mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2025-01-18 14:31:50 +00:00
Added, Thing Edit form: thing class is now displayed.
Added, Game configurations: added "thingclasshelp" property. It's used to open a website when thing class name is clicked in the Thing Edit form. Changed, "Raise/Lower sector to nearest" action: 3d floors are now taken into account when using the action on things. Updated documentation.
This commit is contained in:
parent
2d02e9b539
commit
fa4dd4e399
34 changed files with 864 additions and 672 deletions
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@ -15,6 +15,9 @@ common
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|||
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// Action special help (mxd)
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actionspecialhelp = "http://www.zdoom.org/wiki/index.php?title=%K";
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// Thing class help (mxd)
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thingclasshelp = "http://www.zdoom.org/wiki/Classes:%K";
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// Default nodebuilder configurations
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defaultsavecompiler = "zdbsp_normal";
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@ -338,6 +338,14 @@
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<param name="Name" value="Draw Grid mode">
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<param name="Local" value="gzdb\features\classic_modes\mode_drawgrid.html">
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</OBJECT>
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<LI> <OBJECT type="text/sitemap">
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<param name="Name" value="Sound Propagation Mode">
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<param name="Local" value="gzdb\features\classic_modes\mode_soundpropagation.html">
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</OBJECT>
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<LI> <OBJECT type="text/sitemap">
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<param name="Name" value="Sound Environment Mode">
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<param name="Local" value="gzdb\features\classic_modes\mode_soundenvironment.html">
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</OBJECT>
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<LI> <OBJECT type="text/sitemap">
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<param name="Name" value="Randomize mode">
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<param name="Local" value="gzdb\features\all_modes\jitter.html">
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@ -364,7 +372,7 @@
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<param name="Local" value="gzdb\features\things_mode\multiple_thing_types.html">
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</OBJECT>
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<LI> <OBJECT type="text/sitemap">
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<param name="Name" value=""Point Thing to cursor" action">
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<param name="Name" value=""Point Thing to Cursor" action">
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<param name="Local" value="gzdb\features\things_mode\pointthing.html">
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</OBJECT>
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</UL>
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@ -429,14 +437,6 @@
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<param name="Name" value="TEXTURES support">
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<param name="Local" value="gzdb\textures.html">
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</OBJECT>
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<LI> <OBJECT type="text/sitemap">
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<param name="Name" value="New settings in program's Preferences">
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<param name="Local" value="gzdb\preferences.html">
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</OBJECT>
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<LI> <OBJECT type="text/sitemap">
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<param name="Name" value="New settings in game configurations">
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<param name="Local" value="gzdb\gamecfg_settings.html">
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</OBJECT>
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<LI> <OBJECT type="text/sitemap">
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<param name="Name" value="Frequently asked questions">
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<param name="Local" value="gzdb\faq.html">
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@ -159,3 +159,22 @@ a img
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font-size: 1.1em;
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}
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.red
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{
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color: #990000;
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font-weight: bold;
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}
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.blue
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{
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color: #0066FF;
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font-weight: bold;
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}
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.big
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{
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color: #515151;
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font-size: large;
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font-weight: bold;
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}
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@ -21,8 +21,18 @@
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<b class="fat">type</b> (string)<br />
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This indicates the type of configuration to prevent accedential use of a different configuration. Must always be the string "Doom Builder 2 Game Configuration".<br />
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<br />
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<b class="fat">game</b> (string)<br />
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<b class="fat">game</b> (string)<br />
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The name that is displayed in Doom Buider for your Game Configuration.<br />
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<br />
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<b class="fat">enabledbydefault</b> (boolean) - <span class="red">GZDB only</span>.<br />
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This game configuration is available by default. You can enable and disable game configurations using <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
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The default value is <b>false</b>.<br />
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<br />
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<b class="fat">basegame</b> (0 .. 4) (integer) - <span class="red">GZDB only</span>.<br />
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Indicates which game the current configuration is based on. Used to load game-specific GLDEFS lumps (DOOMDEFS, HTICDEFS, HEXNDEFS or STRFDEFS).
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<br /><b>Possible values:</b> 1 (DOOM), 2 (HERETIC), 3 (HEXEN) or 4 (STRIFE).<br />
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The default value is <b>0</b> (don't load game-specific lumps).<br />
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<br />
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<b class="fat">engine</b> (string)<br />
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Game engine/sourceport name. This is used as the UDMF namespace for UDMF map format interface. It currently has no other function.<br />
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@ -34,7 +44,8 @@
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Default parameters used to launch the test game engine. See <a href="w_gameconfigurations.html">Game Configurations window</a> for the available parameter placeholders.<br />
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<br />
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<b class="fat">testshortpaths</b> (boolean)<br />
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Set to <b>true</b> to use MSDOS 8.3 format paths and filenames by default. Default is <b>false</b>. The user can still change this in the <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
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Set to <b>true</b> to use MSDOS 8.3 format paths and filenames by default. The user can still change this in the <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
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The default value is <b>false</b>.<br />
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<br />
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<b class="fat">defaultsavecompiler</b> (string)<br />
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Name of the Nodebuilder Compiler Configuration structure to use as the default settings for the compiler that is used when saving the map. The user can still change this in the <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
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@ -42,6 +53,9 @@
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<b class="fat">defaulttestcompiler</b> (string)<br />
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Name of the Nodebuilder Compiler Configuration structure to use as the default settings for the compiler that is used when testing the map. The user can still change this in the <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
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<br />
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<b class="fat">defaultscriptcompiler</b> (string) - <span class="red">GZDB only</span>.<br />
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Name of the Script Compiler Configuration file to use as the default settings for the script compiler that is used when compiling map scripts. The user can still change this in the <a href="w_mapoptions.html">Map Options window</a>.<br />
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<br />
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<b class="fat">skills</b> (structure)<br />
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This defines the skill options the user has available with this game engine/project. The settings in this structure are expected to be numbers with string values (the descriptive name for the skill level).<br />
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<br />
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@ -58,7 +72,7 @@ skills
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</pre>
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<br />
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<b class="fat">linetagindicatesectors</b> (boolean)<br />
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When <b>true</b>, Doom Builder will highlight sectors associated with the same tag number when a line is highlighted. This is only really useful for Doom format maps, because Hexen format and UDMF format has no single tag on linedefs (in those formats, the arguments of the linedef's action can be tags, which also works to highlight sectors). The default is <b>false</b>.<br />
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When <b>true</b>, Doom Builder will highlight sectors associated with the same tag number when a line is highlighted. This is only really useful for Doom format maps, because Hexen format and UDMF format has no single tag on linedefs (in those formats, the arguments of the linedef's action can be tags, which also works to highlight sectors).<br />The default is <b>false</b>.<br />
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<br />
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<b class="fat">soundlinedefflag</b> (integer or string)<br />
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This lets Doom Builder know the <a href="gc_linedefflags.html">linedef flag</a> that indicates where sound should be blocked. Doom Builder uses this to give the line a special color and plugins can use this information to perform operations related to blocking sound lines. For map formats that use numeric flags (Doom and Hexen) this must be an integer specifying the flag value of the Block Sound flag. For map formats that use named flags (UDMF), this must be a string indicating the name of the Block Sound flag.<br />
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@ -82,7 +96,7 @@ skills
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Arguments for the linedef action number to put on the lines when making a door.<br />
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<br />
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<b class="fat">doomlightlevels</b> (boolean)<br />
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Set this to <b>false</b> to use linear lighting in Doom Builder. Normally Doom Builder uses a simulation of Doom's light levels. Default value is <b>true</b>.<br />
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Set this to <b>false</b> to use linear lighting in Doom Builder. Normally Doom Builder uses a simulation of Doom's light levels.<br />Default value is <b>true</b>.<br />
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<br />
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<b class="fat">start3dmode</b> (integer)<br />
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Thing type number that Doom Builder will use to keep your Visual Mode camera position stored in the map. Doom Builder will place a single thing of this type in your map and move it along as you move in Visual Mode.<br />
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@ -90,8 +104,8 @@ skills
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<b class="fat">skyflatname</b> (string)<br />
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Name of the flat that is interpreted as sky (meaning there is no ceiling). Doom Builder and plugins can use this information for various purposes.<br />
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<br />
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<b class="fat">maxtexturenamelength</b> (integer)<br />
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Maximum length of texture names in characters. This is used by Doom Builder to limit the input fields in the user interface and to check the validity of texture names in resources. This does NOT determine the actual limitation on the texture names in the map file format. Default value is 8.<br />
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<b class="fat">longtexturenames</b> (boolean) - <span class="red">GZDB only</span>.<br />
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Enables support for long (> 8 chars) texture names. This is used by GZDoom Builder to limit the input fields in the user interface and to check the validity of texture names in resources. This setting should only be enabled for UDMF game configurations. Enabling this setting will make maps incompatible with Doom Builder 2 and can lead to problems in Slade 3 This does NOT determine the actual limitation on the texture names in the map file format.<br />Default value is <b>false</b>.<br />
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<br />
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@ -18,7 +18,8 @@
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<div id="contents">
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<p>
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<b class="fat">generalizedlinedefs</b> (boolean)<br />
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<span class="big">General settings:</span><br /><br />
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<b class="fat">generalizedlinedefs</b> (boolean)<br />
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Set to <b>true</b> to support generalized linedef actions. This makes the <b>gen_linedeftypes</b> structure mandatory. Default value is <b>false</b>.<br />
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<br />
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<b class="fat">linedefflags</b> (structure)<br />
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@ -95,8 +96,30 @@ linedefflagstranslation
