Q3map2:
	* native surfaceparm noob support (no -custinfoparms needed)
	* -noob in bsp phase: assign surfaceparm noob to all map surfaces
	* surfaceparm ob: skip assigning surfaceparm noob with -noob on that
	* farplane modes: radius+radius, origin2origin, exact (add r/o/e to the number to enable), < 0 works too
	* samples+filter - enabled again, makes sense
	* -vertexscale
	* fixed -novertex, (0..1) sets
	* quick q3map_novertexlight (?)
	* fixed _clone _ins _instance (_clonename)
	* -nolm - no lightmaps
	* ent keys aliases:_sa - shadeangle;_ss - samplesize
	* -shift N -shift X Y Z: shift whole map to some coords
	* more fogs (256) (ingame appearence lots of ones might be bugged due to engine arrangement, needs testing)
	* q3map_remapshader remaps anything fine, on all stages (effect is: postrenaming shader when things are have been done)
	* fixed 'unknown argument 1' at -lightanglehl
	* typo at -dirtmode
	* -bouncecolorratio 0..1 (ratio of colorizing sample by texture)
	* -debugclip: autoclip debug, uses shaders debugclip, debugclip2
	* -clipdepth F, def 2, _clipdepth
	* fixed model autoclip (64u thick brushes/no collision at all in some cases)
	* pyramidal etc zillion (20!) of autoclip modes
	* brush planes normals snap: +fix of vector-is-close-to-be-ON-axis case, was breaking slivers collisions, drawsurfs
	* removed stuctural caulk in models, was broken anyway
	* alphamod scale: works now
	* content of brush is determined now not by 1st side in brush definition (inconsistency!)
		but on priority: liquid > fog > playerclip > nonsolid > solid
		ex.: nodraw solid shader works now for hiding liquid or fog volume splits / unwanted faces
		solid or nonsolid shader + face(s) of playerclip = playerclip
		solid shader + face(s) of nonsolid = nonsolid (b4 could happen: 5nonsolid sides + 1solid = solid brush )
	* >2GB makefile option, allows up to 3GB ram on 32bit, 4GB on 64bit
	* speedup patch to use fast sqrt at some points of light phase, where precision is not needed
	* shot down spammy warning about samplesize for lmsize<=128; -debugsamplesize to show
	* numBspModels ('brusmodels') stat emitting
	* -pk3: autopackager mode(complete Q3 support); bsp path as input; switches: -dbg - talkative mode, -png - include pngs, at highest priority
		is using file 'gamename.exclude' to exclude vanilla game resources
		tip: ioq3, netradiant, compiler (and packager) treat *.pk3dir directories as separate pk3 files
	* packer: rewrote logic to make sure not to include excluded stuff
	* packer: preserves file date, if grabbing file from .pk3 too
	* packer: in case of missing *ingame* resources pk3 gets _FAILEDpack suffix
	* packer: +warnings on implicitMaps, mapNoComps
	* packer: known problem: minizip crash, when trying to get file with 2039 year date from disk
	* -repack: repacks multiple maps, strips out only required shaders; main argument is single bsp path or txt with full pathes to bsps
		switches: -dbg: talkative mode; -png: include pngs, at highest priority; -complevel: -1..10, def 0, compression level
		uses additional exclusions file repack.exclude with different logic
	* -brightness 0..alot, def 1: mimics q3map_lightmapBrightness, but globally + affects vertexlight
	* -contrast -255..255, def 0: lighting contrast
	* fix: number of problems, found by Visual Studio's static code analyser
		(https://github.com/TTimo/GtkRadiant/commit/76ea7385dd94aac435a858b05f87820e1cfadfd6)
	* decompiling: fix: broken brushes, empty brush definitions; shut down too usual warnings; with -force tries to decompile model autoclip too
	* decompiling: -fast mode for BSPToMap conversion
	* do not delete q3map2_*.shader on minimap generation
	* packer: pack actual loaded bsp instead of one, found in vfs
	* report full / full pk3 path on file syntax errors
	* bumped stack size to 4Mb to fix crash for huge skies, using old shaders with fairly useless q3map_surfacelight + q3map_lightsubdivide < 999 combo
	* _setmaxstdio(2048) for windows
	* game_qfusion update
	* new area lights backsplash algorithm ( by Jelvan ), hijacking temp area lights ( to simulate volumetric behavior of source ones )
	* fix: create backsplash for area lights, while q3map_lightsubdivide'ing too
	* no backsplash for area lights, if surf == sky
	* report patches count in -info
	* -exportents to exports entities to a .ent file
	* unvanquished game support
	* -fs_basepath: can be used more than once to look in multiple paths (Sets the given path as main directory of the game)
	* -fs_game: can be used more than once (Sets a different game directory name (default for Q3A: baseq3))
	* -fs_pakpath <dir>: Specify additional custom path to assets (can be used more than once to look in multiple paths)
	* fix undocumented unexpected LokiInitPaths
	* -help option (-h, --help)
	* new slightly less careful, but much faster lightmaps packing algorithm (allocating... process)
	* -slowallocate switch to enable old lightmaps packing algorithm
	* Subsampling...collapsing...sorting...allocating...storing...projecting... timers
	* -backsplash (float)scale (float)distance: scale area lights backsplash fraction + set distance globally
		(distance < -900 to omit distance setting); def = 1 23; real area lights have no backsplash (scale = 0)
		q3map_backsplash shader keyword overrides this setting
	* fix: parsing of /* */ comments, having * or / inside
	* Valve220 mapformat autodetection and support
	* add extra surfaceflags from quakelive
	* fix misspelled 'donotenterlarge' contentflag for RTCW & ET
	* buffered broadcast xml stream to dramatically increase compilation monitoring speed
	* mark warning messages with respective flag for colorized monitoring output
	* colored warnings and errors in Windows console
	* modify message flags system to allow SYS_WRN | SYS_VRB, SYS_ERR | SYS_NOXML etc combinations
	* picomodel::obj: fix black default vertex color, also use one from .mtl
	* picomodel: fix parser->curLine for line number report (was increased twice)
	* fix reading of old wolf, et, etut bsps
	* picomodel: do some guessings about shader paths to handle more cases out of the box; ones are based on material and diffuse map names:
		name w/o path: assume textures are in the folder, where model file is
		absolute path or with ..: try to cut at "/models/" or "/textures/" (as if leading to game folders); do previous case, if not
		strip extensions and turn slashes to forward ones anytime
	* picomodel::obj: fix diffuse map paths loading from .mtl
	* picomodel::obj: fix over allocating vertices with multiple surfaces (by zturtleman)
	* fix map region -light compilation: load lights from .reg, not .map
	* model autoclip: handle 'triangle points almost on line' case
	* allow maps with only point entity@( 0, 0, 0 )
	* obj export: save in popular 'Y = Up, -Z = Forward' format
	* picomodel::obj: load as popular 'Y = Up, -Z = Forward' format
	* picomodel::obj: fix support of back references in faces
	* picomodel::obj: support polygons > quads
	* assign surfaceflags to brush 'bevel' planes, so physics like slick/nodamage/metalsteps functions at brush edges and vertices
	* picomodel: fix md2 loader
	* fix unwanted culling of both matching brush faces
	* _maxlight worldspawn key (works unless exposure is used) (for those, who know, what they do)
	* misc_model::_remap: also remap 'abrakadabraNAME' shaders by _remap = 'NAME;newname'
	* -fillpink in light stage: fill unoccupied lightmap pixels with pink colour
	* support -lightmapsastexcoord conversion to .ase
	* support -shadersasbitmap in -lightmapsastexcoord conversion mode
	* -lightmapsastexcoord conversion: support 'external lightmaps, referenced by shader' hack
	* -extlmhacksize N (external lightmaps hack size) -light switch
		similar to -lightmapsize N: Size of lightmaps to generate (must be a power of two)
		but instead of native external lightmaps enables hack to reference them in autogenerated shader (for vanilla Q3 etc)
	* -brightness only affects lightmap brightness, like q3map_lightmapBrightness, as there are -vertexscale and -gridscale for the rest
		is multipled with q3map_lightmapBrightness
	* fix: qer_editorimage, q3map_lightImage etc work with file names, containing period
	* fix: do not affect styled lightmaps by floodlight
	* support -extlmhacksize N N input for non square lightmaps, for example -extlmhacksize 2048 1024
	* no shaderlist.txt or empty one = load all shaders
	* fix -fixaas
	* packer, repacker: also handle fogs without drawsurfaces
	* -repack -analyze switch: only analyze bsps and exit (to dump bsp resource calls)
	* packer, repacker: handle nodraw patches correctly; warn on visible surface, having shader w/o maps (typically watercaulk)
	* discard excess portals in the void (great optimization for maps with void areas in between of playable areas and non rectangular maps)
	* optimize FloodPortals()
	* fix xml_Select() of leaked entity (was selecting last map entity always)
	* xml_Select() leaked entity exactly in the beginning of leak line
	* case insensitive command line arguments
	* -help -game lists available games
	* print available games on wrong -game and -format args
	* -saturation light switch, default = 1, affects lightmaps and vertex color; > 1 = saturate, 0 = grayscale, < 0 = complementary colors
	* replace model loaders by assimp library (40+ formats)
	* auto split big model meshes to <= maxSurfaceVerts chunks (avoids excess meta process for vertexlit ones)
	* fix texturing, when origin key of group entity is set
	* improve ase export compatibility
	* support negative misc_model scale
	* use dynamic maxSurfaceVerts (user preference/game define) in 'force meta process for a surface' decision (was hardcoded)
	* fix _castShadows > 1: cast on world, as advertised
	* read .map brush plane points and store brush planes for windings calculation in double precision (fixes cracks between brush faces)
	* support entries with .shader extension in shaderlist.txt
	* sort pk3s, so content of later (zzz) overrides earlier, like in radiant and engine
	* fix strong performance penalty with large amount of files in pk3s
	* hasten MergeMetaTriangles and SmoothMetaTriangles to perform typically in 0 seconds
	* improve quality of metasurfaces and reduce their count in general case
	* prioritize +Z fog visible side in ambiguous case (= -Z fog direction), as in fogged pit
	* auto fog direction: try all sides, not just axial; default to none, if no visible sides
	* q3map_fogDir: pick best matching side, not strict match only; ignore invisible 'bevel' sides
	* -fs_basegame gamename: Overrides default game directory name (e.g. Q3A uses 'baseq3', OpenArena 'baseoa', so -game quake3 -fs_basegame baseoa for OA)
	* new: bsp export/import in json format; Usage: q3map2 -json <-unpack|-pack> [-v] <mapname>
	* synchronize -help, html help and actually available command line arguments
	* -json -pack -useflagnames: deduce surface/content flag values from their names in shaders.json (useful for conversion to a game with different flag values)
	* -skipflags: while -useflagnames, skip unknown flag names
	* -pk3, -repack: support multiple bsp files input by command line
	* unlimit MAX_IMAGES
	* support inline /* */ comments
	* -mergebsp [options] <mainBsp.bsp> <bspToinject.bsp>: Inject latter BSP to former. Tree and vis data of the main one are preserved.
	* -mergebsp -fixnames: Make incoming BSP target/targetname names unique to not collide with existing names
	* -mergebsp -world: Also merge worldspawn model (brushes as if they were detail, no BSP tree is affected) (only merges entities by default)
	* fix decompilation of brushes with edge case face normal ( -0.577350259 -0.577350259 0.577350259 ) and MakeNormalVectors() in general
	* non -fast bsp decompilation: deduce brush detail flag
	* patchMeta: fix: keep playerclip patches for collisions
	* autocaulk: do not impact fog brushes with all faces culled (global fog case)
	* skylight extension: q3map_skylight amount iterations optional[horizon_min horizon_max sample_color]
		horizon_min horizon_max: two spherical angles, defining portion of sphere to emit light from.
		Default is 0 90, which is upper hemisphere. -90 90 will be whole sphere.
		sample_color: Default = 1: sample color of each individual light from skybox images, if they are present.
		0: use shader color, set by q3map_lightRGB/q3map_lightImage/_up skybox image/qer_editorImage.
	* q3map_skylight may be used multiple times in a single shader







