<li><strong>Help</strong> side panel, which shows most of actions, available in current mode.</li>
<li>Maps can now be loaded by dragging wad files on top of GZDB's main window.</li>
<li>Open Map Options, Map Options and Game Configurations forms: resources can be added by dragging them on top of resources list.</li>
<li><strong>Game Configurations form</strong>: game configurations can be disabled. This setting is mostly cosmetic. When a game configuration is disabled, it won't be shown in the "game configuration" drop downs in New\Open Map Options and Map Options windows. If a map's .dbs file specifies a disabled configuration, it will be picked as a map configuration anyway.</li>
<li><strong>Game Configurations form</strong>: game configurations can be copied and pasted (a context menu is now available in the game configurations list).</li>
<li>Numeric textboxes: in addition to '++NN' and '--NN' to increment or decrement by given value, you can use '*NN' and '/NN' to multiply or divide by given value, '+++N' and '---N' to incrementally increase or decrease by given value.</li>
<li>You can save screenshots using <strong>Tools -> Save Screenshot</strong> (default key is F12) and <strong>Tools -> Save Screenshot (editing area)</strong> (default key is Ctrl-F12) menu commands.</li>
<li>You can save shortcut reference to html file using <strong>Help -> Export Shortcut Reference</strong> menu command.</li>
<li>New action: "<strong>Open Map in current WAD</strong>", available as <strong>File -> Open Map in current WAD</strong> and via Ctrl-Shift-O shortcut.</li>
<li></strong>New action: "Export to Wavefront .obj", available as <strong>File -> Export -> Selection to Wavefront .obj</strong>. It will export selected sectors (or the whole map, if no sectors are selected) to Wavefront .obj model.</li>
<li>Texture size is now shown in texture previews. You can disable this feature by unchecking "<strong>Preferences -> Interface -> Show texture and flat sizes in browsers</strong>" checkbox.
<li>Actions can be filtered in Preferences form.</li>
<li>Added errors and warnings indicator to main window (bottom-right corner). You can click on it to open <strong>Errors and warnings</strong> window.</li>
<li><spanclass="style3">[changed]</span>"<strong>Toggle Full Brightness"</strong>action works in Classic modes.</li>
<li><spanclass="style3">[changed]</span>"<strong>Toggle Highlight"</strong>action works in Classic modes.</li>
<li><spanclass="style3">[changed]</span>"<strong>Increase Brightness by 8</strong>" and "<strong>Decrease Brightness by 8</strong>" actions work in Sectors mode.</li>
<li>Map can be tested from camera position in Visual mode and from cursor position in Classic modes. <ahref="all_modes/test_from_view.html">More info</a>.</li>
<li>Camera position can be synchronized between Classic and Visual modes. <ahref="all_modes/synch_camera.html">More info</a>.</li>
<li>You can use <ahref="all_modes/colorpicker.html">Color Picker plugin </a> to edit dynamic light properties and sector's fog and tint colors in Classic and Visual modes.</li>
<li>You can use <ahref="all_modes/tagexplorer.html">Tag Explorer plugin</a> to view all tags and actions used in current map.</li>
<li>You can paste only specific properties using "<strong>Paste Properties Special</strong>" action (available via keyboard shortcut, as "<strong>Edit</strong> -><strong>Paste Properties Special...</strong>" menu item and as a button on the Edit Mode toolbar).
<li>Image browser shows directory structure of Folder, PK3 and PK7 resources and can filter images by texture type and size. <ahref="all_modes/texture_browser.html">More info</a>.</li>
<li>Most controls of Edit Sector/Linedef/Thing forms now work in realtime (e.g. you can immediately see texture offset/scale/rotation changes while you are changing appropriate values). Action and Tag changes are still applied only after you press "OK" button.</li>
<li>You can assign custom color to any combination of linedef flags, actions and/or activation. <ahref="classic_modes/linedef_color_presets.html">More info</a>.</li>
<li>New action: "<strong>Go To Coordinates</strong>", available in the <strong>View</strong> menu and by clicking on cursor coordinates in the lower-right corner of UI.</li>
<li>Selected things are now dragged while dragging vertices, linedefs and sectors.</li>
<li>You can hold the <strong>Alt</strong> key while dragging map elements to snap them to grid increments relative to their initial position.</li>
<li>You can place things on top of selected vertices in Vertices and Linedefs modes and inside of selected sectors in Sectors mode using "<strong>Place Things</strong>" action.</li>
<li>You can view all loaded thing types and some additional info using Thing Statistics form (<strong>Edit -> View Thing Types...</strong>).