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</pre>
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<br />
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<span class="big">Linedef definitions:</span><br /><br />
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<b class="fat">default</b> (integer) - <span class="red">GZDB only</span>.<br />
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Sets the default value for a Thing or Linedef argument definition.<br />
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<strong>Example:</strong>
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<pre>9038
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{
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title = "ColorSetter";
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arg0
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{
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title = "Red";
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<span class="blue">default = 255;</span>
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}
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}</pre>
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<br />
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<b class="fat">requiresactivation</b> (boolean) - <span class="red">GZDB only</span>.<br />
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this linedef action requires activation flag(s). When this property is set to true, a warning will be shown when a user selects this linedef action and no activation flags are set.<br />
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The default value is <strong>true</strong>.<br />
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<strong>Example:</strong>
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<pre>1
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{
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title = "Polyobj Start Line";
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<span class="blue">requiresactivation = false;</span>
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}
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</pre>
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</p>
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</div>
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</body>
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@ -18,7 +18,11 @@
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<div id="contents">
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<p>
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<b class="fat">defaultthingflags</b> (structure)<br />
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<span class="big">General settings:</span><br /><br />
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<b class="fat">thingclasshelp</b> (string) - <span class="red">GZDB only</span>.<br />
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URL to to open when thing class name is clicked in the Thing Edit form.<br />
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<br />
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<b class="fat">defaultthingflags</b> (structure)<br />
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This defines what the default flags should be first the first new thing when inserted. In map formats that use numeric thing flags, the settings in this structure should be the numeric flags to set. In map formats that use named flags, the settings must be the names of the flags to set. The value of the settings is optional and is ignored by Doom Builder.<br />
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<br />
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Example for numeric flags:
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}
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</pre>
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<br />
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<span class="big">Thing definitions:</span><br />
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<br />
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<b class="fat">default</b> (integer) - <span class="red">GZDB only</span>.<br />
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Sets the default value for a Thing or Linedef argument definition.<br />
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<strong>Example:</strong>
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<pre>9038
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{
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title = "ColorSetter";
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arg0
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{
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title = "Red";
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<span class="blue">default = 255;</span>
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}
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}</pre>
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<br />
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<b class="fat">class</b> (string) - <span class="red">GZDB only</span>.<br />
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Sets DECORATE class name, which corresponds to this thing. Used internally to attach models and dynamic lights to given thing and when looking for an actor class to inherit from in DECORATE parser.<br />
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<strong>Example:</strong>
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<pre>3001
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{
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title = "Imp";
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sprite = "TROOA2A8";
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<span class="blue">class = "DoomImp";</span>
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}</pre>
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</p>
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</div>
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</body>
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@ -30,8 +30,6 @@
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<li><a href="gzdb/gldefs.html">MODELDEF and GLDEFS</a> support.</li>
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<li><a href="gzdb/mapinfo.html">(Z)MAPINFO</a> support.</li>
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<li><a href="gzdb/textures.html">TEXTURES</a> support.</li>
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<li><a href="gzdb/preferences.html">New settings in program's Preferences</a>.</li>
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<li><a href="gzdb/gamecfg_settings.html">New settings in game configurations</a>.</li>
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<li><a href="gzdb/faq.html">Frequently asked questions</a>.</li>
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</ul>
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<p>Also, you can generate the list of all GZDB actions by using <strong>Help -> Keyboard Shortcuts Reference</strong> menu command.</p>
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@ -17,11 +17,15 @@
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<div id="contents">
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<p>Event lines can be toggled using the icon on the <a href="../general/rendering_toolbar.html">Rendering toolbar</a> or using the "<strong>Toggle Event lines</strong>" action.<br />
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The Color of the event lines can be changed in Preferences -> <a href="../../preferences.html#appearance">Appearance.</a></p>
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The Color of the event lines can be changed in <strong>Preferences -> Appearance</strong>.</p>
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<p>Several things will happen when event lines are enabled:</p>
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<p>1. Arrows will be drawn to all action targets for currently highlighted item in 2D modes:<br />
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<img src="event_lines1.jpg" /></p>
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<p>2. Order, in which patrol points and interpolation points are connected will be shown in Classic and Visual modes:<br />
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<img src="event_lines2.jpg" /></p>
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1. Arrows will be drawn to all action targets for currently highlighted item in 2D modes:
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="event_lines1.jpg" alt="" /></div>
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<br /> 2. Order, in which patrol points and interpolation points are connected will be shown in Classic and Visual modes:
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="event_lines2.jpg" alt="" /></div>
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<br />3. Corresponding Polyobject Start Spots and Polyobject Anchors will be connected in 2D modes.
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</div>
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</body>
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@ -27,6 +27,6 @@
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<p><img src="synch_cam3.jpg" alt="" width="740" height="515" /></p>
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<p>If you leave Visual mode now, the map will be centered at Visual camera's location:</p>
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<p><img src="synch_cam4.jpg" alt="" width="736" height="512" /></p>
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<p>If you don't like this behaviour, you can disable it in <a href="../../preferences.html#synch_camera">Preferences</a>.</p>
|
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<p>If you don't like this behaviour, you can disable it in the <a href="../../../w_preferences.html">Preferences window</a>.</p>
|
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</div>
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</body>
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@ -18,6 +18,6 @@
|
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</div>
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|
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<div id="contents">
|
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<p>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 <strong>Shift</strong> while going to/from Visual mode (that will be <strong>Shift-Q</strong> by default). You can also invert this behavior by enabling<strong> Preferences -> Editing -> "<a href="../../preferences.html#synch_selection">Synchronize selection between Visual and Classic modes</a>"</strong> setting. When this setting is enabled, holding <strong>Shift</strong> will ignore selection.</p>
|
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<p>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 <strong>Shift</strong> while going to/from Visual mode (that will be <strong>Shift-Q</strong> by default). You can also invert this behavior by enabling<strong> Preferences -> Editing -> "Synchronize selection between Visual and Classic modes"</strong> setting. When this setting is enabled, holding <strong>Shift</strong> will ignore selection.</p>
|
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</div>
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</body>
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|
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@ -15,15 +15,17 @@
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<div id="contents">
|
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<table width="100%" border="0" cellspacing="3" cellpadding="3">
|
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<tr>
|
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<td valign="top">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.<br />
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<td valign="top">The Tag Explorer plugin lets you view all things, sectors and linedefs, which have tags and/or actions/effects assigned to them. It also allows you to view all polyobject-related things and linedefs. It allows you to filter by tag, effect or polyobject 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.<br />
|
||||
<br />
|
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<strong>Usage:</strong><br />
|
||||
Right-click an item to open the Edit menu.<br />
|
||||
Double-click an item to edit a comment (UDMF-only). Remove the comment text to clear comment.<br />
|
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<br />
|
||||
<strong>Special filter options:</strong><br />
|
||||
Enter <b># + tag number</b> to show only elements with this tag. Example: enter "#12" to show elements with tag 12.<br />
|
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Enter <b>$ + effect or action number</b> to show only elements with this effect or action. Example: enter "$9" to show elements with "Line Horizon" effect. </td>
|
||||
Enter <b>"#" + tag number</b> to show only elements with this tag. Example: enter "#12" to show elements with tag 12.<br />
|
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Enter "<b>$" + effect or action number</b> to show only elements with this effect or action. Example: enter "$9" to show elements with "Line Horizon" effect.
|
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<br />
|
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Enter <b>"^" + polyobject number</b> to filter by polyobject number.</td>
|
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<td><img src="tagexplorer.jpg"/></td>
|
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</tr>
|
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</table>
|
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51
Help/gzdb/features/classic_modes/mode_soundenvironment.html
Normal file
51
Help/gzdb/features/classic_modes/mode_soundenvironment.html
Normal file
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@ -0,0 +1,51 @@
|
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
|
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<head>
|
||||
|
||||
<title>Sound Propagation Mode</title>
|
||||
|
||||
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
|
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<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
|
||||
<param name="keyword" value="Template">
|
||||
</object>
|
||||
|
||||
<div id="gz_title">
|
||||
<h1>Sound Environment Mode</h1>
|
||||
</div>
|
||||
|
||||
<div id="contents">
|
||||
<p>
|
||||
<span class="fat">This mode is based on <a href="http://forum.zdoom.org/viewtopic.php?f=3&t=47464">Sound Propagation Mode Plugin</a> by Boris Iwansky (<a href="https://github.com/biwa/soundpropagationmode">https://github.com/biwa/soundpropagationmode</a>).</span><br>
|
||||
<br>
|
||||
<b>Action category:</b> Modes.<br>
|
||||
<b>Default key:</b> none.<br><br>
|
||||
This mode shows the sound environments in ZDoom maps (both Hexen format and UDMF). The gray areas do not belong to a sound environment.<br><br>
|
||||
|
||||
The mode also supplies a docker that supplies information about the sound environments. It will display the sound environments, the SoundEnvironment things belonging to them and also the lines that are limit the sound environments. Clicking on the sound environments, things or lines in the list will center the map view on those objects.
|
||||
<br><br>
|
||||
<span class="bold">User interaction:</span>
|
||||
<ul>
|
||||
<li>Click on double-sided linedefs to toggle "Sound Zone Boundary" flag.</li>
|
||||
<li>Right-click to insert a SoundEnvironment thing.</li>
|
||||
<li>Right-click on a SoundEnvironment thing to choose a Sound Environment.</li>
|
||||
<li>Highlight a SoundEnvironment thing and press "Delete" key to remove it.</li>
|
||||
</ul>
|
||||
|
||||
This mode can also help you find problems (i.e. behavior that you probably that you probably did not intend). If there are any problems with a sound environment a warning sign will displayed in the list at the affected thing or line (the icon will bubble up the tree to make it easier to find when the whole list is collapsed).
|
||||
<br>
|
||||
<br>
|
||||
<span class="bold">Following problems are detected:</span>
|
||||
<ul>
|
||||
<li>One-sided lines that are set to be a sound zone boundary.</li>
|
||||
<li>Two-sided lines that are set to be a sound zone boundary, but the sectors on both sides belong to the same sound environment.</li>
|
||||
<li> Multiple non-dormant SoundEnivornment things.</li>
|
||||
</ul>
|
||||
|
||||
<br>
|
||||
Note that the latter two can be caused by sound environments unintentionally bleeding into other sectors (i.e. not correctly sealed sound environments).
