Visual mode, auto align textures: actually, it won't break anything if we vertical clamp texture offsets of a 3d floor sidedef while auto-aligning (this reverts a part of previous commit)...

Classic modes: event lines are drawn once again while panning the view (I've disabled this a while ago trying to fix performance problems in Classic modes).
This commit is contained in:
MaxED 2013-11-08 08:18:33 +00:00
parent 766e4d46f3
commit 0654cec075
4 changed files with 9 additions and 11 deletions

View file

@ -321,11 +321,11 @@ namespace CodeImp.DoomBuilder.BuilderModes
if(renderer.StartPlotter(true))
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
if(!panning) //mxd
for(int i = 0; i < Linedef.NUM_ARGS; i++) BuilderPlug.Me.PlotAssociations(renderer, association[i]);
for(int i = 0; i < Linedef.NUM_ARGS; i++) BuilderPlug.Me.PlotAssociations(renderer, association[i]);
if((highlighted != null) && !highlighted.IsDisposed)
{
if(!panning) BuilderPlug.Me.PlotReverseAssociations(renderer, highlightasso); //mxd
BuilderPlug.Me.PlotReverseAssociations(renderer, highlightasso);
renderer.PlotLinedef(highlighted, General.Colors.Highlight);
}
renderer.PlotVerticesSet(General.Map.Map.Vertices);

View file

@ -573,7 +573,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
if((highlighted != null) && !highlighted.IsDisposed)
{
renderer.PlotSector(highlighted, General.Colors.Highlight);
if(!panning) BuilderPlug.Me.PlotReverseAssociations(renderer, highlightasso); //mxd
BuilderPlug.Me.PlotReverseAssociations(renderer, highlightasso);
}
renderer.Finish();
}
@ -589,7 +589,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
// Render selection
if(renderer.StartOverlay(true))
{
if(!panning && highlighted != null && !highlighted.IsDisposed) BuilderPlug.Me.RenderReverseAssociations(renderer, highlightasso); //mxd
if(highlighted != null && !highlighted.IsDisposed) BuilderPlug.Me.RenderReverseAssociations(renderer, highlightasso); //mxd
if(selecting) RenderMultiSelection();
renderer.Finish();
}
@ -750,7 +750,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
if(panning) return; //mxd. Skip all this jass while panning
if(panning) return; //mxd. Skip all this jazz while panning
//mxd
if(selectpressed && !editpressed && !selecting) {

View file

@ -147,10 +147,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
if (!panning) { //mxd
for (int i = 0; i < Thing.NUM_ARGS; i++) BuilderPlug.Me.PlotAssociations(renderer, association[i]);
if ((highlighted != null) && !highlighted.IsDisposed) BuilderPlug.Me.PlotReverseAssociations(renderer, highlightasso);
}
for (int i = 0; i < Thing.NUM_ARGS; i++) BuilderPlug.Me.PlotAssociations(renderer, association[i]);
if ((highlighted != null) && !highlighted.IsDisposed) BuilderPlug.Me.PlotReverseAssociations(renderer, highlightasso);
renderer.Finish();
}

View file

@ -3218,7 +3218,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
if(j.sidedef.Index != j.controlSide.Index) {
offset -= j.controlSide.OffsetY;
offset -= j.controlSide.Fields.GetValue("offsety_mid", 0.0f);
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, offset);
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, offset % texture.Height);
} else {
offset = GetMiddleOffsetY(j.sidedef, offset, j.scaleY, true);