mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-26 13:51:40 +00:00
Fixed, Models, Classic and Visual mode: UDMF scale and rotation transforms were applied in incorrect order.
Fixed, Cosmetic, Script Editor: fixed a typo. Internal, ImageBrowserControl: removed now unused KeyDown event. Updated documentation.
This commit is contained in:
parent
1bd8c5cef5
commit
0359974e0f
20 changed files with 433 additions and 229 deletions
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@ -1913,7 +1913,6 @@ gamedetect_udmf
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|||
// Special linedefs
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speciallinedefs_doomhexen
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{
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soundlinedefflag = 64; // See linedefflags
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singlesidedflag = 1; // See linedefflags
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doublesidedflag = 4; // See linedefflags
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impassableflag = 1;
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@ -1923,7 +1922,6 @@ speciallinedefs_doomhexen
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speciallinedefs_udmf
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{
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soundlinedefflag = "blocksound";
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singlesidedflag = "blocking";
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doublesidedflag = "twosided";
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impassableflag = "blocking";
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@ -200,6 +200,10 @@
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<param name="Name" value="Linedefs Settings">
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<param name="Local" value="gc_linedefsettings.html">
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</OBJECT>
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<LI> <OBJECT type="text/sitemap">
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<param name="Name" value="Sidedef Settings">
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<param name="Local" value="gc_sidedefsettings.html">
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</OBJECT>
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<LI> <OBJECT type="text/sitemap">
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<param name="Name" value="Things Settings">
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<param name="Local" value="gc_thingsettings.html">
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@ -1,24 +1,87 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
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<head>
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<title>About Compiler Configurations</title>
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<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
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<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
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<title>About Compiler Configurations</title>
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<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
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<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
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||||
</head>
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||||
<body>
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||||
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||||
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
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<param name="keyword" value="Configurations">
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<param name="keyword" value="Compiler Configurations">
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</object>
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<div id="title"><h1>About Compiler Configurations</h1></div>
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<div id="contents">
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<p>
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B
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</p>
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</div>
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<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
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<param name="keyword" value="Configurations">
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<param name="keyword" value="Compiler Configurations">
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</object>
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<div id="title">
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<h1>About Compiler Configurations</h1>
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</div>
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<div id="contents">
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<p>Compiler configurations are required to use script compilers and nodebuilders from the editor.<br />
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Compiler configurations are loaded from *.cfg files placed in the "Compilers" directory or it's subdirectories.</p>
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<h2>Script compiler configurations:</h2>
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Typical script compiler configuration consists from a single block:
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</p>
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<h3>"Compilers" block:</h3>
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Defines what files a compiler uses.
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The setting named "program" defines what .exe to run.
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The "interface" setting defines what interal interface to use for processing and error feedback (currenttly the only valid value is "AccCompiler"). All others are the required files (the setting names do not matter).
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</p>
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<p><strong>Example:</strong>
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<pre>
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compilers
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{
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zdoom_acc
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{
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interface = "AccCompiler";
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program = "acc.exe";
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zcommon = "zcommon.acs";
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zdefs = "zdefs.acs";
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zspecial = "zspecial.acs";
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zwvars = "zwvars.acs";
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}
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}
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</pre>
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</p>
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<h2>Nodebuilder configurations:</h2>
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Typical nodebuilder configuration consists from two blocks:
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</p>
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<h3>"Compilers" block:</h3>
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Defines what files a compiler uses.<br />
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The setting named "program" defines what .exe to run.<br />
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The "interface" setting defines what interal interface to use for processing and error feedback (currenttly the only valid value is "NodesCompiler").
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</p>
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<p><strong>Example:</strong>
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<pre>
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compilers
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{
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zdbsp
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{
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interface = "NodesCompiler";
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program = "zdbsp.exe";
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}
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}
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</pre>
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</p>
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<h3>"Nodebuilders" block:</h3>