|
||||
</div>
|
||||
</body>
|
42
Help/gzdb/features/classic_modes/mode_soundpropagation.html
Normal file
42
Help/gzdb/features/classic_modes/mode_soundpropagation.html
Normal file
|
@ -0,0 +1,42 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
|
||||
<head>
|
||||
|
||||
<title>Sound Propagation Mode</title>
|
||||
|
||||
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
|
||||
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
|
||||
<param name="keyword" value="Template">
|
||||
</object>
|
||||
|
||||
<div id="gz_title">
|
||||
<h1>Sound Propagation Mode</h1>
|
||||
</div>
|
||||
|
||||
<div id="contents">
|
||||
<p>
|
||||
<span class="fat">This mode is based on <a href="http://forum.zdoom.org/viewtopic.php?f=3&t=47464">Sound Propagation Mode Plugin</a> by Boris Iwansky (<a href="https://github.com/biwa/soundpropagationmode">https://github.com/biwa/soundpropagationmode</a>).</span><br>
|
||||
<br>
|
||||
<b>Action category:</b> Modes.<br>
|
||||
<b>Default key:</b> none.<br><br>
|
||||
This mode shows how sound propagates from the currently highlighted sector
|
||||
through the map.<br><br>
|
||||
|
||||
<span class="bold">User interaction:</span>
|
||||
<ul>
|
||||
<li>Click on double-sided linedefs to toggle "Block Sound" flag.</li>
|
||||
</ul>
|
||||
|
||||
<span class="bold">Following colors are used:</span>
|
||||
<ul>
|
||||
<li>dark green: the currently highlighted sector;</li>
|
||||
<li>light green: sounds can travel unhindered to these sectors;</li>
|
||||
<li>yellow: these sectors are behind a sound blocking line, but sound will still travel to this sector from the highlighted sector;</li>
|
||||
<li>gray: sounds from the highlighted sector will not travel to these sectors;</li>
|
||||
<li>red: these lines have the block sound flag set;</li></ul>
|
||||
</div>
|
||||
</body>
|
|
@ -14,12 +14,12 @@
|
|||
</object>
|
||||
|
||||
<div id="gz_title">
|
||||
<h1>Point Thing to cursor</h1>
|
||||
<h1>Point Thing to Cursor</h1>
|
||||
</div>
|
||||
|
||||
<div id="contents">
|
||||
<p>This action can be used to quickly orient things in Things mode. Hold Ctrl key to point away from cursor.<br />
|
||||
<b>Menu:</b> Things -> Point Thing to cursor.<br />
|
||||
<b>Menu:</b> Things -> Point to Cursor.<br />
|
||||
<b>Action category:</b> Things.<br />
|
||||
<b>Default key:</b> Shift+L.</p>
|
||||
<p><strong>Example:</strong><br />
|
||||
|
|
|
@ -1,55 +0,0 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
|
||||
<head>
|
||||
<title>Template</title>
|
||||
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
|
||||
<link rel="stylesheet" type="text/css" href="../default.css" media="screen" title="Default" />
|
||||
<script type="text/javascript" src="../scripts.js"></script>
|
||||
<style type="text/css">
|
||||
<!--
|
||||
.style3 {color: #003399}
|
||||
-->
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
|
||||
<param name="keyword" value="Template">
|
||||
</object>
|
||||
<div id="gz_title">
|
||||
<h1>New settings in game configurations</h1>
|
||||
</div>
|
||||
<div id="contents">
|
||||
<h2>General settings:</h2>
|
||||
<p>int<b> basegame</b> - indicates which game the current configuration is based on. Used to load game-specific GLDEFS lumps (DOOMDEFS, HTICDEFS, HEXNDEFS or STRFDEFS)</br>
|
||||
<b>Possible values:</b> 1 (DOOM), 2 (HERETIC), 3 (HEXEN) or 4 (STRIFE).<br />
|
||||
<b>Example: </b><span class="style3">basegame = 2;</span>
|
||||
</p>
|
||||
<p>bool<strong> enabledbydefault</strong> - this game configuration is available by default.<br />
|
||||
<strong>Default value</strong> is "false".</p>
|
||||
<h2>Linedef definitions:</h2>
|
||||
<p>bool <strong>requiresactivation</strong> - this linedef action requires activation flag(s). When this property is set to true, a warning will be shown when a user selects this linedef action and no activation flags are set.
|
||||
<br />
|
||||
<strong>Default value</strong> is "true".
|
||||
<br />
|
||||
<b>Example:</b> <br>
|
||||
<code>1<br />
|
||||
{<br />
|
||||
title = "Polyobj Start Line";<br />
|
||||
<span class="style3">requiresactivation = false;</span><br />
|
||||
|
||||
}</code> </p>
|
||||
<br>
|
||||
<h2>Thing and linedef definitions:</h2>
|
||||
<p>int <strong>default</strong> - sets default value for a Thing or Linedef argument definition.<br>
|
||||
<b>Example:</b> <br>
|
||||
<code>9038<br />
|
||||
{<br />
|
||||
title = "ColorSetter";<br />
|
||||
arg0<br />
|
||||
{<br />
|
||||
title = "Red";<br />
|
||||
<span class="style3">default = 255;</span><br />
|
||||
}<br />
|
||||
|
||||
}</code></div>
|
||||
</body>
|
|
@ -33,9 +33,12 @@
|
|||
<br />
|
||||
<b>To load models or dynamic lights defined in GLDEFS for things defined in configuration files:</b><br />
|
||||
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:<br />
|
||||
<p style="color:#006600">3001<br />{<br /> title = "Imp";<br /> sprite = "TROOA2A8";<br />
|
||||
<span class="style1">class = "DoomImp"; </span>// <- you'll need to add this value<br />
|
||||
}</p>
|
||||
<pre>3001
|
||||
{
|
||||
title = "Imp";
|
||||
sprite = "TROOA2A8";
|
||||
<span class="blue">class = "DoomImp";</span> // <- you'll need to add this value
|
||||
}</pre>
|
||||
You can find all class names for things at <a href="http://www.zdoom.org/wiki/Classes">http://www.zdoom.org/wiki/Classes</a>.</p>
|
||||
</div>
|
||||
</body>
|
||||
|
|
|
@ -1,79 +0,0 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
|
||||
<head>
|
||||
|
||||
<title>Template</title>
|
||||
|
||||
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
|
||||
<link rel="stylesheet" type="text/css" href="../default.css" media="screen" title="Default" />
|
||||
<style type="text/css">
|
||||
<!--
|
||||
.style1 {
|
||||
color: #990000;
|
||||
font-weight: bold;
|
||||
}
|
||||
.style4 {
|
||||
color: #FFFFFF;
|
||||
font-weight: bold;
|
||||
}
|
||||
-->
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
|
||||
<param name="keyword" value="Template">
|
||||
</object>
|
||||
|
||||
<div id="gz_title">
|
||||
<h1>Preferences Window</h1>
|
||||
</div>
|
||||
|
||||
<div id="contents">
|
||||
<p>This page lists new options added in GZDoom Builder. Preferences window overview is avaliable <a href="../w_preferences.html">here</a>.</p>
|
||||
<p>There are several new options avaliable in GZDoom Builder's <strong>Preferences window</strong> (F5):</p>
|
||||
<table valign="top" width="100%" border="0" cellspacing="3" cellpadding="3">
|
||||
<tr valign="top">
|
||||
<td style="background-color:#333333" colspan="2"><h3 class="style4">Interface tab</h3></td>
|
||||
</tr>
|
||||
<tr valign="top">
|
||||
<td><p><strong>1. Vertex scale factor:</strong> controls the size of vertex handles.</p>
|
||||
<p><strong>2. Max. recent files:</strong> controls how many recent files to show in File menu.</p>
|
||||
<p><strong><a name="synch_camera" id="synch_camera"></a>3.<a href="features/all_modes/synch_camera.html"> Sync camera position between 2D and 3D modes</a>:</strong> when enabled, GZDoom Builder will center 2D-mode on Visual Camera position when you leave Visual mode, and will place Visual Camera at cursor position when you toggle from 2D-mode to Visual Mode (unless you have Visual Mode camera thing in your map).</p>
|
||||
<p><strong>4. Rendering toolbar:</strong> if enabled, <a href="features/general/rendering_toolbar.html">Rendering toolbar</a> will be shown in the main editing window.</p> </td>
|
||||
<td><img src="preferences1.jpg" alt="" /></td>
|
||||
</tr>
|
||||
<tr valign="top">
|
||||
<td style="background-color:#333333" colspan="2"><h3 class="style4"><a name="appearance" id="appearance"></a>Appearance tab</h3></td>
|
||||
<td> </td>
|
||||
</tr>
|
||||
<tr valign="top">
|
||||
<td><p><strong>1. Model wireframe color:</strong> lets you choose a color, which is used to render model wireframe in 2D-mode.</p>
|
||||
<p><strong>2. Color of <a href="features/all_modes/event_lines.html">event lines</a>.</strong></p>
|
||||
<p><strong>3. Color, used in Classic modes to indicate that sector has 3D floors.</strong></p>
|
||||
<p><strong>4. Maximum dynamic lights to render:</strong> lets you choose how many dynamic lights to render in Visual mode. Decrease this to improve performance when Dynamic Lights Rendering is on. Possible values are [1..32].</p>
|
||||
<p><strong>5. Dynamic light size:</strong> this option mimics GZDoom's "light size" option.</p>
|
||||
<p><strong>6. Dynamic light intensity:</strong> this option mimics GZDoom's "light intensity" option.</p>
|
||||
<p><strong>7. Load GZDoom light definitions:</strong> if enabled, GZDoom's built-in GLDEFS dynamic light definitions will be loaded. <span class="style1">Warning:</span> if a map is loaded, you'll need to reload resources after changing this option to apply the changes.</p>
|
||||
<p><strong>8. Scale models in visual modes:</strong> if enabled, height of models will be scaled down by 15% in Visual mode to mimick GZDoom's way of rendering.</p>
|
||||
<p><strong>9. Always show selection in visual modes:</strong> if enabled, selected surfaces will be highlighted in Visual mode
|
||||
even if "Show highlight" mode is disabled Doom Builder 2 behaviour).</p>
|
||||
<p><strong><a name="markextrafloors" id="markextrafloors"></a>10. Mark 3D floors in classic modes:</strong> when enabled, linedefs of sectors with 3d floors will be marked using "3D Floors" color.</p></td>
|
||||
<td><img src="preferences2.jpg" alt="" /></td>
|
||||
</tr>
|
||||
<tr valign="top">
|
||||
<td style="background-color:#333333" colspan="2"><h3 class="style4">Editing tab</h3></td>
|
||||
<td> </td>
|
||||
<tr valign="top">
|
||||
<td><p><strong>1. Default sector brightness.</strong></p>
|
||||
<p><strong>2. Default sector ceiling height.</strong></p>
|
||||
<p><strong>3. Default sector floor height.</strong></p>
|
||||
<p><strong>4. Auto-align textures on newly created linedefs.</strong> When enabled, auto texture alignment will be applied to sidedefs created after drawing deometry.</p>
|
||||
<p><strong>5. Don't move selection if any part of it is outside of map boundary.</strong> When enabled, geometry outisde of map boundaries can not be dragged. When disabled, geometry will be moved inside of map boundary, most likely destroying sector shapes in process (DB2 behaviour).</p>
|
||||
<p><strong><a name="synch_selection" id="synch_selection"></a>6. <a href="features/all_modes/synch_selection.html">Synchronise selection between Visual and Classic modes</a>.</strong></p> </td>
|
||||
<td><img src="preferences3.jpg" alt="" /></td>
|
||||
</table>
|
||||
|
||||
|
||||
</div>
|
||||
</body>
|
Binary file not shown.