MBSPC:
	* add MBSPC fork of BSPC utility to the project
	* import fixes and QuakeLive support from mainstream BSPC
	* bump hardcoded limits for Q3 and HL maps
	* add -bsp2map220 switch, writting map in Valve 220 format with correct textures alignment for Quake 1/2, SiN and Half-Life BSPs
	* various improvements of decompiling
	* deduce OutputFile path out of input file path in -bsp2map, -bsp2map220, -entlist, -texinfo modes (like for .aas)
	* append _decompiled suffix to decompiled map file names







Radiant:

binds...
	* wasd camera binds, c - deSelect, z - delete
	* ExpandSelectionToEntities - shift+e
	* make detail - alt+d
	* make structural - alt+s
	* paste to camera - shift+v (alt+v was leading to texBro-View menu)
	* arbitrary rotation - shifr+r
	* arbitrary scale - ctrl+shift+s
	* shift+n - cycle patch tex projection
	* ctrl+f - fit texture
	* bind a, d in no mlook mode - CameraStrafeLeft/Right
	* entity inspector: Tab enters Key field, toggles between key/value fields; Del deletes keys; Esc quits
	* douplicated basic shortcuts: arrows - camera freemove, ESC - deSelect, backSpace - delete
	* tex bro: left double click loads directory, containing active shader + focuses on it
		right double click loads 'common' directory
	* M1 click: tunnel selector
	* shift + m1 drag: paint objects selection
	* ctrl + m1: select brush face
	* ctrl + m1 drag: paint faces selection
	* shift + m2: tunnel selector
	* shift + m2 drag: rectangular toggle selector
	* ctrl + m2: tunnel face selector
	* ctrl + m2 drag: rectangular selector of brush faces
	* alt + m2 drag: 2d zoom in/out
	* ctrl + m1: quick clipper mode (quits one after split done)
	* Q - toggle QE/Scale tools (MouseDragOrScale command)
	* new MouseRotateOrScale command
	* shift + m3: set custom transform/pivot origin in pivoted mode
		switch manipulator mode = disable
		is snapped to (if SnapToGrid is on):
			grid 
			selection bbox edges
			selection bbox origin
	* F5: run first in the list or recently invoked build option
	* F11: fullscreen
	* F12: maximize main wnd view under cursor
	* ctrl + t: patch thicken
	* ctrl+tab (nextview cmd) = center on selected in 4 views layout
	* Tab: focus camera on selected
	* m1 + shift drag: snapped modes of manipulators:
		freedrag: constrain to axis with biggest move amount
		rotate axis: snap to angles, multiple of 15'
		scale axis: scale all axes synchronously
		scale free: scale two axes synchronously
	* m1 + ctrl drag: snap bbox during manipulators manipulations:
		drag axis, freedrag: snap bbox edges to grid on dragged axes; allows more varied snappings, then SnapToGrid command
		scale axis, scale free: snap bbox size on scaled axes to grid
	* QE tool: alt + m1 drag in primitives mode:
		click on vertex location = quick vertices drag (unlimited selection depth)
		click outside = brush faces shear
		click face = clicked faces shear
	* ctrl + shift + m1 (in texbro): open shader in external editor
	* alt + m1 click/drag in component modes: select objects
	* m3 in texbro: select texture w/o applying to selection
	* `: XYFocusOnSelected
	* ctrl + shift + e: Select Connected Entities
	* Tab in freelook: smooth turn around selected, while focusing on one
	* m2x2 in camera: entities creation menu
	* ctrl + shift + v: MoveToCamera (translate selection to camera origin)
	* m2 in entities creation menu: change classname; ctrl + m2: change classname, don't close menu
	* ctrl + m1 in entities creation menu: create entity, don't close menu (+offset every next entity by 8u or gridsize, if > 8)
	* m1x2 on clipper point = do clip
	* ctrl + e: ExpandSelectionToPrimitives (select group entities w/o parent node)
	* ctrl + m3 texture painting by drag
	* Tab + mWheel in freelook: offset focus distance with dist2origin/8 step; exponentially, if moving far away
	* m2 drag in cam = sideways+updownways strafemode; do not enter/quit freelook, if long button press (>300ms)
	* m1 drag in freelook = sideways+updownways strafemode (mainly for visual editing)
	* ctrl + m3/drag = seamless brush face to face texture paste; works for any faces in BP mode, only axial ones in AP
	* ctrl + shift + a: select all visible brush faces and curves, textured by selected shader
		(more obvious way, than existing ones: components mode::faces->shift+a and find/replace to empty)
	* shift during creating brush = quadratic brush
	* drag clipper point + shift = constrain to axis with biggest move amount
	* doubleClick/Enter in Entity inspector Class list = convert entities
	* ctrl during creating brush = cube brush
	* m3: apply texture name and alignment to selected primitives and faces
	* ctrl + shift + m3/drag: project tex from face in tex clipboard to brushes(BP format) and curves
	* shift + m3: apply texture name and alignment to selected primitives and faces (m3 was inconsistent + often required quite deep planning)
	* ctrl + shift + m3: also project tex from face to selection
	* m2 in Surface Inspector->fit width/height = fit width/height, keep height/width
	* shift + n: brush texture reset + patch texture cap
	* bindable commands FitTextureWidth, FitTextureHeight, FitTextureWidthOnly, FitTextureHeightOnly
	* bindable commands EntityMovePrimitivesToLast, EntityMovePrimitivesToFirst, EntityUngroup, EntityUngroupPrimitives
	* m3: copy texture name, alignment +new: color, light power, color
	* alt + m3/drag: paste texture name (to pointed and selected stuff)
	* shift + m3/drag: paste texture name, alignment +new: light power
	* ctrl + m3/drag: paste texture seamlessly between brush faces +new: light color
	* ctrl + shift + m3/drag: project texture from copied brush face +new: paste light power, color
	* alt + ctrl/shift/ctrl+shift + m3/drag: respective texture alignment paste w/o texture name
	* alt + m1 in camera: new resizing mode for brushes, curves and doom3 lights with direct and indirect selection methods
	* alt + m2 in camera: orbit around clicked point
	* ctrl + u: new uniform CSG wrap merge algorithm, merging selected brushes, components and clipper points
	* z, backspace (DeleteSelection): also delete selected components (vertices/edges/faces) of brush in a component mode
	* clipper::enter, shift+enter, doubleclick: merge brushes and components with clipper points, if no cut occured
	* 3d camera clipper: move points in XY + Z style with shift, ctrl, alt; snap to grid with ctrl
	* ctrl + r: clone stuff and repeat recent transforms; clipper tool toggle resets transforms stack
	* bindable commands TextureProjectAxial/Ortho/Cam, using default texdef, unlike surface inspector buttons
	* all plugins commands are bindable
	* G: UV Tool (edit texture alignment of selected face or patch), modifiers:
		pivot control point and lines: ctrl = snap hard to face vertices and grid
		grid density controls: shift = change density of both axes synchronously, ctrl = power of two grid
		scale lines: shift = scale axes synchronously, ctrl = snap hard to vertices
		alt + m1 on grid = skew texture (is possible alright in BP and Valve220 map formats, not in AP); ctrl = snap hard to edges
		texture move: shift = only move along the axis with the biggest move, ctrl = snap grid lines hard to vertices and pivot
		patch controls move: shift = only move along the axis with the biggest move, ctrl = snap hard to grid and povit lines
		rotate: shift = rotate with step of 15 degrees, ctrl = snap hard to edges
	* shift + }/{: CameraModeNext/Prev
	* build menu.customize: ctrl + c / ctrl + insert = copy, ctrl + v / shift + insert = paste build presets and command lines
	* ctrl + alt + m1: extrude pointed faces of selected brushes and selected faces inside/outside
	* ctrl + shift + z: redo alias
	* ctrl + m3/drag: also paste texture seamlessly from brush face to patch and vice versa, when patch edge is on face plane

