Fixed: PairedFloatControl had incorrect initial link icon.
Internal, AngleControl: rewritten AngleChanged event so it behaves like the rest of custom events.
Updated GZDB icon.
Fixed, Fit Textures action: vertical texture offset of a middle part of double-sided linedef with "Lower unpegged" flag was calculated incorrectly.
Fixed, Fit Textures action: texture offsets were calculated incorrectly when using the action on several groups of connected walls at once with "Fit across connected surfaces" enabled.
Fixed, Visual mode: middle parts of double-sided linedefs were not rendered when ScaleY was negative.
Updated ZDoom_DECORATE.cfg.
Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions.
Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases.
Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset.
Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls.
Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations.
Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name.
Nodebuilders: GL nodes were not properly handled by the editor.
Main Window: the window is now moved into the view when stored position is ouside of screen bounds.
Classic and Visual modes: changing thing pitch was ignored in some cases.
Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing.
Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing.
Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic.
Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way.
Configurations: fixed an infinite loop crash when a file was trying to include() itself.
UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these).
ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog.
ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog.
Updated ZDoom ACC.
Updated documentation.
Import Wavefront .obj as Terrain mode: floor height of each created sector is now set to the average height of an .obj polygon it was created from.
Import Wavefront .obj as Terrain Settings window: added "Use slopes" checkbox. When enabled, the mode will create slopes using vertex height offsets (UDMF) or Floor Vertex Height things (1504).
Fixed, Visual Mode: things were rendered at wrong height after using "Lower/Raise Height" actions in sectors with sloped floor (or ceiling for ceiling-aligned things)
Fixed: info panel was not updated after switching to another Edit Mode.
Fixed, Texture Browser Form: well, I broke "Tab" key functionality again (in previous commit)...
Maintenance: changed curly braces style to match DB2 one (hopefully not breaking anything in the process...).
Maintenance: changed private method names casing to match DB2 one.
Open Map in Current WAD: resources are now reloaded when current and target map's resources don't match.
Added some boilerplate to UniversalParser and PK3FileImage.
Internal: ImageSelectorControl now has "UsePreviews" property.
Internal: added ConfigurablePictureBox.
Updated ZDoom_DECORATE.cfg.
"Find Any Texture or Flat", "Find Sector Flat" and "Find Sidedef Texture" options now support "*" (match any number of characters) and "?" (match any single character) wildcards.
"Find Any Texture or Flat" is now available any game configuration (previously it was disabled when "MixTexturesFlats" game configuration option was disabled, now only "Replace" functionality is disabled).
"Find Thing Flags" and "Find Linedef Flags" can now replace flags.
Added "Find Sidedef Flags" and "Find Sector Flags" search options.
Fixed, Draw Grid mode: grid triangles are now aligned properly with previously drawn triangulated grids when using the same map grid size and "Lock slices to grid" and "Triangulate" options are enabled.
Fixed, Draw Grid mode: not all grid cells were drawn in some cases.
Fixed, Draw Grid mode: current grid size was not increased when "Lock slices to grid" was enabled and the start point was no longer on the map grid.
Changed, Draw Grid mode: snap to grid is now always enabled and snap to nearest is now always disabled when "Lock slices to grid" is enabled.
Changed, Draw Grid mode: when grid's width or height is 0 when accepting the mode, a segmented line is now drawn instead of just a line.
Consistency, Randomize Sectors form: persistent settings are now saved only when applying changes done in the form (e.g. in the same conditions as in Randomize Things / Vertices forms).
Fixed: Randomize Sectors, UDMF: vertex height changes were not undone properly after using the mode (I broke it in r2101).
Fixed: Randomize Sectors: floor/ceiling textures can not be used as lower/upper textures when "MixTexturesAndFlats" is disabled. In this case the corresponding option is now changed to "Use default texture".
Fixed, WavefrontExporter: floor and ceiling textures were not exported when using "classic" game configurations (ones with disabled "MixTexturesAndFlats" option). This should also fix incorrect flats on exported model when there are flats and textures with the same name.