Before Width: | Height: | Size: 81 KiB |
Binary file not shown.
Before Width: | Height: | Size: 111 KiB |
Binary file not shown.
Before Width: | Height: | Size: 62 KiB |
|
@ -5,8 +5,7 @@
|
|||
<title>Preferences Window</title>
|
||||
|
||||
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
|
||||
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
|
||||
</head>
|
||||
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" /></head>
|
||||
<body>
|
||||
|
||||
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
|
||||
|
@ -18,8 +17,7 @@
|
|||
<div id="contents">
|
||||
<p>
|
||||
The Preferences window provides options that apply to Doom Builder, regardless of the game configuration or map you choose to edit. You can access this window from the Tools menu, or with the default key F5. The options are categorized in different tabs;
|
||||
|
||||
<h2>Interface</h2>
|
||||
<h2>Interface</h2>
|
||||
This tab contains some interface related options.
|
||||
<h3>Default view:</h3>
|
||||
This sets the default view mode that you wish to use when opening or creating a new map.
|
||||
|
@ -27,30 +25,63 @@
|
|||
The size of all preview images in the editor and in the <a href="w_imagesbrowser.html">Image Browser</a>. Smaller preview images consume less system memory.
|
||||
<h3>Autoscroll speed:</h3>
|
||||
During some actions, such as drawing and dragging, Doom Builder can automatically scroll the working area when you move your mouse towards the edges. Use this setting to set the scrolling speed to use. Drag the slider completely to the left to turn off automatic scrolling.
|
||||
<h3>Script Editor:</h3>
|
||||
Here you can set the font and other options regarding the <a href="w_scripteditor.html">Script Editor</a>. Check the box <b>Always on top of main window</b> if you want the script editor to float above the <a href="w_mainwindow.html">Main Window</a> even when the script editor does not have the focus.
|
||||
<h3>Visual Modes:</h3>
|
||||
<h3>Vertex scale factor <span class="red">(GZDB only)</span>:</h3>
|
||||
Controls the size of vertex handles in Classic and Visual modes.
|
||||
<h3>Max. recent files <span class="red">(GZDB only)</span>:</h3>
|
||||
Controls how many recent files are shown in the File menu.
|
||||
<h3>Script Editor <b>always on top of main window</b>:</h3>
|
||||
Check the box<strong> </strong>if you want the script editor to float above the <a href="w_mainwindow.html">Main Window</a> even when the script editor does not have the focus.
|
||||
<h3><a href="gzdb/features/all_modes/synch_camera.html">Sync camera position between 2D and 3D modes</a> <span class="red">(GZDB only)</span>:</h3>
|
||||
When enabled, GZDoom Builder will center 2D-mode on Visual Camera position when you leave Visual mode, and will place Visual Camera at cursor position when you toggle from 2D mode to Visual Mode (unless you have Visual Mode camera thing in your map).
|
||||
<h3>Visual Modes:</h3>
|
||||
This area contains several settings for the <a href="e_visualmode.html">Visual Mode</a>. To improve performance, you may want to decrease the <b>View distance</b> setting.
|
||||
|
||||
<h2>Controls</h2>
|
||||
<h2>Controls</h2>
|
||||
This is where you configure your keyboard and mouse shortcut keys. On the left is a list of all <a href="actions.html">Actions</a> in Doom Builder with the current mouse or key combination shown next to them. Select an action to view a summary of this action on the right. Press any key combination to set to this action, or select a special mouse combination from the dropdown box. Below that, you can see which other actions share the same key combination so that you can verify any conflicts it may have. Note that actions used in different editing modes can safely share the same key combination.
|
||||
|
||||
<h2>Appearance</h2>
|
||||
On this tab you can change some settings related to visual aesthetics. On the top and the left of this tab you can change colors that are used in the <a href="w_scripteditor.html">Script Editor</a> and <a href="w_mainwindow.html">Working Area</a>.
|
||||
<h3>Passable lines transparency:</h3>
|
||||
On this tab you can change some settings related to visual aesthetics. On the top and the left of this tab you can change colors that are used in the <a href="w_mainwindow.html">Working Area</a>
|
||||
and set the font and other options regarding the <a href="w_scripteditor.html">Script Editor</a>.
|
||||
|
||||
<h3>Passable lines transparency:</h3>
|
||||
This controls how much translucent the passable lines are. 0% is completely opaque, which is the same as impassable lines. Passable or impassable can be set with a linedef setting, but is automatically set by the editor for singlesided lines and removed for doublesided lines.
|
||||
<h3>Textures and Flats brightness:</h3>
|
||||
With this setting you can increase the brightness of the textures and flats. This is useful when viewing the texture against a white background, or if you are using a dark monitor.
|
||||
<h3>Maximum dynamic lights to render <span class="red">(GZDB only)</span>:</h3>
|
||||
Lets you choose how many dynamic lights to render in Visual mode. Decrease this to improve performance when Dynamic Lights Rendering is on. Possible values are [1..32].
|
||||
<h3>Dynamic light size <span class="red">(GZDB only)</span>:</h3>
|
||||
This option mimics GZDoom's "light size" option.
|
||||
<h3>Dynamic light intensity <span class="red">(GZDB only)</span>:</h3>
|
||||
This option mimics GZDoom's "light intensity" option.
|
||||
|
||||
<h3>Square things:</h3>
|
||||
Things in Doom use a square shape for collision detection and you may want to turn this option on to get a better view on the bounding boxes of things in the classic Editing Modes (2D).
|
||||
<h3>High quality display rendering:</h3>
|
||||
This improves the display with the use of Pixel Shader Model 2.0. Also adds anti-aliasing to the classic Editing Modes (2D). Performance may be improved by turning off this setting (this also gives a more oldschool Doom Builder 1.68 look to the working area). When Pixel Shader Model 2.0 support is not available, Doom Builder automatically turns off this setting and disables this option.
|
||||
<h3>Bilinear filtering in classic modes:</h3>
|
||||
This enables bilinear texture filtering for all classic Editing Modes (2D). Bilinear texture filtering removes the large square blocks when zooming in, but can also make it look blurry.
|
||||
<h3>Bilinear filtering in visual modes:</h3>
|
||||
This enables bilinear texture filtering for all visual Editing Modes (3D). Bilinear texture filtering removes the large square blocks when zooming in, but can also make it look blurry.
|
||||
<h3>Load GZDoom light definitions <span class="red">(GZDB only)</span>:</h3>
|
||||
When enabled, GZDoom's built-in GLDEFS dynamic light definitions will be loaded.<br />
|
||||
<span class="red">Warning:</span> if a map is loaded, you'll need to reload resources after changing this option to apply the changes.
|
||||
<h3>Scale models in visual modes <span class="red">(GZDB only)</span>:</h3>
|
||||
When enabled, height of models will be scaled down by 15% in Visual mode to mimick GZDoom's way of rendering them.
|
||||
<h3>Black background in image browser:</h3>
|
||||
Turn this on to create a black background in the <a href="w_imagesbrowser.html">Image Browser</a>.
|
||||
<h3>Bilinear filtering in classic modes:</h3>
|
||||
This enables bilinear texture filtering for all classic Editing Modes (2D). Bilinear texture filtering removes the large square blocks when zooming in, but can also make it look blurry.
|
||||
<h3>Bilinear filtering in visual modes:</h3>
|
||||
This enables bilinear texture filtering for all visual Editing Modes (3D). Bilinear texture filtering removes the large square blocks when zooming in, but can also make it look blurry.
|
||||
<h3>High quality display rendering:</h3>
|
||||
This improves the display with the use of Pixel Shader Model 2.0. Also adds anti-aliasing to the classic Editing Modes (2D). Performance may be improved by turning off this setting (this also gives a more oldschool Doom Builder 1.68 look to the working area). When Pixel Shader Model 2.0 support is not available, Doom Builder automatically turns off this setting and disables this option.
|
||||
<h3>Square things:</h3>
|
||||
Things in Doom use a square shape for collision detection and you may want to turn this option on to get a better view on the bounding boxes of things in the classic Editing Modes (2D).
|
||||
<h3>Always show selection in visual modes <span class="red">(GZDB only)</span>:</h3>
|
||||
When enabled, selected surfaces will be highlighted in Visual mode even if "Show highlight" mode is disabled (Doom Builder 2 behaviour).
|
||||
<h3>Mark 3D floors in classic modes <span class="red">(GZDB only)</span>:</h3>
|
||||
When enabled, linedefs of sectors with 3d floors will be marked using "3D Floors" color.
|
||||
|
||||
<h2>Appearance</h2>
|
||||
<h3>Default sector settings <span class="red">(GZDB only)</span>:</h3>
|
||||
Allows you to modify setting used when drawing a new sector. These settings can be overriden using <a href="gzdb/features/classic_modes/drawsettingspanel.html">Draw Settings Panel</a>.
|
||||
<h3>Auto-align textures on newly created linedefs <span class="red">(GZDB only)</span>:</h3>
|
||||
When enabled, auto texture alignment will be applied to sidedefs created after drawing deometry.
