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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>0006745: Feature Request: Rule Cut tool</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6745</link><description><![CDATA[Another great feature that the Hellforge editor has is a Rule Cut tool that allows you to evenly subdivide brushes. As shown in the image, this tool can make any number of cuts along the X or Y axis, and you can dictate spacing, number of cuts, etc.]]></description><category>General</category><pubDate>Thu, 24 Sep 2026 14:52:19 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6745</guid><comments>https://bugs.thedarkmod.com/view.php?id=6745#bugnotes</comments></item><item><title>0006744: Feature Request: Add stair tool</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6744</link><description><![CDATA[The Hellforge editor has a good working example of a stair tool, and something like that would be a welcome feature for Dark Radiant. As shown in the image, you have a tool that allows you to dictate the number of steps you want, the height of each step, width, etc. Then add what direction the stairs should be facing as well as the material to be added to the steps.  &lt;br /&gt;
&lt;br /&gt;
A feature like this would save a lot of time, especially if you can also have the tool generate L-shaped stairs, spiral stairs, etc.]]></description><category>Map Editing</category><pubDate>Thu, 24 Sep 2026 14:45:48 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6744</guid><comments>https://bugs.thedarkmod.com/view.php?id=6744#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>Tue, 15 Sep 2026 15:52:47 +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>0006743: Replace &amp; Test Hard-Coded Strings</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6743</link><description><![CDATA[I would ask someone's assistance to implement &amp; test these, ideally for 2.15:&lt;br /&gt;
- 12 revisions of Main Menu GUI to replace hard-coded strings with their newly-defined i18n equivalents&lt;br /&gt;
- 1 i18n-related bug fix in a .cpp file&lt;br /&gt;
These are itemized next.&lt;br /&gt;
&lt;br /&gt;
1. Revisions of GUI to Replace Hard-coded Strings&lt;br /&gt;
&lt;br /&gt;
Below are English phrases (hard-coded as of TDM 2.14) than now have newly-added #str_ids, and so need corresponding changes to GUI files of tdm_gui01\guis\, if not already done.&lt;br /&gt;
&lt;br /&gt;
a) Various Settings...&lt;br /&gt;
&lt;br /&gt;
mainmenu_settings_audio.gui:&lt;br /&gt;
    &quot;#str_menu_reverb&quot; replaces &quot;Reverb Volume&quot;&lt;br /&gt;
main_menu_video.gui; appears as Settings/Video/General/row 12:&lt;br /&gt;
    &quot;#str_menu_texture_quality&quot; replaces &quot;Texture Quality&quot;&lt;br /&gt;
Next 2, in main_menu_video.gui; appears as Settings/Video/Advanced/row 5:&lt;br /&gt;
    &quot;#str_menu_volumetric_fx&quot; replaces &quot;Volumetric Effects&quot;&lt;br /&gt;
    &quot;#str_menu_volumetric_fx_tooltip&quot; replaces &quot;Disable Volumetric light-shaft effects for improved performance&quot;&lt;br /&gt;
Next 2, in main_menu_video.gui; appears as Settings/Video/Advanced/row 6:&lt;br /&gt;
    &quot;#str_menu_parallax_map&quot; replaces &quot;Parallax Mapping&quot;&lt;br /&gt;
    &quot;#str_menu_parallax_map_tooltip&quot; replaces &quot;Disable Parallax Mapping for improved performance&quot;&lt;br /&gt;
mainmenu_settings_controls.gui; appears as Settings/Controls/General/row 2:&lt;br /&gt;
    &quot;#str_menu_toggle_creep&quot; replaces &quot;Toggle Creep&quot;&lt;br /&gt;
Appears as Settings/Gameplay/HUD [New category in 2.15]:&lt;br /&gt;
	&quot;#str_menu_hud&quot;	replaces &quot;HUD&quot;&lt;br /&gt;
&lt;br /&gt;
b) For the Mission List Settings popup, (mainmenu_mission_list_settings.gui) invocated by the gear icon on Mission List.&lt;br /&gt;
    &quot;#str_mission_list_settings_title_style&quot; replaces &quot;Title Style&quot;&lt;br /&gt;
    &quot;#str_mission_list_settings_style_1&quot; replaces &quot;Style 1&quot;&lt;br /&gt;
    &quot;#str_mission_list_settings_style_2&quot; replaces &quot;Style 2&quot;&lt;br /&gt;
