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Alam Ed Arias
UltimateZoneBuilder
Graph
7d3a0c779dd784c7901505b9b12f5f8d72d57ba8
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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Fixed: texture copy/paste in the visual mode was detected as failed pasting and caused a beep. (reported by DOOMGABR, abbuw, Turret_Master)
Fixed: forgot to add ZDDomPoint sprites...
Internal: fixed compiler warnings
Fixed: the old way of checking for GZDB's directory writability would not work in certain versions of WINE/Mono
Fixed: removing a thing should also remove it from the visible things list. (reported by DOOMGABR)
Internal: removed debug code from Renderer3D.
Merge branch 'master' of github.com:jewalky/GZDoom-Builder-Bugfix
Fixed: cutting a thing in visual mode would leave disposed BaseVisualThings in the selection. (reported by DOOMGABR)
Eternity config: add polycross property and remove 'copy' thing types (PR#79 by ioan-chera)
Updated ZDoom ACS compiler
Made Skulltag item sprites optional to support default Skulltag+Zandronum config without producing 100 errors
Fixed: returned accidentally lost Skulltag thing types
Internal: Oops: removed useless leftover file
Updated Zandronum game configurations to include invasion spawners and MBF items (dog, evil sceptre, unholy bible, beta lost soul)
Fixed field caption for floor glow color.
Fixed: field name for things is called color_sprites.
Added: proper GUI tab for color-related sector properties. The tab now hosts Doom64 lighting as well as old color-related things (floor/ceiling glow, light color, fade color and desaturation).
Fixed: FAIL medal sprite in zandronum.pk3 was not parsed correctly
Added more specific debug logging to random NullPointerException crash place
Fixed: for scaled walls, texture offsets should not be scaled (reported by Tormentor667)
Camera texture can be longer than 8 characters
Updated ZScript parser to the latest syntax
Fixed state lookup logic for sprite guessing; it should always prefer SPRITE_CHECK_STATES to using the random first frame.
Fixed: never pick up POL5 frame definition from Actor::GenericCrush. Ew, blood.
Fixed: duration 0 frames should be skipped if there are nonzero frames after them (reported by Tormentor667, Ozymandias81). Fixed crash if some actor had a modeldef entry but doesn't anymore.
Fixed: Internal: made most 'get' calls in WADReader use synchronized MemoryStream duplicate as opposed to operating on WAD stream directly. Hopefully fixes multithreading issues with sprite loading. (reported by Mysterious Haruko, camaxide)
Fixed: flats and textures with the same name were not cached correctly in the texture browser. (reported by DOOMGABR)
Internal: Fixed: builtin light alteration by actor flags logic in GetGZLightTypeByClass
Fixed: actor flags with inheritance from GZDoom dynamic lights (i.e. PointLight)
Fixed: inheritance from game configuration for dynamic lights; Fixed: visual representation of inherited lights (reported by Nash); Fixed: inherited thing arguments from game configuration; Added: //$ClearArgs for clearing inherited arguments.
Fixed: sprite replacements with different rotation count weren't handled correctly. (reported by DOOMGABR)
Fixed: saving a script would reset scrolling to the top
Fixed: arg0str TextBox wasn't aligned to the right on Windows 10 (reported by SanyaWaffles)
Changed: just use //$ArgNStr to check if arg0str is supported. If the argument is present, arg0str will be shown.
Fixed: don't use script control for non-script arg0str. That breaks things.
Added: custom arg0str things with //$ArgNAllowStr and //$ArgNStr (title for string version)
Added: search&replace support for non-script arg0str
Added: arg0str for non-script specials in Search (only output, matching and replacement not work yet)
Fixed: handling of arg0str in non-script specials in info panel; default arg0str.
Added: arg0str in non-script specials. Kinda.
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