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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-26 05:41:45 +00:00
Changed: "Unable to save the map: there are too many unique sidedefs!" error message now displays info about sidedefs counts before and after sidedef compression.
Fixed, Draw Grid mode: in some cases invalid geometry was created when drawing very large grids. Fixed, Things mode, "Rotate Clockwise" action: fixed inability to change thing angle from 0 to 315 when "doomthingrotationangles" Game Configuration property was set to true. Updated ZDoom_DECORATE.cfg.
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f7a1a64db0
commit
ac68ec0bb8
5 changed files with 30 additions and 13 deletions
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@ -120,7 +120,7 @@ keywords
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//Generic monster attacks
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A_CustomMissile = "A_CustomMissile(str missiletype[, float spawnheight = 32.0[, float spawnofs_horiz = 0.0[, int angle = 0[, int aimflags = 0[, int pitch = 0[, int target = AAPTR_TARGET]]]]]])";
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A_CustomBulletAttack = "A_CustomBulletAttack(float horz_spread, float vert_spread, int numbullets, int damageperbullet[, str pufftype = \"BulletPuff\"[, float range = 0.0[, int flags = 0[, int target = AAPTR_TARGET]]]])";
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A_CustomRailgun = "A_CustomRailgun(int damage[, int offset[, color ringcolor[, color corecolor[, int flags = 0[, bool aim = false[, float maxdiff = 0.0[, str pufftype = \"\"[, float spread_xy = 0.0[, float spread_z = 0.0[, float range = 8192[, int duration = 35[, float sparsity = 1.0[, float driftspeed = 1.0[, str spawnclass = \"\"[, float spawnofs_z = 0[, int spiraloffset = 270]]]]]]]]]]]]]]]])";
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A_CustomRailgun = "A_CustomRailgun(int damage[, int offset[, color ringcolor[, color corecolor[, int flags = 0[, bool aim = false[, float maxdiff = 0.0[, str pufftype = \"\"[, float spread_xy = 0.0[, float spread_z = 0.0[, float range = 8192[, int duration = 35[, float sparsity = 1.0[, float driftspeed = 1.0[, str spawnclass = \"\"[, float spawnofs_z = 0[, int spiraloffset = 270[, int actorpiercelimit = 0]]]]]]]]]]]]]]]]])";
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A_CustomMeleeAttack = "A_CustomMeleeAttack[(int damage = 0[, str meleesound = \"\"[, str misssound = \"\"[, str damagetype = \"Melee\"[, bool bleed = true]]]])]";
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A_CustomComboAttack = "A_CustomComboAttack(str missiletype, float spawnheight, int damage, str meleesound[, str damagetype = \"Melee\"[, bool bleed = true]])";
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A_MonsterRefire = "state A_MonsterRefire(int chancecontinue, str abortstate)";
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@ -292,6 +292,7 @@ keywords
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A_RadiusGive = "int A_RadiusGive(str item, float distance, int flags[, int amount = 0[, str filter = \"None\"[, str species = \"None\"[, int mindist = 0[, int limit = 0]]]]])\nflags: RGF flags.";
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//Weapon functions
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A_WeaponReady = "A_WeaponReady[(int flags = 0)]\nflags: WRF flags.";
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A_WeaponOffset = "A_WeaponOffset[(float x = 0[, float y = 32[, int flags = 0])]\nflags: WOF flags.";
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A_Lower = "A_Lower";
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A_Raise = "A_Raise";
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A_ReFire = "A_ReFire[(str state = \"Hold\")]";
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@ -305,17 +306,19 @@ keywords
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A_Light1 = "A_Light1";
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A_Light2 = "A_Light2";
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A_LightInverse = "A_LightInverse";
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A_Overlay = "A_Overlay(int layer[, state start])";
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A_OverlayFlags = "A_OverlayFlags(int layer, int flags, bool set)\nflags: PSPF flags.";
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A_OverlayOffset = "A_OverlayOffset[(int layer = 0[, float x = 0.0f[, float y = 32.0f[, int flags = 0]]]])]\nflags: WOF flags.";
