diff --git a/Help/gz_introduction.html b/Help/gz_introduction.html index f7579ea8..1877cebb 100644 --- a/Help/gz_introduction.html +++ b/Help/gz_introduction.html @@ -20,7 +20,9 @@

GZDoom Builder is a Doom Builder 2 fork, which aims to incorporate as many GZDoom features as possible. Currently it's the only map editor for Doom and games based on Doom engine, which supports 3d-models, dynamic lights and colored fog.

Reference Manual

- This is the Reference Manual for GZDoom Builder. You can use this manual to look up how the specific GZDoom Builder features work and what the specific modes and actions do. This manual is not a beginners tutorial that teaches you how to make maps. +

This is the Reference Manual for GZDoom Builder. You can use this manual to look up how the specific GZDoom Builder features work and what the specific modes and actions do.

+ +

This manual is not a beginners tutorial that teaches you how to make maps. To learn the mechanics of how to make maps read Doom Builder: An Illustrated Guide (http://www.doombuilder.com/files/doombuilder1guide.pdf).

Table of contents

Notice from author:

- English is not my native language, so there most likely are things which are explained in a strange or grammatically incorrect way. If you notice such things, please write me a personal message (http://forum.zdoom.org/ucp.php?i=pm&mode=compose&u=7012), or leave a comment in the Official GZDoom Builder thread at http://forum.zdoom.org/viewtopic.php?f=3&t=32392. + English is not my native language, so there most likely are things which are explained in a strange or grammatically incorrect way. If you notice such things, please write me a personal message at http://forum.zdoom.org/ucp.php?i=pm&mode=compose&u=7012, or leave a comment in the Official GZDoom Builder thread at http://forum.zdoom.org/viewtopic.php?f=3&t=32392.

+ + diff --git a/Help/gzdb/features/all_modes/colorpicker.html b/Help/gzdb/features/all_modes/colorpicker.html index 03f4ad57..b1e0f0a9 100644 --- a/Help/gzdb/features/all_modes/colorpicker.html +++ b/Help/gzdb/features/all_modes/colorpicker.html @@ -13,22 +13,22 @@

Color Picker plugin

-

Color Picker plugin lets you edit Dynamic Lights properties and sector "lightcolor" and "fadecolor" properties quickly.
+

The Color Picker plugin lets you quickly edit Dynamic Lights properties as well as the sector properties "lightcolor" and "fadecolor".
Default key: K
Found in: Preferences -> Controls -> Tools -> Open Color Picker

- - -
To edit light properties:
-Select some lights in Classic or Visual Mode and click Color Picker button / press a shortcut key to open Color Picker window.
+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.
You can enable Relative mode if you have several lights with different settings selected and want to scale them all up/down a bit.
-If nothing is selected in Visual Mode, you can hilight a Light Thing and then open Color Picker window to edit it's properties.
+If nothing is selected in Visual Mode, you can hilight a Light Thing and then open Color Picker window to edit it's properties.

To edit sector colors (UDMF only):
-Select sectors in Classic mode, or any surfaces in Visual Mode, then open 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 Color Picker window to edit sector colors of sector, to which hilighted surface belongs.
+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. + + +
diff --git a/Help/gzdb/features/all_modes/event_lines.html b/Help/gzdb/features/all_modes/event_lines.html index c394b568..1a1d0d19 100644 --- a/Help/gzdb/features/all_modes/event_lines.html +++ b/Help/gzdb/features/all_modes/event_lines.html @@ -21,11 +21,12 @@

Event lines

-

Event lines can be toggled using GZDoom toolbar or using "Toggle Event lines" action.
Color of event lines can be changed in Preferences -> Appearance.

+

Event lines can be toggled using the icon on the GZDoom toolbar or using the "Toggle Event lines" action.
+ The Color of the event lines can be changed in Preferences -> Appearance.

Several things will happen when event lines are enabled:

1. Arrows will be drawn to all action targets for currently highlighted item in 2D modes:

-

2. Order, in which patrol points and interpolation points are connected will be shown in Classic and Visual modes: +

2. Event Lines will be drawn in the order in which patrol points and interpolation points are connected in Classic and Visual modes:

diff --git a/Help/gzdb/features/all_modes/jitter.html b/Help/gzdb/features/all_modes/jitter.html index 63ff01b8..727655b5 100644 --- a/Help/gzdb/features/all_modes/jitter.html +++ b/Help/gzdb/features/all_modes/jitter.html @@ -39,7 +39,7 @@

When things are selected in Things or Visual mode, you'll get this:

-

You can use button to update random values for given property.
- If you enable Relative option, property value will be calculated as a percentage of maximum possible value.

+

You can use button to update random values for a given property.
+ If you enable the Relative option, the property value will be calculated as a percentage of a maximum possible value.

diff --git a/Help/gzdb/features/all_modes/synch_camera.html b/Help/gzdb/features/all_modes/synch_camera.html index b39bf8f4..1ddac302 100644 --- a/Help/gzdb/features/all_modes/synch_camera.html +++ b/Help/gzdb/features/all_modes/synch_camera.html @@ -18,12 +18,12 @@
-

GZDB can synchronize camera position between Classic and Visual modes. Unlike DB2, this doesn't require Visual Mode Camera thing and it works both ways. Here's how it works:

+

GZDB can synchronize the camera position between Classic and Visual modes. Unlike DB2, this doesn't require a Visual Mode Camera thing and it works both ways. Here's how it works:

Let's say you want to inspect that secret area in Visual mode:

-

Move mouse cursor to the position you want to appear in Visual mode, then go to Visual mode (default key is Q). You will appear there:

+

Move the mouse cursor to the position where you want to appear in Visual mode, then go to Visual mode (default key is Q). You will appear there:

-

Then, let's say you've moved to entirely different place without leaving Visual mode:

+

Then, let's say you've moved to an entirely different place without leaving Visual mode:

If you leave Visual mode now, the map will be centered at Visual camera's location:

diff --git a/Help/gzdb/features/all_modes/synch_selection.html b/Help/gzdb/features/all_modes/synch_selection.html index d4c02a2e..cb45aaf9 100644 --- a/Help/gzdb/features/all_modes/synch_selection.html +++ b/Help/gzdb/features/all_modes/synch_selection.html @@ -18,6 +18,6 @@
-

You can take selection from Linedefs, Sectors and Things modes to Visual mode (and back). To do this, hold Shift while going to/from Visual mode (that will be Shift-Q by default). You can also invert this behavior by enabling Preferences -> Editing -> "Synchronize selection between Visual and Classic modes" setting. When this setting is enabled, holding Shift will ignore selection.

+

You can retain any selection made in the Linedefs, Sectors and Things modes while moving from 2D editing to Visual mode (and back). To do this, hold Shift while going to/from Visual mode (that will be Shift-Q by default). You can also invert this behavior by enabling Preferences -> Editing -> "Synchronize selection between Visual and Classic modes" setting. When this setting is enabled, holding Shift will ignore selection.

diff --git a/Help/gzdb/features/all_modes/tag_support.html b/Help/gzdb/features/all_modes/tag_support.html index bbd8b125..72c1696c 100644 --- a/Help/gzdb/features/all_modes/tag_support.html +++ b/Help/gzdb/features/all_modes/tag_support.html @@ -25,23 +25,23 @@ -

This also works for action arguments. Only relevant tags will be shown in this case (e.g. if an argument is sector tag, only sector tags will be shown in the drop down).
- If you want, you can type tag number manually.

+

This also works for action arguments. Only relevant tags will be shown in this case (e.g. if an argument is a sector tag, only sector tags will be shown in the drop down).
+ If you want, you can type the tag number manually.

Tag Labels:

-

You can add labels to tags. This can be done in several ways:
- 1. If you type text in tag selector, unused tag number will be found, and your text will be assigned to it as a label (this won't work for action arguments). -

-

2. You can use Tag statistics form to view all tags used in a map, and view and edit labels, assigned to them: +

You can add labels to tags. This can be done in several ways:
+ 1. If you type any text in the tag selector, then an unused tag number will be found, and your text will be assigned to it as a label (this won't work for action arguments). +

+

2. You can use the Tag statistics form to view all tags used in a map, and view and edit labels, if any are assigned to them:



-

Double-click on values in "Label" column to edit tag labels.
+

Double-click on a value in the "Label" column to edit the tag label.
Double-click on Sectors, Linedefs or Things cells to select map elements, right click to open their properties.
-All columns are sortable. -

Tag labels support autocompletion. Start typing tag label to show autocompletion list: -

-

When sort mode is set to "By Tag", tag labels will be shown in Tag Explorer: +All columns are sortable. +

Tag labels support autocompletion. Start typing a tag label to show the autocompletion list: +

+

When sort mode is set to "By Tag", then tag labels will be shown in Tag Explorer:

diff --git a/Help/gzdb/features/all_modes/tagexplorer.html b/Help/gzdb/features/all_modes/tagexplorer.html index bdda4e40..2bb96a8c 100644 --- a/Help/gzdb/features/all_modes/tagexplorer.html +++ b/Help/gzdb/features/all_modes/tagexplorer.html @@ -15,11 +15,11 @@

- - +
Tag Explorer plugin lets you view all things, sectors and linedefs, which have tags and/or actions/effects set. It allows you to filter by tag or effect number. If current map is in UDMF map format, it also allows you to edit comments of things, sectors and linedefs and search an item by a comment.
+
The Tag Explorer plugin lets you view all things, sectors and linedefs, which have tags and/or actions/effects assigned to them. It allows you to filter by tag or effect number. If the current map is in UDMF map format, it also allows you to edit comments of things, sectors and linedefs and search an item by a comment.

Usage:
-Right-click an item to open Edit menu.
-Double-click an item to edit comment (UDMF-only). Remove comment text to clear comment.
+Right-click an item to open the Edit menu.
+Double-click an item to edit a comment (UDMF-only). Remove the comment text to clear comment.

Special filter options:
Enter # + tag number to show only elements with this tag. Example: enter "#12" to show elements with tag 12.
diff --git a/Help/gzdb/features/all_modes/texture_browser.html b/Help/gzdb/features/all_modes/texture_browser.html index 5b082436..e4ea1dd9 100644 --- a/Help/gzdb/features/all_modes/texture_browser.html +++ b/Help/gzdb/features/all_modes/texture_browser.html @@ -15,12 +15,12 @@
- + For textures defined in TEXTURES lump, the location of the first patch is used as texture path.
Image browser can display directory structure of Folder, PK3 and PK7 resources, allowing you to group and find textures easier.
- If current game configuration supports mixed textures and flats, you can filter by image type using this drop down:
+
The Image browser can display the directory structure of a Folder, PK3 and PK7 resource, allowing you to group and find textures easier.
+ If the current game configuration supports mixed textures and flats, you can filter textures by image type using this drop down:


Technical notice:
- For textures defined in TEXTURES lump, location of first patch is used as texture path.
diff --git a/Help/gzdb/features/classic_modes/linedef_color_presets.html b/Help/gzdb/features/classic_modes/linedef_color_presets.html index a0c61159..67ccf4b4 100644 --- a/Help/gzdb/features/classic_modes/linedef_color_presets.html +++ b/Help/gzdb/features/classic_modes/linedef_color_presets.html @@ -21,11 +21,11 @@

Custom linedef colors

-

You can create custom linedef color presets to show linedefs with any combination of action, flags and activation using specified color in 2D modes.

+

You can create custom linedef color presets to show linedefs with any combination of action, flags and activation using a specified color in 2D modes.

Technical notice: color presets are evaluated from top to bottom, so if you have a setup like this:
"Any action" [no flags] [any action] [no activation]
"Slopes" [no flags] [action 181] [no activation]

- "Slopes" preset will never be used. + then the "Slopes" preset will never be used.

diff --git a/Help/gzdb/features/classic_modes/mode_drawbridge.html b/Help/gzdb/features/classic_modes/mode_drawbridge.html index a6b80393..dc7ed491 100644 --- a/Help/gzdb/features/classic_modes/mode_drawbridge.html +++ b/Help/gzdb/features/classic_modes/mode_drawbridge.html @@ -24,8 +24,8 @@ This mode lets you connect parts of existing geometry using Bezier curves.
- - + + @@ -39,14 +39,14 @@ This mode lets you connect parts of existing geometry using Bezier curves.
@@ -79,7 +79,7 @@ If a shape crosses itself, you can press "Flip Lines" button to fix this:
Usage: Select two linedefs or two groups of linedefs: Then activate Bridge mode using keyboard shortcut or tool button ():Make some changes, then press OK button or Enter to accept, or Cancel/Esc to cancel:Then activate the Bridge mode by using the keyboard shortcut or tool button ():Make some changes, then press the OK button or Enter to accept, or Cancel/Esc to cancel:
Align floor / Align ceiling dropdowns let you choose how the heights of created sectors are interpolated.
-Brightness dropdown let you choose how the brightness of created sectors is interpolated.
-Subdivisions control how many subdivisions bridge has. You can also use "Increase Subdivisions" and "Decrease Subdivisions" actions to control this using keyboard shortcuts.
+Brightness dropdown lets you choose how the brightness of created sectors is interpolated.
+Subdivisions controls how many subdivisions a bridge has. You can also use "Increase Subdivisions" and "Decrease Subdivisions" actions to control this by using keyboard shortcuts.

Activate Mirror mode to mirror paired handle movement:

Activate Copy mode to copy paired handle movement:

-If a shape crosses itself, you can press "Flip Lines" button to fix this: +If a shape crosses itself, you can press the "Flip Lines" button to fix this:

Setting lower/upper textures:

-If you are going to connect sectors with different ceiling and/or floor heights, you'll generally want to set upper and/or lower textures. To do this, set upper or lower textures to linedefs, which will be used to define bridge shape.
Let's say we want to make a stairway out of these lines: +If you are going to connect sectors with different ceiling and/or floor heights, you'll generally want to set upper and/or lower textures. To do this, set upper or lower textures to linedefs, which will be used to define the shape of the bridge.
Let's say we want to make a stairway out of these lines: @@ -95,7 +95,7 @@ If you bridge these linedefs right now, you'll have lots of unset textures:


-Instead of setting them all by hand, set upper and lower textures of lines, which will be used to create this shape (you need to set them only to one linedef out of pair): +Instead of setting them all by hand, set the upper and lower textures of those linedefs, which will be used to create this shape (you need to set only one linedef of the pair):


diff --git a/Help/gzdb/features/classic_modes/mode_drawellipse.html b/Help/gzdb/features/classic_modes/mode_drawellipse.html index 50293eab..b1aa2aef 100644 --- a/Help/gzdb/features/classic_modes/mode_drawellipse.html +++ b/Help/gzdb/features/classic_modes/mode_drawellipse.html @@ -26,9 +26,9 @@ You can use "Increase Sudivision Level" and "
-You can use "Increase Corners Bevel" and "Decrease Corners Bevel" actions to bevel ellipse:
+You can use "Increase Corners Bevel" and "Decrease Corners Bevel" actions to bevel the ellipse:

-Bevel ammount is based on current grid size.

+The bevel ammount is based on the current grid size.

diff --git a/Help/gzdb/features/classic_modes/mode_drawrect.html b/Help/gzdb/features/classic_modes/mode_drawrect.html index a8871b92..68d7acb6 100644 --- a/Help/gzdb/features/classic_modes/mode_drawrect.html +++ b/Help/gzdb/features/classic_modes/mode_drawrect.html @@ -30,6 +30,6 @@ Negative bevel values are also supported:

-Bevel ammount is based on current grid size.

+The bevel amount is based on the current grid size.

diff --git a/Help/gzdb/features/classic_modes/mode_snapverts.html b/Help/gzdb/features/classic_modes/mode_snapverts.html index 8b7504c5..ca0e7650 100644 --- a/Help/gzdb/features/classic_modes/mode_snapverts.html +++ b/Help/gzdb/features/classic_modes/mode_snapverts.html @@ -17,8 +17,8 @@

-Activate this mode to snap selected vertices to grid.
-Menu: Edit -> Snap selected vertices to grid.
+Activate this mode to snap selected vertices to the current grid.
+Menu: Edit -> Snap selected vertices to the grid.
Found in: Preferences -> Controls -> Drawing.
Default key: none.

diff --git a/Help/gzdb/features/classic_modes/selection.html b/Help/gzdb/features/classic_modes/selection.html index f3d36565..af854b21 100644 --- a/Help/gzdb/features/classic_modes/selection.html +++ b/Help/gzdb/features/classic_modes/selection.html @@ -17,10 +17,10 @@
-

Rectangular selection can now be started even when a map element is highlighted. This means that you can now use it to select sectors, which are completely surrounded by other sectors.
- Hold Shift to enable additive selection, hold Ctrl to enable subrtractive selection, hold Ctrl-Shift to intersect with existing selection. -

Current behaviour is indicated by selection outline: additive selection uses Highlight color, subtractive selection uses inverted Highlight color. -

Rectangular selection mode in Sectors and Linedefs modes can now be toggled between "Select inside" (classic behavior: only map elements which are fully inside selection will be affected) and "Select touching" (map elements which are partially inside selection will be also affected) using this button in the toolbar: +

A Rectangular selection can now be started even when a map element is already highlighted. This means that you can now use it to select sectors, which are completely surrounded by other sectors.
+ Hold Shift to enable additive selection, hold Ctrl to enable subtractive selection, hold Ctrl-Shift to intersect with an existing selection. +

Current behaviour is indicated by the selection outline: additive selection uses the Highlight color, subtractive selection uses the inverted Highlight color. +

The Rectangular selection mode in Sectors and Linedefs modes can now be toggled between "Select inside" (classic behavior: only map elements which are fully inside selection will be affected) and "Select touching" (map elements which are partially inside selection will be also affected) using this button in the toolbar:



diff --git a/Help/gzdb/features/custom_fields/newfieldtypes.html b/Help/gzdb/features/custom_fields/newfieldtypes.html index 0ccacb4e..62268608 100644 --- a/Help/gzdb/features/custom_fields/newfieldtypes.html +++ b/Help/gzdb/features/custom_fields/newfieldtypes.html @@ -18,10 +18,10 @@
-

2 new custom field types are avaliable in "Custom" tabs of Edit forms: "Integer (Random)" and "Decimal (Random)". To use them, change UDMF field type to "Integer (Random)" or "Decimal (Random)" and enter value as 'min max'.

+

Two new custom field types are now avaliable in the "Custom" tabs of the Edit forms: "Integer (Random)" and "Decimal (Random)". To use them, change the UDMF field type to "Integer (Random)" or "Decimal (Random)" and enter a value as 'min max'.

Example:
- Here, field 'user_test' will be added to all selected map elements, and in all of them this field will have random value from 1 to 123:

+ Here, the field 'user_test' will be added to all selected map elements, and in all of them this field will have a random value from 1 to 123:

-

Technical notice: These field types are sort of "virtual", because they cannot be saved in a map, so these types will be converted to "regular" Integer/Decimal after you click OK in the Edit form.

+

Technical notice: These field types are sort of "virtual", because they cannot be saved in a map, so these types will be converted to "regular" Integer/Decimal after you click OK in the Edit form.

diff --git a/Help/gzdb/features/general/acs.html b/Help/gzdb/features/general/acs.html index 29947a1f..84876123 100644 --- a/Help/gzdb/features/general/acs.html +++ b/Help/gzdb/features/general/acs.html @@ -1,4 +1,4 @@ - + @@ -24,17 +24,17 @@
2D-view:
- @@ -42,12 +42,12 @@ - +

GZDoom Builder includes several features to help you edit and assign scripts easier.
+

GZDoom Builder includes many features to help you to assign and edit scripts easier.

- Script editor now has "Script names" drop down, which allows you to view and select individual scripts faster.
+ The Script editor now has a "Script names" drop down, which allows you to view and select individual scripts faster.

Pseudo-named scripts

- If you add a comment after script's opening brace like so:
... + If you add a comment after the script's opening brace like so:
...

script 1 (void) { //My Pseudo-named script
...

}

- ...it will be used as script name in "Script names" drop down and in Thing and Linedef Edit forms drop downs (example script will be named as "[1] My Pseudo-named script").
+ ...it will be used as the script name in the "Script names" drop down and in the Thing and Linedef Edit forms drop downs (the example script will be named as "[1] My Pseudo-named script").

Notice: "Script names" drop down items are updated when the script is compiled successfully.

Thing and Linedef scripts can now be set much easier.

- Notice: to remove named or regular script, clear script selector text box

+ Notice: to remove a named or regular script, clear the script selector text box


If a Thing or Linedef has named script, it will be shown in info panel.If a Thing or Linedef has a named script attached to it, it will be shown in the info panel.
diff --git a/Help/gzdb/features/general/multi_engines.html b/Help/gzdb/features/general/multi_engines.html index fdd4ee74..2425e733 100644 --- a/Help/gzdb/features/general/multi_engines.html +++ b/Help/gzdb/features/general/multi_engines.html @@ -21,9 +21,9 @@

Multiple engines per game configuration

-

Multiple engines can now be setup for each game configuration:

+

Multiple engines can now be setup for each game configuration by clicking on the + icon:

-

You can choose which engine to use in Test Map drop down:

+

Choose which engine to use in the Test Map -> Engine: drop down:

diff --git a/Help/gzdb/features/general/rendering_toolbar.html b/Help/gzdb/features/general/rendering_toolbar.html index c7c79bb9..4f348944 100644 --- a/Help/gzdb/features/general/rendering_toolbar.html +++ b/Help/gzdb/features/general/rendering_toolbar.html @@ -19,7 +19,7 @@
-

Rendering toolbar allows you to toggle several GZDoom Builder's features:

+

The Rendering toolbar allows you to toggle several GZDoom Builder's features:

  1. Toggles models, dynamic lights and fog rendering in Visual mode.
  2. Toggles dynamic lights rendering in Visual mode.
  3. diff --git a/Help/gzdb/features/things_mode/multiple_thing_types.html b/Help/gzdb/features/things_mode/multiple_thing_types.html index 4bb0c85b..12f3def9 100644 --- a/Help/gzdb/features/things_mode/multiple_thing_types.html +++ b/Help/gzdb/features/things_mode/multiple_thing_types.html @@ -18,7 +18,7 @@
-

Several thing types can now be selected at once in Thing Edit form. If you do so, a type randomly chosen from selected ones will be assigned to each selected thing.

+

Several thing types can now be selected at once in the Thing Edit form. If you do so, a type randomly chosen from selected ones will be assigned to each selected thing.

Example. Let's say you have a typical slaughterwad and want to add some monster vatiety:

diff --git a/Help/gzdb/features/visual_mode/autoalignfloors.html b/Help/gzdb/features/visual_mode/autoalignfloors.html index fbe0eca4..531bd1bc 100644 --- a/Help/gzdb/features/visual_mode/autoalignfloors.html +++ b/Help/gzdb/features/visual_mode/autoalignfloors.html @@ -15,10 +15,10 @@

Floors and ceilings

"Auto Align Textures" actions work on floors and ceilings. It works like so:
- - a linedef closest to 3d-cursor position is picked from highlighted sector.
- - linedef's start or end vertex is chosen based on distance to 3d-cursor as a start point for texture offsets.
- - all selected floors/ceilings are aligned to that linedef if their texture match one of hilighted floor/ceiling.
- - vertical and horizontal texture scale is copied from highlighted floor/ceiling to selected floors/ceilings.

+ - a linedef closest to the 3d-cursor position is picked from the highlighted sector.
+ - the linedef's start or end vertex is chosen based on distance to the 3d-cursor as a start point for texture offsets.
+ - all selected floors/ceilings are aligned to that linedef if their texture matches one of the hilighted floor/ceiling.
+ - the vertical and horizontal texture scale is copied from the highlighted floor/ceiling to the selected floors/ceilings.

@@ -37,7 +37,7 @@
Before:
-

You can also align floors and ceilings to selected linedefs in Linedefs mode using "Align Ceiling Texture to Back Side", "Align Ceiling Texture to Front Side", "Align Floor Texture to Back Side" and "Align Floor Texture to Front Side" actions, available in Linedefs -> Align Textures menu.

+

You can also align floors and ceilings to selected linedefs in the Linedefs mode by using "Align Ceiling Texture to Back Side", "Align Ceiling Texture to Front Side", "Align Floor Texture to Back Side" and "Align Floor Texture to Front Side" actions, available in the Linedefs -> Align Textures menu.


Slopes

"Auto Align Textures" actions work on slopes. Textures are aligned to the line with "Plane align (slope)" action (181).
diff --git a/Help/gzdb/features/visual_mode/visual_verts.html b/Help/gzdb/features/visual_mode/visual_verts.html index df00c25d..3cd718ba 100644 --- a/Help/gzdb/features/visual_mode/visual_verts.html +++ b/Help/gzdb/features/visual_mode/visual_verts.html @@ -20,9 +20,9 @@

Visual vertices allow you to edit vertical vertex offsets in Visual mode.
You can select and edit them just like Things (except you can not move them horizontally).
- You can use "Delete" action (usually bound to Delete key) to clear z-offsets of selected vertices.
- You can toggle Visual vertices display using Rendering toolbar or "Toggle Visual Vertices" action.
- Visual vertices with height offset (e.g. with some values in "zceiling" or "zfloor" UDMF fields) are colored using "Info Line" color. Visual vertices without offsets are colored using "Vertex" color. You can change these colors in Preferences -> Appearance.

+ You can use the "Delete" action (usually bound to Delete key) to clear z-offsets of selected vertices.
+ You can toggle the Visual vertices display from the Rendering toolbar or the "Toggle Visual Vertices" action.
+ Visual vertices with height offset (e.g. with some values in "zceiling" or "zfloor" UDMF fields) are colored using the "Info Line" color. Visual vertices without offsets are colored using the "Vertex" color. You can change these colors in Preferences -> Appearance.

Technical note №1: Visual vertices work only if a map is in UDMF map format.
Technical note №2: Visual vertices work only for triangular sectors.

It took approx. 30 seconds to create this wonderous terrain:
diff --git a/Help/gzdb/gamecfg_settings.html b/Help/gzdb/gamecfg_settings.html index a74465c1..0a3b300c 100644 --- a/Help/gzdb/gamecfg_settings.html +++ b/Help/gzdb/gamecfg_settings.html @@ -1,59 +1,59 @@ - - Template - - - - + - - - - - -

-

GZDoom Builder-specific settings in game configurations

-
- -
- -

General settings:


basegame - indicates on which game current configuration is based. Used to load game-specific GLDEFS lumps (DOOMDEFS, HTICDEFS, HEXNDEFS or STRFDEFS)
-Possile values: 1 (DOOM), 2 (HERETIC), 3 (HEXEN) or 4 (STRIFE).
-Example: basegame = 0; -

-

Thing and linedef definitions:

-

Default values can be set in Thing and Linedef argument definitions.
+ + + +

+

GZDoom Builder-specific settings in game configurations

+
+
+

+

General settings:

+

basegame - indicates which game the current configuration is based on. Used to load game-specific GLDEFS lumps (DOOMDEFS, HTICDEFS, HEXNDEFS or STRFDEFS)
+ Possible values: 1 (DOOM), 2 (HERETIC), 3 (HEXEN) or 4 (STRIFE).
+ Example: basegame = 2;

+

+

Thing and linedef definitions:

+

Default values can be set in Thing and Linedef argument definitions.
Example:
9038
-{
-    title = "ColorSetter";
-    arg0
-    {
-        title = "Red";
-        default = 255;
-    }
-    arg1
-    {
-        title = "Green";
-        default = 255;
-    }
-    arg2
-    {
-        title = "Blue";
-        default = 255;
-    }
-    arg3
-    {
-        title = "Desaturation";
-    }

-}

+ {
+     title = "ColorSetter";
+     arg0
+     {
+         title = "Red";
+         default = 255;
+     }
+     arg1
+     {
+         title = "Green";
+         default = 255;
+     }
+     arg2
+     {
+         title = "Blue";
+         default = 255;
+     }
+     arg3
+     {
+         title = "Desaturation";
+     }
+ }

diff --git a/Help/gzdb/gldefs.html b/Help/gzdb/gldefs.html index 2fa34850..e133e554 100644 --- a/Help/gzdb/gldefs.html +++ b/Help/gzdb/gldefs.html @@ -31,10 +31,10 @@

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.

To load models or dynamic lights defined in GLDEFS for things defined in configuration files:
- To display a model instead of thing sprite, or to attach a light defined in GLDEFS, GZDB needs to know a thing's class name (because that's how overrides are defined in MODELDEF and GLDEFS). Things defined in Doom Builder configuration files don't have this value. So, if you aren't using configs, which came with GZDoom Builder, or you are creating maps for games other than Doom and Doom 2, you'll need to add a new value named "class" to thing definition in game configuration:
+ To display a model instead of a thing sprite, or to attach a light defined in GLDEFS, GZDB needs to know a thing's class name (because that's how overrides are defined in MODELDEF and GLDEFS). Things defined in Doom Builder configuration files don't have this value. So, if you aren't using configs, which came with GZDoom Builder, or you are creating maps for games other than Doom and Doom 2, you'll need to add a new value named "class" to thing definition in game configuration:

3001
{
   title = "Imp";
   sprite = "TROOA2A8";
   class = "DoomImp"; // <- you'll need to add this value
}

- You can find class names for things at http://www.zdoom.org/wiki/Classes.

+ You can find all class names for things at http://www.zdoom.org/wiki/Classes.

diff --git a/Help/gzdb/preferences.html b/Help/gzdb/preferences.html index 22e2d7cf..0e320411 100644 --- a/Help/gzdb/preferences.html +++ b/Help/gzdb/preferences.html @@ -43,7 +43,7 @@

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