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The TrenchBroom Level Editor
Today I am releasing TrenchBroom 1.0 for Windows and Mac OS X. TrenchBroom is a modern cross-platform level editor for Quake.

Features
- True 3D editing, no 2D views required
- High performance renderer with support for huge maps
- Vertex editing with edge and face splitting
- Manipulation of multiple vertices at once (great for trisoup editing)
- Smart clip tool
- Move, rotate and flip brushes and entities
- Precise texture lock for all operations
- Smart entity property editors
- Graphical entity browser with drag and drop support
- Comprehensive texture application and manipulation tools
- Search and filter functions
- Unlimited undo and redo
- Point file support
- Automatic backup
- Support for .def and .fdg files, mods and multiple wad files
- Free (as in beer) and open source (GPLv3)
- Cross platform (Windows, Mac OS X and Linux supported)

Check out a video of TrenchBroom in action here.

You can download the editor here.

If you would like to give feedback, please do that in this thread. If you find a bug or have a feature suggestion, please submit them at the issue tracker.

If you are wondering where the Linux binaries are then sorry, but currently there are none. The Linux version has a few problems which I could not fix before this release. I will get working on those right away so that the Linux version should be available in a couple of weeks, too.

Finally, I would like to thank necros for all his work over the past year. Without his tireless efforts, TrenchBroom would simply not exist. Or it would suck.

Alright, enough of this. Have fun with the editor!

Update: 2.1 here:
https://github.com/kduske/TrenchBroom/releases/tag/v2.1.0-RC1
Features "cool shit".
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Back From The Dead 
Crawling my way back to mapping after a hiatus of ... four or five months, I think. Real life, etc.

I seem to be very good at forgetting what I've learnt. Right now trying to update my TB2 build to the latest version, but I've managed to screw something up, I think.

I went to my ~/TB2/TrenchBroom/build directory and typed
git pull
then
cmake ..
then
cmake --build .
which is as far as I can tell what I've always done, as per instructions SleepwalkR gave me (like two million years ago). But apparently I've done something stupid, because I get this error message:
[ 0%] Built target GenerateVersion
[ 0%] Built target glew
[ 0%] Generating gen-help/index.html
make[2]: pandoc: Command not found
make[2]: *** [gen-help/index.html] Error 127
make[1]: *** [CMakeFiles/GenerateHelp.dir/all] Error 2
make: *** [all] Error 2

This is all on Linux, by the way.

Help! Please?

PS: I wish the forum had a zombie icon. That mask-thingie will have to do for now. 
 
pandoc: Command not found
means that the compilation process unsuccessfully tried to find the command (program) pandoc/b>. You need to install whatever package provides the pandoc tool. It is probably just called "pandoc". ;) 
That Worked, Thanks! 
Thank you, Spirit!

Now let's see how long it takes me to break something else... 
Staying Up To Date With The Latest Builds? 
Sorry if I've overlooked something obvious, but is there a way of knowing when TB2 has been updated, e.g. subscribing via github and getting e-mail notifications or something? I have an account on github (made just so I can report TB2 issues), but I'm not too clued up about exactly how github works.

The thing is, a few times now I've reported an issue without realising that the build I had was not the latest, and I don't want to keep doing that & wasting SleepwalkR's time... 
Wait... 
Where is TB2? 
Total_newbie 
AFAIK, Github doesn't have email notifications for commits. I think the best approach is just to do a git pull and build before every time your run TB2. 
Total_newbie 
Yes, I cannot see a way to get notified upon pushes to a specific branch. I agree with ericw. Maybe don't pull every time, but do it regularly. 
Qmaster 
There are somewhat private alpha builds. I'll start releasing public betas "soon" though. 
 
Thanks ericw and SleepwalkR. I'll do that then. 
I Wish I Had 
a beer keg that would behave like the milestone 2.0.0 issue list. 
You're Always Welcome 
to help drink it! 
Well, I Have Perpetually Shifting Interests 
but I'm already 3 merges in so I'd like to think I have kind of "pulled my weight" ;)

I do want to contibute more at some later point (or if there's problems with the linux packages). 
Oh That's You! 
Didn't make the connection there. You're excused ;-) 
Re: Issue #1235 
SleepwalkR, I'm not sure if you see comments on closed issues on github, so I'll just post this here. Sorry if this is not the right place.

I'm still having problems with aligning textures on different brushes at once. As of a46b9f2, I can now separately fix each brush's texture, but I still cannot select multiple brushes and edit their angles/offsets/scales jointly. Pretty sure this used to be possible in an earlier build. 
Just Reopen The Issue And Add A Reproducible Test Case 
 
It Works Fine For Me Though 
 
 
I don't know how to reopen an issue once it's been closed ... or do you mean open a new issue? 
It's Reopened Now 
But either way you can still comment and I will see it. 
Thanks, SleepwalkR 
 
Using Different TB2 Builds At Once? 
Probably a stupid question, but is it possible to have two or more different builds on one machine at the same time? So if something is broken in the latest build, you can keep using the latest-but-one build and then update the other one when an even newer build gets released.

Err, I am explaining this really badly, but maybe you know what I mean?

(I strongly suspect that's one of the reasons people use github, but I really struggle to understand how git/github actually works. The online documentation seems to assume a fair amount of prior coding knowledge, and I just get lost when I try to decipher it). 
Checkout Previous Commit, Rebuild. 
You could just backup the binaries. Most of the changes happen in the executable so if you got that from before and run that it should work.

Also you are right since git is a decentralizid versioning system you have all of the version history on your computer too.

In the command line type

$ git log

and you can see the recent commits. Each commit has a sha1 hash identifier. (cryptic string)

� git checkout 43f2298 (first few chars of that string)

Will set you directory to how it was at that time. Then just rebuild.

afterwards

$ git checkout develop

to go back to the most recent version 
Thanks, Flp 
That helps a lot, although there are a few things I still don't quite get. Need to read through this a few times though before I ask more stupid questions. 
Cycling Through 2d Views In TB2 
How does that work again? Has it changed over the last few builds? I can't figure it out... 
Space Bar 
 
Thanks! :) 
 
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