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  1. Dec 30, 2015
  2. Dec 29, 2015
  3. Dec 28, 2015
  4. Dec 27, 2015
  5. Dec 24, 2015
  6. Dec 21, 2015
  7. Dec 19, 2015
    • MaxED's avatar
      Fixed, UDMF parser: property names must be case-insensitive. · 3621ff78
      MaxED authored
      Fixed, ANIMDEFS parser: camera texture names are limited to 8 chars in ZDoom.
      Fixed, Game configurations: Stalagtite:47 thing was named Stalagmite.
      Changed, Game configurations: moved Stalagmite:5050 thing to the "Obstacles" category.
      3621ff78
  8. Dec 18, 2015
  9. Dec 17, 2015
    • MaxED's avatar
      Fixed, Script Editor: file was marked as changed when changing script configurations. · dbcc57b7
      MaxED authored
      Fixed, Script Editor: in some cases clicking on an error in the errors list didn't navigate to the error location.
      Fixed, Script Editor: in some cases incorrect error line number was shown.
      Fixed, Text lump parsers: fixed a crash when trying to get a filename from a quoted string with missing closing quote.
      Fixed, Text lump parsers: in several cases parsing errors were ignored by overlaying data structures.
      Fixed: in some cases Thing Filter thing flags were cleared when switching game configurations in the "Game Configurations" window.
      Changed, PK3 reader: loading of files with invalid path chars is now skipped instead of skipping loading of the whole resource. Also more helpful warning message is now displayed.
      Updated SharpCompress library to v.0.11.2.0.
      dbcc57b7
  10. Dec 14, 2015
    • MaxED's avatar
      Added, Things mode: dynamic light things light radii are now rendered (can be... · a35a3365
      MaxED authored
      Added, Things mode: dynamic light things light radii are now rendered (can be disabled by setting "Dynamic light mode" to "Don't show dynamic lights" on the top toolbar).
      Internal, Renderer2D.RenderArrows(): only visible lines are now rendered.
      Internal, API: renamed public Line3D properties: v1 to Start, v2 to End, color to Color, renderarrowhead to RenderArrowhead.
      a35a3365
  11. Dec 13, 2015
    • MaxED's avatar
      Changed, Renderer2D: StartOverlay() now works the same way as StartPlotter()... · b35684e1
      MaxED authored
      Changed, Renderer2D: StartOverlay() now works the same way as StartPlotter() and StartThings() (e.g. returns false when unable to render instead of throwing an Exception. Should prevent crashes for people with slow GPUs / very complex maps).
      b35684e1
    • MaxED's avatar
      Changed, "Select Similar", "Paste Properties Special" actions properties... · e44b918b
      MaxED authored
      Changed, "Select Similar", "Paste Properties Special" actions properties windows, Linedefs: removed "Sidedef Properties" from Linedef flags tab.
      Fixed several issues with "Synchronized Things Selection" setting:
      - Things were not deselected after dragging a single sector.
      - Things were not deselected after editing properties of a single sector.
      - Things sector references were not updated after using "Join Sectors" and "Merge Sectors" actions.
      - Things (de)selection is now applied to all things, instead of only the ones visible using current Things Filter.
      e44b918b
  12. Dec 10, 2015
    • MaxED's avatar
    • MaxED's avatar
      Cosmetic, actions: renamed "Lower Floor/Ceiling by 8 mp" to "Lower... · 2ea51d23
      MaxED authored
      Cosmetic, actions: renamed "Lower Floor/Ceiling by 8 mp" to "Lower Floor/Ceiling/Thing by 8 mp", "Raise Floor/Ceiling by 8 mp" to "Raise Floor/Ceiling/Thing by 8 mp", "Lower Floor/Ceiling by 1 mp" to "Lower Floor/Ceiling/Thing by 1 mp", "Raise Floor/Ceiling by 1 mp" to "Raise Floor/Ceiling/Thing by 1 mp", "Lower Floor/Ceiling to adjacent sector" to "Lower Floor/Ceiling/Thing to adjacent Sector/Thing", "Raise Floor/Ceiling to adjacent sector" to "Raise Floor/Ceiling/Thing to adjacent Sector/Thing".
      Updated, Visual mode, "Raise Floor/Ceiling/Thing to adjacent Sector/Thing" / "Lower Floor/Ceiling/Thing to adjacent Sector/Thing" actions: sectors across targeted sectors are now taken into account when determining target height.
      Updated, Visual mode, "Raise Floor/Ceiling/Thing to adjacent Sector/Thing" / "Lower Floor/Ceiling/Thing to adjacent Sector/Thing" actions: the actions can now stack things on top of other things when their bounding boxes intersect. 
      Internal: cosmetic changes to shader update logic.
      Internal: thing bounding box is now used when adding a thing to VisualBlockMap.