|
||||
<h3>Don't move selection if any part of it is outside of map boundary <span class="red">(GZDB only)</span>:</h3>
|
||||
When enabled, geometry outisde of map boundaries can not be dragged. When disabled, geometry will be moved inside of map boundary, most likely destroying sector shapes in the process (Doom Builder 2 behaviour).
|
||||
<h3><a href="gzdb/features/all_modes/synch_selection.html">Synchronise selection between Visual and Classic modes</a> <span class="red">(GZDB only)</span></h3>
|
||||
</p>
|
||||
</div>
|
||||
</body>
|
||||
|
|
|
@ -81,6 +81,7 @@ namespace CodeImp.DoomBuilder.Config
|
|||
private readonly int bottomboundary;
|
||||
private readonly bool doomlightlevels;
|
||||
private readonly string actionspecialhelp; //mxd
|
||||
private readonly string thingclasshelp; //mxd
|
||||
|
||||
// Skills
|
||||
private readonly List<SkillInfo> skills;
|
||||
|
@ -187,6 +188,7 @@ namespace CodeImp.DoomBuilder.Config
|
|||
public int BottomBoundary { get { return bottomboundary; } }
|
||||
public bool DoomLightLevels { get { return doomlightlevels; } }
|
||||
public string ActionSpecialHelp { get { return actionspecialhelp; } } //mxd
|
||||
public string ThingClassHelp { get { return thingclasshelp; } } //mxd
|
||||
|
||||
// Skills
|
||||
public List<SkillInfo> Skills { get { return skills; } }
|
||||
|
@ -322,6 +324,7 @@ namespace CodeImp.DoomBuilder.Config
|
|||
bottomboundary = cfg.ReadSetting("bottomboundary", -32768);
|
||||
doomlightlevels = cfg.ReadSetting("doomlightlevels", true);
|
||||
actionspecialhelp = cfg.ReadSetting("actionspecialhelp", string.Empty); //mxd
|
||||
thingclasshelp = cfg.ReadSetting("thingclasshelp", string.Empty); //mxd
|
||||
defaultLinedefActivation = cfg.ReadSetting("defaultlinedefactivation", ""); //mxd
|
||||
for(int i = 0; i < Linedef.NUM_ARGS; i++) makedoorargs[i] = cfg.ReadSetting("makedoorarg" + i.ToString(CultureInfo.InvariantCulture), 0);
|
||||
|
||||
|
|
|
@ -156,9 +156,7 @@ namespace CodeImp.DoomBuilder.Config
|
|||
|
||||
//mxd
|
||||
string s_class = cfg.ReadSetting("thingtypes." + cat.Name + "." + key + ".class", String.Empty);
|
||||
if (s_class != String.Empty) //I actually want to keep null value there if no such property exists...
|
||||
this.classname = s_class.ToLower();
|
||||
|
||||
if(s_class != String.Empty) this.classname = s_class; //I actually want to keep null value there if no such property exists...
|
||||
|
||||
// Read the args
|
||||
for(int i = 0; i < Linedef.NUM_ARGS; i++)
|
||||
|
@ -166,6 +164,7 @@ namespace CodeImp.DoomBuilder.Config
|
|||
|
||||
// Safety
|
||||
if(this.radius < 4f) this.radius = 16f;
|
||||
if(this.hangs && this.absolutez) this.hangs = false; //mxd
|
||||
|
||||
// Make long name for sprite lookup
|
||||
if(this.sprite.Length <= 8)
|
||||
|
@ -207,6 +206,7 @@ namespace CodeImp.DoomBuilder.Config
|
|||
|
||||
// Safety
|
||||
if(this.radius < 4f) this.radius = 8f;
|
||||
if(this.hangs && this.absolutez) this.hangs = false; //mxd
|
||||
|
||||
// Make long name for sprite lookup
|
||||
if(this.sprite.Length <= 8)
|
||||
|
@ -246,6 +246,7 @@ namespace CodeImp.DoomBuilder.Config
|
|||
|
||||
// Safety
|
||||
if(this.radius < 4f) this.radius = 8f;
|
||||
if(this.hangs && this.absolutez) this.hangs = false; //mxd
|
||||
|
||||
// Apply settings from actor
|
||||
ModifyByDecorateActor(actor);
|
||||
|
|
109
Source/Core/Controls/ThingBrowserControl.Designer.cs
generated
109
Source/Core/Controls/ThingBrowserControl.Designer.cs
generated
|
@ -39,14 +39,16 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
this.positionlabel = new System.Windows.Forms.Label();
|
||||
this.thingimages = new System.Windows.Forms.ImageList(this.components);
|
||||
this.infopanel = new System.Windows.Forms.Panel();
|
||||
this.classname = new System.Windows.Forms.LinkLabel();
|
||||
this.labelclassname = new System.Windows.Forms.Label();
|
||||
this.spritepanel = new System.Windows.Forms.Panel();
|
||||
this.spritetex = new CodeImp.DoomBuilder.Controls.ConfigurablePictureBox();
|
||||
this.typeid = new CodeImp.DoomBuilder.Controls.NumericTextbox();
|
||||
this.label1 = new System.Windows.Forms.Label();
|
||||
this.tbFilter = new System.Windows.Forms.TextBox();
|
||||
this.bClear = new System.Windows.Forms.Button();
|
||||
this.updatetimer = new System.Windows.Forms.Timer(this.components);
|
||||
this.typelist = new CodeImp.DoomBuilder.GZBuilder.Controls.MultiSelectTreeview();
|
||||
this.spritetex = new CodeImp.DoomBuilder.Controls.ConfigurablePictureBox();
|
||||
this.typeid = new CodeImp.DoomBuilder.Controls.NumericTextbox();
|
||||
this.infopanel.SuspendLayout();
|
||||
this.spritepanel.SuspendLayout();
|
||||
((System.ComponentModel.ISupportInitialize)(this.spritetex)).BeginInit();
|
||||
|
@ -54,7 +56,7 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
//
|
||||
// sizecaption
|
||||
//
|
||||
this.sizecaption.Location = new System.Drawing.Point(0, 41);
|
||||
this.sizecaption.Location = new System.Drawing.Point(0, 38);
|
||||
this.sizecaption.Name = "sizecaption";
|
||||
this.sizecaption.Size = new System.Drawing.Size(54, 13);
|
||||
this.sizecaption.TabIndex = 16;
|
||||
|
@ -63,7 +65,7 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
//
|
||||
// blockingcaption
|
||||
//
|
||||
this.blockingcaption.Location = new System.Drawing.Point(0, 58);
|
||||
this.blockingcaption.Location = new System.Drawing.Point(0, 54);
|
||||
this.blockingcaption.Name = "blockingcaption";
|
||||
this.blockingcaption.Size = new System.Drawing.Size(54, 13);
|
||||
this.blockingcaption.TabIndex = 14;
|
||||
|
@ -72,7 +74,7 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
//
|
||||
// positioncaption
|
||||
//
|
||||
this.positioncaption.Location = new System.Drawing.Point(0, 24);
|
||||
this.positioncaption.Location = new System.Drawing.Point(0, 22);
|
||||
this.positioncaption.Name = "positioncaption";
|
||||
this.positioncaption.Size = new System.Drawing.Size(54, 13);
|
||||
this.positioncaption.TabIndex = 12;
|
||||
|
@ -91,7 +93,7 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
// sizelabel
|
||||
//
|
||||
this.sizelabel.AutoSize = true;
|
||||
this.sizelabel.Location = new System.Drawing.Point(60, 41);
|
||||
this.sizelabel.Location = new System.Drawing.Point(60, 38);
|
||||
this.sizelabel.Name = "sizelabel";
|
||||
this.sizelabel.Size = new System.Drawing.Size(42, 13);
|
||||
this.sizelabel.TabIndex = 17;
|
||||
|
@ -100,7 +102,7 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
// blockinglabel
|
||||
//
|
||||
this.blockinglabel.AutoSize = true;
|
||||
this.blockinglabel.Location = new System.Drawing.Point(60, 58);
|
||||
this.blockinglabel.Location = new System.Drawing.Point(60, 54);
|
||||
this.blockinglabel.Name = "blockinglabel";
|
||||
this.blockinglabel.Size = new System.Drawing.Size(63, 13);
|
||||
this.blockinglabel.TabIndex = 15;
|
||||
|
@ -109,7 +111,7 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
// positionlabel
|
||||
//
|
||||
this.positionlabel.AutoSize = true;
|
||||
this.positionlabel.Location = new System.Drawing.Point(60, 24);
|
||||
this.positionlabel.Location = new System.Drawing.Point(60, 22);
|
||||
this.positionlabel.Name = "positionlabel";
|
||||
this.positionlabel.Size = new System.Drawing.Size(38, 13);
|
||||
this.positionlabel.TabIndex = 13;
|
||||
|
@ -143,6 +145,8 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
// infopanel
|
||||
//
|
||||
this.infopanel.Controls.Add(this.spritepanel);
|
||||
