- made LDDocument use shared pointers, this eliminates a lot of document-related crashes

- subfile inverting now detects flatness and acts accordingly instead of naively applying invertnext to everything

- simplified parse error handling

- when saving, prepare the data first into a buffer and then write to disk, minimizing the time needed to perform the I/O operation.

- made coordinate rounding precision configurable

- further edits to crashcatcher

- crashcatcher: don't use the bomb box at all, instead just write the crashlog and then abort for good

- reformatted the changelog. 0.3-specific changes reformatted to use Zandronum-like version history, this is much easier to work with

- selecting an invertnext'd object now also selects the invertnext

- don't crash when inverting conditional lines

- removed the build time in favor of commit time which I think is much more important

- bfc red/green view and random colors are now mutually exclusive, enabling one disables the other.

- make pick scenes always use particularly thick lines so that the line picking behavior is relayed to the mouse-over highlight

- use a faster ID choosing setup, this should work so long as nobody goes to create 17 million objects

- hopefully stabilized the entire shared pointers deal now

- improved shared pointer behavior, still not there yet

- initial overhaul with smart pointers

- slight refactor in ldobject methods

- renamed some renderer members

- crashcatcher: hide the main window before doing anything and also write the crashlog into a file

- when an object is deleted, if it's the renderer's object-under-cursor the field needs to be cleared or ldforge crashes

- grid-snap the drawn circle radius, not the point used for the distance calculation

- added a macro for adding operator++ and operator-- to enums, less cast hell this way

- significantly sped up selecting all objects, it is now an actually fast operation

- made the mouse-hover object highlight togglable from configuration

- added a selection hover effect to the renderer. selecting objects just became a lot more convenient...

- cut unnecessary code from MainWindow::updateSelection. speeds it up a bit, especially when unselecting but it's not fast enough to my tastes yet

- overhauled configuration setup a bit: configuration entries renamed and are now in a cfg:: namespace

- changed the config dialog's grid ui from being dynamically generated into a static one in the designer interface

- use a function for utf16 type conversion instead of a macro

- grids now have a single coordinate snap value instead of individual X, Y and Z values

- buh

- optimized picking, black is background now in pick scenes

- don't let random colors be too dark (or fully white either for dark backgrounds which use white lines)

- more icons

- fixed: the random colors action wasn't being checked on startup if it was enabled in config, causing it to go out of sync

- some minor cleanup

- simplified the code handling bfc statements a bit

- don't simplify (aka remove extra whitespace from) comment texts

- added build time to window title properly

- removed rest of the uses of <anonymous>

- added changelog entries

- vertex snapping is now smarter, does a depth compare to favor vertices closer to camera and does a short-range 2d check + out-of-range 2d check

- removed some relics from the old immediate mode renderer

- apply #pragma once to glShared.h

- type-aliased QString to String

- resetAngles still needs to request a zoom to fit or the ctrl-0 action doesn't zoom to fit

- more elegant version of ded0a9b, do not zoom to fit in setDocument, instead zoom to fit before rendering

- use #pragma once for the gl compiler header

- when setting the current document, the GL compiler must be told that a merge is necessary *before* setting the renderer's document as setDocument will call zoomToFit which renders the scene. this rendering must trigger a merge or ldforge crashes if a new document is created when a document is already open.

- <anonymous> -> untitled

- reimplemented the Vertex class as a derivative of QVector3D

- more icons

- more icons

- more icons

- started work on new icon set

Merge ../ldforge into gl

- added an icon for random colors

- refactored the gl compiler a tad, made selection blend work with BFC/random colors

- added ability to draw with random colors

- fixed: rotating a subfile would make known verts go out of sync

- use less saturated colors for the axes

- conditional lines are now rendered with stippled lines again

- now works with selection subfiling

- removed more debug stuff

- sped up known vertex information gathering by an order of magnitude

- cleanup

- reimplemented vertex snapping

- removed the debug code

- fixed: use @surfacenum instead of @surfacevbo to GLCompiler::vboSize... this was causing these damn artifacts whose root cause I've been hunting for MONTHS

Merge ../ldforge into gl

- more debug stuff....

Merge ../ldforge into gl

Merge ../ldforge into gl

Merge ../ldforge into gl

- added safety check to the countof macro

- more debugging...

Merge ../ldforge into gl

Merge ../ldforge into gl

Merge ../ldforge into gl

- fixed: an overlay that failed to load no longer attempts to reload it over and over again

- renamed some enumerators, added license header to glcompiler.cc

- subfile coloring now works again

- renamed several GLCompiler members and methods

- only sort and strip duplicates from the objects-staged-to-compile list when actually compiling staged objects, this eliminates needless calls which slowed file loading down a ton.

- fixed zoom value not being initialized properly + some other minor things

- refactor

- hooked object compilation to low-level functions so as to remove the compileObject() crap from edit actions

- objects need to be compiled when added to the document

- ported over the selected color blend from master

- the GL compiler now supports multiple documents

- LDDocument must be initialized with m_needsGLReInit as true or it will not be compiled properly...

- fixed build errors

Merge ../ldforge into gl

Merge ../ldforge into gl

- minor stuff

Merge ../ldforge into gl

- axes are now drawn properly again

Merge ../ldforge into gl

Merge ../ldforge into gl

- greatly improved the GL compiler, now deals colors and object removal properly

Merge ../ldforge into gl

Merge ../ldforge into gl

- work on improved rendering performance

Merge ../ldforge into gl

- now actually renders stuff correctly

- renamed some member variables for clarity

- removed some unneeded code

- converted to VBO

Merge ../ldforge into gl

- refactoring

- rename GLCompiler::Vertex to GLCompiler::VAO to avoid name conflicts

(0) -112 +112 tip

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