      2ea51d23
  13. Dec 09, 2015
  14. Dec 07, 2015
  15. Dec 04, 2015
  16. Dec 02, 2015
    • MaxED's avatar
      Fixed, Visual mode, "Auto-align textures" actions, UDMF: vertical offsets of... · e4d2019d
      MaxED authored
      Fixed, Visual mode, "Auto-align textures" actions, UDMF: vertical offsets of non-wrapped middle textures should not be clamped.
      Fixed, Visual mode: brightness of 3d floors with "disable lighting" flag was calculated incorrectly.
      Fixed, Sectors mode: 3d floor linedef indicators were not updated after using "Join Sectors" and "Merge Sectors" actions.
      e4d2019d
  17. Dec 01, 2015
  18. Nov 30, 2015
    • MaxED's avatar
      Script Editor: · e8cda3c9
      MaxED authored
      Added: Tab text now looks differently when appropriate script was changed.
      Added: Script Editor now has it's own status bar.
      Added: several files can now be opened at once when using "Open File" command.
      Added: ACS scripts navigator now shows script and function arguments.
      Changed: when closing a tab, previous tab is selected instead of the first tab.
      Changed: SCRIPTS lump can't be compiled as a library.
      Changed: external acs files can only be compiled as libraries.
      Changed: when an external acs file is marked as #library, it will be saved as [library name].o alongside [filename].acs.
      Fixed: files opened using "Open File" command were immediately flagged as changed.
      Fixed: Script Editor was unable to navigate to error location after clicking on the error description when the error was in include file.
      Updated ZDoom ACC.
      e8cda3c9
  19. Nov 29, 2015
  20. Nov 28, 2015
  21. Nov 24, 2015
    • MaxED's avatar
      Fixed, ACC compiler: in some cases ACC errors were ignored. · 295c9bc3
      MaxED authored
      Fixed, Script Editor, cosmetic: we should not show error line number when we don't have one.
      ZDoom acc.exe: several error types now output more detailed info.
      Fixed, Visual mode: UDMF thing alpha property was applied only when UDMF renderstyle property was also set (should also be applied when renderstyle property is set in the DECORATE actor definition).
      Game configurations, ZDoom family: Pistol and Gold Wand actors now use internal sprites.
      Updated ZDoom ACC and ZDoom_ACS.cfg (PickActor flags).
      295c9bc3
  22. Nov 20, 2015
    • MaxED's avatar
      Visual mode: rewritten most of the 3d floor clipping and light/color... · 098e9724
      MaxED authored
      Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom.
      Fixed, Visual mode: glow effect was not updated when changing sector textures using the "Select Texture" action.
      Browse Textures/Flats window: when textures list is focused, you can now start typing to change the Filter.
      098e9724
  23. Nov 17, 2015
  24. Nov 16, 2015
    • MaxED's avatar
      Thing Browser Control: fixed cosmetic focusing issue. When Things list is... · fc30082d
      MaxED authored
      Thing Browser Control: fixed cosmetic focusing issue. When Things list is focused, you can now start typing to change the Filter.
      Edit Action window: Actions list is now automatically focused on mouse over. When Actions list is focused, you can now start typing to change the Filter.
      Edit Effect window: Effects list is now automatically focused on mouse over. When Effects list is focused, you can now start typing to change the Filter.
      Game Configurations: added "Gold Wand" to all ZDoom-based Heretic configurations (also a couple of cosmetic tweaks).
      Game Configurations: changed "Pistol" display sprite to the one provided with (G)ZDoom.
      fc30082d
    • MaxED's avatar
      Fixed, Linedef Color Presets window: Linedef Actions and Linedef Activations... · e62da4e6
      MaxED authored
      Fixed, Linedef Color Presets window: Linedef Actions and Linedef Activations lists were accidentally modified during window initialization.
      e62da4e6
  25. Nov 13, 2015
    • MaxED's avatar
      Fixed, Script Editor: in some cases includes list was not updated before... · f452fca5
      MaxED authored
      Fixed, Script Editor: in some cases includes list was not updated before trying to compile the script leading to compilation failure.
      Changed, ACC compiler: when building includes list, the compiler no longer tries to find/copy include files defined in current script configuration (previously it was hardcoded to skip "zcommon.acs" and "common.acs" only).
      Fixed, Visual mode: things with Additive RenderStyle were rendered as additive only when their alpha was less than 1.0.
      f452fca5
  26. Nov 11, 2015
  27. Nov 09, 2015
    • MaxED's avatar
      Fixed, Visual mode: fixed a crash when trying to render a Thing with... · afbcac30
      MaxED authored
      Fixed, Visual mode: fixed a crash when trying to render a Thing with translucent or additive renderstyle outside of any sector.
      Fixed, Classic modes: 3d floor linedef indicators shown in Classic modes were not updated after finishing sector drawing.
      Updated ZDoom ACC to git rev. f92fbb9.
      Updated ZDoom_ACS.cfg.
      afbcac30
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