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<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"><channel><docs>https://bugs.thedarkmod.com/</docs><link>https://bugs.thedarkmod.com/</link><description><![CDATA[The Dark Mod Bugtracker - Issues]]></description><title>The Dark Mod Bugtracker - Issues</title><image><title>The Dark Mod Bugtracker - Issues</title><url>https://bugs.thedarkmod.com/images/mantis_logo.png</url><link>https://bugs.thedarkmod.com/</link><description><![CDATA[The Dark Mod Bugtracker - Issues]]></description></image><language>en</language><category>All Projects</category><ttl>10</ttl><dc:language>en</dc:language><sy:updatePeriod>hourly</sy:updatePeriod><sy:updateFrequency>1</sy:updateFrequency><item><title>0006700: Sometimes NPC will make a 180 turn without playing a 'turn' animation</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6700</link><description><![CDATA[Example. Turning animation is not played, while idle anim is played only on the upper half of the body:&lt;br /&gt;
&lt;a href=&quot;https://www.youtube.com/watch?v=7w4TaRorTjE&quot; rel=&quot;noopener&quot;&gt;https://www.youtube.com/watch?v=7w4TaRorTjE&lt;/a&gt;]]></description><category>Animation</category><pubDate>Mon, 30 Mar 2026 15:57:02 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6700</guid><comments>https://bugs.thedarkmod.com/view.php?id=6700#bugnotes</comments></item><item><title>0006699: Using safe lock interferes with player animations</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6699</link><description><![CDATA[For example: clicking in the lock will restart sword drawing animation:&lt;br /&gt;
&lt;a href=&quot;https://www.youtube.com/watch?v=BfZyPc64M_0&quot; rel=&quot;noopener&quot;&gt;https://www.youtube.com/watch?v=BfZyPc64M_0&lt;/a&gt;]]></description><category>Animation</category><pubDate>Mon, 30 Mar 2026 15:44:22 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6699</guid><comments>https://bugs.thedarkmod.com/view.php?id=6699#bugnotes</comments></item><item><title>0006698: Feature request: Ungroup all nested groups</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6698</link><description><![CDATA[Sometimes you'll have a group of objects that are made up of nested groups.  I find that I frequently want to ungroup everything for various reasons, and I have to continuously right click-&gt; ungroup until all the nested groups are ungrouped.  Sometimes you need to do this 5 or 6 times and it gets tedious.&lt;br /&gt;
&lt;br /&gt;
Could we have an 'ungroup all' option that does this with one click?  It would just traverse to all the nested child groups and ungroup everything in the original selection.&lt;br /&gt;
&lt;br /&gt;
I thought about making it a configuration option so it does this by default, but don't think you'd want this behaviour all the time and it would be a pain to change the config every time you wanted to do it.  So maybe just having an extra option below 'group selection' and 'ungroup selection' in the right-click menu would work.  It could be called 'Ungroup all nested selections' or something and only appear if the selection contained nested groups.]]></description><category>Map Editing</category><pubDate>Sun, 29 Mar 2026 12:13:55 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6698</guid><comments>https://bugs.thedarkmod.com/view.php?id=6698#bugnotes</comments></item><item><title>0006677: Add more dynamic HUD options to make the game more immersive</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6677</link><description><![CDATA[Detailed description, motivation and hud rules:&lt;br /&gt;
&lt;a href=&quot;https://forums.thedarkmod.com/index.php?/topic/23092-more-dynamic-hud-for-tdm-ideas-feedback-and-advice-needed/#findComment-505955&quot; rel=&quot;noopener&quot;&gt;https://forums.thedarkmod.com/index.php?/topic/23092-more-dynamic-hud-for-tdm-ideas-feedback-and-advice-needed/#findComment-505955&lt;/a&gt;]]></description><category>GUI</category><pubDate>Sun, 22 Mar 2026 13:26:08 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6677</guid><comments>https://bugs.thedarkmod.com/view.php?id=6677#bugnotes</comments></item><item><title>0005428: Add a different frob-highlight for loot objects to make them better distinguishable from junk</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5428</link><description><![CDATA[While the ultimate target is to design loot materials in such a way that they are already easily distinguishable from junk objects from a distance, a different frob highlight for loot could also help and make the game more accessible.&lt;br /&gt;
