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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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Depends 
If you can rotate the squares or not. 
The Problem Is 
how to mimick what the human does to mop up after a dumb CSG subtract operation. That's why I'd like to see what you guys do. 
It Takes About 5 Seconds 
to chop a brush up with perfectly optimal geometry if you want to effectively punch a square hole in it.

CSG subtract is not necessary in that situation at all. 
 
When I found it handy for was making buttons. I could build a button brush, embed it into the wall and subtract it. Now the button has a nice recess to move into. 
 
Although I will agree that Merge would get used a lot more often than Subtract so if one needs to be done first, Merge would be the choice. 
CSG Subtract A Circle 
With regard to what Qmaster said about the grid vertex snapping.

I believe the editor should have a preference for this.

I think it's similar to how I could do this in Quest.

In Quest, the config file has this option:
# ---------------
# snap_to_int <x>
# ---------------
#
# If set to 1, Quest will snap all vertices to integer values upon save. This
# should prevent vertex drifting. This is only used with the old map format.

snap_to_int 1

---

There are couple more settings in the config file that you might find interesting. See quest.cfg: http://pastebin.com/7CCDm8R6 
 
Kinn, why would someone want to use the slice tool 4 times to cut a square, when CSG Subtract can do it in 1 move. 
Deqer 
My point is that we don't need a stupid "csg subtract but only for square shapes" thing, when everyone can produce the equivalent geometry themselves in a few seconds without that feature?

Either make a proper csg subtract tool, or don't make it at all. 
CSG Merge 
Will be cool because the code can be used for stuff like this:

https://github.com/kduske/TrenchBroom/issues/276

That was rebb's idea, and it's absolutely great. 
CSG Subtract Example, Messy. 
SleepwalkR,

Here is video of me doing CSG Subtract and I show the problems, and explain what I would've preferred the result to be.

http://youtu.be/7P1wS5INeAw 
Yeah We Get It 
The problem is inventing the algorithm that produces optimal results when csg subtracting arbitrary brushes. 
CSG Merge 
Does look pretty cool, and more valuable than subtract. 
Ijed 
This is not merge exactly, but it works in a similar fasion. The idea is to select a couple vertices (either by selecting brushes or by selecting faces), then creating the convex hull of those vertices and creating a brush from that.

If you select a couple of brushes which form a convex shape to begin with, you have CSG merge. The other cases are shown in the images I linked above. 
I See Hollow 
Is mentioned on github as well - is this in/gonig to be? 
Right 
Not sure what that should be called though :) 
I Don't Care That You "get It"; I'm Still Going To Post It. Thx. 
Here's another video of CSG Subtract, doing arch window, and what I do to clean it up, and I explain what I would've preferred the result to be.

http://youtu.be/7-x47KvgL9U

Again, the problem is programming the logic, math, magic to be able to do CSG Subtract like this.

Honestly, CSG Subtract is too much magic for me to expect from a new editor anyways. I suppose you'd rather focus on more important things/features. 
Will Be 
Again, there are questions as to how the resulting brushes should be shaped. My current idea is to extrude the outer faces and chop them off at their formal position.

It's basically this feature applied to each face of the brush:

https://github.com/kduske/TrenchBroom/issues/418 
That Last Post 
is a response to ijeds question about CSG hollow. 
 
See, now hollow is something I've never seen a use for. Does that get a lot of play for some people? I know it's good for "my first room" tutorials ... :) 
Willem 
Apparently some people use it. I'm not a fan of any of the CSG operations, but if I'm going to support one, I guess I should support the others as well, esp. as hollow is quite simple compared to subtract. 
Hollow 
I use it a lot for speedmapping / testmapping and sometimes for blocking out.

When it's time to put an area together properly I usually delete the resulting brushes. 
CSG Subtract / Mapping Rhetoric 
The more predictable features (and therefore, hopefully the ones that are easier to implement) tend to be the most valuable.

Complex CSG functions have a bad rep for a reason. It doesn't mean they can't be well used though.

What I'm driving at is that the value of a feature is a result of balancing the pros and cons, not one or the other.

And both those should take into consideration things like 'time to implement' and 'will it be a bitch to get it right'. 
But Also 
"The fun to be had for the programmer", which for such difficult problems, is plenty! 
Haha 
True.

Here's some of my own coding stuff, may be of interest even though not editor related.

http://spiney.me/schism/forum/index.php?topic=303.msg3743#msg3743 
Speed Difference Between Version 1 Vs Version 1.04? 
I have noticed that certain actions in 1.04 now take considerably longer than in version 1 (I updated the .exe to see if they were functionally different, I have now reverted back to the original release). The actions causing slowdown (that I could find) are duplicating items, alt+clicking to copy textures and making new brushes. I think it may be a consequence of editing a map from version 1 in version 1.04. Maybe.
If you want to check it for yourself SleepwalkR I could email you my level 
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