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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>0006717: Feature request: Automatically copy shader to clipboard</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6717</link><description><![CDATA[When texturing surfaces, there is a lot of copy/paste shader operations, especially when texturing around corners to make it look continuous (e.g. when you cut out a window or door).  Usually the workflow is something like this:&lt;br /&gt;
&lt;br /&gt;
1. Select a brush face&lt;br /&gt;
2. copy shader&lt;br /&gt;
3. select a target brush or brush face&lt;br /&gt;
4. paste shader&lt;br /&gt;
&lt;br /&gt;
in the course of building a map these operations are executed hundreds or thousands of times, and reducing the number of steps would be really helpful.&lt;br /&gt;
&lt;br /&gt;
Could we have an option to combine 1 and 2 into a single operation?  That is, if you select a brush face then it will automatically copy the shader to the clipboard.&lt;br /&gt;
&lt;br /&gt;
It needs to do the exact same thing as if the mapper actually did a copy shader - that is the texture scale and orientation needs to be preserved (so not the same as just selecting a texture from the media tab and adding it to the clipboard).&lt;br /&gt;
&lt;br /&gt;
it might be that mappers wouldn't always want this, so perhaps we make it a configuration option? Not sure where - maybe under Preferences -&gt; Textures?]]></description><category>Map Editing</category><pubDate>Sun, 31 May 2026 12:38:55 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6717</guid><comments>https://bugs.thedarkmod.com/view.php?id=6717#bugnotes</comments></item><item><title>0005617: "Open Map From Project" prevents pointfile from loading</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5617</link><description><![CDATA[When using &quot;Open Map From Project&quot; to load a map, the editor becomes unable to load pointfiles.]]></description><category>General</category><pubDate>Sat, 23 May 2026 21:00:04 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5617</guid><comments>https://bugs.thedarkmod.com/view.php?id=5617#bugnotes</comments></item><item><title>0006362: It is possible to walk through some stone walls</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6362</link><description><![CDATA[1)&lt;br /&gt;
In Training Mission, in room &quot;Jumping &amp; Climbing&quot;, in the small room below the elevator engine near (990.07 -1711.16 580.25), if player keeps walking they end up on the ground outside the building below the window.&lt;br /&gt;
&lt;br /&gt;
This has been reproduced on &lt;br /&gt;
* TDM 2.11, TDM 2.12/64 #10518 (dev)&lt;br /&gt;
* TDM 2.12/64 #10584 (beta212-01).&lt;br /&gt;
&lt;br /&gt;
2)&lt;br /&gt;
In Training Mission, in room &quot;Jumping &amp; Climbing&quot; (762.06 -1923.77 364.5   4.3 -168.3 0.0), player can walk through wall at the top of the stairs and end up in the corridor inside.&lt;br /&gt;
&lt;br /&gt;
This has been reproduced on&lt;br /&gt;
* TDM 2.12/64 #10584 (beta212-01) (Linux)&lt;br /&gt;
* TDM 2.12/64 #10651 (release) (Linux and Windows)&lt;br /&gt;
* TDM 2.14 #11208 (Linux)]]></description><category>Models</category><pubDate>Sat, 16 May 2026 15:03:26 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6362</guid><comments>https://bugs.thedarkmod.com/view.php?id=6362#bugnotes</comments></item><item><title>0006692: TDM's precision errors are based on models that are smaller than one unit</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6692</link><description><![CDATA[In the image below, you have a patched based func_static, that looks fine in DR. But in TDM, bits of the mesh are missing. &lt;span class=&quot;mention&quot;&gt;&lt;a href=&quot;https://bugs.thedarkmod.com/view_user_page.php?id=352&quot;&gt;@Amadeus&lt;/a&gt;&lt;/span&gt; commented that it looks like a precision error issue.]]></description><category>Design/Coding</category><pubDate>Sat, 16 May 2026 14:12:37 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6692</guid><comments>https://bugs.thedarkmod.com/view.php?id=6692#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, 16 May 2026 13:27:11 +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>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, 16 May 2026 13:26:59 +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>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>Sat, 16 May 2026 13:26:49 +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>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>Sat, 16 May 2026 13:26:40 +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>Sat, 16 May 2026 13:26:30 +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>0006702: Can't create entities in latest dev build</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6702</link><description><![CDATA[I'm unable to create entities using the latest binary from the master branch.&lt;br /&gt;