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Defines various presets for the nodebuilder defined in "compilers" block (you can then pick which ones of these to use in the <a href="w_gameconfigurations.html">Game Configurations Window</a>). <strong>NOTE:</strong> Nodebuilder configuration key names defined here must be unique for all nodebuilders!
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It's recommended to start the key name with the name of the compiler, followed by underscore and a specific name. The "compiler" setting must refer to an existing compiler, but it does not have to be a compiler defined in the same configuration file.<br />
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<br />
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"<strong>parameters</strong>" setting supports the following wildcards:
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<ul style="list-style-type:none;">
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<li>"%FI" - input file path.</li>
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<li>"%FO" - output file path.</li>
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</ul>
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<strong>Example:</strong>
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<pre>
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nodebuilders
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{
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zdbsp_normal
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{
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title = "ZDBSP - Normal (no reject)"; // name to display in the Game Configurations Window
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compiler = "zdbsp"; // must match a nodebuilder block name defined in a "compiler" block
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parameters = "-c -o%FO %FI"; // command line parameters
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}
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}
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</pre>
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</p>
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</div>
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</body>
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@ -48,19 +48,19 @@
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The default value is <b>false</b>.<br />
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<br />
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<b class="fat">defaultsavecompiler</b> (string)<br />
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Name of the Nodebuilder Compiler Configuration structure to use as the default settings for the compiler that is used when saving the map. The user can still change this in the <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
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Name of the <a href="scriptingconfigs.html">Nodebuilder Compiler Configuration structure</a> to use as the default settings for the compiler that is used when saving the map. The user can still change this in the <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
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<br />
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<b class="fat">defaulttestcompiler</b> (string)<br />
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Name of the Nodebuilder Compiler Configuration structure to use as the default settings for the compiler that is used when testing the map. The user can still change this in the <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
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Name of the <a href="scriptingconfigs.html">Nodebuilder Compiler Configuration structure</a> to use as the default settings for the compiler that is used when testing the map. The user can still change this in the <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
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<br />
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<b class="fat">defaultscriptcompiler</b> (string) - <span class="red">GZDB only</span>.<br />
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Name of the Script Compiler Configuration file to use as the default settings for the script compiler that is used when compiling map scripts. The user can still change this in the <a href="w_mapoptions.html">Map Options window</a>.<br />
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Name of the <a href="scriptingconfigs.html">Script Compiler Configuration file</a> to use as the default settings for the script compiler that is used when compiling map scripts. The user can still change this in the <a href="w_mapoptions.html">Map Options window</a>.<br />
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<br />
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<b class="fat">skills</b> (structure)<br />
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This defines the skill options the user has available with this game engine/project. The settings in this structure are expected to be numbers with string values (the descriptive name for the skill level).<br />
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<br />
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Example:
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<pre>
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<strong>Example:</strong>
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<pre>
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skills
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{
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1 = "I'm too young to die";
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@ -74,10 +74,7 @@ skills
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<b class="fat">linetagindicatesectors</b> (boolean)<br />
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When <b>true</b>, Doom Builder will highlight sectors associated with the same tag number when a line is highlighted. This is only really useful for Doom format maps, because Hexen format and UDMF format has no single tag on linedefs (in those formats, the arguments of the linedef's action can be tags, which also works to highlight sectors).<br />The default is <b>false</b>.<br />
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<br />
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<b class="fat">soundlinedefflag</b> (integer or string)<br />
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This lets Doom Builder know the <a href="gc_linedefflags.html">linedef flag</a> that indicates where sound should be blocked. Doom Builder uses this to give the line a special color and plugins can use this information to perform operations related to blocking sound lines. For map formats that use numeric flags (Doom and Hexen) this must be an integer specifying the flag value of the Block Sound flag. For map formats that use named flags (UDMF), this must be a string indicating the name of the Block Sound flag.<br />
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<br />
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<b class="fat">singlesidedflag</b> (integer or string)<br />
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<b class="fat">singlesidedflag</b> (integer or string)<br />
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This lets Doom Builder know the <a href="gc_linedefflags.html">linedef flag</a> that indicates a line with only one side. Doom Builder will set this flag value on a linedef when it changes a line to become single sided and removes the flag from a linedef when it becomes double sided. Plugins can also use this information to perform operations on linedefs. For map formats that use numeric flags (Doom and Hexen) this must be an integer flag value. For map formats that use named flags (UDMF), this must be a string indicating the name of the flag.<br />
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<br />
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<b class="fat">doublesidedflag</b> (integer or string)<br />
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@ -88,6 +85,9 @@ skills
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<br />
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<b class="fat">makedoortrack</b> (string)<br />
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Name of a texture to use on the walls when making a door.<br />
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<br />
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<b class="fat">makedoordoor</b> (string) - <span class="red">GZDB only</span>.<br />
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Name of a texture to use as the door texture when making a door.<br />
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<br />
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<b class="fat">makedooraction</b> (integer)<br />
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Linedef action number to put on the lines when making a door.<br />
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@ -1,31 +1,30 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
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<head>
