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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>0005480: Feature: ability to import model geometry as brushwork</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5480</link><description><![CDATA[We already have exporting brushes to models, but what about the other way around?&lt;br /&gt;
&lt;br /&gt;
Advanced users have access to modeling tools like Blender or Maya, where you could create brushwork much faster, thanks to more advanced edge or polygon editing options, and things like splines, shape generators, etc.&lt;br /&gt;
&lt;br /&gt;
DR is fast enough for building rectangular rooms, but tasks like monsterclipping spiral staircases and other more complex models start to take hours in DR, while it takes just a few minutes in a modeling app.]]></description><category>Models</category><pubDate>Tue, 20 Oct 2026 19:37:37 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5480</guid><comments>https://bugs.thedarkmod.com/view.php?id=5480#bugnotes</comments></item><item><title>0004496: Option to mouse rotate by a set amount</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=4496</link><description><![CDATA[This idea has been floating around on the forums for some time and I'm filing it as a feature request. The rotation widget could be extra useful if it could rotate by set degrees. Perhaps the degrees specified in the Arbitrary Rotation and Scale dialog could be used and some sort of toggle could be implemented to switch between constrained and free rotation.]]></description><category>Design/Coding</category><pubDate>Tue, 20 Oct 2026 19:26:10 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=4496</guid><comments>https://bugs.thedarkmod.com/view.php?id=4496#bugnotes</comments></item><item><title>0004801: Model Scaler Axis Constraint Inconsistent With Orthoview When Model Has Been Rotated</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=4801</link><description><![CDATA[Holding SHIFT constrains the model scaler widget to only scale on a given axis. The axes, however, are completely inconsistent with the ortho view.&lt;br /&gt;
&lt;br /&gt;
Consider ZX orthoview. Moving a vertice with SHIFT held up/down (along the Z axis) will predictably scale the model along said Z axis, making it taller/shorter. Move the vertice left/right (along X), however, and the model will scale along the Y axis instead of the X axis. The same type of inconsistency is present in the other two orthoviews.&lt;br /&gt;
&lt;br /&gt;
ZY: Moving a vertice along the Y axis will scale the model along the X axis and actually move the model too (?).&lt;br /&gt;
&lt;br /&gt;
YX: Same issue as above for moving a vert along Y. Moving a vert along X is the weirdest, several transformation operations seem to be happening at once and I can't correctly describe them.]]></description><category>GUI</category><pubDate>Tue, 20 Oct 2026 19:23:55 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=4801</guid><comments>https://bugs.thedarkmod.com/view.php?id=4801#bugnotes</comments></item><item><title>0005904: Changing Blending Modes in Material Editor can crash Dark Radiant</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5904</link><description><![CDATA[This seems to happen when the texture that's being edited is visible in the 3D viewport. It may also only happen with translucent textures - I've only experimented with water textures and I've had the crash happen. Some (perhaps more than one) combination of destination and source blending modes will crash the program: I see that the texture's preview image actually gets the different blending modes applied to it in the 3D viewport even though it probably shouldn't. It also happened that I left my texture-under-edit with a random blending mode (blend gl_one_minus_dst_color, gl_zero if it matters) when I left the material editor, then I created a brush with said texture to further debug this, and when I opened the Material Editor again that crashed DR.]]></description><category>GUI</category><pubDate>Tue, 20 Oct 2026 19:21:08 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5904</guid><comments>https://bugs.thedarkmod.com/view.php?id=5904#bugnotes</comments></item><item><title>0003249: Feature: Group textures according to theme</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=3249</link><description><![CDATA[With our steadily growing asset base it becomes more and more difficult for mappers to find textures that go well together. This issue has been discussed on the forums (link below). Two doable approaches have been suggested so far:&lt;br /&gt;
&lt;br /&gt;