&lt;br /&gt;
This should only be implemented once we have GLSL-Frob-Highlight.]]></description><category>Graphics</category><pubDate>Sun, 22 Mar 2026 13:25:50 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5428</guid><comments>https://bugs.thedarkmod.com/view.php?id=5428#bugnotes</comments></item><item><title>0006555: Please add the following models and particles to the core mod</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6555</link><description><![CDATA[Atm we have 3 existing chandelier models in the core that were originally made by Dram for BHM (BlackheartManor - which im still working on) - &lt;br /&gt;
&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_01.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_02.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_03.lwo&lt;br /&gt;
&lt;br /&gt;
I have made the following extra versions/parts of said models to give mappers more flexability - &lt;br /&gt;
&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_01_norose.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_02_norose.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_03_norose.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_02_notop.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_03_wall.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_04_middle.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_04_midrose.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_04_midrose_lower.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_04_norose.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_04_top.lwo&lt;br /&gt;
- models/darkmod/lights/non-extinguishable/bhm_chandelier_ceiling_rose.lwo&lt;br /&gt;
&lt;br /&gt;
I also created matching single instance partcles for the BHM models - &lt;br /&gt;
&lt;br /&gt;
- bhm_chandelier_1_bulb&lt;br /&gt;
- bhm_chandelier_3_bulb&lt;br /&gt;
- bhm_chandelier_6_bulb&lt;br /&gt;
- bhm_chandelier_12_bulb &lt;br /&gt;
- bhm_chandelier_super3_bulb&lt;br /&gt;
- bhm_chandelier_super6_bulb&lt;br /&gt;
- bhm_chandelier_super12_bulb&lt;br /&gt;
&lt;br /&gt;
Also added down-firing spot lights and their constituent parts - &lt;br /&gt;
&lt;br /&gt;
- bhm_chandelier_bulb.lwo&lt;br /&gt;
- bhm_painting_light.lwo &lt;br /&gt;
- bhm_spot_small.lwo &lt;br /&gt;
- bhm_chandelier_wall_rose.lwo]]></description><category>Models</category><pubDate>Sun, 22 Mar 2026 12:58:48 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6555</guid><comments>https://bugs.thedarkmod.com/view.php?id=6555#bugnotes</comments></item><item><title>0006561: A saved game created by a savegame tool object does not show a thumbnail when selected</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6561</link><description><![CDATA[If a game is saved using the savegame tool object, then there is no thumbnail (screenshot preview) when selecting that entry in the list of saved games.]]></description><category>Coding</category><pubDate>Sat, 21 Mar 2026 12:35:35 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6561</guid><comments>https://bugs.thedarkmod.com/view.php?id=6561#bugnotes</comments></item><item><title>0006674: mission.cfg makes no sense</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6674</link><description><![CDATA[TDM 2.13 added &quot;mission overrides&quot; concept, so that mappers could temporarily override cvars without messing with player's config.&lt;br /&gt;
Unfortunately, a somewhat hacky feature of &quot;mission.cfg&quot; file which was added in TDM 2.12 was not killed.&lt;br /&gt;
Mappers still try to use it and still get surprised that it breaks the user config (which is expected since it was only done for non-archived cvars).]]></description><category>Coding</category><pubDate>Thu, 19 Mar 2026 22:37:47 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6674</guid><comments>https://bugs.thedarkmod.com/view.php?id=6674#bugnotes</comments></item><item><title>0006697: More issues with mission overrides</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6697</link><description><![CDATA[This continuation of &lt;a href=&quot;https://bugs.thedarkmod.com/view.php?id=6674&quot;&gt;0006674&lt;/a&gt;.&lt;br /&gt;
