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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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Hats Off Sir 
And thanks! 
Forgot To Mention 
It has full documentation built in. 
Yes 
Reading it and playing around now. The interface is incredibly slick. It's been a long time since I've opened a new editor and been able to just throw things together.

This feels more easy and comfortable than Unity...

And if I'm seeing right you are reading defs and fgd.

This is epic. 
 
The FGD loading has been extended to support model loading (as well as linking models to specific settings on entities like spawnflags and other key/vals). So, if you click 'rotten' on the health box, you get the rotten health box model.
This can all be customized for mods and such. It isn't documented yet since it was more important to get the application released with the mapping related documentation but this sort of ancillary documentation will be done later. 
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