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  1. Mar 29, 2013
  2. Mar 28, 2013
  3. Mar 26, 2013
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  8. Mar 18, 2013
  9. Nov 30, 2012
  10. Nov 27, 2012
  11. Nov 26, 2012
  12. Nov 25, 2012
  13. Nov 22, 2012
  14. Nov 20, 2012
  15. Nov 19, 2012
  16. Nov 13, 2012
  17. Nov 11, 2012
  18. Nov 09, 2012
  19. Nov 06, 2012
  20. Nov 05, 2012
  21. Nov 02, 2012
    • MaxED's avatar
      Added multiple engine support for any game configuration. · 6b62b4f3
      MaxED authored
      Floor and ceiling textures are now moved more predictably by arrow keys in GZDoom Visual mode.
      Walls texture coordinates are always rounded when moved by arrow keys in Visual modes.
      Linedef info panel: relative UDMF light values are now shown like this: 16 (128), which means "UDMF light value" ("total surface brightness (UDMF light value + sector brightness)")
      Player is now spawned at camera height when testing from current location in Visual modes.
      Focus is now properly restored after testing from current location in Visual modes.
      Updated Heretic_sectors.cfg and Heretic_things.cfg as described here: http://www.doombuilder.com/forums/viewtopic.php?f=11&t=357
      Changed sprites of artifacts in Hexen_things.cfg to proper ones.
      Renamed Skulltag configs to Zandronum
      6b62b4f3
  22. Oct 11, 2012
  23. Oct 10, 2012
  24. Oct 09, 2012
  25. Oct 08, 2012
    • MaxED's avatar
      Visual modes: selected objects are not highlighted when "Toggle highlight" (H... · 4632fdbe
      MaxED authored
      Visual modes: selected objects are not highlighted when "Toggle highlight" (H key) option is set to off. 
      Error Checks Mode: added linedef index to message text of all linedef-related errors.
      UDMF: wall texture offsets are now rounded when user edits them via cursor keys or mouse dragging (because they are stored as integers anyway).
      4632fdbe
  26. Oct 05, 2012
    • MaxED's avatar
      UDMF light editing in GZDoom Visual mode: sector brightness is changed instead... · ca9c4645
      MaxED authored
      UDMF light editing in GZDoom Visual mode: sector brightness is changed instead of "lightceiling" property if targeted ceiling is part of 3D-floor.
      UDMF Controls: increased precision of position and scale controls numeric inputs to 2 decimal places.
      Sector/Linedef info panels: in some cases incorrect default values were shown for scale.
      Sector/Linedef info panels: numbers are formatted more properly.
      ca9c4645
  27. Oct 03, 2012
    • MaxED's avatar
      Builder 1.13: · 1b6f8c97
      MaxED authored
      UDMF: changing brightness of a wall or ceiling in GZDoom Visual mode will change brightness of selected surface, not sector brightness.
      Sector and Sidedef info panels show additional info if a map is in UDMF format.
      Fixed: GZDoom menu panel wasn't updated when a map was opened via "recent files" item click.
      1b6f8c97
  28. Sep 26, 2012
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