<li>You can override default sector properties, which are used to create new geometry, using "<strong><ahref="classic_modes/drawsettingspanel.html">Draw Settings</a></strong>" panel (by default, when the new sector overlaps or touches existing sector, the editor uses textures, brighntess and floor/ceiling heights from that sector when drawing the new one).</li>
<li>You can disable Doom Builder's auto-clear textures behaviour by using this button in the toolbar: <imgsrc="general/autoclear_textures.jpg"/></li>
<li>You can change default sector brightness and floor/ceiling height (<strong>Preferences -> Editing -> Default sector settings</strong>). These settings are used when the new sector doesn't touch or overlap already existing sectors.</li>
<li>3D floor indication (color can be changed in <strong>Preferences -> Appearance -> 3D Floors</strong>, the setting can be disabled in <ahref="../preferences.html#markextrafloors">Preferences</a>).
<li><strong>[UDMF]</strong> Floor/ceiling texture offsets can be pinned using this button in the toolbar: <imgsrc="general/pin_textures.jpg"/>. When pinned, textures will be aligned to a sector while it is dragged.</li>
<li><strong>Tag Range plugin</strong>: custom increment can now be set.</li>
<li><strong>Tag Range plugin:</strong> tags can be set in relative mode (when this mode is enabled, generated values are added to existing tags instead of replacing them).</li>
<li>You can clear selection groups (default shortcuts are Ctrl-Shift-1 ... 0).</li>
<li>Things selection, dragging and deletion can be syncronized with sectors selection, dragging and deletion by enabling <strong>Sectors -> Syncronized Things Editing</strong> menu item / <strong>Syncronized Things Editing</strong> toolbar button.</li>
<li>Things can be (de)selected by holding the <strong>Alt</strong> key when (de)selecting sectors. <strong>Alt</strong> key behaviour is inverted when <strong>Syncronized Things Editing</strong> option is enabled.</li>
<li>Sector Tag and Effect can now be shown on top of sectors. You can use "<strong>View Tags and Effects</strong>" button to toggle this overlay.
<li>"<strong>Flip Linedefs</strong>" action is now available from Sectors mode. It will try to align linedefs, so their front (or back) point towards the same sector.</li>
<li>Things dragging can be syncronized with linedefs dragging by enabling <strong>Linedefs -> Syncronized Things Transform</strong> menu item / <strong>Syncronized Things Transform</strong> toolbar button.</li>
<li><strong>[UDMF]</strong> New actions: "<strong>Align Ceiling Texture to Back Side</strong>", "<strong>Align Ceiling Texture to Front Side</strong>", "<strong>Align Floor Texture to Back Side</strong>" and "<strong>Align Floor Texture to Front Side</strong>" (available in <strong>Linedefs -> Align Textures</strong> menu).</li>
<li><strong>[UDMF]</strong>"<strong>Make brightness gradient</strong>" command is available in Linedefs mode.</li>
<li><strong>[UDMF]</strong> Linedef info panel: relative UDMF light values are shown like this: <spanclass="style7">16</span> (<spanclass="style9">128</span>), which means "<spanclass="style7">UDMF light value</span>" ("<spanclass="style9">total surface brightness</span>"). Total surface brightness is UDMF light value + sector brightness.</li>
<li>Several thing types can now be selected at once in Thing Edit form. If you do so, a type randomly chosen from selected ones will be assigned to each selected thing. <ahref="things_mode/multiple_thing_types.html">More info</a>.</li>
<li>You can filter selected things by type using Filter Things form (<strong>Things -> Filter Things...</strong>).