It turns out pm_walkspeed is hacked in the code, preventing authors from properly overriding it.]]></description><category>Coding</category><pubDate>Thu, 19 Mar 2026 22:21:59 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6697</guid><comments>https://bugs.thedarkmod.com/view.php?id=6697#bugnotes</comments></item><item><title>0006696: 'normalise' button on Texture Tool window doesn't work</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6696</link><description><![CDATA[The normalise function in DR consolidates multiple texture selections into a small area on the texture tool, making them easy to manipulate and line up.  It's very useful for fixing the situation where multiple faces are selected and they are spread out too wide for the Texture Tool to display them, making them impossible to work with.&lt;br /&gt;
&lt;br /&gt;
There happens to be a 'normalise' button on both the Surface Inspector and Texture Tool windows.&lt;br /&gt;
&lt;br /&gt;
This issue is to address 2 problems:&lt;br /&gt;
&lt;br /&gt;
1.  It looks like the Normalise button has been removed from the 'Surface Inspector' window in the current development build of DR.  See this post: &lt;a href=&quot;https://forums.thedarkmod.com/index.php?/topic/3499-wishlist-for-darkradiant/page/36/#findComment-506974&quot; rel=&quot;noopener&quot;&gt;https://forums.thedarkmod.com/index.php?/topic/3499-wishlist-for-darkradiant/page/36/#findComment-506974.&lt;/a&gt;  &lt;br /&gt;
&lt;br /&gt;
2. The 'Normalise' button on the Texture Tool window doesn't seem to work (see attached image normalise-texture-tool.jpg).  In my opinion it makes more sense to be here, as the Texture Tool is where the functionality is. Mappers aren't aware this button exists so are asking for the the button to NOT be removed from the Surface Inspector window.&lt;br /&gt;
&lt;br /&gt;
Ideally problem 2) would be fixed and there wouldn't be a need for the Normalise button to exist on the Surface Inspector window.]]></description><category>Map Editing</category><pubDate>Sun, 15 Mar 2026 22:12:28 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6696</guid><comments>https://bugs.thedarkmod.com/view.php?id=6696#bugnotes</comments></item><item><title>0006547: Copy/paste shader doesn't always work with angled surfaces</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6547</link><description><![CDATA[When copy/pasting a shader from an angled surface, if the source face isn't the same height as the target face, the texture won't be aligned.&lt;br /&gt;
&lt;br /&gt;
Adds a bit of extra work to align textures when this happens as you need to use the texture tool.&lt;br /&gt;
&lt;br /&gt;
Have attached screen shots and a test map to help illustrate.]]></description><category>Map Editing</category><pubDate>Sun, 15 Mar 2026 07:41:58 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6547</guid><comments>https://bugs.thedarkmod.com/view.php?id=6547#bugnotes</comments></item><item><title>0006645: Feature request: Option to preserve texture on CSG subtract target brushes</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6645</link><description><![CDATA[When you use CSG subtract on a brush, the newly exposed surfaces on the target brush take on the texture of the brush used to 'cut' the target brush.  Unless the cutting brush is made the same texture as the target brush, this usually isn't desired behaviour and it gets tiresome to have to re-texture the target brush afterwards.&lt;br /&gt;
&lt;br /&gt;
Could we have an option to just keep the same texture (and texture scale) on the target brush after it has been cut?&lt;br /&gt;
&lt;br /&gt;
I can see an issue if the target brush has different textures on each surface (i.e. which one do you keep?), but this is probably also an issue with the current behaviour on the cutting brush as well so same logic could be used (whatever that is).]]></description><category>Map Editing</category><pubDate>Sat, 14 Mar 2026 14:44:10 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6645</guid><comments>https://bugs.thedarkmod.com/view.php?id=6645#bugnotes</comments></item><item><title>0006353: Feature request: Make 'Shift Textures randomly' work with patches</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6353</link><description><![CDATA[Scripts -&gt; Shift Textures randomly doesn't work on patches.  It would be great if it did as it's super-handy.]]></description><category>Map Editing</category><pubDate>Sat, 14 Mar 2026 14:20:13 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6353</guid><comments>https://bugs.thedarkmod.com/view.php?id=6353#bugnotes</comments></item><item><title>0006618: fails to build: openal: incompatible with cmake 4</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6618</link><description><![CDATA[- Compatibility with CMake &lt; 3.5 has been removed from CMake&lt;br /&gt;