# 1: Add tags to materials and allow the texture browser to be searched by tags. The downside of this approach is that the material definitions would have to be modified in order to add those tags. Of course, it'd also be possible to store those tags in external files, however there is the risk of material definitions and tag files going out of sync, e.g. when a material definition has been deleted, but it's tag file wasn't adjusted. Also this is basically just a bottom-up version of suggestion # 2, which has a big advantage over this version.&lt;br /&gt;
&lt;br /&gt;
# 2: We let authors write &quot;theme definitions&quot;, which basically just consist of a theme name and the names of the linked materials. Just like before, there is the risk of theme definitions and material definitions going out of sync, but we don't have to alter the material definitions. Theme definitions could be shared etc. Plus, we could have the theme names use a virtual folder structure, just like material definitions (which is great for maintaining a big theme library). A texture theme for luxurious bathrooms could for example look like this:&lt;br /&gt;
rooms/bathroom/luxurious/bright&lt;br /&gt;
{&lt;br /&gt;
   Material A, Material B, ...&lt;br /&gt;
}]]></description><category>Map Editing</category><pubDate>Tue, 20 Oct 2026 19:07:24 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=3249</guid><comments>https://bugs.thedarkmod.com/view.php?id=3249#bugnotes</comments></item><item><title>0003276: "editor_rotatable" not supported</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=3276</link><description><![CDATA[TDM uses the spawnarg &quot;editor_rotatable&quot; on quite a few entities, but the comment on the spawnarg definitions says only doom editor supports it, not DR.&lt;br /&gt;
&lt;br /&gt;
Testing shows the spawnarg is ignored, &quot;0&quot; does not lead to entities that cannot be rotated in the editor (they still have the little arrow and they get &quot;angle&quot; set if you f.i. press &quot;z&quot;), and &quot;1&quot; is ignored, too.]]></description><category>Map Editing</category><pubDate>Tue, 20 Oct 2026 19:02:29 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=3276</guid><comments>https://bugs.thedarkmod.com/view.php?id=3276#bugnotes</comments></item><item><title>0003657: Converting worldspawn to func_static prevents 'Invert Selection' from working properly with layers</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=3657</link><description><![CDATA[Converting a worldspawn brush to a func_static entity after it has been added to a layer and said layer has been selected using the Layers browser will keep the func_static entity selected after using Invert Selection.&lt;br /&gt;
Behaves normal when the func_static is returned to worldspawn.&lt;br /&gt;
Models and other worldspawn brushes are not affected.&lt;br /&gt;
This only occurs when using the Layers browser to select, clicking on the func_static directly and using Invert Selection will behave as expected.]]></description><category>Selection System</category><pubDate>Tue, 20 Oct 2026 18:59:57 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=3657</guid><comments>https://bugs.thedarkmod.com/view.php?id=3657#bugnotes</comments></item><item><title>0005006: Pressing shift-LMB select, is selecting multiple back ground items.</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=5006</link><description><![CDATA[When I am shift-selecting surfaces, worldspawn or objects in orthoview DR will semi-regularly select a bunch of items in the background all the way to the edge of the map.&lt;br /&gt;
&lt;br /&gt;
The amount of times I have come back to work in DR and found whole swathes of brushes with the same textures, or lights with the same shader.]]></description><category>GUI</category><pubDate>Tue, 20 Oct 2026 18:55:29 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=5006</guid><comments>https://bugs.thedarkmod.com/view.php?id=5006#bugnotes</comments></item><item><title>0002742: Multi select - select backgrond items.</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=2742</link><description><![CDATA[Holding the shift key while multi selecting items, DR will then select a bunch of items behind the ones your trying to select. In DR1.5x86 it happened occasionally, but in 1.6.1 its more than occasional to the point where its becoming a headache.]]></description><category>Map Editing</category><pubDate>Tue, 20 Oct 2026 18:55:29 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=2742</guid><comments>https://bugs.thedarkmod.com/view.php?id=2742#bugnotes</comments></item><item><title>0002336: Decal issue (grime corners) - see-through effect. when behind another patch</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=2336</link><description><![CDATA[The 'grime_corners' texture or other 'grime family' transparent textures are used in front of the self-lit windows texture 'roundtop_diamond_pattern01_lit' the decal becomes dark around the edges - I will make a short vid to illustrate what I mean - &lt;br /&gt;
