Commit graph

394 commits

Author SHA1 Message Date
MaxED
c441c5640a Visual mode, UDMF: "nofakecontrast", "smoothlighting" and "lightabsolute" flags are now taken into account when calculating fake contrast/smooth lighting brightness values for walls. 2013-11-20 14:59:31 +00:00
MaxED
7a2aafbb6b Visual mode, UDMF: we shouldn't render fade when sector brightness is 248 or higher.
Plugins: fixed a crash caused by inability to find referenced assembly when loading a plugin, which depends on other plugin(s).
Undo-redo, UDMF: undo information was not created properly for several types of UDMF fields for the last map element in the selection when the selection contained more that 1 element.
Updated documentation.

Maintenance stuff:
Core/Plugins/Plug: made current display location and size information properly available to plugins.
Made Core/Controls/ColorControl available to be used by plugins.
2013-11-20 13:29:41 +00:00
MaxED
ed75933d60 Sectors mode: sector tags are now shown on top of unselected sectors (works only if "View Selection Numbering" option is enabled).
Some cosmetic fixes here and there.
2013-09-13 14:54:43 +00:00
MaxED
fc57c3e331 Replaced massive amount of spaces with (massive amount of tabs / 4) 2013-09-11 09:47:53 +00:00
MaxED
ead2521451 Sectors mode, UDMF: Create Brightness Gradient action can now work in "Light" and "Fade" modes.
Visual mode: added support for "fogdensity" and "outsidefogdensity" MAPINFO properties.
Sector Info panel now shows the number of sector's sidedefs as well as light and fade colors (UDMF only).
UDMF: Sector and sidedef flags are now copied/pasted when using "Copy Properties" and "Paste Properties" actions.
Fixed: in some cases default texture overrides were used even when corresponding option was disabled.
Sector Edit form: light and fade values were not saved when a value was pasted/entered into text box.
Sector Edit form: "reset value" button was not shown for light and fade values when selected sectors had different light/fade colors.
Reverted Open Map form changes from previous commit (my assumption that map marker is always empty was not correct...)
Updated documentation.
2013-09-11 08:49:45 +00:00
MaxED
25c0f0dd1f Classic modes: missing floor/ceiling textures are now rendered using proper texture.
Sector Info panel: in soma cases texture size was shown for unknown/missing textures.
2013-08-26 11:09:37 +00:00
MaxED
a8aa277faa Classic modes: 3D floor indicators can be disabled in preferences (Preferences -> Appearance -> Mark 3D floors in classic modes).
Updated documentation.
2013-08-21 11:20:00 +00:00
MaxED
1e9a08fc96 Removed newly created sectors coloring (because it was more slow than helpful).
Some cosmetic changes in Linedef Edit form.
Link, Unlink and Reset icons can now be properly seen on dark backgrounds.
2013-08-14 09:02:37 +00:00
MaxED
724709e435 Visual mode: added "Look Through Selection" action (default key is "Y"). This action places visual camera at the same position as selected/highlighted thing and rotates it to match thing's angle. Special handling is available if targeted thing is AimingCamera, MovingCamera or SecurityCamera.
Script editor: pressing "F1" now opens keyword help instead of program manual.
Linedef edit form, Thing edit form: rewritten script support logic. It should now work in the same manner as the rest of controls.
Thing info panel: thing arguments now have proper labels.
Edit forms, UDMF: fields, which are handled by UI, are no longer shown in "Custom" tab.
Visual mode: fixed a crash when loading a model on a video card without Shader model 2.0 support.
Fixed incorrect argument number and changed most of labels in "Cameras and interpolation" section of zdoom_things.cfg.
2013-08-08 11:04:13 +00:00
MaxED
3890c4a7c8 Fixed a crash when reloading resources after removing a resource.
Visual mode: rendering was broken on video cards without Shader Model 2.0 support.
Engines list was not updated after changing engine in Test button's drop down.
2013-08-05 13:03:08 +00:00
MaxED
12d9e1b08f Fixed several crashes when trying to load not existing images and models from folder/pk3/pk7 resources. 2013-07-30 09:25:27 +00:00
MaxED
cf3d416967 Renderer now works much faster in 2D modes.
Textures now load up to 2x faster when "mix textures and flats" flag is set in game configuration.
TEXTUREx/TEXTURES: texture will now be created if at least one of it's patches is loaded.
Visual mode: fixed a crash when "Slope floor to here" (9500) or "Slope ceiling to here" (9501) things were not inside sector.