menus...
	* smartified content basically
	* hidden killconnect for games, which are not nexuiz
	* view-orthographic+: center 2d on selected (ctrl+shift+tab)
	* removed parent from menu, regroup does work + isn't bugged
	* edit+: SelectAllOfType (shift+a)
	* modify+: snap to grid (ctrl+g)
	* view->show+: ToggleCrosshair, show size info, show grid
	* view menu: +patch inspector
	* curve->texture+: flip patch tex ( {ctrl}shift+i ), naturalize, cycle projection
	* cleaned, updated help menu links,+: Mouse Shortcuts, recent offline&fixed Shader Manual,
		netRadiant specific docs, lists of q3map2 switches/entity keys/shader directives
	* make .pk3 to q3 build menu
	* help+: Blendmodes cheatsheet
	* simplified curve menu
	* view->show: toggle crosshair, size, grid are check menu items
	* view->show: +Show Light Radiuses toggle
	* view->show->show stats makes effect immediately
	* view->show fix: check menu items are sensitive to changing options via shortcuts
	* Modify->Nudge:+ Nudge +Z, Nudge -Z
	* view->show: +Entity Names = Targetnames (option to draw targetnames, not classnames; def = no)
	* Shortcuts item moved from Help to Edit
	* misc->colors->opengl font selector
	* view->show->Entity boxes (always show bbox for ents with model)
	* Misc->Colors->Themes->Blender/Dark color theme
	* View->Show->Entity Connections option
	* Brush->Copy/PasteFaceTexture: show contextual Copy/Paste commands (dependant on faces selected)
	* Brush->AutoCaulk Selected (F4); camera must be there, where legit player respawn could be, i.e. close to selection and not inside of a brush
	* Misc->Colors->Themes->Adwaita Dark color theme

