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Alam Ed Arias
UltimateZoneBuilder
Graph
36156e9db0890f73611bbd4621af291129e17f87
Select Git revision
Branches
4
3dfloormode
master
default
protected
scripteditor
soclua
Tags
6
v0.6
v0.5
v0.4
v0.3
v0.2
v0.1
10 results
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Created with Raphaël 2.2.0
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ZScript: fixed a problem where whitespace between a state label and the colon resulted in a parsing error. Fixes #631
(G)ZDoom game configuration: added several missing UDMF fields for linedefs and sectors, so that they show up in the custom tab. Fixes #628
UDMF reader/writer: fixed a bug where unknown top level fields and blocks were not preserved. Fixes #627
Visplane Explorer: fixed a bug where changing the settings after re-entering the mode would result in a crash. Fixes #624
Fixed a problem where floating point numbers for actor radius and height were not interpreted correctly. Fixes #623
Fixed a problem in the UDMF parser that could cause data loss. Fixes #622
Added an option to run commands before and after resources are reloaded, and before testing a map. This option can be accessed from the map options dialog.
Find And Replace Mode: fixed a bug where searching for UDMF fields in a selection would crash
Eternity Engine game configuration: it's again possible to set the floor and ceiling brightness independently from the sector brightness
Dehacked: fixed a crash when loading data from a directory that didn't contain a Dehacked patch
Dehacked: added support for editor keys
Avoid infinite recursion in script editor's Find/Replace All (#615)
Fixed some compiler warnings
Dehacked: fixed warning about unsupported patch version 19
Game configurations: added option to enable/disable GZDoom style distinct brightness for walls/ceilings/floors. Fixes #618
Fixed a bug with generalized options introduced in ea37ed1
Added DeHackEd support (#617)
Visual Mode: added some safeguards against potential crashes that should never happen. Potentially fixes #614
3D Floor Mode: improved usability in Window's high contrast mode
Sectors Mode, Linedefs Mode, 3D Floor Mode, Grid Setup: fixed a problem where textures were not shown in Windows's high contrast mode. Fixes #612
Fixed a problem where generalized effects could output a warning if they are made up of multiple bits (like in the MBF21 generalized sector effects)
Texture Browser: fixed a problem where cycling through the width and height jumped to 196 instead of 192. Fixes #613
3D Floor Mode: fixed some problems when relocating control sectors that contain things
3D Floor Mode: relocating control sectors now also moves the things inside the control sectors
Missing/Unused Textures checks cover floor to lowest, next higher & highest (#608)
Eternity Engine game configuration: fixed a problem where the Friendly and Dormant flags were not correctly pasted in Doom format.
Eternity Engine game configuration: fixed a problem where the 3DMidTex flag was not correctly pasted in Doom format. Fixes #606
Draws vector arrow between Doom format line-to-line specials (#602)
Cursor position playtest: stop always marking map changed (#605)
Cursor position playtest: Fix spawning sector height check (#604)
Stair Sector Builder Mode: current settings can be now be saved as a default prefab that will always be loaded when using the Stair Sector Builder Mode
Classic modes: fixed a problem where "test from cursor position" wasn't working correctly when there was no player 1 start in the map and the last edited thing had its argument 0 set. Fixes #603
Visual Mode: fixed a problem where highlighted visual slope handles were not highlighted anymore after clearing the selection
3D Floor Mode: fixed a problem where 3D floor indicators on linedefs were still shown after removing all 3D floors from a sector
ZScript: added support for extending classes. Resolves #597
Add player view height dropdown to Visplane Explorer plugin UI (#600)
Update GZBuilder.cfg references in docs to UDBuilder.cfg (#599)
Improve game detection in "Open Map" modal dialog (#595)
Don't auto-add upper texture for lower adjacent sky sectors (#594)
Skip validating unchecked game config resources (#593)
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