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  1. Jan 25, 2016
    • MaxED's avatar
      Fixed, Visual mode: in some cases ceiling glow effect was interfering with... · 2cbe6640
      MaxED authored
      Fixed, Visual mode: in some cases ceiling glow effect was interfering with Transfer Brightness effect resulting in incorrectly lit sidedef geometry.
      Fixed, Visual mode: UDMF sidedef brightness should be ignored when a wall section is affected by Transfer Brightness effect.
      Fixed, Visual mode: any custom fog should be rendered regardless of sector brightness. 
      Fixed, Visual mode: "fogdensity" and "outsidefogdensity" MAPINFO values were processed incorrectly.
      Fixed, Visual mode: in some cases Things were rendered twice during a render pass.
      Fixed, Visual mode: floor glow effect should affect thing brightness only when applied to floor of the sector thing is in.
      Fixed, TEXTURES parser: TEXTURES group was named incorrectly in the Textures Browser window when parsed from a WAD file.
      Fixed, MAPINFO, GLDEFS, DECORATE parsers: "//$GZDB_SKIP" special comment was processed incorrectly.
      Fixed, MAPINFO parser: "fogdensity" and "outsidefogdensity" properties are now initialized using GZDoom default value (255) instead of 0.
      2cbe6640
  2. Jan 22, 2016
  3. Jan 20, 2016
  4. Jan 18, 2016
  5. Jan 17, 2016
  6. Jan 16, 2016
    • MaxED's avatar
      Fixed, Visual mode: fixed inability to drag auto-selected sidedef parts using... · 0258cf10
      MaxED authored
      Fixed, Visual mode: fixed inability to drag auto-selected sidedef parts using mouse when "Synchronize selection between Visual and Classic modes" setting was enabled.
      Fixed, Visual mode: fixed incorrect auto-selected sidedefs texture offset clamping when "Synchronize selection between Visual and Classic modes" setting was enabled.
      0258cf10
  7. Jan 15, 2016
    • MaxED's avatar
    • MaxED's avatar
      Fixed a crash during skybox textures search when searching for any image and... · 0beb3eb9
      MaxED authored
      Fixed a crash during skybox textures search when searching for any image and not finding it in the first PK3 or Directory resource.
      Fixed: TGA image detection required a special approach...
      Fixed, Visual mode: built-in sky texture should not be mirrored like the classic ones.
      0beb3eb9
    • MaxED's avatar
      Added "Sector Floor Flat" and "Sector Ceiling Flat" Find and Replace modes. · 998ec3bc
      MaxED authored
      Updated skybox model to better match GZDoom's skybox. Also the sky texture was flipped horizontally.
      Fixed, Visual mode: "Select with the same texture" action is now able to select sidedef parts only visible because of slopes.
      Fixed, Visual mode: skybox texture was not updated after using "Open map in current wad" action.
      Fixed, Visual mode: in some cases Visual camera was placed below sector's floor when "Sync camera position between 2D and 3D modes" setting was enabled.
      Fixed: numeric thing flags with inverted UDMF flag defined in "thingflagstranslation" Game configuration block were lost when copy-pasting a thing.
      Fixed, command line arguments: fixed a crash when loading a map from a wad with existing .dbs file.
      998ec3bc
  8. Jan 14, 2016
    • MaxED's avatar
      Fixed, Visual mode: fixed D3DERR_INVALIDCALL error caused by a bug in classic... · ada38c44
      MaxED authored
      Fixed, Visual mode: fixed D3DERR_INVALIDCALL error caused by a bug in classic skybox texture creation.
      Fixed, Visual mode: aspect ratio was not updated when render area was resized.
      Fixed, Visual mode: vertex handles were disappearing after using Reload Resources (F8) action.
      Changed, internal: removed most of the fixed pipeline rendering code. The editor can no longer be used on a video card without Shader Model 2.0 support. 
      ada38c44
    • MaxED's avatar
      Updated, Visual mode: classic skies are now rendered much closer to the way GZDoom renders them. · f0643cbd
      MaxED authored
      Fixed, Visual mode: "Select with the same texture" action should not select invisible geometry (like sidedef parts hidden by slopes).
      Changed, Sector drawing: default sector height is now used when the nearest sector's height is <= 0.
      f0643cbd
  9. Jan 13, 2016
  10. Jan 12, 2016
  11. Jan 11, 2016
    • MaxED's avatar
    • MaxED's avatar
      Added, Visual mode: sky rendering. Currently classic skies and GLDEFS Skyboxes are supported. · 37feaa5d
      MaxED authored
      Added "Toggle sky rendering" action and toolbar button.
      Added, MAPINFO parser: the editor now recognizes map number from classic map definition format. Hexen MAPINFO is now properly parsed.
      Added, MAPINFO support: if current map definition contains map name as a text string, it will be shown in the editor's header.
      Changed: "Toggle dynamic lights rendering" now toggles between "Don't show dynamic lights" and "Show dynamic lights" when used in Classic modes. 
      Changed, Things mode: lowered the opacity of dynamic light radii.
      Changed, (G)ZDoom text parsers: empty include files now trigger a warning instead of an error and no longer abort parsing.
      Fixed, Game configurations: moved Stalagmite:5050 thing to Doom block (so the editor no longer tries to load it for non-Doom game configurations).
      Fixed(?), Visual mode: probably fixed a hard-to-trigger exception when sorting translucent geometry.
      Fixed, Visual mode: floor glow effect was incorrectly applied to walls (was broken in R2452).
      Internal: restructured most of MAPINFO and GLDEFS parsers. Should be more maintainable now.  
      Updated ZDoom ACC.
      Updated zdbsp to 1.19.
      Updated documentation.
      37feaa5d
  12. Jan 02, 2016
  13. Jan 01, 2016
  14. Dec 30, 2015
  15. Dec 29, 2015
  16. Dec 28, 2015
  17. Dec 27, 2015
  18. Dec 24, 2015
  19. Dec 21, 2015
  20. 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
  21. Dec 18, 2015
  22. 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
  23. 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
  24. 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
  25. 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
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