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Jackhammer 1.1 Public Alpha Is Out!
Jackhammer is a brand new level editor for games with a quake-style BSP architecture. The aim is to develop a convenient cross-platform tool capable of incorporating the best features of existing editors, such as Valve Hammer Editor, Q3Radiant and others. Despite Quake and Half-Life having been released a long time ago, the large community have arisen around, still developing mods and games on their bases. However the existing editors suffer from fundamental disadvantages their users are well familiar with. Jackhammer does aspire to be the universal level design tool for classic games. But not only the classics! The editor shall become a key development tool for the Volatile3D II engine, that is why its second name is Volatile Development Kit.

Jackhammer is being developed since August 2013, that means the editor is quite young. Today our team is ready to present the latest public alpha - new version 1.1.500. Despite not all the ideas being implemented and not all the functions being completely error-free, you are already able to download almost fully functional version of the editor, install and evaluate Jackhammer in action. Please don't forget that alpha may contain some issues. We are interested in a vast testing of the editor and grateful in advance for your comments and suggestions. In addition, you can provide Jackhammer with financial support, donating funds for the further development.

This version supports Quake, Quake II, Quake III, Half-Life and their modifications.
Supported operating systems: Windows, Linux.
Supported architectures: x86 (32-bit), amd64 (64-bit).

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Well, Maybe As An Option 
Selections and object properties (which are currently also non-undoable) will blow the undo buffer up. 
 
Have a limit. Most apps will give you an option where you can set the number of undos you want. So if someone has a monster machine, they can jack the number up higher.

Also, something I've seen done is clearing the undo buffer whenever the map is saved. ToeTag does that... 
So Does TB 
Also, there really is no need to limit the undo buffer. You can collate subsequent actions into one (for example, you can collate 5 subsequent transforms if they happen within a certain amount of time) and the actual information you have to store is quite small for most operations in a level editor. 
Oh God No! 
>>clearing the undo buffer whenever the map is saved
This is the most evil feature I've ever encounetered.
Once I've lost my work in Excel after occasional Del followed by Ctrl+S instead of Ctrl+Z! 
 
Whether it's more or less evil than only including certain actions in the undo/redo buffer is a debate for another time then. ;) 
 
Well, excluding selections from undo buffer can't be fatal as compared to deleting or modifying objects, you can always select again and you can't break the work with unwanted selection.
As for entity properties, well yes, this is evil. But afaik VHE doesn't undo them too, and I was too lazy to implement it since it doesn't fit well to my undo system. :( 
 
:-/ 
Am I Missing Something Here? 
I have always been able to undo everything I've done with Jackhammer after saving a map with no problem. 
 
Yes, you're missing something. The previous 10 posts or so should clear it up. 
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