// originally proposed as &quot;#str_done&quot;, but &quot;done&quot; is too short, have 5 char minimum&lt;br /&gt;
    &quot;#str_button_done&quot; replaces &quot;Done&quot;&lt;br /&gt;
&lt;br /&gt;
Note - This leaves hard-coded the popup's &quot;Example Title, The&quot; and &quot;The Example Title&quot;, since FM names are seemingly always in English at this time. Related: While I18N.cpp has an ArticleDict to try to support this article [= part of speech] location-swap in other languages, there no doubt will be issues in some languages.&lt;br /&gt;
&lt;br /&gt;
2. I18N-Related Bug in a C++ File&lt;br /&gt;
&lt;br /&gt;
In DownloadMenu.cpp, fixes current duplicate #str_id bug:&lt;br /&gt;
	&quot;#str_download_malformed&quot; // has content &quot;malformed &quot;&lt;br /&gt;
replaces&lt;br /&gt;
	&quot;#str_02518&quot;	// intended to be &quot;malformed &quot; but was really &quot;100&quot;, used for a different valid purpose, as sizing field.]]></description><category>GUI</category><pubDate>Sun, 13 Sep 2026 21:34:44 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6743</guid><comments>https://bugs.thedarkmod.com/view.php?id=6743#bugnotes</comments></item><item><title>0006742: Tooltip Shortcomings in Settings GUI</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6742</link><description><![CDATA[Three different types of tooltip problems were noticed:&lt;br /&gt;
1) not working&lt;br /&gt;
2) tooltip off screen&lt;br /&gt;
3) mechanism for use with keybindings not yet developed, even though some tooltips were defined.]]></description><category>GUI</category><pubDate>Sun, 13 Sep 2026 21:34:44 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6742</guid><comments>https://bugs.thedarkmod.com/view.php?id=6742#bugnotes</comments></item><item><title>0006738: Add a "Reload All" to the File menu</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6738</link><description><![CDATA[DR currently has options to reload various assets from your file folder, such as scripts, models, declarations, etc. But instead of having to reload each individual category, it would be nice to simply hit a &quot;Reload All&quot; button that refreshes all categories]]></description><category>Map Editing</category><pubDate>Sun, 30 Aug 2026 15:13:46 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6738</guid><comments>https://bugs.thedarkmod.com/view.php?id=6738#bugnotes</comments></item><item><title>0006740: Feature request: "MoveToLayerActive" and "AddToLayerActive" command.</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6740</link><description><![CDATA[You can assign key bindings to add and move map elements to layers 0 to 9, but no such command for the active layer.&lt;br /&gt;
This would be very useful.]]></description><category>Map Editing</category><pubDate>Sun, 30 Aug 2026 15:03:34 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6740</guid><comments>https://bugs.thedarkmod.com/view.php?id=6740#bugnotes</comments></item><item><title>0006741: Search bar for Particle Editor</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6741</link><description><![CDATA[I think there are some quality-of-life improvements that could be made to the particle editor: &lt;br /&gt;
&lt;br /&gt;
1) The first one is a search bar at the very top that will allow you to quickly search for a particle instead of having to scroll through the list trying to find something. &lt;br /&gt;
2) The second feature request would be to be able to right-click on any given particle and be able to read the .prt definition, much like how you can read entity definitions, material definitions, etc.]]></description><category>Map Editing</category><pubDate>Sun, 30 Aug 2026 14:07:09 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6741</guid><comments>https://bugs.thedarkmod.com/view.php?id=6741#bugnotes</comments></item><item><title>0006735: NPCs walking with torch play idle animation that's not suitable</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6735</link><description><![CDATA[&lt;a href=&quot;https://www.youtube.com/watch?v=q5mL7tIGFGw&quot; rel=&quot;noopener&quot;&gt;https://www.youtube.com/watch?v=q5mL7tIGFGw&lt;/a&gt;]]></description><category>Def / Setup</category><pubDate>Sat, 29 Aug 2026 12:23:59 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6735</guid><comments>https://bugs.thedarkmod.com/view.php?id=6735#bugnotes</comments></item><item><title>0006733: Poor qaulity models: metal_wall_cabinet01 series</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6733</link><description><![CDATA[- models/darkmod/containers/openable/metal_wall_cabinet01.lwo&lt;br /&gt;
