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  1. Jun 19, 2012
    • MaxED's avatar
      GZDoom Builder 1.08: · 998d1d7d
      MaxED authored
      Added Bridge mode.
      Documented all GZDoom Builder specific features.
      Crash fix in 1.07e was not implemented properly...
      998d1d7d
  2. Jun 09, 2012
    • MaxED's avatar
      GZDoom Builder 1.07e: · acb4daa3
      MaxED authored
      Fixed a crash when GZDoom Builder tried to load game-specific GLDEFS lump for unknown game.
      Fixed a typo in "Hexen_things.sfg".
      Updated to Doom Builder 2 SVN rev. 1564:
      - Improved stuck thing error checker: now takes vertical position of things into account (where applicable).
      acb4daa3
  3. Jun 07, 2012
    • MaxED's avatar
      GZDoom Builder 1.07d: · b1df216a
      MaxED authored
      Added "Test Map from current position" action (default shortcut is Ctrl-F9), which lets you play the game from cursor position, if you are in 2D-Mode, and from camera location if you are in Visual Mode.
      Added "Sync camera position between 2D and 3D modes" (found in Preferences -> Interface -> Options), which automatically centers 2D-mode on camera position when you leave Visual Mode, and places camera at cursor position when you toggle from 2D-mode to Visual Mode (unless you have Visual Mode camera thing in your map).
      Several improvements in Draw Rectangle and Draw Ellipse modes: added info label with current bevel amount and subdivision level; bevel amount now applied properly when shape size is smaller than it.
      b1df216a
  4. Jun 06, 2012
  5. Jun 04, 2012
    • MaxED's avatar
      Added Draw Rectangle Mode. · 16d068f8
      MaxED authored
      Fixed minor bug in Drawing Mode when adding second vertex at the same position as first still resulted in valid edit with undo and stuff.
      16d068f8
  6. Jun 03, 2012
    • MaxED's avatar
      Added PCX image format support. · 55dce5ea
      MaxED authored
      55dce5ea
    • MaxED's avatar
      GZDoom Builder 1.07b: · a9bc8f9e
      MaxED authored
      Visplane Explorer plugin will show warning message instead of chashing if current map is not in Doom map format.
      Fixed a crash when trying to undo sector creation in Visual Modes.
      Fixed incorrect colors in Script Editor.
      a9bc8f9e
    • MaxED's avatar
      GZDoom Builder 1.07a: · 4c54ed8c
      MaxED authored
      Updated to Doom Builder 2 SVN rev. 1554
      Updated ZDoom ACC to SVN rev. 3428, updated ZDoom_ACS.cfg and Game configs accordingly.
      4c54ed8c
  7. Jun 02, 2012
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. Apr 17, 2012
  20. Apr 14, 2012
  21. Mar 19, 2012
  22. Dec 17, 2011
  23. Dec 13, 2011
  24. Dec 12, 2011
  25. Dec 11, 2011
  26. Dec 10, 2011
  27. Dec 09, 2011
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