&lt;br /&gt;
- &lt;a href=&quot;http://cid-bef40fb324fafc2a.office.live.com/self.aspx/.Public/Files/Computer/Darkmod/Wip/Decal%5E_issue.wmv&quot; rel=&quot;noopener&quot;&gt;http://cid-bef40fb324fafc2a.office.live.com/self.aspx/.Public/Files/Computer/Darkmod/Wip/Decal%5E_issue.wmv&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
And I have attached a small test map.]]></description><category>Map Editing</category><pubDate>Tue, 20 Oct 2026 18:55:03 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=2336</guid><comments>https://bugs.thedarkmod.com/view.php?id=2336#bugnotes</comments></item><item><title>0002821: Copy &amp; paste from brush 2 patch: borked!</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=2821</link><description><![CDATA[I'm working on a large mansion where I am laying skirting board at floor and ceiling level. The skirting board is a 3 division curved patch between wall/floor &amp; wall/ceiling, the brush I am copying from is the same height,depth &amp; length.]]></description><category>Map Editing</category><pubDate>Tue, 20 Oct 2026 18:53:12 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=2821</guid><comments>https://bugs.thedarkmod.com/view.php?id=2821#bugnotes</comments></item><item><title>0003587: Random scrolling in texture or camera view when focus is switched to another window</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=3587</link><description><![CDATA[When you select a texture and then click on camera view and then use the scroll wheel on the mouse, the textures in the texture browser will randomly scroll as well.]]></description><category>Map Editing</category><pubDate>Tue, 20 Oct 2026 18:51:42 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=3587</guid><comments>https://bugs.thedarkmod.com/view.php?id=3587#bugnotes</comments></item><item><title>0004574: Crash in ~CamWnd during shutdown in macOS</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=4574</link><description><![CDATA[After shutdown DR is reportedly crashing with these details:&lt;br /&gt;
&lt;br /&gt;
Process:               DarkRadiantMain [504]&lt;br /&gt;
Path:                  /Applications/DarkRadiant 2.3.0pre1.app/Contents/MacOS/DarkRadiantMain&lt;br /&gt;
Identifier:            com.brokenglass.DarkRadiant&lt;br /&gt;
Version:               1.0 (1)&lt;br /&gt;
Code Type:             X86-64 (Native)&lt;br /&gt;
Parent Process:        ??? [1]&lt;br /&gt;
Responsible:           DarkRadiantMain [504]&lt;br /&gt;
User ID:               501&lt;br /&gt;
&lt;br /&gt;
Date/Time:             2017-07-16 14:44:17.798 +0100&lt;br /&gt;
OS Version:            Mac OS X 10.12.5 (16F73)&lt;br /&gt;
Report Version:        12&lt;br /&gt;
Anonymous UUID:        1C9EA941-E3A6-43AB-0399-1A5074AB36D1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time Awake Since Boot: 460 seconds&lt;br /&gt;
&lt;br /&gt;
System Integrity Protection: enabled&lt;br /&gt;
&lt;br /&gt;
Crashed Thread:        0  Dispatch queue: com.apple.main-thread&lt;br /&gt;
&lt;br /&gt;
Exception Type:        EXC_BAD_ACCESS (SIGSEGV)&lt;br /&gt;
Exception Codes:       EXC_I386_GPFLT&lt;br /&gt;
Exception Note:        EXC_CORPSE_NOTIFY&lt;br /&gt;
&lt;br /&gt;
Termination Signal:    Segmentation fault: 11&lt;br /&gt;
Termination Reason:    Namespace SIGNAL, Code 0xb&lt;br /&gt;
Terminating Process:   exc handler [0]&lt;br /&gt;
&lt;br /&gt;
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread&lt;br /&gt;
0   com.brokenglass.DarkRadiant   	0x000000010aad74ae ui::CamWnd::~CamWnd() + 292&lt;br /&gt;
1   com.brokenglass.DarkRadiant   	0x000000010aad79e0 ui::CamWnd::~CamWnd() + 14&lt;br /&gt;
2   libc++.1.dylib                	0x00007fffa9df4dae std::__1::__shared_weak_count::__release_shared() + 44&lt;br /&gt;
3   com.brokenglass.DarkRadiant   	0x000000010aac0980 ui::EmbeddedLayout::~EmbeddedLayout() + 54&lt;br /&gt;
4   libc++.1.dylib                	0x00007fffa9df4dae std::__1::__shared_weak_count::__release_shared() + 44&lt;br /&gt;
5   com.brokenglass.DarkRadiant   	0x000000010acdbaf6 ui::MainFrame::~MainFrame() + 36&lt;br /&gt;
6   libc++.1.dylib                	0x00007fffa9df4dae std::__1::__shared_weak_count::__release_shared() + 44&lt;br /&gt;