- models/darkmod/containers/openable/metal_wall_cabinet01_doorl.lwo&lt;br /&gt;
- models/darkmod/containers/openable/metal_wall_cabinet01_doorr.lwo&lt;br /&gt;
&lt;br /&gt;
The doors have gaps in the mesh and the cabinet had a haphazard UV mesh.&lt;br /&gt;
&lt;br /&gt;
I have also added a prefab from my wip.]]></description><category>Models</category><pubDate>Fri, 28 Aug 2026 18:27:17 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6733</guid><comments>https://bugs.thedarkmod.com/view.php?id=6733#bugnotes</comments></item><item><title>0005015: Gap in pillar model</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5015</link><description><![CDATA[Gap(s) in this model:&lt;br /&gt;
&lt;br /&gt;
models/darkmod/architecture/modules/interior_mansion01/mansion01_pillar01.lwo]]></description><category>Models</category><pubDate>Fri, 28 Aug 2026 16:59:20 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5015</guid><comments>https://bugs.thedarkmod.com/view.php?id=5015#bugnotes</comments></item><item><title>0006455: Feature request: toggle option for Volumetric lights</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6455</link><description><![CDATA[While working on an update to Sir Talbots with Baal, it occurred to us that for low end players it would be usefull to have an option to toggle this on and off from the main menu. The cvar for this is &quot;r_volumetricDisable&quot; 1 or 0 etc.&lt;br /&gt;
&lt;br /&gt;
There is space on the main general screen, but I assume we would want this on the advanced tab, under experimental features..?]]></description><category>Feature proposal</category><pubDate>Fri, 28 Aug 2026 15:38:33 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6455</guid><comments>https://bugs.thedarkmod.com/view.php?id=6455#bugnotes</comments></item><item><title>0006739: Add search bar for "Available Animations" in the MD5 Animation Viewer</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6739</link><description><![CDATA[Title is pretty self-explanatory. There is currently a search bar in the MD5 Animation Viewer for the model definitions, but this search bar does not work for searching through the &quot;Available Animations&quot; section below. Since there are a lot of AI animations, it would be nice to have an additional search bar there that searches for the animation name]]></description><category>Map Editing</category><pubDate>Wed, 26 Aug 2026 17:10:40 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6739</guid><comments>https://bugs.thedarkmod.com/view.php?id=6739#bugnotes</comments></item><item><title>0006263: Feature request: Animation selector for path_anim and path_cycleanim entities</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6263</link><description><![CDATA[Could we have an animation selection workflow for the 'anim' spawnarg on path_anim entities?  I could see it working the same as for sound shaders for example.&lt;br /&gt;
&lt;br /&gt;
1.  Mapper adds path_anim or path_cycleanim to map.&lt;br /&gt;
2. Mapper adds 'anim' spawnarg in the 'entity' tab&lt;br /&gt;
3. Once the spawnarg exists, selecting it would make a 'Choose animation' button appear.&lt;br /&gt;
4. Clicking the 'Choose animation' button would cause the MD5 Animation Viewer to appear.&lt;br /&gt;
5.  Once an animation is chosen, a 'select' button should become enabled on the MD5 Animation Viewer popup next to the 'Close' button.&lt;br /&gt;
6. The chose animation would populate the 'anim' spawnarg&lt;br /&gt;
&lt;br /&gt;