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<title>Game Configuration - Linedefs Settings</title>
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<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
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<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
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<title>Game Configuration - Linedefs Settings</title>
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<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
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<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
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</head>
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<body>
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<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
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<param name="keyword" value="Configurations">
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<param name="keyword" value="Game Configurations">
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</object>
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<div id="title"><h1>Game Configuration - Linedefs Settings</h1></div>
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<div id="contents">
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<p>
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<span class="big">General settings:</span><br /><br />
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<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
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<param name="keyword" value="Configurations">
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<param name="keyword" value="Game Configurations">
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<param name="keyword" value="Linedef">
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<param name="keyword" value="Linedefs">
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</object>
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<div id="title">
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<h1>Game Configuration - Linedefs Settings</h1>
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</div>
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<div id="contents">
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<p> <span class="big">General settings:</span><br />
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<br />
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<b class="fat">generalizedlinedefs</b> (boolean)<br />
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Set to <b>true</b> to support generalized linedef actions. This makes the <b>gen_linedeftypes</b> structure mandatory. Default value is <b>false</b>.<br />
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<br />
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<b class="fat">linedefflags</b> (structure)<br />
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Lists the options that can be set on a linedef. In case of a map format that works with numeric flags, the values of the chosen options are added together to form the final linedef flags value (so each option should use its own bit). Note that with numeric flags, the linedef activation flags are also incorporated in the same value (see <b>linedefactivations</b>).<br />
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Example for numeric flags:
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<pre>
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Set to <b>true</b> to support generalized linedef actions. This makes the <b>gen_linedeftypes</b> structure mandatory. Default value is <b>false</b>.<br />
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<br />
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<b class="fat">linedefflags</b> (structure)<br />
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Lists the options that can be set on a linedef. In case of a map format that works with numeric flags, the values of the chosen options are added together to form the final linedef flags value (so each option should use its own bit). Note that with numeric flags, the linedef activation flags are also incorporated in the same value (see <b>linedefactivations</b>).<br />
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||||
Example for numeric flags:
|
||||
<pre>
|
||||
linedefflags
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||||
{
|
||||
1 = "Impassable";
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||||
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@ -37,9 +36,9 @@ linedefflags
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64 = "Block Sound";
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||||
}
|
||||
</pre>
|
||||
<br />
|
||||
Example for named flags:
|
||||
<pre>
|
||||
<br />
|
||||
Example for named flags:
|
||||
<pre>
|
||||
linedefflags
|
||||
{
|
||||
blocking = "Impassable";
|
||||
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@ -51,12 +50,12 @@ linedefflags
|
|||
blocksound = "Block sound";
|
||||
}
|
||||
</pre>
|
||||
<br />
|
||||
<b class="fat">linedefactivations</b> (structure)<br />
|
||||
This provides a list of choices about how a linedef is activated. Only one of these choices can be selected by the user. In case of a map format that works with numeric flags, the value is part of the linedef flags value and should have it's own range of bits. To separate these bits from the linedef flag options, use the <b>linedefactivationsfilter</b> setting. For map formats which use named flags, you can just use names for the settings.<br />
|
||||
<br />
|
||||
Example for numeric flags:
|
||||
<pre>
|
||||
<br />
|
||||
<b class="fat">linedefactivations</b> (structure)<br />
|
||||
This provides a list of choices about how a linedef is activated. Only one of these choices can be selected by the user. In case of a map format that works with numeric flags, the value is part of the linedef flags value and should have it's own range of bits. To separate these bits from the linedef flag options, use the <b>linedefactivationsfilter</b> setting. For map formats which use named flags, you can just use names for the settings.<br />
|
||||
<br />
|
||||
Example for numeric flags:
|
||||
<pre>
|
||||
linedefactivations
|
||||
{
|
||||
0 = "Player walks over";
|
||||
|
@ -67,15 +66,27 @@ linedefactivations
|
|||
5120 = "Projectile flies over";
|
||||
}
|
||||
</pre>
|
||||
<br />
|
||||
<b class="fat">linedefactivationsfilter</b> (integer)<br />
|
||||
Bit mask value that separates the <b>linedefactivations</b> bits from the <b>linedefflags</b> bits. This is required in map formats that use numeric linedef flags, because the bits share the same integer linedef flags value in the map data. This setting is ignored for map formats that use named flags.<br />
|
||||
<br />
|
||||
<b class="fat">linedefflagstranslation</b> (structure)<br />
|
||||
This is a translation between named (UDMF) linedef flags and the numeric linedef flags that your configuration uses (including linedef activation flags, if any). This structure is mandatory for all Game Configurations that do not use the UDMF map format and should not exist in Game Configurations that use the UDMF map format. Doom Builder uses this translation ot correctly work with copy/paste and prefabs (which are all converted to/from UDMF format). The setting names should be the non-UDMF flags. In case that your Game Configuration uses numeric flags map format, the setting names should be numeric. The setting values must be the equivalent UDMF flag names. The value can be prefixed with <b>!</b> to indicate that the value should be inverted (for example, if a setting 32 with value '!raisable' is to be converted, the existance of the bit value 32 will set 'raisable' to <b>false</b>).<br />
|
||||
<br />
|
||||
Example for numeric flags:
|
||||
<pre>
|
||||
<br />
|
||||
<b class="fat">linedefactivationsfilter</b> (integer)<br />
|
||||
Bit mask value that separates the <b>linedefactivations</b> bits from the <b>linedefflags</b> bits. This is required in map formats that use numeric linedef flags, because the bits share the same integer linedef flags value in the map data. This setting is ignored for map formats that use named flags.<br />
|
||||
<br />
|
||||
<b class="fat">linedefrenderstyles</b> (structure) - <span class="red">GZDB only, UDMF only</span>.<br />
|
||||
Lists the renderstyles that can be set on a linedef.<br />
|
||||
<br />
|
||||
Example:
|
||||
<pre>
|
||||
linedefrenderstyles
|
||||
{
|
||||
translucent = "Translucent";
|
||||
add = "Additive";
|
||||
}
|
||||
</pre>
|
||||
<br />
|
||||
<b class="fat">linedefflagstranslation</b> (structure)<br />
|
||||