misc...
	* removed note to save before going to preferences, project settings
	* translucent textures are visible, while selected, too; +matching trans polys are visible simultaneously
	* fog is automatically transparent
	* fit width, fit height butts in surf inspector (for trims) (saves scales ratio)
	* Doom3LightRadius: failed to parse default light radius - spammy msg removed
	* 1.5x bigger light ents (8->12u)
	* longer list of recently opened (4->9)
	* fixed warning on import (q3map2_type not found)
	* defaulted brush primitives for q3
	* crosshair display: is saving in prefs
	* defaulted Maya theme
	* removed question to override current compile monitoring
	* included meshTex plugin
	* fixed q3 entities.ent and defrag.def
	* filters toolbar (disableable)
	* fix: shift + m1 click in tex browser to open shader in internal/external editor;
		defaulted internal; focuses on wanted shader; correct opening/saving
	* fix: angles "0 x 0" autoconvert to angle "x" on transform (was getting deleted w/o a trace)
	* improved mwheel 2d zoom by Neumond
	* hollow: produces not intersecting brushes
	* +makeRoom: like hollow, but extrudes faces outwards; for making rooms
	* deactivating tex dirs tree after loading dir, so SPACE and ENTER aren't broken for 2D after that
	* Regular, RegularLeft layouts: smaller console, bigger tex browser
	* Rotate, Scale dialogs: values aren't erased on Enter, OK, Apply (are on cancel, esc)
	* Rotate dialog: fix: new value in focused field wasn't taking in account on Enter
	* +updating texture directories list on 'flush and reload shaders' (reloading shaderlist aswell)
	* NumLock perspective window fix
	* ctrl+k(ConnectEntities): friendlier to complex connections, takes in account existing keys
		(priority: target > targetname > none)
	* +'all Supported formats' default option in open dialogs
	* defaulted show light radii
	* camera fov: 90->110
	* cubic clip: off by default; bigger def dist; fixed button's shortcut tip
	* prefs: Min & Max texture thumbnail size + dependant on scale;
		def = *scale .5, min 48, max 160 (makes range 96-320 visually differentiated)
	* fix of: convert group entity to diff one = entity w/o objects
	* asking for game path at 1st start, even if one, specified in .game exists (auto picking could make confused)
	* disabled game autodetecting: (~2min awaiting on w7 in non admin mode was confusing)
	* _setmaxstdio(2048): tested max pk3s count: 1021
	* curve: deform (randomize Z points coord at given amount)
	* patch thicken
	* trigger_* entities get textures/common/trigger tex on creation
		( unless different is set in .game file via shader_trigger key )
	* opening *.map, sent via cmd line (can assign *.map files in system to be opened with radiant)
	* -aero cmd line key to enable aero transparency
	* opening maps with bad tex defs (.#QNAN, .#IND, .#INF)
		(happens sometimes after rotating & often scaling with tex lock (in BP mode)); error->warning
	* updating texture browser height after thumbnail scale, min/max size, show shaders options changed
	* tex bro: show textures option (to leave only shaders)
	* tex bro: Show all (ctrl + a) toggles 'Hide unused' (typically: ctrl+a: get all used, once more ctrl+a: get all loaded)
	* tex bro: 'flush and reload shaders' autoloads last selected dir
	* tex bro: show alpha transparency option; def = yes
	* tex bro: white+black stipple around shader thumbnails + is visible, while being selected
	* filter toobar is not part of plugin one
	* filter toobar buttons also handle right mouse clicks:
		caulk: apply caulk tex
		clip: toggle apply clip/weapclip tex
		hint: toggle apply hint/hintlocal/hintskip tex
		triggers: apply trigger tex
		liquids: toggle apply watercaulk/lavacaulk/slimecaulk tex
		areaportals: toggle apply nodraw/nodrawnonsolid tex
			shader names are configurable through respective shader_* keys in .game file
		details: make detail
		structural: make structural
	* png icons with real alpha; partially antialiased
	* updated gtk+ lib to 2.24.10 version
	* fix of 2.24 related: minimize floating window = whole app minimizes + can't restore
	* fix of 2.24 related: glwidgets inside floating windows were not shown after hide/show of parent widgets
	* local gtk2 themes support; cfgs are .gtkrc-2.0.radiant, .gtkrc-2.0.win; +~100 themes included;
		MS-Windows theme is one, inheriting current appearence on Windows
	* tex bro: menubar = toolbar
	* GTK2 theme & font selector (Misc->Colors->Gtk theme...) (need restart after pair of naughty engines tho)
	* openGL implementaion of rubberband selector (w/o rerendering whole scene) (fixes visual issues with Aero)
	* shader editor gets focus after been hidden behind main window and called again
	* patch thicken: significantly more fail safe; correct handling of cycled patches
	* fix: was parsing vfs twice; pk3s were being opened twice during runtime
	* fix: shortcuts work after startup (plugins bar buttons were stealing focus)
	* updated gtk+ lib to 2.24.29 version
	* fix: no 'gtk-file' icon warning
	* fix: 1x1 textures crash and appearence
	* fix of: create func static in non doom3 gametype = group entity w/o objects
	* merged tex bro textures borders; stipple indicates shaders
	* realigned tex bro text, so one doesn't collide with textures borders
	* fix of texture focusing in tex bro
	* grayscale RLE TGA support
	* unsupported Doom 3 entity keys: popup->log warning
	* patch inspector: +flip texture buttons
	* disabled texture lock by default (confuses novices, suddenly)
	* added MeshTex plugin src to project, compiled, fixed (works now-)
	* fix: texbro m2 drag in 2x2 layout
	* fix: crash in (texbro + freezePointer)
	* fix: all sorts of problems with freezePointer drags near widget borders
	* ctrl+shift+mouse strafe mode: moving mouse forward moves camera forward, back - back
	* add map to recent ones on SaveMap (instead of doing that in 'open by cmd line': spoils the list)
	* fix: spin buttons alignment in patch inspector
	* fix: patch inspector window pos save/restore during run time
	* removed console, texbro buttons in regular layout
	* ent inspector: saving window splits pos in non regular layouts
	* ent inspector: saving lower split pos aswell
	* ent inspector: fix of: minimizing part behind middle to 0
	* saving find/replace wnd pos; bringing ontop, if is (present + called)
	* moved 'find unique name for' output to _DEBUG
	* fix of 'GLib-CRITICAL **: Source ID was not found when attempting to remove it' in buid monitor timer
	* fix: build menu customizing: command field is reachable right after creating new entry
	* CSG Tool
	* texbro: disable alpha transparency by def; isn't good in half of cases
	* find/replace: tooltip helper note about search mode
	* fix: texbro: blured stipple with green and red borders
	* fix: select inside and touching: ignored ANY filters and hiding, and region
	* fix: M3 tex paint/grab ignored _hidden_ models
	* fix: M3 tex paint/grab ignored group ent (world, triggers, et cetera), model filters
	* fix: shift+a by tex: ignored group ent (world, triggers, et cetera) filters
	* fix: tex find/replace: ignored any filters, regioning & hiding
	* fix: shift+a by classname: ignored filters, hiding, region
	* fix: floor walker ignored group ent filters
	* fix: csg subtract ignored group ent filters
	* fix: invert selection: ignored group ent filters
	* fix: tex find/replace: 'select by shader' mode for patches (was replacing with notex instead)
	* fix: select inside and touching: were selecting group ents, as single unit (=sensitive to parent node and its bbox)
	* fix: csg merge two group ents = empty group ent
	* fix: csg subtract group ent completely = empty group ent
	* fix: hollow group ent: could produce empty group ent
	* func_groups are filtered by world filter only, not entities one
	* new func_group filter, filterBar button; Rightclick = create func_group
	* Entity: arrowheads, showing direction of connection-lines in addition to color-code; New algorithm: are visible in all orthogonal projections
	* tweak: do not render 'misc_model' & 'light' entity names
	* filters: patches: +filter ones with surfaceparm playerclip
	* translucent filter also works for shaders with qer_alphafunc
	* filter areaportal, if single face matches (allows case with other faces, using 'skip')
	* filter translucent, if single face matches
	* filter liquids by surfaceparm {water, lava, slime} in addition to textures/liquids path
	* fix: deselecting particular primitives, invert selection work for expanded group entity selection (these are deselecting parent node)
	* do not render entities selection in components mode; fixes 'invisible components for expanded group entity selection'
	* fix: clone group ent / map import / saving map as : group ents name labels at 0,0,0;
	* paint selectors work in freelook mode
	* fix: crash in CSG::BrushDeleteSelected
	* fix: crash in Brush::windingForClipPlane
	* disabled snapping of transform/pivot origin by default
	* Scale tool: now scales bbox by gridsize increment
	* m1 selector fix: shift/ctrl + m1 drag, release shift/ctrl, release m1 = replace brush selection
	* m1 selector fix: do not select when dragged off pivot in pivoted mode
	* don't restore cursor pos after quit mlook (do center)
	* toggle and paint selectors do select matching stuff (depth threshold ~= 0.1 u)
	* fix: textures find/replace wnd better default pos, size
	* fix: crash in CSG::Subtract
	* fix crash: main wnd maximized + 'start on primary monitor' off + monitors > 1
	* correct save/restore of main wnd pos/size and maximized/fullscreened states
	* scale widgets consistently along with main wnd, while using regular layout
	* square option in exact patch creators (= redisperse rows + cols)
	* axis option in patch deform dialog
	* spinner instead of entry in: patch deform, thicken; brush prism, cone, sphere, rock dialogs
	* maximized brush cone prefab sides limit
	* option to disable main toolbar
	* removed bobtoolz caulk selection button; filterbar one does the job better
	* filterbar: + region set selected button; rightclick = region off
	* filterbar: + hide selected button; rightclick = show hidden
	* SelectionSystem option: prefer point entities in 2D views (def = yes)
	* filterbar: indicate region, hide states by buttons states
	* fix: region compiles (run build with region enabled = compile regioned part only)
	* solid selection boxes by default (m_bNoStipple)
	* always use stipple for stuff behind stuff in 3d (was dependent on m_bNoStipple)
	* del unused ChooseSmallGridMajorColor ChooseSmallGridMinorColor preferences pipeline
	* fix: Active View Name and Outline... Clipper... colors saving
	* fix: ChooseCameraSelectedBrushColor changes the color (requires restart)
	* fix: ChooseSelectedBrushColor preference saving (requires restart)
	* fix rubberband selector appearence in 2D with 'show window outline' option enabled
	* multiple projections layouts: activate a projection on zoom
	* multiple projections layouts: added wnds updates to correctly indicate active projection (via wnd outline and projection name)
	* draw projection name is independent from show coordinates option
	* multiple projections layouts: grayscale axes in inactive views
	* 'show coordinates' is disabled by default
	* quick (hacky) method to render things, indicating viewport being active or not (axes, view name, wnd outline)
	* quick method of rendering camera icon (w/o rerendering the scene) = great speedup for camera moves
	* fix: center on selected cmd works in floating views layout
	* projections are switchable in floating views layout
	* defaulted 'mark active view by outline'
	* shader editor lives on top of main window
	* csg tool: 'active projection' exclusion method instead of axis selection
	* csg tool: new 'selected faces' & 'cam direction' exclusion methods
	* new active projection dependent commands MirrorSelectionHorizontally, MirrorSelectionVertically,
		RotateSelectionClockwise, RotateSelectionAnticlockwise + toolbar buttons
	* snap transform origin for rotate 90' commands, if one is not custom (is good to stay on grid)
	* 2d camera icon in ZY, ZX views represents yaw aswell
	* M3 camera direction control: disabled snapping
	* M3 camera direction control: affect yaw instead of doing pitch > 90' in ZY, ZX views
	* fix of: ctrl+m3 in 2d, release ctrl, then m3: m3 drag works like with ctrl pressed
	* removed 2 buttons mouse option: was only affecting m3 camera control binds
	* fix of: press any modifier (ctrl/shift/alt) + any mouse, release modifier, then mouse = chase mouse broken
	* removed 'Right Button Activates Context Menu' preference