Fixed, WavefrontExporter: 3d floors geometry and wall geometry around them was created incorrectly.
Fixed, WavefrontExporter: floor and ceiling textures of non-Vavoom 3d floors were swapped on exported geometry.
Added icons for "Save Screenshot" menu items.
Development: "Save Screenshot (active window)" action will work on a child Form only if it is inherited from DelayedForm.
Renamed "Toggle dynamic lights rendering" action to "Show dynamic lights".
Changed: "Show dynamic lights" action now toggles between available dynamic light rendering modes.
Renamed "Toggle models rendering" action to "Show models".
Changed: "Show models" action now toggles between available model rendering modes.
Removed "Toggle dynamic lights animation" and "Render selected/all models" actions.
Fixed, Randomize Sectors form: selection highlight was not updated after applying the changes when the form was shown in Sectors mode.
Consistency: selection is now cleared after applying changes done in Randomize Things and Randomize Vertices forms.
Fixed, Classic modes: sprites of things with attached models were not rendered when model rendering was disabled.
Updated documentation.
Visual mode: "Lower/Raise Floor/Ceiling" actions now work on surfaces with sector slopes.
Cosmetic: numeric textboxes, which support relative values, now have differently colored text and a tooltip.
Internal: renamed Sector.CeilingSlopeOffset to Sector.CeilSlopeOffset, Sector.CeilingSlope to Sector.CeilSlope to match their names with similar sector properties.
Map Analysis, internal: some ErrorCheckers and ErrorResult had inconsistent namespaces.
Thing Edit forms, internal: optimized missing flags check a bit.
Game Configurations: moved "thingflagscompare" from Game to Map format blocks. "Check stuck things" check now works properly in Doom/Boom game configurations.
Map Analysis: fixed a possible crash during "Check texture alignment" check.
Map Analysis: ResultStuckThingInLine now highlights both thing and line.
Map Analysis: ResultStuckThingInThing now highlights both things and allows to delete any of them.
Internal, Map Analysis: rewritten parts of "Check stuck things" class.
Internal, Map Analysis: changed the way processed stuff is stored in "Check texture alignment" class.
Internal: changed CurrentDomainOnUnhandledException, so ExceptionDialog with proper info shows up even if adding exception to the Event Log failed.
Internal: changed format, in which thingflagscompare info is stored.
Map Analysis form: error checks are now alphabetically sorted.
Map Analysis form: added "Toggle All" check box.
Internal: CheckboxArrayControl now has Sort() method.
More fixes in ZDoom_DECORATE.cfg
Fixed: Visual mode: "Select" action with "with the same textures" / "with the same height" modifiers (Shift/Ctrl + LMB) was not working properly when used on vavoom-type 3d floor sidedefs.
Fixed: Visual mode, UDMF, "Auto-align textures" actions: vertical texture offset was calculated incorrectly for vavoom-type 3d floors.
Visual mode: "Select" action with "with the same textures" modifier (Shift + LMB) now selects adjacent sidedefs only when their height intersects with the height of the current sidedef.
Visual mode: "Select" action with "with the same textures" modifier (Shift + LMB) was not selecting connected one-sided sidedefs when used on a sidedef without a texture.
Cosmetic: fixed a couple of action descriptions in BuilderModes' Actions.cfg.
Cosmetic: MainForm.UpdateToolStripSeparators was working incorrectly in some cases.
Cosmetic: ErrorChecksForm's title was not updated when no errors were found.
The editor will fail more gracefully when no D3D device is detected.
In some cases the editor was constantly checking D3D device availability when minimized.
Added more DX-related debug output (only in Debug builds).
Map Analysis mode: export to file command will now show "Save File" dialog instead of putting the file in the same folder as the map, also added some boilerplate.
Tag Explorer plugin: save to file command will now show "Save File" dialog instead of putting the file in the same folder as the map, also added some boilerplate.
Internal: reformatted GZCrash.log a bit.