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A_Recoil = "A_Recoil(float force)";
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A_ZoomFactor = "A_ZoomFactor[(float zoom = 1.0[, int flags = 0])]\nflags: ZOOM flags.";
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A_SetCrosshair = "A_SetCrosshair(int number)";
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A_WeaponOffset = "A_WeaponOffset[(float x = 0[, float y = 32[, int flags = 0])]\nflags: WOF flags.";
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//Weapon attack functions
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A_Punch = "A_Punch";
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A_Saw = "A_Saw[(str fullsound = \"weapons/sawfull\"[, str hitsound = \"weapons/sawhit\"[, int damage = 0[, str pufftype = \"BulletPuff\"[, int flags = 0[, float range = 65.0[, float spread_xy = 2.8125[, float spread_z = 0.0[, float lifesteal = 0.0[, int lifestealmax = 0[, str armorbonustype = \"ArmorBonus\"]]]]]]]]]])]";
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A_CustomPunch = "A_CustomPunch(int damage[, bool norandom = false[, int flags = 0[, str pufftype = \"BulletPuff\"[, float range = 64.0[, float lifesteal = 0.0[, int lifestealmax = 0[, str armorbonustype = \"ArmorBonus\"[, str meleesound[, str misssound]]]]]]]]])";
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A_FireBullets = "A_FireBullets(int spread_horz, int spread_vert, int numbullets, int damage[, str pufftype = \"\"[, int flags = FBF_USEAMMO[, float range = 0.0]]])";
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A_FireCustomMissile = "A_FireCustomMissile(str missiletype[, int angle = 0[, bool useammo = false[, float spawnofs_horz = 0.0[, int spawnheight = 0[, int flags = 0[, angle pitch = 0]]]]]])";
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A_RailAttack = "A_RailAttack(int damage[, int spawnofs_horz[, bool useammo[, str ringcolor[, str corecolor[, int flags[, int maxdiff[, str pufftype[, float spread_xy = 0.0[, float spread_z = 0.0[, float range = 8192.0[, int duration = 35[, float sparsity = 1.0[, float driftspeed = 1.0[, str spawnclass[, float spawnofs_z = 0.0[, int spiraloffset = 270]]]]]]]]]]]]]]]])";
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A_RailAttack = "A_RailAttack(int damage[, int spawnofs_horz[, bool useammo[, str ringcolor[, str corecolor[, int flags[, int maxdiff[, str pufftype[, float spread_xy = 0.0[, float spread_z = 0.0[, float range = 8192.0[, int duration = 35[, float sparsity = 1.0[, float driftspeed = 1.0[, str spawnclass[, float spawnofs_z = 0.0[, int spiraloffset = 270[, int actorpiercelimit = 0]]]]]]]]]]]]]]]]])";
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A_FireAssaultGun = "A_FireAssaultGun";
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A_FireBFG = "A_FireBFG";
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A_FireOldBFG = "A_FireOldBFG";
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@ -1359,4 +1362,9 @@ constants
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WOF_KEEPX;
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WOF_KEEPY;
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WOF_ADD;
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//A_OverlayFlags flags
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PSPF_ADDWEAPON;
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PSPF_ADDBOB;
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PSPF_POWDOUBLE;
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PSPF_CVARFAST;
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}
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@ -662,6 +662,7 @@ namespace CodeImp.DoomBuilder
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if(map.Sidedefs.Count > io.MaxSidedefs)
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{
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// Compress sidedefs
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int initialsidescount = outputset.Sidedefs.Count; //mxd
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General.MainWindow.DisplayStatus(StatusType.Busy, "Compressing sidedefs...");
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outputset.CompressSidedefs();
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@ -669,7 +670,9 @@ namespace CodeImp.DoomBuilder
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if(outputset.Sidedefs.Count > io.MaxSidedefs)
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{
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// Problem! Can't save the map like this!