	* brushExport plugin, prtview plugin, bobToolz::Polygon Builder, about, textures reset, messagebox windows live on top of main window
	* removed 'Update views on camera move' option: camera icon updating is enough quick
	* fix: bobToolz::split patch rows+columns - works if rows = 3 ( clos and rows were mixed up in general )
	* entitySetColour, entityNormalizeColour are undoable
	* bobToolz::splitPatch commands place result into parent entity (worldspawn or group one)
	* bobToolz::mergePatches places result into last selected patch's parent entity
	* bobToolz::mergePatches: remove left empty group entities
	* SelectAllOfType works for group entities, whose brush(es) are selected (no parent node selection needed).
		Algorithm is: get [ent inspector's keyName field(if visible) or classname]'s keyValues of selected ents ('no key' counts, as property, too);
		Then select ents with according keyName+keyValues; Worldspawn is omitted;
		Otherwise (nothing or worldspawn selected) select primitives, holding selected texture;
		in 'Faces' component mode = select specifically faces, holding selected texture;
	* SelectAllOfType selects child primitives of group entities
	* ExpandSelectionToEntities works for worldspawn entity too
	* fix: CameraFreeMoveUp, CameraFreeMoveDown shortcuts are editable
	* prism, cone prefabs: increased precision
	* fix: out of pivot rotating is active from start, no additional magic is needed for that
	* fix: could lock (but not set) transform origin in non-pivoted mode
	* arbitrary rotation dialog allows decimals
	* fix: grid rendering with ToggleGridSnap off
	* fix of: scale tool scale, locked to 1 for things w/o bbox with bigger grid (e.g. single misc_model)
		(snapped drag start was = 0, scale func depends on initial click point: closer to center = more extreme scaling)
	* fix: make detail / structural are undoable
	* default autosave period: 5 -> 15 minutes
	* texBro option: hide nonShaders in common folder; def = yes; are shown, if are in use
	* fix: texBro & tags treeviews scroll focus follows folder selection; (text search shortcut is ctrl+f on windows)
	* fix: detached tags menu appearence
	* new icon
	* load (aka 'search') tags on m1 dbl click
	* QE tool in a component mode: perform drag w/o hitting any handle too
	* fix Doom3 crash in FilterAreaportals filterbar button
	* fix: mixed up 'Up' & 'Forward' mouse strafe options
	* mouse strafe options: + old 'both' one with inverted forward, None
	* fix: update projections on prev/nextleakspot
	* use active projection for prev/nextleakspot tracking
	* fix of: no redo available after ( nothing selected + M1 click ) in 2D
	* fix: nudge left, right, up, down commands work in scale, rotate, clipper manipulator modes
	* deprecated 'Disable system menu on popup windows' preference, was doing nothing
	* preference: Nudge selected after duplication (def = no)
	* preference: Left mouse click tunnel selector (def = yes)
	* wrap long command lines in build menu -> customize
	* map info dialog: + Total patches, Ingame entities, Group entities, Ingame group entities counts
	* fix: map info dialog -> sort by count works
	* fix of: minimize main wnd, close, start = cam, cons, texbro null size
	* fix: do not unmaximize external shader editor on win
	* fix: blank cursor in radiant after calling external shader editor on win
	* fix shader editors stuff for non uindowses
	* 'Shader Editor Command' preference is available on win (is used, if set; otherwise try default os action for file)
	* fix: 'Shader Editor Command' preference allows selecting executable via dialog
	* GDK_HAND2 cursor in clipper tool mode
	* fix: clipper points have numeric labels
	* '2d zoom in to mouse pointer' option works for alt + m2 zoom
	* '3d zoom in to mouse pointer' option (def = yes)
	* fix: correct selected entity and brush numbers display in 'Find brush' dialog
	* prefer to display texture width and height in status bar over name (PANGO_ELLIPSIZE_START)
	* fix: don't save empty group entities (but worldspawn)
	* invertSelection inverts components selection in component modes
	* regular gtk search in entity inspector -> entity class list
	* fix: entities, converted to ( targeted + having model + not loaded b4 ) ones weren't selectable normally + rendered only while 0 0 0 was visible
	* ExpandSelectionToEntities works, if only parent node is selected, too (via entity list)
	* Select & normalize color commands work for group ents, if contained primitive is selected
	* remove boolean key, if set via entity inspector checkbox to 0 (ex: light - sun checkbox: was _sun 0, if off)
	* button to call color selector from ents inspector color entry
	* explanatory text on initial engine path configuration
	* don't show Global preferences by default, except first start
	* activate {xyview, camera, texbro glwidget} on mouse button press and scroll, so {texbro treeview and console} hotkeys do not override global ones
	* activate windows, containing xyview, camera, texbro on mouse scroll
	* fix: autoapplying trigger texture on entity creation is undoable
	* fix: texbro m1/2 x2 work, when some tag is loaded
	* bold key and spawnflags names in entity inspector entity description
	* fix: +CameraFreeMove* command, +shift, -CameraFreeMove*, -shift = still moving (reason: caps letter)
	* search in shortcuts list
	* edit shortcuts on m1 dbl click
	* edit shortcuts fix: could highlight a few rows for editing
	* texbro: toggle off hideUnused on loading a tag
	* fix of: undo something, select tex in texbro, no redo available
	* epsilon in resize brush selector to prevent perpendicular faces pickup
	* clone group entity primitives to separate entity on cloneSelectedMakeUnique
	* Focus on Selected option in Entity List (focus cam and center xy)
	* entity inspector: connected entities walker (select target / targeting / both)(focus)
	* activate key_press_handler before special_key_press_handler to allow CameraFree* commands, bound to special (gtk: !accelerator_is_valid) keys
	* update workzone on partial deselecting too (was updating only on adding to selection)
	* do not delete selected on entities creation, just deselect
	* ExpandSelectionToEntities: do not select invisible nodes
	* fix: snap translation amount on paste/move to camera commands instead of stuff's origin (to keep one with size (2*N + 1)*gridSize on grid)
	* MapName build system variable (can use to make build menu entry to run map in a game)
	* build->customize: list available build variables
	* texture browser: gtk search in directories and tags trees
	* fix: build menu->customize Cancel button cancels (was reloading menu from disk)
	* build menu->customize Reset button (= reload menu from disk = editor start state)
	* fix: laggy selectors, manipulators in mlook mode
	* scale free->snapped mode: constrain to two axes, most perpendicular to view direction (i.e. works for two axes in 3d too)
	* scale free->snapped mode: use min move delta for scale (was max = hard to scale down); fix ZY projection case
	* fix: pointfile was considered as shown, when trying to load missing one
	* entity inspector->EntityProperties treeview: Tab keypress = focus Key field
	* 2x2 layout: allow gtk to handle separators positions; fixes: unmaximize wnd, maximize = horizontal separators > center
		fixes: unmaximize wnd = not updated views glwidget positions on some systems
	* fix: paint selector, selecting occluded faces
	* camera->field of view option
	* wider Texture Gamma preference range
	* wad games->texbro treeview: do not group names, using underscore; fixes crash on loading parent; fixes mess if path contains underscore
	* fix: do not quit freelook on autosaving
	* entity creation menu has ability to be 'tearoff'
	* wad games: fix TextureBrowser_ShowDirectory crash on loading common dir (can cfg to load .wad), on loading containing dir (do nothing)
	* wad games: fix crash on selecting a shader (not a plain texture) in tex bro
	* wad games: more reliable filterbar texturing defaults
	* shader for 'caulk new brushes' and 'clipper uses caulk' options is optional via 'shader_caulk' option in .game
	* fix: q1 mdl reader out of bounds reading crash
	* fix: q1 mdl loading of MDL_FRAME_GROUP case
	* fix: rightclick main wnd border, release in texbro glwidget == crash (unfreezepointer)
	* texbro: search in currently shown textures
	* ask for saving nonsaved map on project settings change
	* func_detail to nongame group ents counter
	* deiconify main wnd, unmaximize maximized view on app closing to save correct layout data
	* close preferences dialog on ESC
	* Enter = Ok in global and path settings dialogs
	* print renderer stats in XY views too
	* global 'show renderer stats' option, def = off
	* ~10x faster opengl text rendering
	* calculate farplane from g_MaxWorldCoord, g_MinWorldCoord (was const 32768)
	* 1.0f nearplane
	* numerous code fixes
	* texbro search: SearchFromStart option (match start of texture name)
	* texbro search: entry is activated/deactivated by mouse pointing
	* texbro search: clear button
	* renewed q1 gamepack ( by w_w )
	* extradebug_quicker BUILD mode (defines _DEBUG_QUICKER = no slowing down debug renderables)
	* draw bbox for having model + selected entities
	* disabled depth write for qer_trans surfs and highlight (=any amount of layers is visible)
	* 20x faster light radii rendering
	* light radii are coloured and additive
	* improved q1 pack (common textures, fix entities sizes)
	* anisotropic textures filtering option (def = yes)
	* GL_TRIANGLE_STRIP light radii spheres (2.5x faster)
	* new very fast entity names rendering system
	* render entity names in cam within < 512u dist or if selected
	* fix: noninitialized lightradii, if light value is not set (example: lightjunior)
	* light power is adjustable by mouse drag
	* oranje names for group entities, having childrens selected (also no distance cull in cam for those)
	* QuakeLive game pack
	* fix: QNAN texture projection after scaling cuboid on Z axis (brush primitives + texture lock)
	* preferences->display->entities->Names Display Distance (in cam) def = 512u
	* always show selected/childSelected entity names (unselected is optional)
	* fix: mouse texture grab/paint commands ignore filtered faces (caulk filter)
	* fix name case sensitivity in shaders (non plain textures) loading during map/model loading
	* all patch prefabs are created aligned to active projection
	* preferences->display->entities->Names Display Ratio (2D): hide names, if view_size/bbox_size > value; def = 64
	* surface inspector: renamed poorly named Axial button to Reset
	* arbitrary brush texture projections in brush primitives map format: axial, from ortho view, from cam
	* frame 2 frame time render stat
	* renamed confusingly named command GroupSelection to RegroupSelection
	* fix: changing clipper color via theme loading doesn't require restart
	* fix: changing CameraSelectedBrushColor, SelectedBrushColor don't require restart
	* -gamedetect command line option to enable game detection
	* don't disable aero by default; -aero command line option disables one
	* "Don't show" (during session) checkbox in Light Intensity dialog
	* fix: show-grid toggle hides grid, when snap-to-grid is off too
	* region mode: draw out of region part of grid in subtle style
	* restrict unwanted angle(s) keys commits on moving generic, eclassmodel, miscmodel entities
	* reverted angle(s), origin, scale entity keys save format from %f to %g
	* fix uniform rotation operations for generic entities with angles key
	* use more precise meth for rotating point entities with only angle rotated
	* snap tiny inaccuracies in angle(s) and origin keys of point entities
	* workaround: don't discard empty group ents, having origin key
	* entity class convertion: prevent converting worldspawn; prevent converting point entity to empty group
	* on worldspawn entity create/convert to one do most expected move-selected-primitives-to-worldspawn
	* convert point entity to group one = placeholder brush at origin + remove origin key
	* convert group entity to point one: set origin key to contained primitives center
	* fix uniform rotation operations for eclassmodel, miscmodel entities
	* scale miscmodel entities uniformly
	* added func_detail to world and detail filters
	* region->set_xy: using active projection, not just xy one; is subtractive (no region off before applying)
	* new brush prefab: icosahedron
	* refactored CSGTool, improved Hollow::diagonal algorithm stability
	* fix scaling for doom3 brush format
	* Pointfile function: try to also load .pts leak line file (q1), if .lin isn't found 
	* snap transform origin for flip commands
	* change light intensity save format from %f to %g to prevent .99999 on transforms