The only slightly annoying thing is step 2.  The 'anim' spawnarg doesn't seem to be an default property on path_anim so it isn't there by default.]]></description><category>General</category><pubDate>Wed, 26 Aug 2026 16:59:33 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6263</guid><comments>https://bugs.thedarkmod.com/view.php?id=6263#bugnotes</comments></item><item><title>0006737: DR is incorrectly placing entity info in the map file.</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6737</link><description><![CDATA[If for some reason a mapper places the info_player in DR before creating and brushwork, DR it placing the player info at the map file start instead of worldspawn brush, which causes DMAP to fail]]></description><category>Map Editing</category><pubDate>Sun, 23 Aug 2026 08:31:32 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6737</guid><comments>https://bugs.thedarkmod.com/view.php?id=6737#bugnotes</comments></item><item><title>0006736: Strings framework: consume all.lang directly in UTF-8</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6736</link><description><![CDATA[It would be great to get rid of Perl scripts.&lt;br /&gt;
The only thing which holds them today in core assets is processing all.lang into individual .lang files.&lt;br /&gt;
&lt;br /&gt;
The idea is to consume all.lang directly, probably having it renamed to something like all.utf8lang.&lt;br /&gt;
And the charmaps should contain mappings of UTF-8 characters into engine-internal codes (should have extension like .utf8map)&lt;br /&gt;
The engine does not need to fully support UTF-8, it simply converts the byte sequences according to the map file.]]></description><category>Design/Coding</category><pubDate>Wed, 19 Aug 2026 22:59:19 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6736</guid><comments>https://bugs.thedarkmod.com/view.php?id=6736#bugnotes</comments></item><item><title>0006724: [Suggestion] improved layer management feature</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6724</link><description><![CDATA[I believe the way DR has been doing layer management could be substantially improved. Currently, you right-click a 2D-view to get access to your layer-management options at the bottom of the menu (Add To Layer, Remove From Layer, etc). &lt;br /&gt;
&lt;br /&gt;
My suggestion is that those options could be moved (or added) to the Layers panel's right-click menu, such that when you right-click a layer you'd have those options there instead, and they would apply to the selected layer. I think this would be more practical for managing layers. &lt;br /&gt;
&lt;br /&gt;
There are several issues with the current right-click menu that create friction to extensive usage of layers, which would go away with this improvement. The current menu limits how many layers you can feasibly use, as it will eventually grow bigger than your screen, and then you have to scroll with arrow buttons, which makes it very unwieldy for frequent usage. &lt;br /&gt;
&lt;br /&gt;
Finding layers in alphabetical order is also not as easy. I personally find myself adding prefixes to layer names so they get sorted by their hierarchical relationship to each other. For example: &lt;br /&gt;
&lt;br /&gt;
paths&lt;br /&gt;
paths guard 1&lt;br /&gt;
paths guard 2&lt;br /&gt;
house&lt;br /&gt;
house basement&lt;br /&gt;
house basement sewer entrance&lt;br /&gt;
house first floor&lt;br /&gt;
house first floor foyer&lt;br /&gt;
house first floor foyer staircase&lt;br /&gt;
house roof&lt;br /&gt;
&lt;br /&gt;
These problems would not exist if we could use the Layers panel for this instead. The Layers panel already has layers laid out hierarchically, in whatever way you laid them out, so you always know where they are. And the hierarchical layout can also be collapsed, so it scales nicely to however many layers you want to have.]]></description><category>Map Editing</category><pubDate>Fri, 14 Aug 2026 12:31:59 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6724</guid><comments>https://bugs.thedarkmod.com/view.php?id=6724#bugnotes</comments></item><item><title>0006728: Surface inspector: Scale window - need to be left justified</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6728</link><description><![CDATA[The text/characters on this little window seem to be right justified atm, so its always hiding the number/character on the left most side.&lt;br /&gt;
&lt;br /&gt;