This is a translation between named (UDMF) linedef flags and the numeric linedef flags that your configuration uses (including linedef activation flags, if any). This structure is mandatory for all Game Configurations that do not use the UDMF map format and should not exist in Game Configurations that use the UDMF map format. Doom Builder uses this translation ot correctly work with copy/paste and prefabs (which are all converted to/from UDMF format). The setting names should be the non-UDMF flags. In case that your Game Configuration uses numeric flags map format, the setting names should be numeric. The setting values must be the equivalent UDMF flag names. The value can be prefixed with <b>!</b> to indicate that the value should be inverted (for example, if a setting 32 with value '!raisable' is to be converted, the existance of the bit value 32 will set 'raisable' to <b>false</b>).<br />
|
||||
<br />
|
||||
Example for numeric flags:
|
||||
<pre>
|
||||
linedefflagstranslation
|
||||
{
|
||||
1 = "blocking";
|
||||
|
@ -94,13 +105,13 @@ linedefflagstranslation
|
|||
8192 = "monsteractivate";
|
||||
}
|
||||
</pre>
|
||||
<br />
|
||||
|
||||
<span class="big">Linedef definitions:</span><br /><br />
|
||||
<b class="fat">default</b> (integer) - <span class="red">GZDB only</span>.<br />
|
||||
Sets the default value for a Thing or Linedef argument definition.<br />
|
||||
<strong>Example:</strong>
|
||||
<pre>9038
|
||||
<br />
|
||||
<span class="big">Linedef definitions:</span><br />
|
||||
<br />
|
||||
<b class="fat">default</b> (integer) - <span class="red">GZDB only</span>.<br />
|
||||
Sets the default value for a Thing or Linedef argument definition.<br />
|
||||
<strong>Example:</strong>
|
||||
<pre>9038
|
||||
{
|
||||
title = "ColorSetter";
|
||||
arg0
|
||||
|
@ -109,17 +120,17 @@ Sets the default value for a Thing or Linedef argument definition.<br />
|
|||
<span class="blue">default = 255;</span>
|
||||
}
|
||||
}</pre>
|
||||
<br />
|
||||
<b class="fat">requiresactivation</b> (boolean) - <span class="red">GZDB only</span>.<br />
|
||||
this linedef action requires activation flag(s). When this property is set to true, a warning will be shown when a user selects this linedef action and no activation flags are set.<br />
|
||||
The default value is <strong>true</strong>.<br />
|
||||
<strong>Example:</strong>
|
||||
<pre>1
|
||||
<br />
|
||||
<b class="fat">requiresactivation</b> (boolean) - <span class="red">GZDB only</span>.<br />
|
||||
this linedef action requires activation flag(s). When this property is set to true, a warning will be shown when a user selects this linedef action and no activation flags are set.<br />
|
||||
The default value is <strong>true</strong>.<br />
|
||||
<strong>Example:</strong>
|
||||
<pre>1
|
||||
{
|
||||
title = "Polyobj Start Line";
|
||||
<span class="blue">requiresactivation = false;</span>
|
||||
}
|
||||
</pre>
|
||||
</p>
|
||||
</div>
|
||||
</pre>
|
||||
</p>
|
||||
</div>
|
||||
</body>
|
||||
|
|
|
@ -1,31 +1,43 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
|
||||
<head>
|
||||
|
||||
<title>Game Configuration - Sectors Settings</title>
|
||||
|
||||
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
|
||||
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
|
||||
<title>Game Configuration - Sectors Settings</title>
|
||||
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
|
||||
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
|
||||
<param name="keyword" value="Configurations">
|
||||
<param name="keyword" value="Game Configurations">
|
||||
</object>
|
||||
|
||||
<div id="title"><h1>Game Configuration - Sectors Settings</h1></div>
|
||||
|
||||
<div id="contents">
|
||||
<p>
|
||||
<b class="fat">generalizedsectors</b> (boolean)<br />
|
||||
Set to <b>true</b> to support generalized sector effects. This makes the <b>gen_sectortypes</b> structure mandatory. Default value is <b>false</b>.<br />
|
||||
<br />
|
||||
<b class="fat">sectorbrightness</b> (structure)<br />
|
||||
This structure provides Doom Builder with a list of sector brightness levels that are most common. Doom Builder will use these levels to increase/decrease the brightness quickly. The structure must contain numeric setting names for the brightness levels. The settings don't need a value and any value will be ignored by Doom Builder.<br />
|
||||
<br />
|
||||
Example:
|
||||
<pre>
|
||||
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
|
||||
<param name="keyword" value="Configurations">
|
||||
<param name="keyword" value="Game Configurations">
|
||||
<param name="keyword" value="Sector">
|
||||
<param name="keyword" value="Sectors">
|
||||
</object>
|
||||
<div id="title">
|
||||
<h1>Game Configuration - Sectors Settings</h1>
|
||||
</div>
|
||||
<div id="contents">
|
||||
<p> <b class="fat">generalizedsectors</b> (boolean)<br />
|
||||
Set to <b>true</b> to support generalized sector effects. This makes the <b>gen_sectortypes</b> structure mandatory. Default value is <b>false</b>.<br />
|
||||
<br />
|
||||
<b class="fat">sectorflags</b> (structure) - <span class="red">GZDB only, UDMF only</span>.<br />
|
||||
Lists the options that can be set on a sector.<br />
|
||||
<br />
|
||||
<b class="fat">sectorrenderstyles </b>(structure) - <span class="red">GZDB only, UDMF only</span>.<br />
|
||||
Lists the renderstyles that can be set on a sector.<br />
|
||||
<br />
|
||||
Example:
|
||||
<pre>
|
||||
sectorrenderstyles
|
||||
{
|
||||
translucent = "Translucent";
|
||||
add = "Additive";
|
||||
}
|
||||
</pre>
|
||||
<b class="fat">sectorbrightness</b> (structure)<br />
|
||||
This structure provides Doom Builder with a list of sector brightness levels that are most common. Doom Builder will use these levels to increase/decrease the brightness quickly. The structure must contain numeric setting names for the brightness levels. The settings don't need a value and any value will be ignored by Doom Builder.<br />
|
||||
<br />
|
||||
Example:
|
||||
<pre>
|
||||
sectorbrightness
|
||||
{
|
||||
96;
|
||||
|
@ -34,12 +46,12 @@ sectorbrightness
|
|||
0;
|
||||
}
|
||||
</pre>
|
||||
<br />
|
||||
<b class="fat">gen_sectortypes</b> (structure)<br />
|
||||
Generalized sector types are described in this structure. This structure is required when <b>generalizedsectors</b> is set to <b>true</b>. For each option there should be a structure. The name of the structure is displayed as the option description. Each option structure should contain a setting for the available choices. The setting name must be a numeric value that is added to the final sector effect value along with the values of the choices from other options (so the final sector effect value is the sum of the choices from every option). The setting must have a string value containing the choice description to be displayed.<br />
|
||||
<br />
|
||||
Example:
|
||||
<pre>
|
||||
<br />
|
||||
<b class="fat">gen_sectortypes</b> (structure)<br />
|
||||
Generalized sector types are described in this structure. This structure is required when <b>generalizedsectors</b> is set to <b>true</b>. For each option there should be a structure. The name of the structure is displayed as the option description. Each option structure should contain a setting for the available choices. The setting name must be a numeric value that is added to the final sector effect value along with the values of the choices from other options (so the final sector effect value is the sum of the choices from every option). The setting must have a string value containing the choice description to be displayed.<br />
|
||||
<br />
|
||||
Example:
|
||||
<pre>
|
||||
gen_sectortypes
|
||||
{
|
||||
secret
|
||||
|
@ -61,12 +73,12 @@ gen_sectortypes
|
|||
}
|
||||
}
|
||||
</pre>
|
||||
<br />
|
||||
<b class="fat">sectortypes</b> (structure)<br />
|
||||
This is a simple list of all available sector effects that the user can choose from. The setting names must be numeric (the sector effect number) and the value must be a string containing the description to display.<br />
|
||||
<br />
|
||||
Example:
|
||||
<pre>
|
||||
<br />
|
||||
<b class="fat">sectortypes</b> (structure)<br />
|
||||
This is a simple list of all available sector effects that the user can choose from. The setting names must be numeric (the sector effect number) and the value must be a string containing the description to display.<br />
|
||||
<br />
|
||||
Example:
|
||||
<pre>
|
||||
sectortypes
|
||||
{
|
||||
0 = "Normal";
|
||||
|
@ -80,9 +92,7 @@ sectortypes
|
|||
9 = "Secret";
|
||||
}
|
||||
</pre>
|
||||
<br />
|
||||
|
||||
|
||||
</p>
|
||||
</div>
|
||||
<br />
|
||||
</p>
|
||||
</div>
|
||||
</body>
|
||||
|
|
24
Help/gc_sidedefsettings.html
Normal file
24
Help/gc_sidedefsettings.html
Normal file
|
@ -0,0 +1,24 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
|
||||
<head>
|
||||
<title>Game Configuration - Linedefs Settings</title>
|
||||
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
|
||||
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
|
||||
</head>
|
||||
<body>
|
||||
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
|
||||
<param name="keyword" value="Configurations">
|
||||
<param name="keyword" value="Game Configurations">
|
||||
<param name="keyword" value="Sidedef">
|
||||
<param name="keyword" value="Sidedefs">
|
||||
</object>
|
||||
<div id="title">
|
||||
<h1>Game Configuration - Sidedefs Settings</h1>
|
||||
</div>
|
||||
<div id="contents">
|
||||
<p> <span class="big">General settings:</span><br />