	* support 'stupid quake bug' (invert pitch in angles)(generic and miscmodel ents)(cfg: entities="quake" in .game)
	* clipper: place 1st and 2nd points far, 3rd near to ease 3 points clipping
	* fixed q1 entity definitions (negke)
	* changed surface inspector behavior from 'set whole texture projection' to 'set modified value' (makes sense for multiple surfaces selected)
	* BP: surface inspector and Tex* binds scale texture by its axes, not world axes
	* BP: fix rotation of tex projection with scale S != scale T
	* BP: fix ruining nonregular tex projections by surface inspector (for example after fit/seamless/arbitrary projection)
	* jump over tex projection scale = 0 case, while modifying one (AP and BP)
	* fixed and improved normal finding in patch texture autocap algorithm
	* removed axis cycling in patch cap texture; using autocap
	* patch cap texture: project, using brush texture projection math of current mapformat to make it seamless with brushes by default
	* Surface inspector->Project functions work for curves (in AP map format too)
	* place created simple patch mesh not in middle of bbox, but on edge to make result more usable
	* prefs-interface-layout-single scrollable toolbar
	* tweaked Human Radiant GTK theme: toolbar pixmap separators, more compact toolbar
	* Human Radiant Dark GTK theme
	* new texture lock algorithm for BP map format, supporting any affine transformations
	* more robust texture lock algorithm for AP map format, locking what is possible to; also improves seamless face2face tex paste function
	* experimental fix of rendering scene and evaluating brush/patch representation TWICE on every transform (literally after every mouse move fraction)
	* entities converting: also create group entities from world primitives instead of "do not want to convert worldspawn entity" error
	* fix: group dialog: prevent focusing on texbro->filter entry and console, if switching to ones by click on tabs (was blocking hotkeys)
	* prefs->cam->Selected faces wireframe option (def = yes)
	* Textured+Wireframe camera render mode
	* render scene to FBO to get following options:
		preferences->camera->MSAA (def = 8 samples)
		preferences->orthographic->MSAA (def = 8 samples)
		coloured camera POV icon w/o rerendering the scene
		coloured rectangular selector box w/o rerendering the scene
	* fallback to glCopyTexImage2D (NPoT), if FBO isn't available
	* lazy cursor updates in clipper mode
	* update cursor immediately on clipper mode toggles
	* fixes and optimizations of entity names rendering; for instance: don't prerender textures for unneeded names
	* selection system: fixes of: selecting point behind point (not perfectly precise distance)
					selecting occluded objects and faces via direct and indirect hits
	* select models from back in 2d
	* entity inspector, entity list->'autofocus on selection' buttons: also do FocusAllViews() on clicking them
	* focus on preferences treeview on 2nd+ call to make text search to work
	* fixed WindowPositionTracker globally: minus many particular hacks, plus correct wnds positioning in Floating viewports layout
	* fixed ToggleShown functionality: shown/hidden wnds states are saved and loaded correctly in Floating viewports layout
	* also save/load XY and Cam viewports visibility states
	* new preferences->layout icons
	* fix: stop chaseMouseMotion on mouse button release
	* draggable renderable transform origin for translate, rotate & scale manipulators
		click w/o move = reset
		move is constraintable to axis with shift pressed
	* highlight manipulators' renderables on mouse hover
	* mouse_moved_epsilon system (0.5% of viewport size) for m1, tunnel selectors, manipulators (except freelook) to make them more fail-safe
	* fix FreezePointer in linux with custom input coordinate tranformation and in win10
	* filterbar: removed barely used areaportal button, moved 'apply nodraw/nodrawnonsolid' functions to translucent button
	* brush resize, face shear: select single face with angle, closest to view direction (or multiple ones with equal angles)
	* "Entity Names = Targetnames" option:
		also affects Entity List
		moved from View->Show menu to prefs->display->entities
		prompt about restart on change
	* shortcuts list: search in the middle of strings too
	* texbro->search entry: ESC = clear
	* entity list+: search entry with start/any position modes:
		mouse wheel, uparrow/downarrow = scroll through search results
		ESC = clear
		mwheel in empty entry = scroll through selected/child selected entities
	* entity list: expand map's root node on dialog display for convenience
	* "BrushAlwaysCaulk" option is saveable for brush types other than q3
	* brush format is preference for [maptypes, brushtypes]: [mapq1, quake], [mapq2, quake2], [mapq3, quake3]:
		preferences->Brush->Brush type: Axial projection, Brush primitives, Valve 220
	* autodetect brush type on map opening
	* brush face surfaceflags are optional on loading for flexibility
	* 'Snap planes to integer grid' option is always off by default (is snapping 3 points, defining face plane, to integers)
	* Valve220: use face projection by default
	* Valve220: Project {axial, ortho, cam, from face} functions
	* conversions between AP, BP and Valve220 brush types; conversions to Brush Primitives and Valve220 formats are lossless
	* detect brush format and automatically convert to current one on map Import and Paste
	* Valve220: fixed Reset function, implemented Rotate one
	* Valve220: fix overwriting basis on brush clone/map import ( in Face( Face ) constructor )
	* BP: fix: normalize shift values during import, arbitrary projections and face->fit
	* Valve220: fix texture lock for scaling, fix for negative texdef.scale
	* Valve220: fix patch.CapTexture (patch had invalid control points: define basis)
	* Curve->Simple patch mesh: CapTexture() instead of NaturalTexture() for convinience
	* increased Patch::Calculate_AvgNormal() robustness; affects Patch::CapTexture() & Patch::ProjectTexture()
	* round AP and Valve220 rotation values to f.xx instead of int
	* swap shift+pgup/pgdn to match SI behavior (up = +value, down = -value) & to improve ergonomics
	* invert BP fake angle to synchronise shift+pgup/pgdn behavior with rotation by SI
	* preferences->Camera->Selection filling option (filling highlighting), def=on
	* fix: selected faces wire color is updated immediately on colour theme change
	* fix/improvement of arrows, showing direction of entity connections; now are definitely visible in all orthogonal projections :)
	* don't save .map and snapshots during .reg (region) compilations
	* fix: don't exclude worldspawn node on region() functions, so newly created brushes are visible afterwards
	* fix: region() functions work for entities, having model, which is instantiated multiple times in a scene
	* warn on Map_RegionBrush with none selected
	* fix: 'region set brush' is deleting ultimateselected only (is using one to get bounds)
	* deselect components on any region() function: could be texturized or edited implicitly
	* allow 'region set selection' in components mode
	* Map_RegionXY: deselect anything (could leave stuff selected + invisible)
	* Valve220: keep basis on 'paintTexture&Projection' (shift+m3); 'projectTexture' (ctrl+shift+m3) performs basis copy
	* fix: reset hide button on Map_Free()
	* deselect components on HideSelected(): could be texturized or edited implicitly
	* fix AP texture lock for faces with 45 degrees angle
	* support scale 0 in BP Texdef_transformLocked (is usable, while scaling faces in component mode by 0)
	* support scale 0 in AP Texdef_transformLocked
	* BP to AP brush type conversion: one is lossless, when it is possible
	* Valve220 to AP brush type conversion: one is lossless, when it is possible
	* texture locking during vertex and edge manipulations
	* fix unwanted brush face texture transformations on brush resizing with texture lock on
	* close Map Info dialog by ESC
	* fix: reread values from SI on FitTexture command
	* change default Map Info window position to centered
	* statusbar: del "R:" info (rotate increment from SI)
		+current map format info (F:AP/BP/220)
		+explanatory tooltip, describing shown infos
	* increase precision of camera mouse sensitivity setting from int to float to make it adapted for new hardware/software
	* change mouse sensitivity handling by factor of 3 (old default 3 == new default 9)
	* fix: consider rotation value for Valve220 arbitrary projections
	* disable MSAA in Texture Browser, even if forced via driver
	* rotate rotation manipulator representation during manipulation
	* new manipulator, applying skew transform
	* restyle manipulators icons in GtkRadiant 1.5 way
	* transform manipulator: also perform translation, if grabbed bbox
	* fix crash, if renaming tag w/o shaders assigned
	* transform manipulator: add scale transformation; bbox resizing style
	* transform manipulator: draw arrowheads, while some line is selected for skew
	* Valve220 texture lock: catch QNAN, if projection direction is parallel to face
	* BP to AP, BP to 220, 220 to AP format conversions, Valve220 texture vertex lock: handle degenerate BP basis case
	* Valve220: optimize ST coords calculation (rotation value is irrelevant)
	* move path settings to separate preferences group to simplify finding one
	* prefs->game->paths: +Extra Resource Path option
	* point entities are understood as miscmodels, if <model attribute is present in xml .ent definition
	* <model key= is not hardcoded to 'model' anymore, can use 'mdl'(q1) or w/e
	* add func_detail* to world and detail filters
	* entity based structural/detail filters for entities="quake" in .game
	* entity inspector -> clear all: keep origin key
	* fix accidental negative rotation by rotate tool in camera, caused by low precision
	* transform manipulator: add rotate transformation with handles in corner points
	* turn SI->project texture radiobuttons to label and 3 buttons to save clicks
	* miscmodel filter: simplify and support miscmodels, defined by new way (xml .ent)
	* do 'project from face' in face2face seamless function for parallel faces
	* toggle transform origin lock by clicking it
	* represent locked transform origin with special colours
	* support q1 liquids filtering with entities="quake" in .game
	* Entity Inspector->smartedit angle(s), direction fields: add "set from camera view direction" button
	* Entity Inspector->smartedit->color chooser sets actual key, was always _color
	* Entity Inspector->smartedit: enable array, target, targetname, skin attribute types
	* Entity Inspector->smartedit: enable texture attribute type, add full shader path autocompletion
	* fix lags, caused by texture entries autocompletion
	* fix and improve light power adjusting by mouse drag
	* texbro tree: display only wad names + full paths as tooltips
	* texbro tree: do not try to load root of texture directories group
	* texbro: show all used textures on 'flush and reload shaders'
	* Valve220: fix uninitialized texture buffer basis
	* fix: FBO creation was random
	* disable MSAA with samples = 0, even if more is forced via driver
	* fix filter structural filtering point entities for q1
	* introduce globalWarningStream()
	* fix RadiantSelectionSystem::getSelectionAABB() for PlaneSelectables
	* orange console warnings
	* new robust (working well in camera too) algorithm of indirect faces selection for brushes, patches, doom3 lights, transform tool
	* select only plane of planeselectables in camera (since it's not easy to select multiple ones on purpose anyway)
	* build system: prevent empty commands execution
	* build monitoring: determine if pending stack got monitorable commands, use non monitorable path, if not
	* preferences->Build->Dump non Monitored Builds Log (default = no)
	* catch degenerate cases in texture vertex lock (ex: verts edit to noncontributing face, then back)
	* brush creation in camera; alt = modify height
	* entity based structural/detail filters depend on brushtypes="quake" in .game to make detail surfaceflags usable for quake 1
	* lower alt+m2 (2d zoom) sensitivity
	* support mouse_moved_epsilon system in camera freelook
	* preferences->Camera->Strafe Speed slider
	* camera strafe: m1 one is disableable by mode 'none'
			do not block strafe by pressed shift in up/forward modes
			enable forward strafe with only shift pressed in 'both' modes (no ctrl is required)
	* remove hack, making freelook move speed fps dependent and harsh move start
	* preferences->Camera->Scroll Move Speed slider
	* change freelook move speed units to game units; expand range; simplify
	* print speed values on change by CameraSpeedDec/CameraSpeedInc commands to console
