GZDoom Builder 1.12b:

Things can now be rotated in visual mode.
Added JPG and TGA image format support.
Fixed: TEXTURES files with names other than "textures.ext" will now be loaded (as an example, files named like "textures.something.txt" or "textures_walls.ccp" will be loaded by (G)ZDoom, but not by Doom Builder 2 or previous versions of GZDB).
Fixed: textures defined in TEXTURES have higher priority in (G)ZDoom than images with the same name in "textures" folder.
Fixed another possible crash when MODELDEF is reloaded.
This commit is contained in:
MaxED 2012-08-05 19:18:05 +00:00
parent 4ac5162714
commit 508a3f2772
33 changed files with 506 additions and 338 deletions

View file

@ -439,7 +439,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
return;
}
PreAction(UndoGroup.SectorHeightChange);
PreAction(UndoGroup.ThingMove);
Vector3D[] coords = new Vector3D[visualThings.Count];
for (int i = 0; i < visualThings.Count; i++)
@ -1498,6 +1498,42 @@ namespace CodeImp.DoomBuilder.BuilderModes
}
PostAction();
}
//mxd. rotate clockwise
[BeginAction("rotatethingscw")]
public void RotateThingsCW() {
List<VisualThing> things = GetSelectedVisualThings(true);
PreAction(UndoGroup.ThingRotate);
if (things.Count == 0) {
General.Interface.DisplayStatus(StatusType.Warning, "Select some Things first!");
return;
}
foreach (VisualThing t in things)
((BaseVisualThing)t).OnRotate(General.ClampAngle(t.Thing.AngleDoom + 5));
PostAction();
}
//mxd. rotate counterclockwise
[BeginAction("rotatethingsccw")]
public void RotateThingsCCW() {
List<VisualThing> things = GetSelectedVisualThings(true);
PreAction(UndoGroup.ThingRotate);
if (things.Count == 0) {
General.Interface.DisplayStatus(StatusType.Warning, "Select some Things first!");
return;
}
foreach (VisualThing t in things)
((BaseVisualThing)t).OnRotate(General.ClampAngle(t.Thing.AngleDoom - 5));
PostAction();
}
#endregion
}