<li>Dynamic lights (all types) are rendered in Visual mode. You can use <ahref="general/rendering_toolbar.html">Rendering panel</a> to toggle dynamic lights rendering and animation. </li>
<li>Dynamic lights defined in GLDEFS are rendered in Visual mode (only one GLDEFS light per actor is currently supported).</li>
<li>Fog rendering in Visual mode (including colored fog in maps in UDMF format).</li>
<li>"16: Use a sidedef's upper texture to draw the sides".</li>
<li>"32: Use a sidedef's lower texture to draw the sides".</li>
<li>"64: Render the 3D floor using additive translucency".</li>
<li>"Ignore bottom height".</li>
</ul>
</li>
<li>When the thing category has sprite, and the thing doesn't, category sprite is used.</li>
<li> Doom-style shading on walls (walls going from west to east are slightly darker than walls going from north to south). This effect is affected by "<strong>vertwallshade</strong>", "<strong>horizwallshade</strong>", "<strong>evenlighting</strong>" and "<strong>smoothlighting</strong>" MAPINFO properties.</li>
<li>You can <strong>Shift-Select</strong> (usually Select action = LMB) to select all adjacent surfaces with same texture, <strong>Ctrl-Select</strong> to select all adjacent surfaces with same height. <strong>Ctrl-Shift-Select</strong> will also work as expected.</li>
<li><strong>[UDMF]</strong> Vertex height offsets ("zfloor" and "zceiling") <ahref="visual_mode/visual_verts.html">can be edited</a>.</li>
<li><strong>[UDMF]</strong> Using "<strong>Increase/Decrease brightness</strong>" actions (bound to Ctrl+Mouse Wheel by default) on walls and ceilings will change sidedef/ceiling brightness, using them on floors will change sector brightness, using them on 3D floors will change brightness of 3D floor.</li>
<li>You can use "<strong>Toggle geometry effects</strong>" action (default key is Tab) to toggle GZDoom's geometry effects, such as slopes, 3D floors, transfer brightness effects etc.</li>
<li>You can hold <strong>Shift</strong> while dragging a texture to lock movement to horizontal axis, and <strong>Ctrl</strong> to lock it to vertical axis.</li>
<li>You can hold <strong>Ctrl-Shift</strong> while dragging a texture to snap texture offsets to current grid size.</li>
<li>New action: "<strong>Align Textures X and Y</strong>" (default key is Ctrl-A).</li>
<li>"Auto-align Textures Y" action takes surface peg type into account. It also applies vertical scale of first (highlighted) surface to the rest of aligned surfaces (<strong>UDMF</strong> only).</li>
<li><strong>[UDMF]</strong> Auto-align textures actions now affect sides of 3D floors.</li>
<li><strong>[UDMF] </strong><ahref="visual_mode/autoalignfloors.html">"Auto-align textures" actions now work on floors and ceilings</a>.</li>
<li><strong>[UDMF]</strong> New action: "<strong>Match Brightness</strong>": this action makes the brightness of selected surfaces the same as the brightness of highlighted surface.</li>
<li>New actions: "<strong>Lower Floor/Ceiling to adjacent sector</strong>" and "<strong>Raise Floor/Ceiling to adjacent sector</strong>" (default keys are PageDown and PageUp). By default, they will find next lower/higher surface in sectors, adjacent to selected ones, and lower/raise selected sectors to this height. If you hold Ctrl, they will lower/raise sectors to lowest/highest sector inside selection. And they will also drop selected things to ground or align them to ceiling.</li>
<li><strong>[UDMF]</strong> New actions: "<strong>Increase Scale</strong>" (Num9), "<strong>Decrease Scale</strong>" (Num7), "<strong>Increase Horizontal Scale</strong>" (Num6), "<strong>Decrease Horizontal Scale</strong>" (Num4), "<strong>Increase Vertical Scale</strong>" (Num8), "<strong>Decrease Vertical Scale</strong>" (Num5) actions. These actions can be used to change thing scale and sidedef/floor/ceiling texture scale.<br/>
