- Jun 19, 2012
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MaxED authored
Added Bridge mode. Documented all GZDoom Builder specific features. Crash fix in 1.07e was not implemented properly...
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- Jun 09, 2012
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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).
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- Jun 07, 2012
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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.
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- Jun 06, 2012
- Jun 04, 2012
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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.
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- Jun 03, 2012
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MaxED authored
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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.
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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.
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- Jun 02, 2012
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MaxED authored
Doom-style walls shading is now applied in Visual Mode
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- Jun 01, 2012
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MaxED authored
Updated to Doom Builder 2 SVN rev. 1549.
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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.
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- May 25, 2012
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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.
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- May 22, 2012
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MaxED authored
Models with transparent textures are now rendered correctly. Models with negative scale set in MODELDEF are now rendered correctly.
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- May 21, 2012
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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.
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- May 20, 2012
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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.
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- May 15, 2012
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MaxED authored
Fixed a crash in Color Picker plugin when user tried to set Sector or Fade color to multiple sectors.
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- May 13, 2012
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MaxED authored
Actors, which can't be placed in editing mode aren't added to MODELDEF override list, thus preventing crash on map open.
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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).
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- May 11, 2012
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MaxED authored
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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.
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- Apr 25, 2012
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MaxED authored
Sector dynamic lights are now rendered properly.
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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).
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- Apr 23, 2012
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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).
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- Apr 18, 2012
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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.
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- Apr 17, 2012
- Apr 14, 2012
- Mar 19, 2012
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codeimp authored
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- Dec 17, 2011
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codeimp authored
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- Dec 13, 2011
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codeimp authored
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- Dec 12, 2011
- Dec 11, 2011
- Dec 10, 2011
- Dec 09, 2011
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codeimp authored
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