	* preferences->Camera->Time to Max Speed slider (camera key moves acceleration)
	* fix backslashes in opened by cmd line map path = fix duplicates in recent maps list
	* check move amount (56 pixels) in M2 toggle freelook or keep strafemode condition to allow fast strafe moves
	* texbro: show tags frame on M2 release after small or zero move to enable (m2 drag = scroll pan) with tags on
	* change GDK_KP_Home, GDK_KP_Page_Down, GDK_KP_End binds to GDK_KP_7, GDK_KP_3, GDK_KP_1: works under Windows at least
	* fix mixed up ViewFront and ViewSide commands, NextView menu entry typo
	* preferences->Selection->Selector size (pixels)
	* turn off 64u deep selection of components in QE tool
	* fix qer_alphafunc equal/greater/less/lequal alphatest modes (was always 'gequal')
	* clipper tool total rewrite; works in 3d viewport
	* fix: update BrushClipPlane rendering on selection change
	* clipper points are draggable right after been dropped
	* preferences->Clipper->"Reset Flipped State" (on cut done and on manipulator changed), "Reset Points on Split", "2 Points in 2D Views"
	* wysiwyg lights selection (was bbox based)
	* fix: update BrushClipPlane rendering on undo
	* snap Clipper points to brush planes, edges and vertices (in 3d camera)
	* Valve220: transform basis in special way with texture lock off
	* replace reGroup command with simpler to use Move Primitives to Entity one (select primitives to move, select target entity primitive, go)
	* remove entity->ungroup command: change classname to worldspawn does equal job; 'create worldspawn' click ungroups selected primitives only
	* add statusbar->patches count
	* statusbar: show selected brushes/patches/entities counts, if anything is selected; total, if not
	* default (QE) tool: new translation styles: "XY plane + Z with Alt", "View plane + Forward with Alt" (prefs->Selection->Move style in 3D)
	* up/down floor walker: examine all types of scene nodes (was brushes only)
				consider only top/down and selected instances (was whole scene)
				fix jam at close coords
				also jump to bottommost coord of considered objects				
	* enable entity->killconnect for game type="q1"
	* map objects counts statusbar icons
	* omit textures/ prefix in texture clipboard status
	* disable clipper cut action on doubleclick, if click has set second point
	* selector size: bump default 8->12
			clipper's one = user preference + 4
			hardcode for pivoted manipulators to 8 (since their size is constant)
	* handle degenerate cases of 2 points clipper in camera (points on the line of view direction)
	* preferences->Clipper->On DoubleClick do: clip or split (def = split)
	* use external textures mipmaps generation, draw NPoT textures correctly
	* update Texture Quality (mip level) preference without restart
	* fix group entities name position with origin key used
	* more robust open/save/import dialog path handling (could crash by opening file w/o extension or with illegal one)
		likely fix for extensions in uppercase in OSes with case dependent FSes
	* rectangular selector gestures, enabling select, deselect and toggle behaviors
	* fix clone, clone-make-unique, select all of type, expand selection to entities/primitives for maps w/o worldspawn
	* fix automatic connection names resolving of cloned entities
	* render direction arrow for group entities, having angle/angles key set or having angle/angles/direction attribute in .ent
	* render workzone in 3d camera
	* render size info in 3d camera
	* rewrite and fix 2d background image feature; fix bug on intels (glPushAttrib)
	* represent grid by 3d camera workzone
	* arbitrary rotation dialog fix: also handle extra precision of values on execution by button press
	* improve skew manipulation consistency in camera
	* XY + Z style of transform manipulator translations
	* improve rotation manipulations consistency in camera
	* also filter "textures/common/donotenter" by Botclips filter
	* fix: update component modes toolbar buttons on entering clipper mode
	* new vertex editing mode, preserving non modified vertices (=adding/removing faces automatically)
	* Snap to grid in a component mode: snap whole objects, if no components selected
	* Snap brush/its vertices to grid: rebuild brush from snapped vertices with optional texture vertex lock
	* insert brush vertices in vertex mode by clicking with no ones selected
	* fix crashy assertions on vertices/edges selection (also = during vertex manipulations)
	* disable points snapping to .125 grid during edge manipulation (already disabled for vertex mode)
	* lower Winding_Clip ON_EPSILON to play with weird brushes w/o error
	* fix brush shader names handling by bobtoolz
	* "BuildMenu" preference: store filename (def. build_menu.xml) instead of absolute path for portability; absolute path is supported too, if set
	* fix: load customized build_menu.xml from settings folder on the very first start and with senseless "BuildMenu" value
	* brushexport plugin: write Kd (diffuse color) and map_Kd (diffuse map) data to .mtl
	* brushexport plugin fix: invert Y during YZ swap; invert V of UV coords (correct texturing)
	* brushexport plugin: default to 'Don't collapse' option
	* entity inspector::smartEdit: display real key names
	* entity inspector::smartEdit: show tooltips with extended names and descriptions for keys and flags
	* prtview plugin: support PRT2 and PRT1-AM .prt formats
	* bobToolz::Vis Viewer repair (shows current vis cluster brush drawsurfaces in green and rest visible ones in other colours for Q3 and Wolf/QL .bsp):
		don't crash on bsp w/o vis
		don't crash with origin in the void (includes inside of structural brush)(do reset)
		grab point to analyse from camera position with nothing selected; grab from any objects selection too
		fix rendering issues
		read surfaces written by q3map2 correctly + faster rendering code
		print number of loaded drawsurfaces to console for evaluation of optimization done
		fix a couple of of leaks and crashes after new/delete
	* Shortcuts edit: fix "already assigned" check
	* special mWheel scrolling mode during orbiting in camera (alt + m2)
	* region XY: only deselect excluded objects for convenience
	* fix precision of brush vertex editing and wrap merge
	* fix sloped brushes evaluation at big coordinates (aka disappearing faces and brushes)
	* prevent resizing brushes to zero volume by faces drag, try to stop at minimal configuration
	* bigger components handles
	* render occluded brush vertices differently
	* consider texture alpha channel during rendering of shaders with qer_trans
	* override fully transparent alpha of tga images by fully opaque
	* fix alt + m1 indirect faces picking, when object is partially or fully out of camera view
	* fix face centroids of small faces at big coordinates in 64 bit
	* disable overlay front buffer rendering hack in 3D camera and completely in 64bit builds
	* render 2D crosshair, as overlay, update it during manipulations
	* fix active 2D view outline rendering in 2x2 layout
	* prevent runouts of 2D views from grid area (world bounds)
	* focus all 2D views on map load, selection by q3map2, NextLeakSpot, selection by brush/entity number
	* fix invisible radiant with floating 3D camera window hidden in non floating layout
	* calculate fov against max of 3D viewport width, height for consistency
	* workaround gamma bug in 2D views and texture browser with fresh nvidia drivers
	* suggest to automatically restart editor on change of preferences, which require this
	* suggest to restart after selected game preference change
	* build menu.customize: show placeholder string in entries for creation of new ones
	* shader editor: support files with crlf line feeds in linux
			preserve line feeds on saving
			indicate 'modified' state by save button and window name
			view shaders from packs too (read only)
	* brushexport plugin: "Weld vertices" option (welds inside group or object, thus result depends on collapse option)
	* brushexport plugin: add Save button to reexport to recently specified file directly
	* brushexport plugin: add 'Ignored materials' on Enter, delete on Delete
	* brushexport plugin: for 'Ignored materials' use input after last slash, as comparison is only using this part
	* brushexport plugin: make comparison with 'Ignored materials' case insensitive
	* brushexport plugin: hide window on closing = preserve settings
	* support Quake3 and Quake in -gamedetect (autodetects by availability of "baseq3/pak0.pk3" and "id1/pak0.pak" in folders prior to radiant's)
	* improve alt + m1 resizing in camera for slanted faces
	* csg tool: +faces face specification mode (only process selected faces)
	* csg tool: also process unselected brushes with selected faces
	* preferences->Grid->Max grid coordinate: how much big grid to render (visual aid for games with small world)
	* open/save dialogs: use current file path, name, focus it, if present
	* alt + m1 2D view face vertex manipulator: use 'faces on the only best plane' pickup strategy
	* improved CSGTool::Hollow::diagonal algorithm (reliable for complex brushes complete extrude, handle simple brushes deep partial extrude)
	* DragExtrudeFaces: diagonal extruded brushes joints if extruding multiple faces per brush
	* DragExtrudeFaces: process with selected faces only, i.e. w/o objects selection
	* shortcuts list: add Reset button (defaults selected shortcut)
	* shortcuts list: add Reset All button (defaults all shortcuts)
	* QE tool mouse move: highlight PlaneSelectables with alt/ctrl+alt, components in component modes
	* support misc_model::_remap facility of q3map2
	* support indexed tga formats: (24/32bit palette)x(8bit colour index)x(rle/not)
	* Model Browser: default bind '/'
		m1 = assign model to selected entity nodes (shift + e to select nodes of group entities)
		m1x2 = insert "misc_model" with given model
		m1 drag = rotate model
		Preferences.Model Browser: list of * separated folderToLoad/depth values, e.g. *models/mapobjects/99*maps/1*; */99* loads root
	* new rendering system for volatile text
	* new filter: Point Entities (nongroup entities besides misc_models and lights)
	* unzoom from mouse pointer in 2D and 3D
	* set clipper points to selected face on clipper tool switching-on
	* entity inspector: select entities by key, value, key+value buttons
	* no shaderlist.txt or empty one = load all shaders
	* brush.icosahedron.truncate option
	* common shaders deduction: fallback to .game "common_shaders_dir" param (default = "common/"), so they may be configured all at once
	* improve performance of big maps loading, undo/redo dramatically
	* improve performance of deselecting big selections
	* only scale light radius by mouse while it is displayed
	* load all found *.fgd, not just halflife.fgd
	* fgd: support studio("display/model/path") and flags(Angles)
	* replace model loaders by assimp library (40+ formats)
	* fix rendering of direction arrow of group entities, when origin key is set
	* add optional `soundtypes` keyword of .game config, affecting file types shown in sound browsing dialog
	* automatically add ExtraResoucePath to q3map2 arguments, if set
	* support negative misc_model scale
	* .ent: support setting default model value of MiscModel type (<model key="model" name="Model File" value="ass/spider.mdc">)
	* .ent: "direction" attribute presence enables -1/-2 angle support for EclassModel, GenericEntity
	* .ent: "angles" attribute presence enables angles support for EclassModel
	* entity keys: prefer "angles" over "angle", "modelscale_vec" over "modelscale" if both are set
	* support entries with .shader extension in shaderlist.txt
	* Q2::surface inspector::brush face flags: add "Unset flags" button	
	* patch thicken: set default thickness and increment step to current grid size
	* patch thicken: create new patches in original patch entity
	* region build: widen temp box to handle small volumes, light entities at the edge and flat primitives
	* region build: pull temporal respawn to the box instead of error
	* bobToolz.mergePatch: bruteforce merge all selected patches; keep unaffected patches selected
	* view.show.blocks (_blocksize display): support q3map2 way of handling (3 values input, zero values, Z splits)
	* fix: don't rename target/names without numeric suffix on paste to non clashing namespace
	* cloneSelected, cloneSelectedMakeUnique: select cloned stuff (was preserving original selected)
	* fix: don't increment target/names on file.import
	* model shader paths guessings: prefer material names, starting with textures/ or models/ over diffuse map name
	* add Inter-Quake Model (IQM) support
	* add grid sizes 512, 1024







