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GZDoomBuilder 1.05a:
Fixed incorrect rendering of 3D-floors, masked and transparent surfaces introduced in 1.05... Additive transparent surfaces aren't affected by dynamic lights now (because they aren't affected in GZDoom).
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095c1154ee
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3 changed files with 7 additions and 10 deletions
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@ -739,9 +739,9 @@ namespace CodeImp.DoomBuilder.Rendering
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{
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// Determine the shader pass we want to use for this object
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int wantedshaderpass = (((g == highlighted) && showhighlight) || (g.Selected && showselection)) ? highshaderpass : shaderpass;
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//mxd. Seems that translucent lines aren't affected by dynamic lights in GZDoom
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if (g.RenderPass != RenderPass.Alpha && General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0) {
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//mxd. Seems that lines rendered with RenderPass.Alpha or RenderPass.Additive aren't affected by dynamic lights in GZDoom
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if (g.RenderPass != RenderPass.Alpha && g.RenderPass != RenderPass.Additive && General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0) {
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if (curtexture.Texture != null) {
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if (!litGeometry.ContainsKey(curtexture.Texture))
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litGeometry[curtexture.Texture] = new List<VisualGeometry>();
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@ -203,10 +203,10 @@ namespace CodeImp.DoomBuilder.VisualModes
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pc.g = (byte)((float)pc.g * valMod);
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pc.b = (byte)((float)pc.b * valMod);
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int colorRef = pc.ToColorRef();
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p1.c = colorRef;
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p2.c = colorRef;
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p3.c = colorRef;
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int c = pc.ToInt();
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p1.c = c;
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p2.c = c;
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p3.c = c;
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}
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vertices[startIndex] = p1;
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vertices[startIndex + 1] = p2;
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@ -117,9 +117,6 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
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// This updates this virtual the sector and neightbours if needed
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public void UpdateSectorGeometry(bool includeneighbours)
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{
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//mxd dbg
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GZBuilder.GZGeneral.Trace("UpdateSectorGeometry isupdating=" + isupdating);
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if(isupdating)
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return;
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