this.infopanel.Controls.Add(this.classname);
|
||||
this.infopanel.Controls.Add(this.labelclassname);
|
||||
this.infopanel.Controls.Add(this.sizelabel);
|
||||
this.infopanel.Controls.Add(this.typecaption);
|
||||
this.infopanel.Controls.Add(this.sizecaption);
|
||||
|
@ -151,11 +155,34 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
this.infopanel.Controls.Add(this.positioncaption);
|
||||
this.infopanel.Controls.Add(this.blockingcaption);
|
||||
this.infopanel.Controls.Add(this.positionlabel);
|
||||
this.infopanel.Location = new System.Drawing.Point(0, 246);
|
||||
this.infopanel.Location = new System.Drawing.Point(0, 233);
|
||||
this.infopanel.Name = "infopanel";
|
||||
this.infopanel.Size = new System.Drawing.Size(304, 74);
|
||||
this.infopanel.Size = new System.Drawing.Size(304, 87);
|
||||
this.infopanel.TabIndex = 18;
|
||||
//
|
||||
// classname
|
||||
//
|
||||
this.classname.ActiveLinkColor = System.Drawing.SystemColors.Highlight;
|
||||
this.classname.AutoSize = true;
|
||||
this.classname.LinkColor = System.Drawing.SystemColors.HotTrack;
|
||||
this.classname.Location = new System.Drawing.Point(60, 70);
|
||||
this.classname.Name = "classname";
|
||||
this.classname.Size = new System.Drawing.Size(165, 13);
|
||||
this.classname.TabIndex = 27;
|
||||
this.classname.TabStop = true;
|
||||
this.classname.Text = "SuperTurboTurkeyPuncherPlayer";
|
||||
this.classname.VisitedLinkColor = System.Drawing.SystemColors.HotTrack;
|
||||
this.classname.LinkClicked += new System.Windows.Forms.LinkLabelLinkClickedEventHandler(this.classname_LinkClicked);
|
||||
//
|
||||
// labelclassname
|
||||
//
|
||||
this.labelclassname.Location = new System.Drawing.Point(0, 70);
|
||||
this.labelclassname.Name = "labelclassname";
|
||||
this.labelclassname.Size = new System.Drawing.Size(54, 13);
|
||||
this.labelclassname.TabIndex = 25;
|
||||
this.labelclassname.Text = "Class:";
|
||||
this.labelclassname.TextAlign = System.Drawing.ContentAlignment.MiddleRight;
|
||||
//
|
||||
// spritepanel
|
||||
//
|
||||
this.spritepanel.BackColor = System.Drawing.SystemColors.AppWorkspace;
|
||||
|
@ -164,37 +191,9 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
this.spritepanel.Location = new System.Drawing.Point(235, 2);
|
||||
this.spritepanel.Margin = new System.Windows.Forms.Padding(3, 3, 0, 3);
|
||||
this.spritepanel.Name = "spritepanel";
|
||||
this.spritepanel.Size = new System.Drawing.Size(70, 70);
|
||||
this.spritepanel.Size = new System.Drawing.Size(68, 68);
|
||||
this.spritepanel.TabIndex = 23;
|
||||
//
|
||||
// spritetex
|
||||
//
|
||||
this.spritetex.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.Default;
|
||||
this.spritetex.Dock = System.Windows.Forms.DockStyle.Fill;
|
||||
this.spritetex.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
|
||||
this.spritetex.Location = new System.Drawing.Point(0, 0);
|
||||
this.spritetex.Name = "spritetex";
|
||||
this.spritetex.PageUnit = System.Drawing.GraphicsUnit.Pixel;
|
||||
this.spritetex.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.None;
|
||||
this.spritetex.Size = new System.Drawing.Size(66, 66);
|
||||
this.spritetex.SizeMode = System.Windows.Forms.PictureBoxSizeMode.Zoom;
|
||||
this.spritetex.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.Default;
|
||||
this.spritetex.TabIndex = 0;
|
||||
this.spritetex.TabStop = false;
|
||||
//
|
||||
// typeid
|
||||
//
|
||||
this.typeid.AllowDecimal = false;
|
||||
this.typeid.AllowNegative = false;
|
||||
this.typeid.AllowRelative = false;
|
||||
this.typeid.ForeColor = System.Drawing.SystemColors.WindowText;
|
||||
this.typeid.ImeMode = System.Windows.Forms.ImeMode.Off;
|
||||
this.typeid.Location = new System.Drawing.Point(60, 2);
|
||||
this.typeid.Name = "typeid";
|
||||
this.typeid.Size = new System.Drawing.Size(68, 20);
|
||||
this.typeid.TabIndex = 1;
|
||||
this.typeid.TextChanged += new System.EventHandler(this.typeid_TextChanged);
|
||||
//
|
||||
// label1
|
||||
//
|
||||
this.label1.AutoSize = true;
|
||||
|
@ -240,12 +239,40 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
this.typelist.SelectedImageIndex = 0;
|
||||
this.typelist.SelectionBackColor = System.Drawing.SystemColors.Highlight;
|
||||
this.typelist.SelectionMode = CodeImp.DoomBuilder.GZBuilder.Controls.TreeViewSelectionMode.SingleSelect;
|
||||
this.typelist.Size = new System.Drawing.Size(304, 216);
|
||||
this.typelist.Size = new System.Drawing.Size(304, 203);
|
||||
this.typelist.TabIndex = 22;
|
||||
this.typelist.MouseDoubleClick += new System.Windows.Forms.MouseEventHandler(this.typelist_MouseDoubleClick);
|
||||
this.typelist.MouseEnter += new System.EventHandler(this.typelist_MouseEnter);
|
||||
this.typelist.SelectionsChanged += new System.EventHandler(this.typelist_SelectionsChanged);
|
||||
//
|
||||
// spritetex
|
||||
//
|
||||
this.spritetex.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.Default;
|
||||
this.spritetex.Dock = System.Windows.Forms.DockStyle.Fill;
|
||||
this.spritetex.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
|
||||
this.spritetex.Location = new System.Drawing.Point(0, 0);
|
||||
this.spritetex.Name = "spritetex";
|
||||
this.spritetex.PageUnit = System.Drawing.GraphicsUnit.Pixel;
|
||||
this.spritetex.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.None;
|
||||
this.spritetex.Size = new System.Drawing.Size(64, 64);
|
||||
this.spritetex.SizeMode = System.Windows.Forms.PictureBoxSizeMode.Zoom;
|
||||
this.spritetex.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.Default;
|
||||
this.spritetex.TabIndex = 0;
|
||||
this.spritetex.TabStop = false;
|
||||
//
|
||||
// typeid
|
||||
//
|
||||
this.typeid.AllowDecimal = false;
|
||||
this.typeid.AllowNegative = false;
|
||||
this.typeid.AllowRelative = false;
|
||||
this.typeid.ForeColor = System.Drawing.SystemColors.WindowText;
|
||||
this.typeid.ImeMode = System.Windows.Forms.ImeMode.Off;
|
||||
this.typeid.Location = new System.Drawing.Point(60, 2);
|
||||
this.typeid.Name = "typeid";
|
||||
this.typeid.Size = new System.Drawing.Size(68, 20);
|
||||
this.typeid.TabIndex = 1;
|
||||
this.typeid.TextChanged += new System.EventHandler(this.typeid_TextChanged);
|
||||
//
|
||||
// ThingBrowserControl
|
||||
//
|
||||
this.AutoScaleDimensions = new System.Drawing.SizeF(96F, 96F);
|
||||
|
@ -286,5 +313,7 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
private System.Windows.Forms.Panel spritepanel;
|
||||
private System.Windows.Forms.Timer updatetimer;
|
||||
private ConfigurablePictureBox spritetex;
|
||||
private System.Windows.Forms.LinkLabel classname;
|
||||
private System.Windows.Forms.Label labelclassname;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -329,6 +329,11 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
blockinglabel.Text = "-";
|
||||
}
|
||||
|
||||
//mxd. Update help link
|
||||
classname.Enabled = (thinginfo != null && !string.IsNullOrEmpty(thinginfo.ClassName) && !string.IsNullOrEmpty(General.Map.Config.ThingClassHelp));
|
||||
classname.Text = (thinginfo != null && !string.IsNullOrEmpty(thinginfo.ClassName)) ? thinginfo.ClassName : "--";
|
||||
labelclassname.Enabled = classname.Enabled;
|
||||
|
||||
// Update icon (mxd)
|
||||
UpdateThingSprite();
|
||||
|
||||
|
@ -396,6 +401,12 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
typelist.Height = infopanel.Top - typelist.Top;
|
||||
typelist.Width = this.Width;
|
||||
}
|
||||
|
||||
//mxd. If it's clickable, all data is valid.