possibilities found:
	can alter in .game:	common_shaders_name="Common"	common_shaders_dir="common/"
				engine_win32="dfengine.exe" (to run map with option 'run engine after compile')
	can alter q3map2 being used: by editing build_menu.xml: <var name="q3map2">...

	-global-Key Value and -gamename.game-Key Value options to set config settings from the command line
		examples:	-global-gamefile q4.game	//start with q4 game mode
				-q4.game-CamHeight 944		//set CamHeight to 944 in q4 local.pref


QA

Q: how to make shortcuts to work?
A: 1.Language has to be english 2.Enter, quit 3D

Q: how to add mod's entities?
A: copy YourMod.def or YourMod.ent file to Radiant/gamepacks/YourGame.game/YourBaseGameName/ (or /YourModName, if configured to a mod via Project settings)

Q: how to move brushes into group entity?
A: select brushes to move, select target entity brush, Move Primitives to Entity

Q: how to remove brushes from group entity?
A: select brushes, entities creation menu->worldspawn (right mouse button click to ungroup whole entity(ies))

Q: how to copy group entity to separate one?
A: 3 ways: expand selection to whole entity, space OR select, ctrl+c, ctrl+v (/shift+v) OR select, cloneSelectedMakeUnique

Q: how to copy entity brushes to the same entity?
A: select, space

Q: what are tags?
A: thing to group textures and load them quickly
	plugins->shaderplug->create tag file
	then menus and right click in tex browser


Q: where do i grab entities manual?
A: expand notes tab in entity inspector

Q: where do editor settings live?
A: radiant/settings folder; they are portable; delete folder to use global OS settings

Q: how to convert .map to different map format?
A: 1.choose prefs.brush.new map brush type 2.menu.file.new map 3. menu.file.import the map OR ctrl+c it beforehand, ctrl+v

Q: how to open .bsp?
A: menu.file.import -> select .bsp