&lt;br /&gt;
UPDATE: See Biker's comment below with the cause...]]></description><category>Map Editing</category><pubDate>Sat, 16 May 2026 13:26:20 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6702</guid><comments>https://bugs.thedarkmod.com/view.php?id=6702#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>Sat, 16 May 2026 13:26:13 +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>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>Sat, 16 May 2026 13:26:01 +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>0006135: feature request: TAB cycles through items in a selected Group</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6135</link><description><![CDATA[I would like to select a single object in a group, without having to Ungroup it. What I have to do now is: select the group, Ungroup it, then select the specific entity; then when I'm finished, I have to re-select the items in the group, and Group them again. Tedious. It would be nice if the GroupCycleForward and GroupCycleBackward keyboard shortcuts (default TAB and Shift-TAB) cycled though the items in the group, selecting one at a time. It currently works for a func_static created from brushes (it cycles through the brushes one at a time).]]></description><category>Map Editing</category><pubDate>Sat, 16 May 2026 13:25:28 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6135</guid><comments>https://bugs.thedarkmod.com/view.php?id=6135#bugnotes</comments></item><item><title>0006689: Edit Package Info (darkmod.txt) doesn't work</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6689</link><description><![CDATA[The feature Map -&gt; Edit Package Info (darkmod.txt) doesn't work for multiple reasons:&lt;br /&gt;
&lt;br /&gt;
- If the data in darkmod.txt is blank when this invoked, the following error is displayed: &quot;Failed to parse darkmod.txt. Order of the elements Title/Description/Author/etc. is incorrect&quot; before presenting the input form. It should just present the edit dialogue without the error message.  Same if the file doesn't exist.&lt;br /&gt;
&lt;br /&gt;
- DR expects the fields to be in the following order.  If they are not, the same error as above pops up, followed by the dialogue to edit but everything will be empty:&lt;br /&gt;
Title&lt;br /&gt;
Author&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
However this is different that what is recommended in the Wiki, which is:&lt;br /&gt;
Title&lt;br /&gt;
Description&lt;br /&gt;
Author&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;https://wiki.thedarkmod.com/index.php?title=How_to_pack_your_Mission#darkmod.txt&quot; rel=&quot;noopener&quot;&gt;https://wiki.thedarkmod.com/index.php?title=How_to_pack_your_Mission#darkmod.txt&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
I believe the Wiki is correct, as if you don't use this order then these details aren't displayed properly in the in-game mission details page. I suggest that if things aren't in the order specified by the Wiki then DR should re-order them and maybe post a warning or info.&lt;br /&gt;
&lt;br /&gt;
- Finally, if you fill in the form presented by DR to fill in the darkmod.txt information, it doesn't save the value for 'Required TDM Version'.]]></description><category>Map Editing</category><pubDate>Sat, 16 May 2026 13:25:17 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6689</guid><comments>https://bugs.thedarkmod.com/view.php?id=6689#bugnotes</comments></item><item><title>0006713: Feature Request: Picker for efx_preset</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6713</link><description><![CDATA[info_location entities have an optional spawnarg called 'efx_preset' which defines an out of the box environmental audio reverb setting for an area location.  The list of available presets is obtained from here (see 'Preset values' section): &lt;a href=&quot;https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX)#Presets_.28Version_2.29&quot; rel=&quot;noopener&quot;&gt;https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX)#Presets_.28Version_2.29.&lt;/a&gt; &lt;br /&gt;
