v1.3 test ( started Sep 29th 2014 ) QBSP * More Clipping Fixes v1.2.5 test ( started July 9th 2014 ) QBSP * Additional information for CheckFace warnings * increased some Auto-BSP2 limits * Added +-4096 model extents check * Added coarse check for detail nodes that face the void. Detail-brushes that are used like "void-sealing" brushes can cause this. * Added new switch for finding detail-brushes that are used in a "void sealing" way. ( thx mfx ) -makedetailleak Causes detail brushes to remain entities during compile. This will make the map leak if they are placed in a "void sealing" manner. Detail Brushes that are placed in a "void sealing" manner can cause problems for the final Vis quality ! * Account for rotate_object texture offset automatically. Related new switch : -oldrottex Disable automatic accounting for rotate_object texture offset ( old behaviour ) * Removed a change in clipping hull generation that could cause missing clipping in rare cases. * Increased internal winding point limit * Added experimental "inside filling" code for removing entityless areas of the map. Can be disabled using "-nofillinside" switch. VIS * Increased internal winding point limit LIGHT * Increased lightmap UV precision ( thanks to ericw for finding this ) v1.2.4 ( June 9th 2014 ) QBSP * Support for BSP2 format Compiling to BSP2 can be forced using new -bsp2 switch, otherwise BSP2 output will be chosen automatically if BSP29 limits are exceeded. * New switches ( see documentation ) -maxnodesize [n] -portalacc [n] -nodetail * func_detail now handled properly during -onlyents compile * func_detail intersecting water no longer causes problems when watervis is enabled * additional HOM countermeasures VIS * Support for BSP2 format * additional HOM countermeasures * fixed a problem in sound pvs calculation LIGHT * Support for BSP2 format