Product updates

Q3Edit release notes

New map-editing features, workflow refinements, rendering improvements, and Quake III compatibility fixes.

July 21, 2026 Update

A focused workflow and rendering update with faster multi-object editing, a more flexible workspace, and closer agreement between the editor and Quick Play.

Editing workflow

  • Edit shared entity properties across multiple selected entities from the Entity Inspector, including adding and removing keys for the whole selection.
  • Start marquee selections over brushes in locked groups while the locked geometry itself remains protected from selection and editing.

Workspace

  • Show or hide the right sidebar from the View menu or the top-right toolbar button, and drag its edge to choose a comfortable width.
  • Solo any sidebar panel to temporarily collapse the others, with sidebar visibility, width, and panel states remembered between sessions.

Rendering & Quick Play

  • Dynamic-light preview now chooses up to 16 lights by their influence on the current view, keeping large and heavily lit maps accurate as you move around.
  • Quick Play now resolves mixed-case shader image paths correctly, preventing fitted textures such as jump pads from compiling at the wrong scale.

July 2026 Update

A major editor update with richer Quake III compatibility, modern entity and model workflows, advanced geometry tools, camera paths, project configuration, and a more dependable editing core.

Entities & models

  • Search game entity definitions while placing entities, then edit typed properties in the Entity Inspector.
  • Choose MD3 models and skins with textured, drag-to-rotate previews in both the browser and editor view.
  • Compile misc_model entities with Q3Map2-compatible origin, scale, yaw, pitch, and roll transforms.

Maps & assets

  • Load, edit, and round-trip classic brushes and brushDef map formats with clearer parser diagnostics.
  • Manage an ordered PK3 asset stack with shader-aware texture lookup and JPEG image support.
  • Quick Play now keeps base-game assets separate and handles browser mouse capture more reliably.

Geometry & terrain

  • Create precisely sized boxes, cylinders, cones, spheres, and pyramids with the Exact Primitive dialog.
  • Use expanded patch operations for rows, columns, subdivisions, caps, thickening, fitting, and alignment.
  • Sculpt, smooth, erode, stitch, and texture terrain with a dedicated inspector and brush controls.

Organization & paths

  • Create persistent named groups, then select, hide, lock, and manage their members from the sidebar.
  • Build open or closed camera splines with timing, FOV, look targets, actions, scrubbing, and looping playback.
  • Generate smart camera paths and func_train paths directly from the editor.

View & customization

  • Switch renderer modes, texture filtering, display categories, and a tuned dynamic-light preview.
  • Customize shortcuts, themes, viewport layouts, and editor defaults in global Preferences.
  • Keep game paths, assets, compiler options, entity sources, and overrides in separate Project Settings.

Reliability & diagnostics

  • Document revisions, unsaved-state tracking, centralized mutations, and consistent undo transactions protect edits.
  • Inspect map and entity diagnostics, find brushes by address, and run JSON brush macros as one undoable action.
  • Expanded regression coverage protects map round-tripping, geometry editing, assets, entities, and editor workflows.