|
||||
private void classname_LinkClicked(object sender, LinkLabelLinkClickedEventArgs e)
|
||||
{
|
||||
General.OpenWebsite(General.Map.Config.ThingClassHelp.Replace("%K", thinginfo.ClassName));
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
|
|
@ -124,395 +124,394 @@
|
|||
<value>
|
||||
AAEAAAD/////AQAAAAAAAAAMAgAAAFdTeXN0ZW0uV2luZG93cy5Gb3JtcywgVmVyc2lvbj0yLjAuMC4w
|
||||
LCBDdWx0dXJlPW5ldXRyYWwsIFB1YmxpY0tleVRva2VuPWI3N2E1YzU2MTkzNGUwODkFAQAAACZTeXN0
|
||||
ZW0uV2luZG93cy5Gb3Jtcy5JbWFnZUxpc3RTdHJlYW1lcgEAAAAERGF0YQcCAgAAAAkDAAAADwMAAADO
|
||||
WgAAAk1TRnQBSQFMAgEBFAEAASwBAQEsAQEBEAEAARABAAT/ASEBAAj/AUIBTQE2BwABNgMAASgDAAFA
|
||||
ZW0uV2luZG93cy5Gb3Jtcy5JbWFnZUxpc3RTdHJlYW1lcgEAAAAERGF0YQcCAgAAAAkDAAAADwMAAACK
|
||||
WgAAAk1TRnQBSQFMAgEBFAEAAVQBAQFUAQEBEAEAARABAAT/ASEBAAj/AUIBTQE2BwABNgMAASgDAAFA
|
||||
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||||
Af8BAAGDAQAB/wEAAYMBAAH/ATEBiAExAf8QAAHNAdQBOAH/AdEB3AEAAf8BkAGWARMB/wFIAUwBEwH/
|
||||
Aa0BtgEAAf8BoQGoAQAB/wGhAakBAAH/AaABqAEAAf8BoAGoAQAB/wGgAagBAAH/AaABqAEAAf8BmgGe
|
||||
ATIB/xQAA74B/wOiAf8DmwH/A5IB/wODAf8DUAH/A0kB/wNEAf8DQgH/A48B/xgAAekBpQGPAf8B4wGP
|
||||
AU4B/wHiAYsBSAH/AeABhAFAAf8B3QFSATAB/wHYAUYBIgH/AdQBQQEcAf8B0AE8ARcB/wHTATkBEgH/
|
||||
AcoBgQFAAf8YAAE8AboBPAH/AQABpwEAAf8BAAGkAQAB/wEAAZ8BAAH/AQABlgEAAf8BAAGLAQAB/wEA
|
||||
AYQBAAH/AQABgQEAAf8BAAGBAQAB/wExAZABMQH/GAAB0wHaATkB/wHMAdcBAAH/AcgB0gEAAf8BwgHM
|
||||
AQAB/wG3AcABAAH/AaoBswEAAf8BoQGqAQAB/wGbAaMBAAH/AZwBpAEAAf8BogGnATEB/yAAA4IB/wOH
|
||||
Af8DjAH/A4MB/wNSAf8DQgH/KAAB3QFRAS8B/wHeAYABNQH/Ad8BgQE7Af8B3QFSATAB/wHaAUYBIQH/
|
||||
AdIBOQETAf8pAAGVAQAB/wEAAZkBAAH/AQABnAEAAf8BAAGWAQAB/wEAAY0BAAH/AQABgQEAAf8oAAG2
|
||||
Ab8BAAH/AboBxAEAAf8BvgHIAQAB/wG3AcABAAH/AawBtQEAAf8BmwGjAQAB//8AFQABQgFNAT4HAAE+
|
||||
AwABKAMAAUADAAFgAwABAQEAAQEGAAEDFgAD/4EACP8B+AEfAfgBHwH4AR8B+AEfAeABBwHgAQcB4AEH
|
||||
AeABBwHAAQMBwAEDAcABAwHAAQMBwAEDAcABAwHAAQMBwAEDAYABAQGAAQEBgAEBAYABAQGAAQEBgAEB
|
||||
AYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEB
|
||||
AYABAQGAAQEBgAEBAYABAQGAAQEBwAEDAcABAwHAAQMBwAEDAcABAwHAAQMBwAEDAcABAwHgAQcB4AEH
|
||||
AeABBwHgAQcB+AEfAfgBHwH4AR8B+AEfEP8B+AEfAfgBHwH4AR8B+AEfAeABBwHgAQcB4AEHAeABBwHA
|
||||
AQMBwAEDAcABAwHAAQMBwAEDAcABAwHAAQMBwAEDAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGA
|
||||
AQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGgAQEBgAEBAYABAQGA
|
||||
AQEBsAEBAcABAwHAAQMBwAEDAfABAwHAAQMBwAEDAcABAwHQAQMB4AEHAeABBwHgAQcB/gEHAfgBHwH4
|
||||
AR8B+AEfAfgBHxD/AfgBHwH4AR8B+AEfAfgBHwHgAQcB4AEHAeABBwHgAQcBwAEDAcABAwHAAQMBwAED
|
||||
AcABAwHAAQMBwAEDAcABAwGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEB
|
||||
AYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQHAAQMBwAED
|
||||
AcABAwHAAQMBwAEDAcABAwHAAQMBwAEDAeABBwHgAQcB4AEHAeABBwH4AR8B+AEfAfgBHwH4AR8Q/wH4
|
||||
AR8B+AEfAfgBHwH4AR8B4AEHAeABBwHgAQcB4AEHAcABAwHAAQMBwAEDAcABAwHAAQMBwAEDAcABAwHA
|
||||
AQMBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGA
|
||||
AQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBwAEDAcABAwHAAQMBwAEDAcABAwHA
|
||||
AQMBwAEDAcABAwHgAQcB4AEHAeABBwHgAQcB+AEfAfgBHwH4AR8B+AEfEP8B+AEfAfgBHwH4AR8B+AEf
|
||||
AeABBwHgAQcB4AEHAeABBwHAAQMBwAEDAcABAwHAAQMBwAEDAcABAwHAAQMBwAEDAYABAQGAAQEBgAEB
|
||||
AYABAQGAAQEBgAEBAcABAwHAAQMBwAEDAcABAwHAAQMBwAEDAcABAwHAAQMB4AEHAeABBwHgAQcB4AEH
|
||||
AfgBHwH4AR8B+AEfAfgBHxD/AfgBHwH4AR8B+AEfAfgBHwHgAQcB4AEHAeABBwHgAQcBwAEDAcABAwHA
|
||||
AQMBwAEDAcABAwHAAQMBwAEDAcABAwGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGA
|
||||
AQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBoAEBAYABAQGAAQEBgAEBAbABAQHA
|
||||
AQMBwAEDAcABAwHwAQMBwAEDAcABAwHAAQMB0AEDAeABBwHgAQcB4AEHAf4BBwH4AR8B+AEfAfgBHwH4
|
||||
AR8Q/wH4AR8B+AEfAfgBHwH4AR8B4AEHAeABBwHgAQcB4AEHAcABAwHAAQMBwAEDAcABAwHAAQMBwAED
|
||||
AcABAwHAAQMBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEB
|
||||
AYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBwAEDAcABAwHAAQMBwAED
|
||||
AcABAwHAAQMBwAEDAcABAwHgAQcB4AEHAeABBwHgAQcB+AEfAfgBHwH4AR8B+AEfEP8B+AEfAfgBHwH4
|
||||
AR8B+AEfAeABBwHgAQcB4AEHAeABBwHAAQMBwAEDAcABAwHAAQMBwAEDAcABAwHAAQMBwAEDAYABAQGA
|
||||
AQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGA
|
||||
AQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAcABAwHAAQMBwAEDAcABAwHAAQMBwAEDAcABAwHA
|
||||
AQMB4AEHAeABBwHgAQcB4AEHAfgBHwH4AR8B+AEfAfgBHxD/AfgBHwH4AR8B+AEfAfgBHwHgAQcB4AEH
|
||||
AeABBwHgAQcBwAEDAcABAwHAAQMBwAEDAcABAwHAAQMBwAEDAcABAwGAAQEBgAEBAYABAQGAAQEBgAEB
|
||||
AYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAYABAQGAAQEBgAEB
|
||||
AYABAQGAAQEBgAEBAYABAQGAAQEBgAEBAcABAwHAAQMBwAEDAcABAwHAAQMBwAEDAcABAwHAAQMB4AEH
|
||||
AeABBwHgAQcB4AEHAfgBHwH4AR8B+AEfAfgBHwj/Cw==
|
||||
AYABAQGAAQEBgAEBAYABAQHAAQMBwAEDAcABAwHAAQMBwAEDAcABAwHAAQMBwAEDAeABBwHgAQcB4AEH
|
||||
AeABBwH4AR8B+AEfAfgBHwH4AR8I/ws=
|
||||
</value>
|
||||
</data>
|
||||
<metadata name="updatetimer.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
|
||||
|
|
|
@ -1479,17 +1479,16 @@ namespace CodeImp.DoomBuilder.Data
|
|||
//read our new shiny ClassNames for default game things
|
||||
foreach (KeyValuePair<int, ThingTypeInfo> ti in things)
|
||||
{
|
||||
if (ti.Value.ClassName != null)
|
||||
actors.Add(ti.Value.ClassName, ti.Key);
|
||||
if (!string.IsNullOrEmpty(ti.Value.ClassName))
|
||||
actors.Add(ti.Value.ClassName.ToLowerInvariant(), ti.Key);
|
||||
}
|
||||
|
||||
//and for actors defined in DECORATE
|
||||
ICollection<ActorStructure> ac = decorate.Actors;
|
||||
foreach (ActorStructure actor in ac)
|
||||
{
|
||||
string className = actor.ClassName.ToLower();
|
||||
if (!actors.ContainsKey(className))
|
||||
actors.Add(className, actor.DoomEdNum);
|
||||
string classname = actor.ClassName.ToLowerInvariant();
|
||||
if (!actors.ContainsKey(classname)) actors.Add(classname, actor.DoomEdNum);
|
||||
}
|
||||
|
||||
if (actors.Count == 0)
|
||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 229 KiB After Width: | Height: | Size: 241 KiB |
|
@ -37,21 +37,21 @@ namespace CodeImp.DoomBuilder.ZDoom
|
|||
#region ================== Variables
|
||||
|
||||
// Declaration
|
||||
private string classname;
|
||||
private string inheritclass;
|
||||
private string replaceclass;
|
||||
private int doomednum = -1;
|
||||
private readonly string classname;
|
||||
private readonly string inheritclass;
|
||||
private readonly string replaceclass;
|
||||
private readonly int doomednum = -1;
|
||||
|
||||
// Inheriting
|
||||
private ActorStructure baseclass;
|
||||
private bool skipsuper;
|
||||
private readonly bool skipsuper;
|
||||
|
||||
// Flags
|
||||
private Dictionary<string, bool> flags;
|
||||
|
||||
// Properties
|
||||
private Dictionary<string, List<string>> props;
|
||||
private List<string> userVars; //mxd
|
||||
private readonly List<string> userVars; //mxd
|
||||
|
||||
// States
|
||||
private Dictionary<string, StateStructure> states;
|
||||
|
@ -382,15 +382,15 @@ namespace CodeImp.DoomBuilder.ZDoom
|
|||
}
|
||||
|
||||
//mxd. Check if baseclass is valid
|
||||
if(inheritclass != "actor" && doomednum > -1 && baseclass == null)
|
||||
if(inheritclass.ToLowerInvariant() != "actor" && doomednum > -1 && baseclass == null)
|
||||
{
|
||||
//check if this class inherits from a class defined in game configuration
|
||||
Dictionary<int, ThingTypeInfo> things = General.Map.Config.GetThingTypes();
|
||||
inheritclass = inheritclass.ToLowerInvariant();
|
||||
string inheritclasscheck = inheritclass.ToLowerInvariant();
|
||||
|
||||
foreach(KeyValuePair<int, ThingTypeInfo> ti in things)
|
||||
{
|
||||
if(ti.Value.ClassName == inheritclass)
|
||||
if(!string.IsNullOrEmpty(ti.Value.ClassName) && ti.Value.ClassName.ToLowerInvariant() == inheritclasscheck)
|
||||
{
|
||||
//states
|
||||
if(states.Count == 0 && !string.IsNullOrEmpty(ti.Value.Sprite))
|
||||
|
|
|
@ -239,10 +239,7 @@ namespace CodeImp.DoomBuilder.ZDoom
|
|||
internal ActorStructure GetArchivedActorByName(string name)
|
||||
{
|
||||
name = name.ToLowerInvariant();
|
||||
if(archivedactors.ContainsKey(name))
|
||||
return archivedactors[name];
|
||||
else
|
||||
return null;
|
||||
return (archivedactors.ContainsKey(name) ? archivedactors[name] : null);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
|
|
@ -7,11 +7,14 @@ using CodeImp.DoomBuilder.GZBuilder.Tools;
|
|||
using CodeImp.DoomBuilder.Geometry;
|
||||
using CodeImp.DoomBuilder.Map;
|
||||
