<td><p><strong>1. Vertex scale factor:</strong> controls the size of vertex handles in 3D modes.</p>
<p><strong>2. Sync camera position between 2D and 3D modes:</strong> when enabled, GZDoom Builder will center 2D-mode on Visual Camera position when you leave Visual mode, and will place Visual Camera at cursor position when you toggle from 2D-mode to Visual Mode (unless you have Visual Mode camera thing in your map).</p>
<p><strong>3. GZDoom toolbar:</strong> if enabled, <ahref="gz_toolbar.html">GZDoom toolbar</a> (<imgalign="baseline"src="gz_gzpanel.jpg"/>) will be shown in main editing window.</p>
<p><strong>2. Color of <ahref="gz_event_lines.html">event lines</a>.</strong></p>
<p><strong>3. Color of newly created sectors.</strong></p>
<p><strong>4. Number of newly created sectors</strong> to colourise using different color. Possible values are [0..8].</p>
<p><strong>5. Scale models in visual modes:</strong> if enabled, height of models will be scaled down by 15% in Visual mode to mimick GZDoom's way of rendering.</p>
<p><strong>6. Maximum dynamic lights to render:</strong> lets you choose how many dynamic lights to render in visual mode. Decrease this to improve performance when Dynamic Lights Rendering is on. Possible values are [1..32].</p>
<p><strong>9. Load GZDoom light definitions:</strong> if enabled, GZDoom's built-in GLDEFS dynamic light definitions will be loaded. <spanclass="style1">Warning:</span> if a map is loaded, you'll need to reload resources after changing this option to apply the changes.</p>
<p><strong>10. Always show selection in visual modes:</strong> if enabled, selected surfaces will be highlighted in Visual mode
even if "Show highlight" mode is disabled Doom Builder 2 behaviour).</p></td>