Added FPS/UnrealEd-style right-mouse camera navigation to the camera view, with configurable movement keys, mouse look, modifier movement, Caps Lock speed scaling, and mouse-wheel zoom.

Added camera-view helper tools from the list, including reticle drawing, quick select during nav mode, teleport-to-looked-at-object, target lock/orbit mode, and entity/material info display.
Added nav-mode texture adjustment controls for position, scale, and rotation, and fixed the existing Alt texture-drag condition so Alt+Shift and Alt+Ctrl can actually trigger scale/rotate behavior.
Added widescreen support.
Changed up the menus and UI for build.
This commit is contained in:
Justin Marshall
2026-05-04 08:45:25 -07:00
parent 1a7a463c80
commit 6a21513a54
32 changed files with 1381 additions and 81 deletions
+1 -1
View File
@@ -51,7 +51,7 @@ public:
// these calls are forwarded from the renderer
void SetColor( float r, float g, float b, float a );
void DrawStretchPic( const idDrawVert *verts, const glIndex_t *indexes, int vertCount, int indexCount, const idMaterial *hShader,
bool clip = true, float min_x = 0.0f, float min_y = 0.0f, float max_x = 640.0f, float max_y = 480.0f );
bool clip = true, float min_x = 0.0f, float min_y = 0.0f, float max_x = SCREEN_WIDTH, float max_y = SCREEN_HEIGHT );
void DrawStretchPic( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, const idMaterial *hShader);
void DrawStretchTri ( idVec2 p1, idVec2 p2, idVec2 p3, idVec2 t1, idVec2 t2, idVec2 t3, const idMaterial *material );