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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.

- 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:
Features "cool shit".
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Bug Report 
Hello, I am working on one map in q3 format. I updated TB (sorry, I do not remember which version I had before). Now when I open the map it just crashes. And here is the crash file:

OS: Windows 7 (build 7601, Service Pack 1), 64-bit edition
wxWidgets Library (wxMSW port)
Version 3.1.1 (Unicode: wchar_t, debug level: 1),
compiled at Feb 18 2018 18:36:35

Runtime version of toolkit used is 6.1.

GL_RENDERER: Intel(R) HD Graphics 4000
GL_VERSION: 3.3.0 - Build
TrenchBroom Version: 2019.6
TrenchBroom Build: v2019.6 Release
Reason: std::exception: bad allocation
Stack trace:

I renamed the textures folder so the editor could not find it and now the map can be opened! After that I disabled all texture collections on the map and I gave the correct name for textures folder so editor could find it. After I add one texture collection by one and in one moment the map crashes again. I dont know how it works. May be the editor has some limitations for allocated memory. How can I fix that? 
Can you post the map that crashes at please? Using any .pk3's with third party textures or all stock q3 textures? 
Yes Post An Issue Please 
I suspect you are loading too many texture collections and run out of memory. Please also post your machine specs such as how much memory it has. 
Reply To Ericw And SleepwalkR 
Hi! Thanks for reply!

In editor I am using textures, which are located in folders, and I dont use any archives for editing maps. I am using my own textures. I thought that the problem can be in one of the textures (may be format is incorrect or some texture crashes the editor by some other reason). So that would mean that some of my texture catalogues contain the "problem" texture and I tried to find it. But each catalogue (folder with textures) can be opened freely without any crashes. But if I try to open more than 3 texture collections the editor crashes. Seems like the problem is in allocated memory

My laptop is 7 or 8 years old but I dont think that it has not enough memory to open the map. I have 8 gb of RAM, intel core i-7-3600 processor and Geforce 650m (idk if this information is needed).

I wonder if there are some limitations for the RAM that can be used in editor? If yes, how can I change it? 
How Many Textures Are You Trying To Load In Total? 
Also Can You Give A Total Of The Disk Space That These Textures Occupy 
Textures occupy 465 mb of disk space. There are 1034 textures in total 
TrenchBroom 2020 Release Candidate 1 
It's been a long time since the last release. This one is coming with a lot of changes and bug fixes: 
TrenchBroom 2020 Release Candidate 2 
This release candidate contains a lot of bug fixes and a new builtin dark theme, together with new icons that work better for both light and dark environments. 
TrenchBroom 2020.1 Is Out 
TrenchBroom 2020.2 Released 
Nice Guide For The Compile Menu 
for doofuses like me who have never quite grasped this. 
TrenchBroom 2021.1 Released 
Is it safe to overwrite v.2020.2 or should I delete it first? And if later, where does TB store building tasks config? 
Any preferences or configurations you've done are stored in a place that depends on your OS.

Windows C:\Users\<username>\AppData\Roaming\TrenchBroom

macOS ~/Library/Application Support/TrenchBroom

Linux ~/.TrenchBroom 
All Textures Are Red 
I have a problem with textures in the engine. They like small black/white rectangles but in red color. 
Smash Door: 
Pink/black checkerboard pattern in game is an indication that the textures are missing from the BSP file, which means the compiler probably couldn’t find the wad file, or the wad does not contain all needed textures. 
Paths Paths Paths 
If you having issues in mapping Quake, always check your paths in your tools. 
TrenchBroom 2022.1 Release Candidate 1 
Thanks to you and ericw for all your hard work on this one. Can't wait to crack this open. 
that is big. thank you for all the hard work! 
TrenchBroom 2022.1 Release Candidate 2 
TrenchBroom 2022.1 Release Candidate 2 is out: - this is just a minor update that adds Quetoo support, more installers for Linux, and one bug fix 
TrenchBroom 2022.1 
Just in time for your hot summer mapping on the northern hemisphere: TrenchBroom 2022.1 
So, linked groups are like prefabs? Can we build a few and share with others? 
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