That and in previous versions of DR, it was only one - two decimal points, and currently its three and imho doesn't need to be.]]></description><category>GUI</category><pubDate>Fri, 14 Aug 2026 12:15:46 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6728</guid><comments>https://bugs.thedarkmod.com/view.php?id=6728#bugnotes</comments></item><item><title>0005802: Texture fitting on patches to work the same as it does on brushes.</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5802</link><description><![CDATA[The behaviour that would be welcome would be to have fitting textures on patches to work the same way as it does on brushes, as in keeping the 1:1 fit they had before you click the rotate button.]]></description><category>GUI</category><pubDate>Fri, 14 Aug 2026 12:15:34 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5802</guid><comments>https://bugs.thedarkmod.com/view.php?id=5802#bugnotes</comments></item><item><title>0006729: Cloned/copied object rotates around some arbitrary origin.</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6729</link><description><![CDATA[- If I clone/copy and object and then immediately rotate it its fine, but if I then move it and go to rotate it again its starts rotating around some arbitrary origin.&lt;br /&gt;
&lt;br /&gt;
- Another version of this is If I clone/copy and object and then immediately rotate it its fine, but if I had &quot;rotate objects independently&quot; selected and then turn it off, and then go to rotate it, it again starts rotating around some arbitrary origin.&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;https://youtu.be/RQBwsbaO4Ag&quot; rel=&quot;noopener&quot;&gt;https://youtu.be/RQBwsbaO4Ag&lt;/a&gt;]]></description><category>GUI</category><pubDate>Fri, 14 Aug 2026 12:15:07 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6729</guid><comments>https://bugs.thedarkmod.com/view.php?id=6729#bugnotes</comments></item><item><title>0006726: Choose model inspector: search box overlay/overlap on on favorites</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6726</link><description><![CDATA[The search bar is overlapping/overlaying the favorites button on the skin chooser. You could move the show skins button down to make space?]]></description><category>GUI</category><pubDate>Fri, 14 Aug 2026 12:14:30 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6726</guid><comments>https://bugs.thedarkmod.com/view.php?id=6726#bugnotes</comments></item><item><title>0006734: This child windows used to be resizable: Game connection</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6734</link><description><![CDATA[Its a lo larger than it need to be imho]]></description><category>GUI</category><pubDate>Fri, 14 Aug 2026 12:14:28 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6734</guid><comments>https://bugs.thedarkmod.com/view.php?id=6734#bugnotes</comments></item><item><title>0006731: Add filter or find box to Insert Prefab window</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6731</link><description><![CDATA[Similar to the entity window in issue 0006719, if you try to search prefabs the search box disappears after a few seconds.  Could we add a filter or find box to replace this?&lt;br /&gt;
&lt;br /&gt;
It could be the same solution as in 6719, or resemble the Create Model...' find box functionality.]]></description><category>Map Editing</category><pubDate>Thu, 13 Aug 2026 23:19:58 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6731</guid><comments>https://bugs.thedarkmod.com/view.php?id=6731#bugnotes</comments></item><item><title>0006727: Mouse buttons are locked during loading of Entity list window</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6727</link><description><![CDATA[When you open the Entity list window, it is loaded, but during load it locks the mouse buttons. You can move the mouse cursor, using the keyboard works just fine.]]></description><category>Map Editing</category><pubDate>Thu, 13 Aug 2026 23:19:47 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6727</guid><comments>https://bugs.thedarkmod.com/view.php?id=6727#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>Wed, 12 Aug 2026 22:40:18 +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>
