so you can spot them easily...
  - NOTE : After choosing this view mode, you may have to wait a few seconds for
    the textures to appear (depending on the complexity of the map).  Just
	be patient!

- MAP importing.  You can now import from id's .map format as well as export
  to it.  The import has the same limitation as the editor itself.  That is,
  it will only import 6 sided brushes - no more, no less.  I was able to
  import .MAP files exported from Thred and Worldcraft with no problems, as well
  as Jim Lowell's BASIN map.  This is good enough for me to say it works... :)

- Changed solid view mode that it uses the same colors as the wireframe mode.
  This means that (by default) brushes are rendered in shades of blue, scripts
  in shades of purple, etc...  This looks better than the random colors I
  was using before.

- Just for the hell of it, I made all entities that rotate in Quake, rotate
  in the editor.  This actually does make it easier to see quickly where
  weapons, armor and artifacts are located in the level.  You can get an
  immediate idea of the balance of these items in the level by taking
  a quick glance for the rotating items.

- 2D View.
	- The internal code to generate this view has been gutted and redone so
	  that all the rendering code is run off of macros.  This means that
	  the rendering pipeline is the same for both modes.  It also means
	  that everything that works in 3D mode, works in 2D mode except for
	  the import PTS points (which are always rendered in 3D) and the
	  clipping planes (which disappear in 2D mode).

- Changed the "Style" edit control on the entity properties dialog box into
  a combobox containing english descriptions of the styles.  Makes it easier
  to choose the one you want.  I also changed "-1" and "-2" in the angle
  comboboxes to "Up" and "Down".  Why guess at which is which?

- Added a new check to the error dialog which will check every brush and
  entity for duplicate internal ID's.  This can cause many things in the
  editor to act weird - the editor makes the assumption that all the ID's
  are unique.  The "Fix" button will assign the brush/entity a new ID.

- All editor settings are now saved in the registry.  This is good because it's
  more Windows 95-ish, it allows me to save toolbar states and recover them
  between ToeTag sessions and it allowed me to add the other cool control
  bars in this version since you can position them wherever you like!  This
  also means that your current ToeTag configuration WILL BE LOST, so make sure
  you go into the "File | Configure" dialog and set it up again before trying
  to use this version...

- Toolboxes.  There are now toolboxes that you can have docked to the sides
  of the main window or have them floating on top of the editor.  These
  toolboxes get their positions and states saved in the registry so they
  stay the same between ToeTag sessions.  Once you set up the screen the
  way you like it, it'll be that way the next time you come back!
  - If you close a toolbox and want to get it back, use the
  "View | Control Bars" option and select the one you want to have come back.