- Just upgrading openal fixes the problem]]></description><category>Coding</category><pubDate>Thu, 12 Mar 2026 21:49:27 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6618</guid><comments>https://bugs.thedarkmod.com/view.php?id=6618#bugnotes</comments></item><item><title>0005282: Readables look stretched in widescreen modes</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5282</link><description><![CDATA[With addition of 21:9 aspect ratio this problem has become more visible.]]></description><category>GUI</category><pubDate>Thu, 12 Mar 2026 21:49:06 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5282</guid><comments>https://bugs.thedarkmod.com/view.php?id=5282#bugnotes</comments></item><item><title>0005796: Envshot is broken again - 2.41 b07</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5796</link><description><![CDATA[Please see &lt;a href=&quot;https://bugs.thedarkmod.com/view.php?id=5215&quot;&gt;0005215&lt;/a&gt;, &lt;a href=&quot;https://bugs.thedarkmod.com/view.php?id=4868&quot;&gt;0004868&lt;/a&gt; for how to reproduce. I have attached a test map .pk with all the files required for testing]]></description><category>Design/Coding</category><pubDate>Thu, 12 Mar 2026 20:59:34 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5796</guid><comments>https://bugs.thedarkmod.com/view.php?id=5796#bugnotes</comments></item><item><title>0006470: Issues with the savegame tool object which may crash TDM</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6470</link><description><![CDATA[The savegame tool object does not work as expected, at least on Linux.&lt;br /&gt;
&lt;br /&gt;
On Manjaro XFCE rolling release:&lt;br /&gt;
When I activate an atdm:playertools_savegame inventory item, TDM crashes.&lt;br /&gt;
There have been 2 in-mission similar situations. &lt;br /&gt;
* A night in Altham used to have an autosave function, until somewhere in Beta. On Linux systems this crashed the system.&lt;br /&gt;
* Hazard Pay on Expert mode has Save-rooms, where you can save the game by activating an inventory-item to an entity. If you do this on a Linux sytem, the game crashes.&lt;br /&gt;
Tested on TDM 2.12 beta 04&lt;br /&gt;
&lt;br /&gt;
Info added by Fiver:&lt;br /&gt;
On Debian 11 Bullseye:&lt;br /&gt;
In Training Mission, an entry &quot;Save_0&quot; is created in the list of saved games as expected.&lt;br /&gt;
When quickloading (a previously saved quickload), or trying to load the entry &quot;Save_0&quot; from the list of saved games, the load screen appears with the progress bar reading &quot;Mission Loading&quot;, but the bar is at 0% and does not move. TDM does not seem to respond and the process can be killed to exit the game.&lt;br /&gt;
After this, no other saved games on that level could be loaded either, even after deleting &quot;Save_0&quot; or switching to another mission and back.&lt;br /&gt;
However, once the issue disappeared it could not be reproduced again. See Additional information and workaround.&lt;br /&gt;
Tested on TDM 2.12/64 #10651 (beta212-07) = Release 2.12&lt;br /&gt;
&lt;br /&gt;
On a Windows (10) system:&lt;br /&gt;
A save is made as expected.]]></description><category>Saving/Loading</category><pubDate>Thu, 12 Mar 2026 07:11:48 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6470</guid><comments>https://bugs.thedarkmod.com/view.php?id=6470#bugnotes</comments></item><item><title>0006693: Cloning should place new object in active layer</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6693</link><description><![CDATA[If you clone an object, it remains in the original layer it was created in.  It should be placed into the currently active layer which may be different.]]></description><category>Map Editing</category><pubDate>Tue, 10 Mar 2026 18:39:07 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6693</guid><comments>https://bugs.thedarkmod.com/view.php?id=6693#bugnotes</comments></item><item><title>0006694: Feature Request: Trim Tool</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6694</link><description><![CDATA[One of the most time-consuming yet simple tasks in DR is adding trim or panels to walls.  There are different ways to do it: either cut the walls horizontally and texture them with trim/panels, or add it as a thin brush layer (I prefer the latter).  Mappers like to add trim or panels to the lower section of the wall and the upper section.  You need to create the brush, drag it out to the corners of walls, fit it to the corner, copy/rotate to do the opposite wall, etc, etc.&lt;br /&gt;
