Setting the 'angles' key and x y and z coordinates will rotate an entity in-game. e.g. health pickup
TB currently does not apply rotation if the bounding box is not centered.
I think I remember this to be a conscious decision. @ericwa do you remember? I鈥榤 sure we talked about this.
There is some discussion in https://github.com/kduske/TrenchBroom/issues/917
and https://github.com/kduske/TrenchBroom/issues/642
I haven't read it all but this still seems like a legitimate bug to me, not sure why the origin being in the centre of the bbox should matter
I had the same problem with angles and mangle. The editor representation is far off of in-game representation. For example, I am making a dome roof that retracts at a 45 degree angle downwards. The editor reflect this, but in-game they seem to go wherever they want. I can't seem to find a pattern between the in-editor and in-game representations to be able to compensate. I could post a video so that you can better find the problem. I could set several doors to different angles, each having only one variable in the angles function changed. Then, one could see how off it is and how those changes are reflected in the game relative to the editor. If you can't show proper representation for brush entities because it would mess up representation in another type of entity. You could have the editor change the way it displays the angle based on the type of entity it is (have a different bit of code for some entities than others).
Was looking at this again.
Issues:
mangle/angles manually set on them.The intention was to protect Quake mappers from rotating models away from their collision volumes, which don't rotate in Quake (afaik).
Yes, it was.
We should at least render these cases as they are in game if they have a mangle/angles manually set on them.
I agree.