|
||||
<br />
|
||||
<b class="fat">sidedefflags</b> (structure) - <span class="red">GZDB only, UDMF only</span>.<br />
|
||||
Lists the options that can be set on a sidedef.<br />
|
||||
</div>
|
||||
</body>
|
|
@ -1,32 +1,31 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
|
||||
<head>
|
||||
|
||||
<title>Game Configuration - Things Settings</title>
|
||||
|
||||
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
|
||||
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
|
||||
<title>Game Configuration - Things Settings</title>
|
||||
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
|
||||
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
|
||||
<param name="keyword" value="Configurations">
|
||||
<param name="keyword" value="Game Configurations">
|
||||
</object>
|
||||
|
||||
<div id="title"><h1>Game Configuration - Things Settings</h1></div>
|
||||
|
||||
<div id="contents">
|
||||
<p>
|
||||
<span class="big">General settings:</span><br /><br />
|
||||
<b class="fat">thingclasshelp</b> (string) - <span class="red">GZDB only</span>.<br />
|
||||
URL to to open when thing class name is clicked in the Thing Edit form.<br />
|
||||
<br />
|
||||
<b class="fat">defaultthingflags</b> (structure)<br />
|
||||
This defines what the default flags should be first the first new thing when inserted. In map formats that use numeric thing flags, the settings in this structure should be the numeric flags to set. In map formats that use named flags, the settings must be the names of the flags to set. The value of the settings is optional and is ignored by Doom Builder.<br />
|
||||
<br />
|
||||
Example for numeric flags:
|
||||
<pre>
|
||||
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
|
||||
<param name="keyword" value="Configurations">
|
||||
<param name="keyword" value="Game Configurations">
|
||||
<param name="keyword" value="Thing">
|
||||
<param name="keyword" value="Things">
|
||||
</object>
|
||||
<div id="title">
|
||||
<h1>Game Configuration - Things Settings</h1>
|
||||
</div>
|
||||
<div id="contents">
|
||||
<p> <span class="big">General settings:</span><br />
|
||||
<br />
|
||||
<b class="fat">thingclasshelp</b> (string) - <span class="red">GZDB only</span>.<br />
|
||||
URL to to open when thing class name is clicked in the Thing Edit form.<br />
|
||||
<br />
|
||||
<b class="fat">defaultthingflags</b> (structure)<br />
|
||||
This defines what the default flags should be first the first new thing when inserted. In map formats that use numeric thing flags, the settings in this structure should be the numeric flags to set. In map formats that use named flags, the settings must be the names of the flags to set. The value of the settings is optional and is ignored by Doom Builder.<br />
|
||||
<br />
|
||||
Example for numeric flags:
|
||||
<pre>
|
||||
defaultthingflags
|
||||
{
|
||||
1;
|
||||
|
@ -35,9 +34,9 @@ defaultthingflags
|
|||
32;
|
||||
}
|
||||
</pre>
|
||||
<br />
|
||||
Example for named flags:
|
||||
<pre>
|
||||
<br />
|
||||
Example for named flags:
|
||||
<pre>
|
||||
defaultthingflags
|
||||
{
|
||||
skill1;
|
||||
|
@ -47,13 +46,33 @@ defaultthingflags
|
|||
coop;
|
||||
}
|
||||
</pre>
|
||||
<br />
|
||||
<span class="big">Thing definitions:</span><br />
|
||||
<br />
|
||||
<b class="fat">default</b> (integer) - <span class="red">GZDB only</span>.<br />
|
||||
Sets the default value for a Thing or Linedef argument definition.<br />
|
||||
<strong>Example:</strong>
|
||||
<pre>9038
|
||||
<br />
|
||||
<b class="fat">thingrenderstyles </b>(structure) - <span class="red">GZDB only, UDMF only</span>.<br />
|
||||
Lists the renderstyles that can be set on a thing.<br />
|
||||
<br />
|
||||
Example:
|
||||
<pre>
|
||||
thingrenderstyles
|
||||
{
|
||||
normal = "Normal";
|
||||
translucent = "Translucent";
|
||||
soultrans = "Translucent (Lost Soul)";
|
||||
translucentstencil = "Translucent (stencil)";
|
||||
add = "Additive";
|
||||
subtract = "Subtractive";
|
||||
stencil = "Stencil";
|
||||
fuzzy = "Fuzzy";
|
||||
optfuzzy = "Fuzzy/Shadow (uses r_drawfuzz CVAR)";
|
||||
none = "None";
|
||||
}
|
||||
</pre>
|
||||
<br />
|
||||
<span class="big">Thing definitions:</span><br />
|
||||
<br />
|
||||
<b class="fat">default</b> (integer) - <span class="red">GZDB only</span>.<br />
|
||||
Sets the default value for a Thing or Linedef argument definition.<br />
|
||||
<strong>Example:</strong>
|
||||
<pre>9038
|
||||
{
|
||||
title = "ColorSetter";
|
||||
arg0
|
||||
|
@ -62,16 +81,16 @@ Sets the default value for a Thing or Linedef argument definition.<br />
|
|||
<span class="blue">default = 255;</span>
|
||||
}
|
||||
}</pre>
|
||||
<br />
|
||||
<b class="fat">class</b> (string) - <span class="red">GZDB only</span>.<br />
|
||||
Sets DECORATE class name, which corresponds to this thing. Used internally to attach models and dynamic lights to given thing and when looking for an actor class to inherit from in DECORATE parser.<br />
|
||||
<strong>Example:</strong>
|
||||
<pre>3001
|
||||
<br />
|
||||
<b class="fat">class</b> (string) - <span class="red">GZDB only</span>.<br />
|
||||
Sets DECORATE class name, which corresponds to this thing. Used internally to attach models and dynamic lights to given thing and when looking for an actor class to inherit from in DECORATE parser.<br />
|
||||
<strong>Example:</strong>
|
||||
<pre>3001
|
||||
{
|
||||
title = "Imp";
|
||||
sprite = "TROOA2A8";
|
||||
<span class="blue">class = "DoomImp";</span>
|
||||
}</pre>
|
||||
</p>
|
||||
</div>
|
||||
</p>
|
||||
</div>
|
||||
</body>
|
||||
|
|
|
@ -21,12 +21,12 @@
|
|||
<td valign="top"><strong>To edit light properties:</strong><br />
|
||||
Select one or more lights in Classic or Visual Mode and click the Color Picker button or press the shortcut key to open the Color Picker window.<br />
|
||||
You can enable <strong>Relative mode</strong> if you have several lights with different settings selected and want to scale them all up/down a bit.<br />
|
||||
If nothing is selected in Visual Mode, you can hilight a Light Thing and then open Color Picker window to edit it's properties.<br />
|
||||
If nothing is selected in Visual Mode, you can highlight a Light Thing and then open Color Picker window to edit it's properties.<br />
|
||||
<br />
|
||||
<strong>To edit sector colors (UDMF only):</strong><br />
|
||||
Select any sectors in Classic mode, or any surfaces in Visual Mode, then open the Color Picker window.
|
||||
Sector color ("lightcolor" property) and Fade color ("fadecolor" property) can be set in this mode.
|
||||
If nothing is selected in Visual Mode, you can hilight a surface and then open the Color Picker window to edit the color of the corresponding sector to which the hilighted surface belongs.</td>
|
||||
If nothing is selected in Visual Mode, you can highlight a surface and then open the Color Picker window to edit the color of the corresponding sector to which the highlighted surface belongs.</td>
|
||||
<td><img src="colorpicker.jpg"/></td>
|
||||
</tr>
|
||||
</table>
|
||||
|
|
|
@ -6,11 +6,12 @@
|
|||
|
||||
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
|
||||
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
|
||||
<script type="text/javascript" src="../../../scripts.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
|
||||
<param name="keyword" value="Template">
|
||||
<param name="keyword" value="Event lines">
|
||||
</object>
|
||||
|
||||
<div id="gz_title"><h1>Event lines</h1></div>
|
||||
|
|
|
@ -24,11 +24,11 @@
|
|||
|
||||
<div id="contents">
|
||||
<p>GZDoom Builder will automatically load data from GLDEFS and MODELDEF lumps if they are present in map resources.
|
||||
<p><strong>MODELDEF support:</strong> all relevant MODELDEF properties and flags are supported. Sprite translations are not supported.<br />
|
||||
<p><strong>MODELDEF support:</strong> all relevant MODELDEF properties and flags are supported. Sprite translations are not supported.<br /><br />
|
||||
<strong>GLDEFS support:</strong>
|
||||
only dynamic light definitions are currently supported. Brightmaps and glowing flats support may be added in the future. You can use "<strong>//$GZDB_SKIP</strong>" special comment to abort parsing of the current file.<br />
|
||||
only dynamic light definitions are currently supported. Brightmaps and glowing flats support may be added in the future. You can use "<strong>//$GZDB_SKIP</strong>" special comment to abort parsing of the current file.<br /><br />
|
||||
You can reload GLDEFS and MODELDEF by using "<strong>Reload GLDEFS</strong>" and "<strong>Reload MODELDEF</strong>" actions.<br />
|
||||
To enable GZDoom's built-in GLDEFS dynamic light definitions, you need to add "<strong>lights.pk3</strong>" as a map resource. Don't forget to check "<strong>Exclude from testing parameters</strong>" chekbox while adding it, otherwise GZDoom won't load your map. "<strong>lights.pk3</strong>" can be found in GZDoom folder.
|
||||
To enable GZDoom's built-in GLDEFS dynamic light definitions, you need to add "<strong>lights.pk3</strong>" as a map resource. "<strong>lights.pk3</strong>" can be found in GZDoom folder.