&lt;br /&gt;
It would be great if DR could do all this with a single click.  There is something similar with the 'Brush -&gt; Create decal patches' tool, but it only creates patches and covers the entire wall (brush).  For a similar tool for trim, I propose the same workflow (selecting a brush face), but instead it would create a brush.&lt;br /&gt;
&lt;br /&gt;
The proposed workflow would be:&lt;br /&gt;
&lt;br /&gt;
1. Select the face of a brush you wish the trim to be added to.&lt;br /&gt;
2. From the menu, select Brush -&gt; Create trim...&lt;br /&gt;
3. A dialogue box would pop up and gather the following inputs:&lt;br /&gt;
&lt;br /&gt;
- trim height (e.g. 16 units)&lt;br /&gt;
- trim depth (e.g. 1 unit)&lt;br /&gt;
- fit to (top/bottom/left/right)&lt;br /&gt;
- possibly an option to cut the brush at a 45 degree angle at the ends.  This is ideal for texturing purposes (see attached screenshots).&lt;br /&gt;
&lt;br /&gt;
The brush would appear when you click 'OK.&lt;br /&gt;
&lt;br /&gt;
This would create a brush that all you had to do was texture to finish it off.  See attached screenshots for simple finished wall.]]></description><category>Map Editing</category><pubDate>Tue, 10 Mar 2026 18:38:51 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6694</guid><comments>https://bugs.thedarkmod.com/view.php?id=6694#bugnotes</comments></item><item><title>0006245: Fixing the console warnings (pt2)</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6245</link><description><![CDATA[There are still a lot of console warnings when missions start.&lt;br /&gt;
Most likely there are some caused by core game/assets, which would be great to fix.&lt;br /&gt;
&lt;br /&gt;
Note: the previous such issue was &lt;a href=&quot;https://bugs.thedarkmod.com/view.php?id=5170&quot;&gt;0005170&lt;/a&gt;]]></description><category>Tweaking</category><pubDate>Sun, 08 Mar 2026 10:39:06 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6245</guid><comments>https://bugs.thedarkmod.com/view.php?id=6245#bugnotes</comments></item><item><title>0006494: Feature Request: Add option to remove selected brush when creating any patch type</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6494</link><description><![CDATA[When creating a simple patch, there is an option to remove the selected brush.  This option is very useful but doesn't exist when creating any other type of patch from a brush, such as an end cap, bevel, cone or cylinder.&lt;br /&gt;
&lt;br /&gt;
I would like to have this option for any type of patch created from a brush (especially end cap or bevel).&lt;br /&gt;
&lt;br /&gt;
Unlike with simple patches, there is no extra dialogue box where you can specify the width/height of the patch. This dialogue also contains the tick box to remove the brush.  I don't think I would require this and I pretty much never want to keep the brush.  Maybe a configuration setting instead?]]></description><category>Map Editing</category><pubDate>Sun, 08 Mar 2026 05:33:21 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6494</guid><comments>https://bugs.thedarkmod.com/view.php?id=6494#bugnotes</comments></item><item><title>0000061: Choice of model render modes</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=61</link><description><![CDATA[Source:&lt;br /&gt;
&lt;a href=&quot;http://modetwo.net/darkmod/index.php?s=&amp;showtopic=4735&amp;view=findpost&amp;p=90899&quot; rel=&quot;noopener&quot;&gt;http://modetwo.net/darkmod/index.php?s=&amp;showtopic=4735&amp;view=findpost&amp;p=90899&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Not really 'renderer' category, probably, but you get the idea.&lt;br /&gt;
&lt;br /&gt;
DoomEd offers an apparently broken (either that or I just don't get it) choice of how to view models in the iso views. For instance, as wire mesh, or simple bounding box. I'm viewing a top down iso view of a room with 35 or so AI in it in DoomEd and it's very slow - about 8 FPS. In DR, it's unusable - 0.5 FPS. So in DR this feature becomes even more essential.&lt;br /&gt;
&lt;br /&gt;
Basically the idea would be that the user can choose to have AI (or any complex model maybe?) as the wireframe (default) or as the bounding box. Maybe a button to toggle the value for speedy convenient usage, or even better, when the entity is selected, it shows the wireframe (showing the bbox when not selected). I guess another option would be to do rudimentary LOD, like the grid does as you zoom out. Only for ents, as you zoom out, models over a certain poly threshhold (or all, if that's too taxing) become bounding boxes only. Why does someone need to see meshes comprising 250,000 polys, especially when they're zoomed out? Just no need for it, and it makes it unusable. See attached image - that's a reasonable scene and a reasonable zoom level, and I have 0.5 FPS.]]></description><category>Renderer</category><pubDate>Sun, 08 Mar 2026 04:46:39 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=61</guid><comments>https://bugs.thedarkmod.com/view.php?id=61#bugnotes</comments></item><item><title>0006695: User configuration causing multiple bugs</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6695</link><description><![CDATA[Today my DR install started to exhibit two main problems:&lt;br /&gt;
&lt;br /&gt;
1. When creating new brushes the material contained on the shader clipboard isn't used.  It's always the 'shader not found' material.&lt;br /&gt;
2. The 'Drag Camera' functionality stopped working.  This is where you press CTRL+MMB on the map and the camera will move to that spot.  The binding for this command is in Edit -&gt; Mouse Bindings... &lt;br /&gt;
&lt;br /&gt;
I think whatever is causing this is in my user.xml file.  If I delete this file, DR behaves correctly.  If I put it back, the unexpected behaviour returns.&lt;br /&gt;
&lt;br /&gt;
I've attached my user.xml file to this bug report.]]></description><category>Map Editing</category><pubDate>Sun, 08 Mar 2026 00:24:12 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6695</guid><comments>https://bugs.thedarkmod.com/view.php?id=6695#bugnotes</comments></item><item><title>0006668: Add hold-frob mechanic to doors to open them slowly</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6668</link><description><![CDATA[There has always been an experimental manual door control mode, where you could move the mouse to open the door manually while holding down the frob button (tdm_door_control). That functionality has a lot of issues. While I adressed some of them, I was still not satisfied with the results, so I had another idea. tdm_door_control can now take 4 different values that change the hold-frob control of doors:&lt;br /&gt;
0: Disabled&lt;br /&gt;
1: Manual door fine control (experimental, existing feature)&lt;br /&gt;
2: Hold frob to slowly move doors. They are opened and closed alternatingly, just like regular frobbing a door, but interrupting a moving door is skipped.&lt;br /&gt;
3: Hold frob to slowly open doors.&lt;br /&gt;
Additionally, I added in the ability to quickly force close a door by holding frob and pressing attack to all of the above control styles.&lt;br /&gt;
&lt;br /&gt;
The idea behind this addition is that the player can now slowly sneak and peak through a door, but then can also quickly shut the door again if the player deems the situation unsafe. This adds more skill expression and creates further immersion.]]></description><category>Animation</category><pubDate>Sat, 07 Mar 2026 14:02:03 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6668</guid><comments>https://bugs.thedarkmod.com/view.php?id=6668#bugnotes</comments></item><item><title>0006658: Refactor frob handling to better support different frob control styles</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6658</link><description><![CDATA[The PerformFrob*() methods accumulated some technical debt over time. A refactor is long overdue, especially considering there was a lot of debate on how frob actions should be controlled and the current implementation does not easily allow switch different control styles.]]></description><category>Coding</category><pubDate>Sat, 07 Mar 2026 13:58:00 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6658</guid><comments>https://bugs.thedarkmod.com/view.php?id=6658#bugnotes</comments></item></channel></rss>