using CodeImp.DoomBuilder.VisualModes;
|
||||
using CodeImp.DoomBuilder.Windows;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace CodeImp.DoomBuilder.BuilderModes
|
||||
{
|
||||
#region ================== Structs
|
||||
|
||||
// A struct, which contains information about visual sides connected to start and end of given visual side
|
||||
internal class SortedVisualSide
|
||||
{
|
||||
|
@ -103,7 +106,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
Side.OnTextureFit(options);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
internal static class BuilderModesTools
|
||||
{
|
||||
#region ================== Sidedef
|
||||
|
@ -359,5 +364,95 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Things
|
||||
|
||||
internal static float GetHigherThingZ(SectorData sd, Vector3D pos, float thingheight, bool absolute, bool hangs)
|
||||
{
|
||||
if(absolute && hangs)
|
||||
{
|
||||
General.Interface.DisplayStatus(StatusType.Warning, "Sorry, can't have both 'absolute' and 'hangs' flags...");
|
||||
return pos.z;
|
||||
}
|
||||
|
||||
float fz = (absolute ? 0 : sd.Floor.plane.GetZ(pos));
|
||||
float cz = sd.Ceiling.plane.GetZ(pos);
|
||||
|
||||
if(hangs)
|
||||
{
|
||||
// Transform to floor-aligned position
|
||||
Vector3D floorpos = new Vector3D(pos, (cz - fz) - pos.z - thingheight);
|
||||
|
||||
// Unlike sd.ExtraFloors, these are sorted by height
|
||||
foreach (SectorLevel level in sd.LightLevels)
|
||||
{
|
||||
if(level.type == SectorLevelType.Light) continue; // Skip lights
|
||||
float z = level.plane.GetZ(floorpos) - fz;
|
||||
if(level.type == SectorLevelType.Ceiling) z -= thingheight;
|
||||
if(z > floorpos.z) return cz - fz - z - thingheight; // Transform back to ceiling-aligned position
|
||||
}
|
||||
|
||||
return 0; // Align to real ceiling
|
||||
}
|
||||
else
|
||||
{
|
||||
// Unlike sd.ExtraFloors, these are sorted by height
|
||||
foreach(SectorLevel level in sd.LightLevels)
|
||||
{
|
||||
if(level.type == SectorLevelType.Light) continue; // Skip lights
|
||||
float z = level.plane.GetZ(pos) - fz;
|
||||
if(level.type == SectorLevelType.Ceiling) z -= thingheight;
|
||||
if(z > pos.z) return z;
|
||||
}
|
||||
|
||||
return cz - fz - thingheight; // Align to real ceiling
|
||||
}
|
||||
}
|
||||
|
||||
internal static float GetLowerThingZ(SectorData sd, Vector3D pos, float thingheight, bool absolute, bool hangs)
|
||||
{
|
||||
if(absolute && hangs)
|
||||
{
|
||||
General.Interface.DisplayStatus(StatusType.Warning, "Sorry, can't have both 'absolute' and 'hangs' flags...");
|
||||
return pos.z;
|
||||
}
|
||||
|
||||
float fz = (absolute ? 0 : sd.Floor.plane.GetZ(pos));
|
||||
float cz = sd.Ceiling.plane.GetZ(pos);
|
||||
|
||||
if(hangs)
|
||||
{
|
||||
// Transform to floor-aligned position
|
||||
Vector3D floorpos = new Vector3D(pos, (cz - fz) - pos.z - thingheight);
|
||||
|
||||
// Unlike sd.ExtraFloors, these are sorted by height
|
||||
for(int i = sd.LightLevels.Count - 1; i > -1; i--)
|
||||
{
|
||||
SectorLevel level = sd.LightLevels[i];
|
||||
if(level.type == SectorLevelType.Light) continue; // Skip lights
|
||||
float z = level.plane.GetZ(floorpos) - fz;
|
||||
if(level.type == SectorLevelType.Ceiling) z -= thingheight;
|
||||
if(z < floorpos.z) return cz - fz - z - thingheight; // Transform back to ceiling-aligned position
|
||||
}
|
||||
|
||||
return cz - fz - thingheight; // Align to real floor
|
||||
}
|
||||
else
|
||||
{
|
||||
// Unlike sd.ExtraFloors, these are sorted by height
|
||||
for(int i = sd.LightLevels.Count - 1; i > -1; i--)
|
||||
{
|
||||
SectorLevel level = sd.LightLevels[i];
|
||||
if(level.type == SectorLevelType.Light) continue; // Skip lights
|
||||
float z = level.plane.GetZ(pos) - fz;
|
||||
if(level.type == SectorLevelType.Ceiling) z -= thingheight;
|
||||
if(z < pos.z) return z;
|
||||
}
|
||||
|
||||
return (absolute ? sd.Floor.plane.GetZ(pos) : 0); // Align to real floor
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
|
@ -441,7 +441,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
this.pointAtCursorItem.Name = "pointAtCursorItem";
|
||||
this.pointAtCursorItem.Size = new System.Drawing.Size(245, 22);
|
||||
this.pointAtCursorItem.Tag = "thinglookatcursor";
|
||||
this.pointAtCursorItem.Text = "&Point at Cursor";
|
||||
this.pointAtCursorItem.Text = "&Point to Cursor";
|
||||
this.pointAtCursorItem.Click += new System.EventHandler(this.InvokeTaggedAction);
|
||||
//
|
||||
// toolStripSeparator6
|
||||
|
|
|
@ -426,7 +426,7 @@ thingaligntowall
|
|||
//mxd
|
||||
thinglookatcursor
|
||||
{
|
||||
title = "Point Thing to cursor";
|
||||
title = "Point Thing to Cursor";
|
||||
category = "things";
|
||||
description = "Points selected things to cursor position. Hold Ctrl to point away from cursor.";
|
||||
allowkeys = true;
|
||||
|
@ -625,7 +625,7 @@ lowersectortonearest
|
|||
{
|
||||
title = "Lower Floor/Ceiling to adjacent sector";
|
||||
category = "visual";
|
||||
description = "Lowers the targeted or selected floors/ceilings to match the height of adjacent sector. Hold Ctrl to lower to lowest surface in selection. Also drops selected things to floor.";
|
||||
description = "Lowers the targeted or selected floors/ceilings to match the height of adjacent sector. Hold Ctrl to lower to lowest surface in selection. Also drops targeted or selected things to the nearest floor or ceiling.";
|
||||
allowkeys = true;
|
||||
allowmouse = true;
|
||||
allowscroll = true;
|
||||
|
@ -638,7 +638,7 @@ raisesectortonearest
|
|||
{
|
||||
title = "Raise Floor/Ceiling to adjacent sector";
|
||||
category = "visual";
|
||||
description = "Raises the targeted or selected floors/ceilings to match the height of adjacent sector. Hold Ctrl to raise to highest surface in selection. Also aligns selected things to ceiling.";
|
||||
description = "Raises the targeted or selected floors/ceilings to match the height of adjacent sector. Hold Ctrl to raise to highest surface in selection. Also raises targeted or selected things to the nearest ceiling or floor.";
|
||||
allowkeys = true;
|
||||
allowmouse = true;
|
||||
allowscroll = true;
|
||||
|
|
|
@ -2160,26 +2160,14 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
}
|
||||
}
|
||||
|
||||
//and things. Just align them to ceiling
|
||||
// Change things heights. Align to higher 3d floor or actual ceiling.
|
||||
if(General.Map.FormatInterface.HasThingHeight)
|
||||
{
|
||||
foreach(BaseVisualThing vt in things)
|
||||
{
|
||||
if(vt.Thing.Sector == null) continue;
|
||||
|
||||
if(vt.Info.AbsoluteZ)
|
||||
{
|
||||
SectorData sd = GetSectorData(vt.Thing.Sector);
|
||||
vt.OnMove(new Vector3D(vt.Thing.Position, sd.Ceiling.plane.GetZ(vt.Thing.Position) - vt.Info.Height));
|
||||
}
|
||||
else if(vt.Info.Hangs)
|
||||
{
|
||||
vt.OnMove(new Vector3D(vt.Thing.Position, 0));
|
||||
}
|
||||
else
|
||||
{
|
||||
vt.OnMove(new Vector3D(vt.Thing.Position, vt.Thing.Sector.CeilHeight - vt.Thing.Sector.FloorHeight - vt.Info.Height));
|
||||
}
|
||||
SectorData sd = GetSectorData(vt.Thing.Sector);
|
||||
vt.OnMove(new Vector3D(vt.Thing.Position, BuilderModesTools.GetHigherThingZ(sd, vt.Thing.Position, vt.Info.Height, vt.Info.AbsoluteZ, vt.Info.Hangs)));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2384,26 +2372,14 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
}
|
||||
}
|
||||
|
||||
//process things. Just drop them to ground
|
||||
// Change things height. Drop to lower 3d floor or to actual sector's floor.
|
||||
if(General.Map.FormatInterface.HasThingHeight)
|
||||
{
|
||||
foreach(BaseVisualThing vt in things)
|
||||
{
|
||||
if(vt.Thing.Sector == null) continue;
|
||||
|
||||
if(vt.Info.AbsoluteZ)
|
||||
{
|
||||
SectorData sd = GetSectorData(vt.Thing.Sector);
|
||||
vt.OnMove(new Vector3D(vt.Thing.Position, sd.Floor.plane.GetZ(vt.Thing.Position)));
|
||||
}
|
||||
else if(vt.Info.Hangs)
|
||||
{
|
||||
vt.OnMove(new Vector3D(vt.Thing.Position, vt.Thing.Sector.CeilHeight - vt.Thing.Sector.FloorHeight - vt.Info.Height));
|
||||
}
|
||||
else
|
||||
{
|
||||
vt.OnMove(new Vector3D(vt.Thing.Position, 0));
|
||||
}
|
||||
SectorData sd = GetSectorData(vt.Thing.Sector);
|
||||
vt.OnMove(new Vector3D(vt.Thing.Position, BuilderModesTools.GetLowerThingZ(sd, vt.Thing.Position, vt.Info.Height, vt.Info.AbsoluteZ, vt.Info.Hangs)));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue