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  1. May 11, 2012
    • MaxED's avatar
      Removed some unused files. · 095c1154
      MaxED authored
      095c1154
    • MaxED's avatar
      GZDoomBuilder 1.05: · 36f39165
      MaxED authored
      Added Color Picker plugin
      Point, Flicker and Pulse light animation should now look almost exactly as seen in GZDoom.
      Fixed a bug when editing thing properties in Visual mode didn't update visual thing.
      Fixed incorrect doom-style walls shading when sector has "lightcolor" property set.
      Fixed "Index was outside the bounds of the array in CalculateNormalsAndShading()" error.
      GZDoomBuilder will now show error message prior to failing.
      36f39165
  2. Apr 25, 2012
    • MaxED's avatar
      GZDoomBuilder 1.04a: · 506f4054
      MaxED authored
      Sector dynamic lights are now rendered properly.
      506f4054
    • MaxED's avatar
      GZDoomBuilder 1.04: · a9fd8d33
      MaxED authored
      Added "Dynamic light size" slider, which matches GZDoom's "Light size" option.
      Added "Dynamic light intensity" slider, which matches GZDoom's "Light intensity" option.
      Fixed Vavoom light rendering (was rendered as additive light, light radius was twise smaller than in GZDoom)
      Fixed bug in light rendering introduced in v1.03 (light radius was set to -1 when switching from 2D to 3D mode).
      a9fd8d33
  3. Apr 23, 2012
    • MaxED's avatar
      GZDoomBuilder 1.03: · dcf899a3
      MaxED authored
      Increased dynamic lights rendering performance (currently I'm getting around 25 FPS in Spawn's MAP01 with 32 dynamic lights and rendering distance set to 3000, was getting 4-6 FPS in GZDoomBuilder 1.02).
      Several fixes in animated lights rendering (secondary light radius can now be smaller than primary light radius, Pulse Light's maximum radius was rendered twise bigger than in GZDoom).
      dcf899a3
  4. Apr 18, 2012
    • MaxED's avatar
      GZDoomBuilder 1.02 · 2358b785
      MaxED authored
      All dynamic light types are now rendered correctly.
      Added Doom-style shading on walls (walls going from west to east are slightly darker than walls going from north to south)
      Masked surfaces are now correctly lit by dynamic lights.
      Fixed several bugs in models rendering.
      2358b785
  5. Apr 17, 2012
  6. Apr 14, 2012
  7. Mar 19, 2012
  8. Dec 17, 2011
  9. Dec 13, 2011
  10. Dec 12, 2011
  11. Dec 11, 2011
  12. Dec 10, 2011
  13. Dec 09, 2011
  14. Dec 08, 2011
  15. Dec 07, 2011
  16. Dec 06, 2011
  17. Dec 05, 2011
  18. Dec 04, 2011
  19. Dec 03, 2011
  20. Dec 02, 2011
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