- May 21, 2020
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biwa authored
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- Apr 02, 2020
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biwa authored
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- Jan 12, 2020
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Magnus Norddahl authored
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- Jun 18, 2019
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biwa authored
- Textures will now wrap correctly in visual mode when the flag of the Line_SetIdentification special is set in Hexen format. Fixes #271
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- Apr 14, 2019
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biwa authored
- Improved support for auto aligning scaled textures
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- May 09, 2017
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ZZYZX authored
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- Mar 07, 2017
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ZZYZX authored
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- Feb 09, 2017
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ZZYZX authored
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- Jan 14, 2017
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ZZYZX authored
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- Nov 30, 2016
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MaxED authored
Fixed, Script Editor: resources navigator was always loading the first WAD lump with matching name when trying to open any of several WAD lumps with matching names. Reverted, Visual mode: looks like all additional cases of displaying sky hack added in r2755 were actually undefined engine behaviors, not the "proper" shy hack... Reverted implementation to the wiki definition of the sky hack.
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- Sep 06, 2016
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MaxED authored
Updated, Visual mode, UDMF: "Change Texture Scale" actions now take camera and texture angles into account when used on floors/ceilings. Changed: "+++" and "---" prefixes are now incremented on the first step instead of the second when used in any numeric inputs, which support prefixes, except action arguments. Fixed, Visual mode, UDMF: texture offset/scale/rotation changes were applied several times when used on several 3d-floor floors/ceilings linked to the same control sector, when using "Move Texture Offsets" / "Change Texture Scale" / "Rotate Texture CW/CCW" actions. Updated ZDoom ACC (DamageActor). Updated ZDoom_ACS.cfg (DamageActor).
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- Sep 02, 2016
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MaxED authored
Fixed several cases when certain texture manipulation-related actions caused a crash when performed on not-yet-loaded textures.
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- Jul 04, 2016
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MaxED authored
Visual mode: modified sidedef texture UV calculations to use integral linedef length to match (G)ZDoom way of rendering them. Visual mode, UDMF: "Auto-align textures" actions now use integral linedef length when calculating texture offsets.
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- Jun 13, 2016
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MaxED authored
Added, Visual mode: added "Toggle Alpha-based Texture Highlighting" action. When enabled, 3d floor textures and middle textures on double-sided lines will be highlighted only when the crosshair points at a non-transparent pixel. Changed: multi-part sectors are now better preserved after drawing new lines. Changed, TEXTURES parser: patch loading errors are now ignored for textures with "NullTexture" option. Changed, Game configurations: changed default door action arguments to better match vanilla ones. Fixed, Actions: in some cases keyboard shortcuts involving Ctrl/Alt/Shift modifier keys were displayed incorrectly. Fixed(?): probably fixed inability to save map wad in Slade 3. Updated ZDoom_ACS.cfg. Updated ZDoom_DECORATE.cfg. Updated ZDoom ACC.
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- Mar 23, 2016
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MaxED authored
Fixed, Visual mode: alpha-based texture picking didn't work correctly on HiRes images. Fixed, Visual mode: fog density was calculated incorrectly for things lit by dynamic lights. Fixed, Edit Sector window, UDMF: "Fade" and "Light" color pickers initial values were incorrect when displaying mixed values. Fixed, Edit Thing window, UDMF: "Color" color picker initial value was incorrect when displaying mixed values.
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- Jan 26, 2016
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MaxED authored
Added, Visual mode: "Raise/Lower Floor/Ceiling to adjacent Sector" actions now take surrounding 3d floors into account. Added, Visual mode: highlight/selection based on texture alpha now works on 3d floors. Changed, Game configurations, TranslucentLine:208 action: renamed the second argument from "Translucency Amount" to "Opacity". Internal, documentation: updated udmf_zdoom.txt.
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- Jan 25, 2016
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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.
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- Jan 15, 2016
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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.
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- Dec 28, 2015
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MaxED authored
Fixed, Map Analysis mode, "Check stuck things" check: rewritten parts of the flags checking logic to allow more accurate flag checks. Fixed, Map Analysis mode: fixed a crash when trying to dissolve an invalid sector when one of it's linedefs referenced it on the both sides. Fixed, Sectors mode: fixed incorrect undo description when deleting sectors. Internal: joined declaration and assignment of some more variables.
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- Dec 09, 2015
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MaxED authored
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- Nov 20, 2015
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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.
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- Oct 09, 2015
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MaxED authored
Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
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- Oct 02, 2015
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MaxED authored
Visual mode: fog distance calculation is now much closer to GZDoom one. Visual mode: thing brightness calculation when a thing is affected by floor glow is now much closer to GZDoom one. Linedef edit window, UDMF: added "Reset front/back brightness" buttons. Sector edit window, UDMF: added "Reset ceiling/floor brightness" buttons. Internal, Visual mode, Things mode: persistent event lines are now updated only when map objects are changed instead of doing it on every display redraw. Internal: improved Dictionary lookup times when using map objects and textures as keys. Internal: added "Release + Profiler" solution configuration. Updated ZDoom_ACS.cfg (Warp).
