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  1. Feb 08, 2022
  2. Jul 11, 2020
  3. May 26, 2020
  4. May 22, 2020
  5. May 21, 2020
  6. Apr 02, 2020
  7. Jan 12, 2020
  8. Jun 18, 2019
  9. Apr 14, 2019
  10. May 09, 2017
  11. Mar 07, 2017
  12. Feb 09, 2017
  13. Jan 14, 2017
  14. Nov 30, 2016
    • MaxED's avatar
      Fixed, Script Editor: resources navigator was always loading the first WAD... · a31c6b66
      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.
      a31c6b66
  15. Sep 06, 2016
    • MaxED's avatar
      Updated, Visual mode, UDMF: "Change Texture Scale" actions now take camera and... · 6faa88f9
      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).
      6faa88f9
  16. Sep 02, 2016
  17. Jul 04, 2016
  18. Jun 13, 2016
    • MaxED's avatar
      Added, Visual mode: added "Toggle Alpha-based Texture Highlighting" action.... · a8527190
      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.
      a8527190
  19. Mar 23, 2016
    • MaxED's avatar
      Changed, Visual mode: adjusted fog density calculation to better match with GZDoom. · cc9d118f
      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.
      cc9d118f
  20. Jan 26, 2016
    • MaxED's avatar
      Added, Visual mode: "Raise/Lower Floor/Ceiling to adjacent Sector" actions now... · f9a7c22e
      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.
      f9a7c22e
  21. 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
  22. Jan 15, 2016
    • 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
  23. Dec 28, 2015
    • MaxED's avatar
      Fixed, Map Analysis mode, "Check stuck things" check: rewritten parts of the... · 3a35b760
      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.
      3a35b760
  24. Dec 09, 2015
  25. Nov 20, 2015
    • MaxED's avatar
      Visual mode: rewritten most of the 3d floor clipping and light/color... · 098e9724
      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.
      098e9724
  26. Oct 09, 2015
    • MaxED's avatar
      Removed "Paste Properties Options" action. · 13c3155d
      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).
      13c3155d
  27. Oct 02, 2015
    • MaxED's avatar
      Visual mode: noticeable performance boost (rendering now works ~40% faster). · 283c6c22
      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).
      283c6c22
  28. Sep 01, 2015
    • MaxED's avatar
      Fixed, Visual mode: double-sided middle texture highlighting transparency... · dc29b59f
      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.
      dc29b59f
  29. Aug 28, 2015
  30. Jun 15, 2015
  31. Feb 06, 2015
    • MaxED's avatar
      Fixed, Scale control (UDMF): in some cases default values were shown when displaying mixed values. · 54fccb73
      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".
      54fccb73
  32. Dec 23, 2014
    • MaxED's avatar
      Fit Textures action: texture repeats can now be negative. · 4a1f8319
      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.
      4a1f8319
  33. Dec 22, 2014
    • MaxED's avatar
      Visual mode: "Fit Textures" action can now fit textures across multiple... · deb43343
      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.
      deb43343
  34. Dec 03, 2014
  35. Oct 28, 2014
    • MaxED's avatar
      Visual mode: regular walls are now clipped by solid 3d floors (this should eliminate z-fighting). · 0d90d9b2
      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.
      0d90d9b2
  36. Sep 23, 2014
  37. Mar 05, 2014
    • MaxED's avatar
      Linedef Edit Form, Sector Edit Form: when several map elements with different... · 7faf6bc1
      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 ("-").
      7faf6bc1
  38. Feb 21, 2014
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