Fixed, Visual mode: "Transfer Floor/Ceiling Brightness" actions were resetting sector color on target surfaces.

Updated ZDoom_DECORATE.cfg.
This commit is contained in:
MaxED 2016-07-19 19:47:36 +00:00
parent a8c23266bb
commit 3a77e6bc93
3 changed files with 16 additions and 10 deletions

View file

@ -825,9 +825,9 @@ constants
FBF_EXPLICITANGLE;
FBF_NOPITCH;
FBF_NORANDOMPUFFZ;
FBF_SETTARGET;
FBF_SETMASTER;
FBF_SETTRACER;
FBF_PUFFTARGET;
FBF_PUFFMASTER;
FBF_PUFFTRACER;
//monster flags
PAF_NOSKULLATTACK;
PAF_AIMFACING;
@ -1120,9 +1120,9 @@ constants
CBAF_NOPITCH;
CBAF_NORANDOM;
CBAF_NORANDOMPUFFZ;
CBAF_SETTARGET;
CBAF_SETMASTER;
CBAF_SETTRACER;
CBAF_PUFFTARGET;
CBAF_PUFFMASTER;
CBAF_PUFFTRACER;
CBF_NOLINES;
CBF_SETTARGET;
CBF_SETMASTER;

View file

@ -1,6 +1,7 @@
#region === Copyright (c) 2015 MaxED ===
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
@ -31,8 +32,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
if(!sd.Updated) sd.Update();
sd.AddUpdateSector(data.Sector, false);
// Transfer ceiling brightness
data.Ceiling.color = General.Map.Renderer3D.CalculateBrightness(sd.Sector.Brightness);
// Transfer ceiling brightness, keep sector color
PixelColor lightcolor = PixelColor.FromInt(data.Sector.Fields.GetValue("lightcolor", -1));
PixelColor brightness = PixelColor.FromInt(General.Map.Renderer3D.CalculateBrightness(sd.Sector.Brightness));
data.Ceiling.color = PixelColor.Modulate(lightcolor, brightness).WithAlpha(255).ToInt();
}
}
}

View file

@ -1,6 +1,7 @@
#region === Copyright (c) 2015 MaxED ===
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
@ -31,8 +32,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
if(!sd.Updated) sd.Update();
sd.AddUpdateSector(data.Sector, false);
// Transfer floor brightness
data.Floor.color = General.Map.Renderer3D.CalculateBrightness(sd.Sector.Brightness);
// Transfer floor brightness, keep sector color
PixelColor lightcolor = PixelColor.FromInt(data.Sector.Fields.GetValue("lightcolor", -1));
PixelColor brightness = PixelColor.FromInt(General.Map.Renderer3D.CalculateBrightness(sd.Sector.Brightness));
data.Floor.color = PixelColor.Modulate(lightcolor, brightness).WithAlpha(255).ToInt();
data.Floor.brightnessbelow = sd.Floor.brightnessbelow;
}
}