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- Sep 01, 2015
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MaxED authored
Fixed, Visual mode: double-sided middle texture highlighting transparency check didn't take TEXTURES scaling into account. Fixed, long texture names: textures located in a directory/pk3/pk7 root can't have long texture names. Fixed, texture selector controls, long texture names: both long and short texture names should be added to texture name auto-completion list. Changed: "Grid Increase" and "Grid Decrease" actions can now be bound to mouse wheel.
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- Aug 28, 2015
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MaxED authored
Fixed, Visual mode: texture coordinate generated to test if double-sided middle texture is transparent was shifted 1 pixel up. Fixed, Visual mode: offsets of GLDEFS lights were not affected by thing's angle. Updated SharpCompress (0.10.3 -> 0.11.1). Updated ZDoom_DECORATE.cfg.
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- Jun 15, 2015
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MaxED authored
Fixed, Visual mode, since r2336: in some cases local vertical texture offset was calculated incorrectly when checking sidedef's texture alpha.
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MaxED authored
Changed, Linedef Edit window, Visual mode, UDMF: when "Edit windows remember selected tabs" setting is enabled and Front or Back tab was previously selected, the tab, which corresponds to the highlighted side will be selected.
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- Feb 06, 2015
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MaxED authored
Fixed, long texture names support: in some cases long texture names were not processed correctly when pasting map geometry. Fixed, Visual mode: in some cases combined sidedef brightness was calculated incorrectly. Also, MAPINFO FadeColor and OutsideFogColor properties are now taken into account. Hexen_linedefs.cfg: "Door Raise" and "Door Locked Raise" used incorrect enums for "Close Delay".
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- Dec 23, 2014
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MaxED authored
Fixed, Fit Textures action: vertical texture offset of a middle part of double-sided linedef with "Lower unpegged" flag was calculated incorrectly. Fixed, Fit Textures action: texture offsets were calculated incorrectly when using the action on several groups of connected walls at once with "Fit across connected surfaces" enabled. Fixed, Visual mode: middle parts of double-sided linedefs were not rendered when ScaleY was negative. Updated ZDoom_DECORATE.cfg.
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- Dec 22, 2014
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MaxED authored
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
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- Dec 03, 2014
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MaxED authored
Fixed, Texture Browser Form: well, I broke "Tab" key functionality again (in previous commit)... Maintenance: changed curly braces style to match DB2 one (hopefully not breaking anything in the process...). Maintenance: changed private method names casing to match DB2 one.
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- Oct 28, 2014
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MaxED authored
Fixed, WavefrontExporter: floor and ceiling textures were not exported when using "classic" game configurations (ones with disabled "MixTexturesAndFlats" option). This should also fix incorrect flats on exported model when there are flats and textures with the same name. Fixed, WavefrontExporter: 3d floors geometry and wall geometry around them was created incorrectly. Fixed, WavefrontExporter: floor and ceiling textures of non-Vavoom 3d floors were swapped on exported geometry.
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- Sep 23, 2014
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MaxED authored
Added: Map Analysis: added "Check texture alignment" check. Currently it works only in Doom/Hexen map formats.
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- Mar 05, 2014
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MaxED authored
Linedef Edit Form, Sector Edit Form: when several map elements with different textures are selected, the "texture stack" icon is shown in the texture selectors instead of the "missing texture" icon. Error Checker mode: added "Check missing flats" check. Error Checker mode: fixed several descriptions. Sprite patches for sprites defined in TEXTURES are now loaded from Sprites namespace. Some of my older texture alignment code didn't work properly when strict texture/flat handling ("mixtextureflats" game configuration flag set to false) was enabled. Fixed some incorrect checks for missing texture ("-").
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- Feb 21, 2014
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MaxED authored
Game configurations: added "fixedrotation" property to dynamic lights, which use the angle property as a parameter. Maintenance: removed a ton of redundant stuff.
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- Jan 13, 2014
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MaxED authored
Error checks: added "Check unused textures" option. Replaced MissingTexture3D and UnknownTexture3D. Sectors mode: restored "Lower/Raise Floor/Ceiling by 8 mp" actions. Visual mode: in some cases sidedefs were rendered as selected when they were not. Existing linedefs were not split while drawing new lines in some cases. Texture and height overrides were not applied correctly in some cases. Preferences form: "Ctrl+Alt+ScrollUp" and "Ctrl+Alt+ScrollDown" dropdown items were setting the shortcut to "Ctrl+Shift+ScrollUp" and "Ctrl+Shift+ScrollDown".
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- Sep 26, 2013
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MaxED authored
Visual mode: offsets of double-sided middle textures were still clamped when not required in some cases. Updated documentation.
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- Sep 11, 2013
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MaxED authored
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- Aug 28, 2013
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MaxED authored
Visual mode: fixed a crash when trying to move texture offsets of invisible sidedef.
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- Aug 10, 2013
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MaxED authored
UDMF fields, handled by UI, had broken field types after r1758. Removed some redundant type casts.
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