&lt;br /&gt;
They are actually defined here: &lt;a href=&quot;https://github.com/kcat/openal-soft/blob/master/include/AL/efx-presets.h&quot; rel=&quot;noopener&quot;&gt;https://github.com/kcat/openal-soft/blob/master/include/AL/efx-presets.h&lt;/a&gt; ...&lt;br /&gt;
&lt;br /&gt;
... but they are all prefixed with  EFX_REVERB_PRESET_ which would need to be trimmed off.&lt;br /&gt;
&lt;br /&gt;
It would be handy if when this spawnarg was added, there was a 'choose preset' button.  Pressing this button would open a dialogue which listed all the possible presets, and when one is chosen the spawnarg value would be populated with the chosen value.  This is similar to the workflow when choosing sound shaders for speakers or other entities with 'snd_' spawnargs.&lt;br /&gt;
&lt;br /&gt;
Having a defined list would cut down on mistakes (e.g. entering the wrong value, spelling errors, typos, etc)&lt;br /&gt;
&lt;br /&gt;
I've attached screenshots of the sound selection and the info_location entity spawnarg.]]></description><category>Map Editing</category><pubDate>Sat, 16 May 2026 13:25:05 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6713</guid><comments>https://bugs.thedarkmod.com/view.php?id=6713#bugnotes</comments></item><item><title>0005548: GUI Chooser</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5548</link><description><![CDATA[Currently the only way to find a GUI definition when assigning a value to a &quot;gui&quot; spawnarg is to look into a .pk4 or folder containing .gui files. &lt;br /&gt;
&lt;br /&gt;
Having a 'Choose GUI...' button that lists all the GUIs available would make it easier to do things like changing the underwater GUI of a liquid entity or the message GUI of a popup message. It would work fine already without a preview.&lt;br /&gt;
&lt;br /&gt;
Would be best if this button were shown on any spawnargs beginning with &quot;gui&quot; and spawnargs of type &quot;editor_gui&quot;.]]></description><category>GUI</category><pubDate>Sat, 16 May 2026 13:24:46 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5548</guid><comments>https://bugs.thedarkmod.com/view.php?id=5548#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>Sat, 16 May 2026 13:23:23 +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>0006127: Pick Shader via MMB not working.</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6127</link><description><![CDATA[I am fairly sure I logged a tracker for this in the past and that we closed it because I couldnt reliable reproduce the issue. Well with 3.4.0 its now dosent work at all.]]></description><category>GUI</category><pubDate>Sat, 16 May 2026 13:07:41 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6127</guid><comments>https://bugs.thedarkmod.com/view.php?id=6127#bugnotes</comments></item><item><title>0006529: Crashing on pressing ctrl-z to undo</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6529</link><description><![CDATA[Pressing ctrl-z to undo more than 1-2 times after DR has been open for a while will cause DR to crash to desktop with no error.]]></description><category>General</category><pubDate>Sat, 16 May 2026 12:36:31 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6529</guid><comments>https://bugs.thedarkmod.com/view.php?id=6529#bugnotes</comments></item><item><title>0006605: Bizzare bug - every texture is rotated slightly</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6605</link><description><![CDATA[Working on a wip with Baal, and we are both seeing this weird behavour with DR texture browser. Every texture is rotated slightly...&lt;br /&gt;
&lt;br /&gt;
There was a DR scaled model in the map. The issue went away by removing it, but then came back again.&lt;br /&gt;
&lt;br /&gt;
The testures are rotated by roughtly a few degrees.]]></description><category>GUI</category><pubDate>Fri, 15 May 2026 17:15:00 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6605</guid><comments>https://bugs.thedarkmod.com/view.php?id=6605#bugnotes</comments></item><item><title>0006126: DR not remembering last exported/saved-to folder</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6126</link><description><![CDATA[I think a windows update has done/broken something to my Windows 10 install, but on the offchance it isnt I thought I would log a tracker.&lt;br /&gt;