|
||||
<p><b>If you are creating maps for Doom or Doom 2, you probably don't need to read this, since required information is already added for those games.</b><br />
|
||||
<br />
|
||||
<b>To load models or dynamic lights defined in GLDEFS for things defined in configuration files:</b><br />
|
||||
|
|
|
@ -1,24 +1,109 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
|
||||
<head>
|
||||
|
||||
<title>About Scripting Configurations</title>
|
||||
|
||||
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
|
||||
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
|
||||
<title>About Scripting Configurations</title>
|
||||
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
|
||||
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
|
||||
<param name="keyword" value="Configurations">
|
||||
<param name="keyword" value="Scripting Configurations">
|
||||
</object>
|
||||
|
||||
<div id="title"><h1>About Scripting Configurations</h1></div>
|
||||
|
||||
<div id="contents">
|
||||
<p>
|
||||
B
|
||||
</p>
|
||||
</div>
|
||||
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
|
||||
<param name="keyword" value="Configurations">
|
||||
<param name="keyword" value="Scripting Configurations">
|
||||
</object>
|
||||
<div id="title">
|
||||
<h1>About Scripting Configurations</h1>
|
||||
</div>
|
||||
<div id="contents">
|
||||
<p>Scripting configurations are used to provide code highlighting and code completion in the <a href="w_scripteditor.html">Script Editor</a>.<br />
|
||||
Scripting configurations are loaded from *.cfg files placed in the "Scripting" directory.</p>
|
||||
<h2>Script compiler settings:</h2>
|
||||
<br />
|
||||
<b class="fat">compiler</b> (string)<br />
|
||||
The name of the <a href="scriptingconfigs.html">script compiler</a> to use.<br />
|
||||
<br />
|
||||
<b class="fat">parameters</b> (string)<br />
|
||||
Command line paramterets to pass to the <a href="scriptingconfigs.html">script compiler</a>.
|
||||
Following wildcards are supported:
|
||||
<ul style="list-style-type:none;">
|
||||
<li>"%FI" - input file path.</li>
|
||||
<li>"%FO" - output file path.</li>
|
||||
<li>"%FS" - source file.</li>
|
||||
<li>"%PT" - temporary directory path.</li>
|
||||
<li>"%PS" - source path.</li>
|
||||
</ul>
|
||||
<b class="fat">resultlump</b> (string)<br />
|
||||
The name of the lump compilation resuld should be stored in.<br />
|
||||
<br />
|
||||
<br />
|
||||
<h2>Script Editor settings:</h2>
|
||||
<br />
|
||||
<b class="fat">description</b> (string)<br />
|
||||
Script type name shown in the <a href="w_scripteditor.html">Script Editor's</a> "New File" drop-down.<br />
|
||||
<br />
|
||||
<b class="fat">codepage</b> (integer)<br />
|
||||
The code page Scintilla Control will use.<br />
|
||||
<br />
|
||||
<b class="fat">extensions</b> (string)<br />
|
||||
Comma-separated list of file extensions associated with this configuration.<br />
|
||||
<br />
|
||||
<b class="fat">casesensitive</b> (boolean)<br />
|
||||
Is the script type case sensitive? Default value is <strong>true</strong>.<br />
|
||||
<br />
|
||||
<b class="fat">insertcase</b> (int)<br />
|
||||
0 - Normal, 1 - Lowercase, 2 - Uppercase. Defaullt value is <strong>0</strong>.<br />
|
||||
<br />
|
||||
<b class="fat">lexer</b> (integer)<br />
|
||||
Specifies a lexer type Scintilla Control will use.<br />
|
||||
Possible values are: 1 - Plain text; 3 - CPP-style, case-sensitive; 6 - Perl-style; 18 - Pascal-style; 35 - CPP-style, case-insensitive.<br />
|
||||
<br />
|
||||
<b class="fat">functionopen</b> (string)<br />
|
||||
A character used as a function's opening brace.<br />
|
||||
<br />
|
||||
<b class="fat">functionclose</b> (string)<br />
|
||||
A character used as a function's closing brace. <br />
|
||||
<br />
|
||||
<b class="fat">argumentdelimiter</b> (string)<br />
|
||||
A character used as a function arguments delimiter. <br />
|
||||
<br />
|
||||
<b class="fat">terminator</b> (string)<br />
|
||||
A character used as an expression terminator. <br />
|
||||
<br />
|
||||
<b class="fat">keywordhelp</b> (string) - <span class="red">GZDB only</span>.<br />
|
||||
An URL used to display keyword help. "%K" placeholder will be replaced with the word text cursor is position in when calling keyword help (F1).<br />
|
||||
<br />
|
||||
<b class="fat">snippetsdir</b> (string) - <span class="red">GZDB only</span>.<br />
|
||||
Directory name inside of the "Snippets" directory, which holds snippets for current script configuration.<br />
|
||||
<br />
|
||||
<b class="fat">scripttype</b> (integer) - <span class="red">GZDB only</span>.<br />
|
||||
Marks current script configuration as one of script types, recognized by GZDB. Possible values are: 1 - ACC; 2 - MODELDEF; 3 - DECORATE. Default value is <strong>0</strong> (unknown script).<br />
|
||||
<h2>"keywords" block:</h2>
|
||||
<br />
|
||||
Defines a list of keywords to highlight and show code completion
|
||||
for. Each keyword is defined as
|
||||
<pre>Keyword = "Keyword description";</pre>
|
||||
"Keyword" is a word used in a script, "Keyword description" provides additional information about a keyword, like function arguments or hints about what function or it's parameters do.
|
||||
<p><strong>Example:</strong>
|
||||
<pre>
|
||||
keywords
|
||||
{
|
||||
CanRaiseActor = "bool CanRaiseActor(int tid)\nChecks to see if the actor or actors with the specified tid are viable for resurrection.\nIf tid is 0, the check is done on the activator of the script.";
|
||||
}
|
||||
</pre>
|
||||
</p>
|
||||
<h2>"constants" block:</h2>
|
||||
<br />
|
||||
Defines a list of constants to highlight and show code completion for.