7   com.brokenglass.DarkRadiant   	0x000000010aaa706b std::__1::__tree&lt;std::__1::__value_type&lt;std::__1::basic_string&lt;char, std::__1::char_traits&lt;char&gt;, std::__1::allocator&lt;char&gt; &gt;, std::__1::shared_ptr&lt;RegisterableModule&gt; &gt;, std::__1::__map_value_compare&lt;std::__1::basic_string&lt;char, std::__1::char_traits&lt;char&gt;, std::__1::allocator&lt;char&gt; &gt;, std::__1::__value_type&lt;std::__1::basic_string&lt;char, std::__1::char_traits&lt;char&gt;, std::__1::allocator&lt;char&gt; &gt;, std::__1::shared_ptr&lt;RegisterableModule&gt; &gt;, std::__1::less&lt;std::__1::basic_string&lt;char, std::__1::char_traits&lt;char&gt;, std::__1::allocator&lt;char&gt; &gt; &gt;, true&gt;, std::__1::allocator&lt;std::__1::__value_type&lt;std::__1::basic_string&lt;char, std::__1::char_traits&lt;char&gt;, std::__1::allocator&lt;char&gt; &gt;, std::__1::shared_ptr&lt;RegisterableModule&gt; &gt; &gt; &gt;::destroy(std::__1::__tree_node&lt;std::__1::__value_type&lt;std::__1::basic_string&lt;char, std::__1::char_traits&lt;char&gt;, std::__1::allocator&lt;char&gt; &gt;, std::__1::shared_ptr&lt;RegisterableModule&gt; &gt;, void*&gt;*) + 55&lt;br /&gt;
8   com.brokenglass.DarkRadiant   	0x000000010aaa587a module::ModuleRegistry::unloadModules() + 134&lt;br /&gt;
9   com.brokenglass.DarkRadiant   	0x000000010aaa6a73 module::ModuleRegistry::shutdownModules() + 99&lt;br /&gt;
10  com.brokenglass.DarkRadiant   	0x000000010abe206c RadiantApp::OnExit() + 32&lt;br /&gt;
11  libwx_baseu-3.0.0.dylib       	0x000000010c07064e wxEntry(int&amp;, wchar_t**) + 81&lt;br /&gt;
12  com.brokenglass.DarkRadiant   	0x000000010abe1c91 main + 20&lt;br /&gt;
13  libdyld.dylib                 	0x00007fffab223235 start + 1&lt;br /&gt;
&lt;br /&gt;
...]]></description><category>General</category><pubDate>Tue, 20 Oct 2026 18:51:03 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=4574</guid><comments>https://bugs.thedarkmod.com/view.php?id=4574#bugnotes</comments></item><item><title>0004678: Objects not rotating on/around their origin</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=4678</link><description><![CDATA[There is a button in DR to force an item/object to rotate on their origin, but even with that selected said item/object are spinning out into the void when trying to do an axis rotate.]]></description><category>GUI</category><pubDate>Tue, 20 Oct 2026 18:49:35 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=4678</guid><comments>https://bugs.thedarkmod.com/view.php?id=4678#bugnotes</comments></item><item><title>0004770: Mouse cursor changes from arrow to cross-hair.</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=4770</link><description><![CDATA[After using DR for hour or two, the mouse cursor changes from an arrow to a cross-hair. As I use the 'Super Mal' colloiur scheme, the curso becomes impossible to see. &lt;br /&gt;
&lt;br /&gt;
I was only able to take a photo becaise I placed it direct over a major grid line.]]></description><category>GUI</category><pubDate>Tue, 20 Oct 2026 18:48:57 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=4770</guid><comments>https://bugs.thedarkmod.com/view.php?id=4770#bugnotes</comments></item><item><title>0006746: Texture inspector scaling issue</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6746</link><description><![CDATA[Textures will sometimes get shown as tiled by 4x in the textures inspector, the work around is to unselect and then reselect the  &quot;Use uniform Thumbnail Size&quot; button]]></description><category>GUI</category><pubDate>Tue, 20 Oct 2026 18:14:44 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6746</guid><comments>https://bugs.thedarkmod.com/view.php?id=6746#bugnotes</comments></item><item><title>0006747: [suggestion] improve controls in Create Entity/Model/Prefab preview panels</title><author></author><link>https://bugs.thedarkmod.com/view.php?id=6747</link><description><![CDATA[In the window where we choose an entity, a model or a prefab to put in the map, when we right-click the preview panel to fly around the object, we can only navigate using the arrow keys, which are a bit off-hand. &lt;br /&gt;
&lt;br /&gt;
I think it would be nicer if we could use the WASD keys for that.&lt;br /&gt;
&lt;br /&gt;
Also, the camera movement isn't smooth. It's jumpy and unresponsive.]]></description><category>GUI</category><pubDate>Mon, 12 Oct 2026 00:42:58 +0000</pubDate><guid>https://bugs.thedarkmod.com/view.php?id=6747</guid><comments>https://bugs.thedarkmod.com/view.php?id=6747#bugnotes</comments></item><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></channel></rss>
