I think that height maps are just broken and will be fixed later.
Little something from 2.2:
When in Editor the map title includes a ' this in the course script:
iface.text.setText('Interface Target',map.info.title);
will not report the map title to the interface. Remove the ' and it happens.
This is excellent Brian.

So far, all my UV woes are over, the problem spots are working fine now, and it all looks great. Thanks.
ccccc Wrote:There are some major selection problems, make a simple room with a light in it then try to select the light in the top view.
This is because when a mesh is clipped by the Y (it becomes outlines only), it still gets clicks. I've fixed this.
[>] Brian
Quick reminder of an earlier request .. Right now in Animator you can define only one active bone for an particle or else spawn:
As a small step I would find it useful to have checkboxes for multiple bones, which spawn the same particle at the same time. For example my smallest starships have one engine, hence only one exhaust bone, hence only one engine particle. Would be cool to have more then one.
Brian, odd animator bug, when adding a bone to my model it always moves it back alot on any poses, indifferent to the parent of the bone. :/
Want the file?
Is it okay if I ask when the subtracting ability is going to be added?

I'm dying for it!
ccccc Wrote:Brian, odd animator bug, when adding a bone to my model it always moves it back alot on any poses, indifferent to the parent of the bone. :/
Want the file?
Yes, please, and I'm not sure I get what the problem is, so give me a step by step way to recreate ... thanks!
[>] Brian
Strong Hammer Wrote:Is it okay if I ask when the subtracting ability is going to be added?
I'm dying for it!
That's a little while off, I need to get a number of other systems back up and running first and that's actually a pretty complex modeling task.
[>] Brian
Radar updates for the next beta, a lot based on what Bradamante is doing:
1) Fixed a bug where the radar would center on the camera, not the player -- this has been fixed
2) Radars have an on/off switch so I can leave the XML definition in the demo interface.xml for reference
3) Radars can be set to not rotate -- this is good for army/space/etc type combat where you expect it to be point in one direction
4) Icons themselves have a rotation flag so they can be pointers (works well with #3 above)
[>] Brian