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General.ShowErrorMessage("Unable to save the map: There are too many unique sidedefs!", MessageBoxButtons.OK);
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General.ShowErrorMessage("Unable to save the map: there are too many unique sidedefs!" + Environment.NewLine + Environment.NewLine
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+ "Sidedefs before compresion: " + initialsidescount + Environment.NewLine
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+ "Sidedefs after compresion: " + outputset.Sidedefs.Count, MessageBoxButtons.OK);
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General.MainWindow.DisplayStatus(oldstatus);
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return false;
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}
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@ -937,6 +937,7 @@ namespace CodeImp.DoomBuilder.Geometry
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if(points[0].stitch) mergeverts.Add(v1); else nonmergeverts.Add(v1);
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// Go for all other points
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int roundprecision = (General.Map.FormatInterface.VertexDecimals > 0 ? General.Map.FormatInterface.VertexDecimals - 1 : 0); //mxd
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for(int i = 1; i < points.Count; i++)
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{
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// Create vertex for point
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@ -999,6 +1000,10 @@ namespace CodeImp.DoomBuilder.Geometry
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// may already have changed in length due to a previous split
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Vector2D splitpoint = measureline.GetCoordinatesAt(u);
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//mxd. Work around some imprecisions when splitting very long lines (like 19000 mu long)
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splitpoint.x = (float)Math.Round(splitpoint.x, roundprecision);
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splitpoint.y = (float)Math.Round(splitpoint.y, roundprecision);
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// Make the vertex
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Vertex splitvertex = map.CreateVertex(splitpoint);
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if(splitvertex == null) return false;
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@ -364,7 +364,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
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int step = width / slicesH;
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for(int w = 0; w < slicesH; w++)
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{
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shapes.Add(new[] { new Vector2D((int)s.x + step * w, (int)s.y), new Vector2D((int)s.x + step * w + step, (int)s.y) });
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shapes.Add(new[] { new Vector2D((float)Math.Round(s.x + step * w), (float)Math.Round(s.y)),
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new Vector2D((float)Math.Round(s.x + step * w + step), (float)Math.Round(s.y)) });
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}
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return shapes;
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}
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@ -375,7 +376,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
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int step = height / slicesV;
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for(int h = 0; h < slicesV; h++)
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{
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shapes.Add(new[] {new Vector2D((int) s.x, (int) s.y + step * h), new Vector2D((int) s.x, (int) s.y + step * h + step)});
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shapes.Add(new[] { new Vector2D((float)Math.Round(s.x), (float)Math.Round(s.y + step * h)),
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new Vector2D((float)Math.Round(s.x), (float)Math.Round(s.y + step * h + step)) });
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}
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return shapes;
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}
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@ -384,7 +386,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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return new List<Vector2D[]> {new[] {s, e}};
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}
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// Create shape
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// Create grid shape
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List<Vector2D> rect = new List<Vector2D> { s, new Vector2D((int)s.x, (int)e.y), e, new Vector2D((int)e.x, (int)s.y), s };
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if(slicesH == 1 && slicesV == 1)
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{
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@ -397,7 +399,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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RectangleF[,] blocks = new RectangleF[slicesH, slicesV];
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for(int w = 0; w < slicesH; w++)
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{
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for(int h = 0; h < slicesV; h++)
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for(int h = 0; h < slicesV; h++)
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{
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float left = (float)Math.Round(InterpolationTools.Interpolate(s.x, e.x, (float)w / slicesH, horizontalinterpolation));
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float top = (float)Math.Round(InterpolationTools.Interpolate(s.y, e.y, (float)h / slicesV, verticalinterpolation));
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@ -412,15 +414,15 @@ namespace CodeImp.DoomBuilder.BuilderModes
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{
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for(int w = 1; w < slicesH; w++)
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{
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int px = (int) Math.Round(blocks[w, 0].X);
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shapes.Add(new[] {new Vector2D(px, s.y), new Vector2D(px, e.y)});
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float px = (float)Math.Round(blocks[w, 0].X);
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shapes.Add(new[] { new Vector2D(px, s.y), new Vector2D(px, e.y) });
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}
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}
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if(slicesV > 1)
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{
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for(int h = 1; h < slicesV; h++)
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{
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int py = (int) Math.Round(blocks[0, h].Y);
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float py = (float)Math.Round(blocks[0, h].Y);
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shapes.Add(new[] { new Vector2D(s.x, py), new Vector2D(e.x, py) });
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}
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}
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@ -1576,8 +1576,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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foreach(Thing t in selected)
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{
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int newangle = t.AngleDoom + increment;
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if(General.Map.Config.DoomThingRotationAngles) newangle = (newangle + 22) / 45 * 45;
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if(General.Map.Config.DoomThingRotationAngles) newangle = newangle / 45 * 45;
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t.Rotate(General.ClampAngle(newangle));
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}
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