|
||||
<p><strong>Example:</strong>
|
||||
<pre>
|
||||
constants
|
||||
{
|
||||
AAPTR_DEFAULT;
|
||||
AAPTR_FRIENDPLAYER;
|
||||
AAPTR_GET_LINETARGET;
|
||||
AAPTR_MASTER;
|
||||
AAPTR_NULL;
|
||||
}
|
||||
</pre>
|
||||
</p>
|
||||
</div>
|
||||
</body>
|
||||
|
|
|
@ -27,7 +27,8 @@ using CodeImp.DoomBuilder.IO;
|
|||
namespace CodeImp.DoomBuilder.Config
|
||||
{
|
||||
//mxd
|
||||
internal enum ScriptType {
|
||||
internal enum ScriptType
|
||||
{
|
||||
UNKNOWN = 0,
|
||||
ACS = 1,
|
||||
MODELDEF = 2,
|
||||
|
|
|
@ -115,7 +115,6 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
this.list.DrawItem += new System.Windows.Forms.DrawListViewItemEventHandler(this.list_DrawItem);
|
||||
this.list.DoubleClick += new System.EventHandler(this.list_DoubleClick);
|
||||
this.list.ItemSelectionChanged += new System.Windows.Forms.ListViewItemSelectionChangedEventHandler(this.list_ItemSelectionChanged);
|
||||
this.list.KeyDown += new System.Windows.Forms.KeyEventHandler(this.list_KeyDown);
|
||||
//
|
||||
// showtexturesize
|
||||
//
|
||||
|
|
|
@ -231,16 +231,6 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
objectname_TextChanged(sender, e);
|
||||
}
|
||||
|
||||
// Key pressed in list
|
||||
private void list_KeyDown(object sender, KeyEventArgs e)
|
||||
{
|
||||
if(e.KeyData == Keys.Tab)
|
||||
{
|
||||
GoToNextSameTexture();
|
||||
e.SuppressKeyPress = true;
|
||||
}
|
||||
}
|
||||
|
||||
//mxd
|
||||
protected override bool ProcessTabKey(bool forward)
|
||||
{
|
||||
|
|
|
@ -244,7 +244,7 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
this.buttonsnippets.ImageTransparentColor = System.Drawing.Color.Magenta;
|
||||
this.buttonsnippets.Name = "buttonsnippets";
|
||||
this.buttonsnippets.Size = new System.Drawing.Size(29, 22);
|
||||
this.buttonsnippets.Text = "Intert a Code Snippet";
|
||||
this.buttonsnippets.Text = "Insert a Code Snippet";
|
||||
//
|
||||
// toolStripSeparator4
|
||||
//
|
||||
|
|
|
@ -149,29 +149,29 @@
|
|||
AAEAAAD/////AQAAAAAAAAAMAgAAAFdTeXN0ZW0uV2luZG93cy5Gb3JtcywgVmVyc2lvbj0yLjAuMC4w
|
||||
LCBDdWx0dXJlPW5ldXRyYWwsIFB1YmxpY0tleVRva2VuPWI3N2E1YzU2MTkzNGUwODkFAQAAACZTeXN0
|
||||
ZW0uV2luZG93cy5Gb3Jtcy5JbWFnZUxpc3RTdHJlYW1lcgEAAAAERGF0YQcCAgAAAAkDAAAADwMAAADI
|
||||
BQAAAk1TRnQBSQFMAwEBAAGEAQABhAEAARABAAEQAQAE/wEhAQAI/wFCAU0BNgcAATYDAAEoAwABQAMA
|
||||
ARADAAEBAQABIAYAARD/ACMAAc8B2AHyAf8BUAFoAbkB/wEZATQBkwH/AREBJwFtAf8BCgEgAWQB/wEK
|
||||
ASQBgQH/AT8BVQGkAf8BzwHYAfIB/9wAAYEBlAHUAf8BJAFDAawB/wESATcBuAH/AQIBMgHQAf8BAAEv
|
||||
AeIB/wEAASwB3AH/AQABKQG9Af8BAAEgAZYB/wEAARsBgQH/AV0BbwGyAf/UAAGJAZ0B3AH/ATEBUAG7
|
||||
Af8BEgFCAd0B/wEAAToB+gH/AQABNwH5Af8BPQFoAfgB/wE9AWgB+AH/AQABLwHqAf8BAAEsAeQB/wEA
|
||||
ASUBtgH/AQABGwGBAf8BXQFvAbIB/8wAAc8B2AHyAf8BRgFhAcYB/wEkAVAB4wH/AREBSAH9Af8BEQFI
|
||||
Af0B/wFMAYEB/gH/A/4B/wP+Af8BTwGBAfoB/wEAATAB7gH/AQABLAHkAf8BAAElAbYB/wEAARsBgQH/
|
||||
Ac8B2AHyAf/IAAGnAbYB5QH/AUMBZgHZAf8BIgFVAv8BIwFXAv8BIgFVAv8BWwGLAv8D/gH/A/4B/wFG
|
||||
AW8B+wH/AQABNAH4Af8BAAEwAe4B/wEAASwB5AH/AQABIAGWAf8BPwFVAaQB/8gAAWYBiQHVAf8BQgFp
|
||||
Ae4B/wE0AWMC/wE3AWUC/wE0AWMC/wEvAWAC/wFfAY4C/wFWAYYC/wERAUgB/QH/AQMBPgH7Af8BAAE0
|
||||
AfgB/wEAAS8B6gH/AQABKQG9Af8BCgEkAYEB/8gAAYEBlAHRAf8BRgFvAfsB/wFIAYEC/wFMAYEB/gH/
|
||||
AUgBgQL/AVYBhgL/A/4B/wP+Af8BNAFjAv8BDgFGAfsB/wEAAToB+gH/AQABMQHzAf8BAAEsAdwB/wEK
|
||||
ASABZAH/yAABigGbAdQB/wFWAYYB+wH/AVsBiwL/AV8BjgL/AVsBiwL/AZcBsQL/A/4B/wP+Af8BbwGa
|
||||
Av8BFwFNAf0B/wEDAT4B+wH/AQABNAH4Af8BAAEvAeIB/wERAScBbQH/yAABiQGdAdwB/wFvAZYB8gH/
|
||||
AW8BmgL/AYEBnAL/AW8BmgL/AbEBxAL/A/4B/wP+Af8BogG4Af4B/wEeAVIB/gH/AQ4BRgH7Af8BAAE3
|
||||
AfkB/wECATIB0AH/ARkBNAGTAf/IAAGnAbYB5QH/AY0BowHlAf8BhwGkAv8BjQGoAv8BhwGkAv8BxQHT
|
||||
Af4B/wP+Af8D/gH/AbUBxwH+Af8BIgFVAv8BEQFIAf0B/wEAAToB+gH/ARIBNwG4Af8BWgGAAboB/8gA
|
||||
Ac8B2AHyAf8BlwGnAd0B/wGVAasB8QH/AZcBsQL/AY0BqAL/AakBvgL/A/4B/wP+Af8BgwGhAv8BIwFX
|
||||
Av8BEQFIAf0B/wESAUIB3QH/ASQBQwGsAf8BzwHYAfIB/8wAAbQBwgHsAf8BmwGqAd0B/wGVAasB8QH/
|
||||
AYcBpAL/AW8BmgL/AVsBiwL/AUgBgQL/ATQBYwL/ASMBVwL/ASQBUAHjAf8BMQFQAbsB/wFrAYwB1AH/
|
||||
1AABtAHCAewB/wGXAacB3QH/AY0BowHlAf8BbwGWAfIB/wFWAYYB+wH/AUYBbwH7Af8BQgFpAe4B/wFD