&lt;br /&gt;
In a nutshell anytime I want to do an export or save-as DR after a fresh startup is always pointing to the windows documents folder(for me thatd D:\documents\), instead of the last folder I exported/saved too.  DR will rembember, but only per session.]]></description><category>General</category><pubDate>Fri, 15 May 2026 17:14:40 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6126</guid><comments>https://bugs.thedarkmod.com/view.php?id=6126#bugnotes</comments></item><item><title>0006123: DR displaying some particles incorrectly:</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6123</link><description><![CDATA[DR just started doing this as I have no idea why so went through the folloiing troubleshooting - &lt;br /&gt;
&lt;br /&gt;
- Nuked and recreated DR config files and or removing (via DDU) and reinstalling the nvidia driver didn't fix it.&lt;br /&gt;
- When in the particle viewer, hitting the reload decals button temporarily fixes the issue untill you close reopen DR.&lt;br /&gt;
&lt;br /&gt;
This issue effect a number of particles, but not all.]]></description><category>Renderer</category><pubDate>Fri, 15 May 2026 17:14:20 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6123</guid><comments>https://bugs.thedarkmod.com/view.php?id=6123#bugnotes</comments></item><item><title>0006707: Preferences panel: missing options and resizing issue</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6707</link><description><![CDATA[The preferences panel is missing a bunch of options that are present in the previous main version of DR. See attached images with annotation.]]></description><category>GUI</category><pubDate>Fri, 15 May 2026 17:12:22 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6707</guid><comments>https://bugs.thedarkmod.com/view.php?id=6707#bugnotes</comments></item><item><title>0006656: Improve Carleton 24pt Font</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6656</link><description><![CDATA[For translation purposes, the &quot;english&quot; Carleton 24pt font has a number of shortcomings. This will likely affect an FM's Briefing and Objectives, and uses of this font within in the Main Menu system. Shortcomings include missing i18n characters, poor scaling, etc. It is proposed, during 2026, to fully analyze, repair, and complete Carleton 24pt, targeting TDM 2.15. Also within scope: required related work with other members of the Carleton 24pt family, namely Carleton Glow and Carleton Bold (and probably not Carleton Condensed).]]></description><category>GUI</category><pubDate>Mon, 11 May 2026 07:22:15 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6656</guid><comments>https://bugs.thedarkmod.com/view.php?id=6656#bugnotes</comments></item><item><title>0006716: Texture has wrong ladder material type - textures/darkmod/fabric/ship_rigging1</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6716</link><description><![CDATA[Currently - &lt;br /&gt;
&lt;br /&gt;
textures/darkmod/fabric/ship_rigging1&lt;br /&gt;
{&lt;br /&gt;
	surftype15&lt;br /&gt;
	description &quot;cloth&quot;&lt;br /&gt;
	&lt;br /&gt;
	twosided&lt;br /&gt;
	noimpact&lt;br /&gt;
	ladder&lt;br /&gt;
	&lt;br /&gt;
	{&lt;br /&gt;
	blend diffusemap&lt;br /&gt;
	map      textures/darkmod/fabric/ship_rigging1_d&lt;br /&gt;
	alphatest	0.5&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	bumpmap         textures/darkmod/fabric/ship_rigging1_local&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
Should be - &lt;br /&gt;
&lt;br /&gt;
textures/darkmod/fabric/ship_rigging1&lt;br /&gt;
{&lt;br /&gt;
	surftype15&lt;br /&gt;
	description &quot;rope&quot;&lt;br /&gt;
	&lt;br /&gt;
	twosided&lt;br /&gt;
	noimpact&lt;br /&gt;
	ladder&lt;br /&gt;
	&lt;br /&gt;
	{&lt;br /&gt;
	blend diffusemap&lt;br /&gt;
	map      textures/darkmod/fabric/ship_rigging1_d&lt;br /&gt;
	alphatest	0.5&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	bumpmap         textures/darkmod/fabric/ship_rigging1_local&lt;br /&gt;
}]]></description><category>Textures</category><pubDate>Sat, 09 May 2026 19:12:53 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6716</guid><comments>https://bugs.thedarkmod.com/view.php?id=6716#bugnotes</comments></item></channel></rss>
