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  1. Jun 01, 2012
    • MaxED's avatar
      GZDoom Builder 1.07 · 20bb7fd1
      MaxED authored
      Updated to Doom Builder 2 SVN rev. 1549.
      20bb7fd1
    • MaxED's avatar
      Added GLDEFS and (Z)MAPINFO parsers. · 16b97e1c
      MaxED authored
      Dynamic lights defined in GLDEFS are now rendered in Visual modes (currently only one light per Thing is supported).
      Several values from (Z)MAPINFO are now used in Visual modes.
      Added "Reload GLDEFS", "Reload (Z)MAPINFO" and "Reload MODELDEF" menu options (in "Tools" section).
      MODELDEF parser now checks which model(s) is/are used in first frame.
      Dynamic lights are now created with more meaningful default parameters.
      Added errors and warnings indicator to main window.
      16b97e1c
  2. May 25, 2012
    • MaxED's avatar
      GZDoomBuilder 1.06c: · 9b76183a
      MaxED authored
      Fixed incorrect rendering of MD3 models with more than one MD3 Surface.
      Fixed a bug introduced in 1.06b when models weren't rendered in Visual mode when Fullbright mode was on.
      9b76183a
  3. May 22, 2012
    • MaxED's avatar
      GZDoomBuilder 1.06b: · 6d7d8c28
      MaxED authored
      Models with transparent textures are now rendered correctly.
      Models with negative scale set in MODELDEF are now rendered correctly.
      6d7d8c28
  4. May 21, 2012
    • MaxED's avatar
      GZDoomBuilder 1.06a: · 3a0426cd
      MaxED authored
      MODELDEFs and models can now be loaded from PK3 resources (does anybody know if models or MODELDEFs can be stored in WADs?).
      Negative scale and zOffset are now correctly parsed from MODELDEFs (model surfaces may be inverted though).
      Fixed a crash while reading MODELDEFs when Operation System's decimal separator was set to comma.
      Fixed a crash when user changed Thing type in Visual mode to a new one with model override, which wasn't previously used in a map.
      Fixed a bug introduced in 1.06 when models weren't rendered in Visual mode when Fullbright mode was on.
      Non-breaking space is now correctly handled by all Doom Builder's data parsers.
      ColorPicker plugin:
      Fixed a crash when user attempted to open ColorPicker window to edit sector properties in Visual mode, using hilighted surface as selection source, without selecting anything before doing so. 
      3a0426cd
  5. May 20, 2012
    • MaxED's avatar
      GZDoomBuilder 1.06: · 9a72148a
      MaxED authored
      Fog rendering (including colored fog in maps in UDMF format).
      Fixed lots of bugs in model loading and rendering.
      Added "Toggle GZDoom Effects" button, which currently toggles dynamic lights, models and fog rendering.
      Model loading process is more verbose now, so if something goes wrong, check Errors and Warnings window (F11) for details.
      ColorPicker plugin:
      You can now select surfaces in 3D-mode and then open Color Picker window to edit sector colors of sectors, to which these surfaces belong.
      If nothing is selected, you can hilight a surface and then open Color Picker window to edit sector colors of sector, to which hilighted surface belongs.
      If nothing is selected, you can hilight a Light Thing and then open Color Picker window to edit it's properties.
      9a72148a
  6. May 15, 2012
    • MaxED's avatar
      GZDoomBuilder 1.05с: · 62ba723a
      MaxED authored
      Fixed a crash in Color Picker plugin when user tried to set Sector or Fade color to multiple sectors.
      62ba723a
  7. May 13, 2012
    • MaxED's avatar
      GZDoomBuilder 1.05b: · 5d58612d
      MaxED authored
      Actors, which can't be placed in editing mode aren't added to MODELDEF override list, thus preventing crash on map open.
      5d58612d
    • MaxED's avatar
      GZDoomBuilder 1.05a: · 14e6c959
      MaxED authored
      Fixed incorrect rendering of 3D-floors, masked and transparent surfaces introduced in 1.05...
      Additive transparent surfaces aren't affected by dynamic lights now (because they aren't affected in GZDoom). 
      14e6c959
  8. 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
  9. 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
  10. 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
  11. 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
  12. Apr 17, 2012
  13. Apr 14, 2012
  14. Mar 19, 2012
  15. Dec 17, 2011
  16. Dec 13, 2011
  17. Dec 12, 2011
  18. Dec 11, 2011
  19. Dec 10, 2011
  20. Dec 09, 2011
  21. Dec 08, 2011
  22. Dec 07, 2011
  23. Dec 06, 2011
  24. Dec 05, 2011
  25. Dec 04, 2011
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