|
||||
AWYB2QH/AUYBYQHGAf8BgQGVAdwB/9wAAcwB2AH+Af8BnQGtAeAB/wGJAZ0B3AH/AYoBmwHUAf8BgQGU
|
||||
AdEB/wFmAYkB1QH/AYEBlAHRAf8BzAHYAf4B//8A0QABQgFNAT4HAAE+AwABKAMAAUADAAEQAwABAQEA
|
||||
BQAAAk1TRnQBSQFMAwEBAAGMAQABjAEAARABAAEQAQAE/wEhAQAI/wFCAU0BNgcAATYDAAEoAwABQAMA
|
||||
ARADAAEBAQABIAYAARD/ACMAAc8B2AHyAf8BTwFnAbkB/wEYATMBkwH/ARABJgFsAf8BCQEfAWMB/wEJ
|
||||
ASMBgQH/AT4BVAGkAf8BzwHYAfIB/9wAAYEBlAHUAf8BIwFCAawB/wERATYBuAH/AQEBMQHQAf8BAAEu
|
||||
AeIB/wEAASsB3AH/AQABKAG9Af8BAAEfAZYB/wEAARoBgQH/AVwBbgGyAf/UAAGJAZ0B3AH/ATABTwG7
|
||||
Af8BEQFBAd0B/wEAATkB+gH/AQABNgH5Af8BPAFnAfgB/wE8AWcB+AH/AQABLgHqAf8BAAErAeQB/wEA
|
||||
ASQBtgH/AQABGgGBAf8BXAFuAbIB/8wAAc8B2AHyAf8BRQFgAcYB/wEjAU8B4wH/ARABRwH9Af8BEAFH
|
||||
Af0B/wFLAYEB/gH/A/4B/wP+Af8BTgGBAfoB/wEAAS8B7gH/AQABKwHkAf8BAAEkAbYB/wEAARoBgQH/
|
||||
Ac8B2AHyAf/IAAGnAbYB5QH/AUIBZQHZAf8BIQFUAv8BIgFWAv8BIQFUAv8BWgGLAv8D/gH/A/4B/wFF
|
||||
AW4B+wH/AQABMwH4Af8BAAEvAe4B/wEAASsB5AH/AQABHwGWAf8BPgFUAaQB/8gAAWUBiQHVAf8BQQFo
|
||||
Ae4B/wEzAWIC/wE2AWQC/wEzAWIC/wEuAV8C/wFeAY4C/wFVAYYC/wEQAUcB/QH/AQIBPQH7Af8BAAEz
|
||||
AfgB/wEAAS4B6gH/AQABKAG9Af8BCQEjAYEB/8gAAYEBlAHRAf8BRQFuAfsB/wFHAYEC/wFLAYEB/gH/
|
||||
AUcBgQL/AVUBhgL/A/4B/wP+Af8BMwFiAv8BDQFFAfsB/wEAATkB+gH/AQABMAHzAf8BAAErAdwB/wEJ
|
||||
AR8BYwH/yAABigGbAdQB/wFVAYYB+wH/AVoBiwL/AV4BjgL/AVoBiwL/AZcBsQL/A/4B/wP+Af8BbgGa
|
||||
Av8BFgFMAf0B/wECAT0B+wH/AQABMwH4Af8BAAEuAeIB/wEQASYBbAH/yAABiQGdAdwB/wFuAZYB8gH/
|
||||
AW4BmgL/AYEBnAL/AW4BmgL/AbEBxAL/A/4B/wP+Af8BogG4Af4B/wEdAVEB/gH/AQ0BRQH7Af8BAAE2
|
||||
AfkB/wEBATEB0AH/ARgBMwGTAf/IAAGnAbYB5QH/AY0BowHlAf8BhwGkAv8BjQGoAv8BhwGkAv8BxQHT
|
||||
Af4B/wP+Af8D/gH/AbUBxwH+Af8BIQFUAv8BEAFHAf0B/wEAATkB+gH/AREBNgG4Af8BWQGAAboB/8gA
|
||||
Ac8B2AHyAf8BlwGnAd0B/wGVAasB8QH/AZcBsQL/AY0BqAL/AakBvgL/A/4B/wP+Af8BgwGhAv8BIgFW
|
||||
Av8BEAFHAf0B/wERAUEB3QH/ASMBQgGsAf8BzwHYAfIB/8wAAbQBwgHsAf8BmwGqAd0B/wGVAasB8QH/
|
||||
AYcBpAL/AW4BmgL/AVoBiwL/AUcBgQL/ATMBYgL/ASIBVgL/ASMBTwHjAf8BMAFPAbsB/wFqAYwB1AH/
|
||||
1AABtAHCAewB/wGXAacB3QH/AY0BowHlAf8BbgGWAfIB/wFVAYYB+wH/AUUBbgH7Af8BQQFoAe4B/wFC
|
||||
AWUB2QH/AUUBYAHGAf8BgQGVAdwB/9wAAcwB2AH+Af8BnQGtAeAB/wGJAZ0B3AH/AYoBmwHUAf8BgQGU
|
||||
AdEB/wFlAYkB1QH/AYEBlAHRAf8BzAHYAf4B//8A0QABQgFNAT4HAAE+AwABKAMAAUADAAEQAwABAQEA
|
||||
AQEFAAGAFwAD/wEAAv8GAAHwAQ8GAAHgAQcGAAHAAQMGAAGAAQEGAAGAAQEGAAGAAQEGAAGAAQEGAAGA
|
||||
AQEGAAGAAQEGAAGAAQEGAAGAAQEGAAHAAQMGAAHgAQcGAAHwAQ8GAAL/BgAL
|
||||
</value>
|
||||
|
|
|
@ -1357,7 +1357,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
Matrix modelscale = Matrix.Scaling(sx, sx, sy);
|
||||
Matrix rotation = Matrix.RotationY(-t.RollRad) * Matrix.RotationX(-t.PitchRad) * Matrix.RotationZ(t.Angle);
|
||||
Matrix position = Matrix.Translation(screenpos.x, screenpos.y, 0.0f);
|
||||
Matrix world = General.Map.Data.ModeldefEntries[t.Type].Transform * rotation * modelscale * viewscale * position;
|
||||
Matrix world = General.Map.Data.ModeldefEntries[t.Type].Transform * modelscale * rotation * viewscale * position;
|
||||
|
||||
graphics.Shaders.Things2D.SetTransformSettings(world);
|
||||
graphics.Shaders.Things2D.ApplySettings();
|
||||
|
|
|
@ -1123,7 +1123,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
Matrix modelscale = Matrix.Scaling(sx, sx, sy);
|
||||
Matrix modelrotation = Matrix.RotationY(-t.Thing.RollRad) * Matrix.RotationX(-t.Thing.PitchRad) * Matrix.RotationZ(t.Thing.Angle);
|
||||
|
||||
world = General.Map.Data.ModeldefEntries[t.Thing.Type].Transform * modelrotation * modelscale * t.Position;
|
||||
world = General.Map.Data.ModeldefEntries[t.Thing.Type].Transform * modelscale * modelrotation * t.Position;
|
||||
ApplyMatrices3D();
|
||||
|
||||
//mxd. set variables for fog rendering
|
||||
|
|
|
@ -146,7 +146,6 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
this.splitter.Panel2MinSize = 100;
|
||||
this.splitter.Size = new System.Drawing.Size(784, 442);
|
||||
this.splitter.SplitterDistance = 573;
|
||||
this.splitter.SplitterWidth = 8;
|
||||
this.splitter.TabIndex = 0;
|
||||
this.splitter.TabStop = false;
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue