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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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Merge remote-tracking branch 'udb/master'
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commit
9046f6a4f7
5 changed files with 14 additions and 5 deletions
2
Source/Plugins/BuilderModes/ClassicModes/DrawGeometryMode.cs
Executable file → Normal file
2
Source/Plugins/BuilderModes/ClassicModes/DrawGeometryMode.cs
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@ -65,7 +65,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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protected bool autoclosedrawing; //mxd. Finish drawing when new points and existing geometry form a closed shape
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protected bool drawingautoclosed; //mxd
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protected bool showguidelines; //mxd
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protected bool placethingsatvertices; //sphere: place things at vertices?
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protected bool placethingsatvertices;
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//mxd. Map area bounds
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private Line2D top, bottom, left, right;
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Source/Plugins/BuilderModes/ClassicModes/ThingsMode.cs
Executable file → Normal file
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Source/Plugins/BuilderModes/ClassicModes/ThingsMode.cs
Executable file → Normal file
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@ -4416,7 +4416,11 @@ namespace CodeImp.DoomBuilder.BuilderModes
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{
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General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at thing
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General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI;
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General.Map.VisualCamera.AngleZ = Angle2D.PI;
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if (General.Map.UDMF)
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General.Map.VisualCamera.AngleZ = Angle2D.DegToRad(t.Pitch) + Angle2D.PI;
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else
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General.Map.VisualCamera.AngleZ = Angle2D.PI;
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}
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}
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@ -4864,8 +4868,13 @@ namespace CodeImp.DoomBuilder.BuilderModes
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foreach (Thing t in things)
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{
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t.Rotate(General.Map.VisualCamera.AngleXY - Angle2D.PI);
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t.SetPitch((int)Angle2D.RadToDeg(General.Map.VisualCamera.AngleZ - Angle2D.PI));
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if (General.Map.UDMF)
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t.SetPitch((int)Angle2D.RadToDeg(General.Map.VisualCamera.AngleZ - Angle2D.PI));
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((BaseVisualThing)allthings[t]).Rebuild();
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General.Interface.DisplayStatus(StatusType.Action, $"Applied camera rotation and pitch to {things.Count} thing{(things.Count == 1 ? "" : "s")}.");
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}
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}
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@ -331,8 +331,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
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// Determine sprite size and offset
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float radius = sprite.ScaledWidth * 0.5f;
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float height = sprite.ScaledHeight;
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offsets.x = radius - (sprite.OffsetX == int.MinValue ? 0 : sprite.OffsetX);
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offsets.y = (sprite.OffsetY == int.MinValue ? 0 : sprite.OffsetY) - height;
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offsets.x = radius - (sprite.OffsetX == int.MinValue ? 0 : sprite.OffsetX) * sprite.Scale.x;
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offsets.y = (sprite.OffsetY == int.MinValue ? 0 : sprite.OffsetY) * sprite.Scale.y - height;
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// Scale by thing type/actor scale
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// We do this after the offset x/y determination above, because that is entirely in sprite pixels space
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Source/Plugins/BuilderModes/VisualModes/Effect3DFloor.cs
Executable file → Normal file
0
Source/Plugins/BuilderModes/VisualModes/Effect3DFloor.cs
Executable file → Normal file
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