<li><strong>[UDMF]</strong> New actions: "<strong><ahref="visual_mode/texturefit.html">Fit Texture</a></strong>" (default key is Ctrl-Alt-A), "<strong><ahref="visual_mode/texturefit.html">Fit Texture's Width</a></strong>" (Alt-A) and "<strong><ahref="visual_mode/texturefit.html">Fit Texture's Height</a></strong>" (Alt-Shift-A).</li>
<li>New action: "<strong>Toggle slope</strong>" (default key is Alt-S). Select or highlight upper/lower walls then call this action to add slopes. Select or highlight floors or ceilings then call this action to remove slopes.</li>
<li>New action: "<strong>Look Through Selection</strong>" (default key is "Y"). This action places visual camera at the same position as selected/highlighted thing and rotates it to match thing's angle. Special handling is available if targeted thing is AimingCamera, MovingCamera, SecurityCamera or InterpolationPoint.</li>
<li>New actions: "<strong><ahref="visual_mode/autoalign_to_selection.html">Auto-align Textures to Selection</a> (X)</strong>", "<strong>Auto-align Textures to Selection (Y)</strong>" and "<strong>Auto-align Textures to Selection (X and Y)</strong>".</li>
<li>New actions: "<strong>Rotate Clockwise</strong>" and "<strong>Rotate Counterclockwise</strong>", which can be used to rotate things and <strong>[UDMF]</strong> floor/ceiling textures.</li>
<li>New actions: "<strong>Change Pitch Clockwise</strong>", "<strong>Change Pitch Counterclockwise</strong>", "<strong>Change Roll Clockwise</strong>" and "<strong>Change Roll Counterclockwise</strong>", which can be used to change pitch and roll of selected or highlighted things.</li>
<li>Things can be moved to cursor position using "<strong>Move Thing To Cursor Location</strong>" (default key is Ctrl + Middle mouse) action.</li>
<li>Things can be inserted at cursor position using "<strong>Insert Item</strong>" action (default key is Insert).</li>
<li>Selected things can be deleted using "<strong>Delete Item</strong>" action (default key is Delete).</li>
<li>Selected things can be cut/copied/pasted at cursor position.</li>
<li><strong>[UDMF]</strong> Floor/ceiling texture rotation is now taken into account when moving texture offsets with arrow keys.</li>
<li><strong>[UDMF] </strong>New action: "<strong>Reset Local Texture Offsets (UDMF)</strong>". It resets upper/middle/lower texture offsets, scale and brightness of targeted or selected sidedefs, resets texture offsets, rotation, scale and brightness of targeted or selected floors/ceilings and resets scale, pitch and roll of targeted or selected things.</li>
<li><strong>[UDMF]</strong>"<strong>Reset Texture Offsets</strong>" action now resets texture offsets of targeted or selected floors and ceilings and also resets scale of targeted or selected things.</li>
<li>Find and Replace mode now has "<strong>Sector Brightness</strong>", "<strong>Sector Floor Height</strong>", "<strong>Sector Ceiling Height</strong>", "<strong>Linedef Flags</strong>", "<strong>Thing Flags</strong>", "<strong>Sidedef Flags</strong>" and "<strong>Sector Flags</strong>" search modes.</li>
<li>"<strong>Any Texture or Flat</strong>", "<strong>Sector Flat</strong>" and "<strong>Sidedef Texture</strong>" search modes now support "<strong>*</strong>" (match any number of characters) and "<strong>?</strong>" (match any single character) wildcards.</li>
<li>Find and Replace Mode can find and replace Thing and Linedef Actions with specific arguments. Syntax is "[Action] [arg1] [...]". Script names used by ACS actions can be replaced this way as well (<strong>UDMF only</strong>).</li>
<li><ahref="../text_lumps.html#reverbs">REVERBS</a> support (used in <ahref="classic_modes/mode_soundenvironment.html">Sound Environment Mode</a>).</li>