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STJr
UltimateZoneBuilder
Graph
f0364c15a51600cbf786fec0d5821bd155e81a85
Select Git revision
Branches
9
3dfloormode
dont-reselect-sectors
fofmode
killblockmapuse
master
default
protected
optimizegeometryoperations
scripteditor
snapvertices
soclua
Tags
9
v0.9
v0.8
v0.7
v0.6
v0.5
v0.4
v0.3
v0.2
v0.1
18 results
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Created with Raphaël 2.2.0
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Removed the remains of resource editing
Actually fixed PK3 synchronization
Prevent closing the PK3 stream before read operation has completed
Removed the capability to open any file from the script editor
Compute the length of the line in Plotter.DrawLine3DFloor with a method that actually works on big numbers
Fix geometry constantly being rebuilt in some situations
Ported visual sloping to UDB
Call RedrawSurface in OnRedrawDisplay of NodesViewerMode, SoundPropagationMode and SoundEnvironmentMode so that the map gets updated properly and not being stretched/squished when the windows is resized
Present maps slightly faster to the user
Reduce memory usage during preview image loading
Fix TransformPatch using bitmap from the main thread
Remove explicit image unloading and fix previews
Remove preview manager and remove CreateTexture
Merge branch 'master' of https://github.com/jewalky/UltimateDoomBuilder
- Fixed vertical grid lines being 1 pixel off in their horizontal position
Supposedly fixed sprites not loading if reloaded resources from visual mode
Rename the sampler filters so that they use the same naming convention as modern graphics APIs
Removed dynamic resource reloading for resource writing
Fixed code folding in script editor
Trashed embedded resource editing UI
Do not try to continuously reload failed textures
Merge branch 'master' of https://github.com/jewalky/UltimateDoomBuilder
Changed checkdistance in ThingTypeInfo from int to double so that doesn't overflow
Use nearest filtering if nearest is specified
Use map boundaries defined in the game's config instead of static values in VisualBlockMap
Alter the nearest filter to not have noise in it
Refactor the ImageData load code so that the UI thread requires no locks
Used slightly better approach for executing stuff in the main thread
Fixed deadlock caused by errors displayed by texture loading
Fixed UI thread becoming unresponsible in case of missing textures
Fixed: not all cases of static FontFamily were addressed
Prevent Image.FromStream from closing the stream if the image isn't recognized
Fixed a bug where flats on a 3D floor could not be auto-aligned (auto-aligning the flats of the tagged sector instead). Fixes #338.
Fixed an issue where selected objects were unnecessarily cleared in visual mode, resulting in slowdowns. Partly addresses #337.
Unfix MaxED's TGA fix
Fix DevIL crash by protecting it with a mutex lock
Fix crash if entering 3D mode early
Don't use SendMessage when the built-in Invoke function does the same
Fixed typo in GZBuilder reference manual
Added Screenshots directory to ignored
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