Fixed: flats were not loaded form wads inside Directory and PK3/PK7 resources.
Sector Info Panel, Linedef Info Panel: texture size was shown for unknown textures.
2013-07-29 08:50:50 +00:00
MaxED
bafb8ed511 UDMF: sidedef flags are now defined in game configuration instead of being hardcoded.
Texture scale controls now have "Link" button. 
Thing, Sector (UDMF) and Linedef edit forms now work in realtime mode.
Some more fixes in Edit form realtime update stuff.
Removed some unused variables and functions.
2013-07-19 15:30:58 +00:00
MaxED
f419db1518 DECORATE Scale actor property is now taken into account when rendering models.
Fixed several bugs in Engine selector dialog ("Game configurations -> Testing").
2013-06-14 11:40:18 +00:00
MaxED
640b874bd3 "Toggle Full Brightness" action now works in Classic modes. 2013-06-13 11:32:00 +00:00
MaxED
ae8780f4ea Classic Modes: added 3D floor indication (color can be changed in Preferences -> Appearance -> 3D Floors).
Sector_Set3dFloor action (160): added hi-tag/line ID check.
2013-05-20 10:43:34 +00:00
MaxED
e4751dfaf1 Visual Mode, UDMF, Visual Vertices: heights of vertices without z-offset was incorrect in some cases.
Visual Mode, UDMF, Visual Vertices: vertices without z-offset are now rendered using Vertex color (Preferences -> Appearance -> Vertices).
2013-05-02 11:03:16 +00:00
MaxED
8cf9e651cc Removed a metric ton of unused "using" directives from Core. 2013-04-11 11:04:16 +00:00
MaxED
8f47c316b9 Classic modes, UDMF: floor/ceiling texture offsets can now be locked in place while sector is dragged.
Fixed another bug in Tools.autoAlignTexturesOnSidesUDMF()
Replaced Math.PI-related equations with stuff from Angle2D class.
2013-04-11 09:27:16 +00:00
MaxED
46818663f3 Last used configuration is now selected when creating a new map.
Fixed a possible bug in Visual vertex handles rendering code.
2013-03-21 11:23:29 +00:00
MaxED
7f19cd3d62 Let's see if that fixes Vertex Handles rendering in Visual mode... 2013-03-20 10:25:32 +00:00
MaxED
591f92cce6 Moving to new SVN... 2013-03-18 13:52:27 +00:00
MaxED
436bc14a86 Line angle is now displayed when a line is drawn in Draw Geometry mode.
TranslucentLine (208) action's "additive" property values were inverted.
2012-11-11 21:52:08 +00:00
MaxED
5e52082409 Event lines are now shown for ActorMover.
Event lines for "event activators" (ActorMover, Camera and things with Thing_SetGoal special) are now drawn with different color.
Fixed a crash when a Thing with arguments is pasted in Visual modes.
Several other small fixes.
Fixed config error in ZDoom_things.cfg.
Fixed config error in ZDoom_ACS.cfg
2012-09-26 00:04:17 +00:00
MaxED
95702dbf48 Added event lines.
Added toolbar button to toggle event lines on and off.
2012-09-17 21:57:08 +00:00
MaxED
3beaade48e Order, in which patrol points and interpolation points are connected can now be shown in Things and Visual modes. 2012-09-17 15:41:18 +00:00
MaxED
59ade165e7 Vertex scale can now be set in Preferences (controls the size of vertex handles in 2D Modes). 2012-09-07 10:45:49 +00:00
MaxED
eb86ab60af GZDoom Builder 1.12d:
TEXTURES patches can now be loaded from anywhere inside resource.
Configs: things from "Cameras and Interpolation" and "Boom Items" categories weren't rendered in Visual modes.
Configs: several new icons are now used for things.
Reverted sectors rendering from 1.12b, because it was done in too hackish way and was causing more and more problems. Models rendered height is now 25% lower instead.
Models rendering height can be toggled between normal and 85% in Preferences->Appearance->"Scale models in Visual modes"
Fixed several small bugs here and there.
2012-08-10 12:08:08 +00:00
MaxED
508a3f2772 GZDoom Builder 1.12b:
Things can now be rotated in visual mode.
Added JPG and TGA image format support.
Fixed: TEXTURES files with names other than "textures.ext" will now be loaded (as an example, files named like "textures.something.txt" or "textures_walls.ccp" will be loaded by (G)ZDoom, but not by Doom Builder 2 or previous versions of GZDB).
Fixed: textures defined in TEXTURES have higher priority in (G)ZDoom than images with the same name in "textures" folder.
Fixed another possible crash when MODELDEF is reloaded.
2012-08-05 19:18:05 +00:00
MaxED
4ac5162714 Sectors height is now stretched 120% to match (G)ZDoom's way of rendering. 2012-07-31 17:17:53 +00:00
MaxED
2006cdc7bb GZDoom Builder 1.12a:
AngleOffset, PitchOffset and RollOffset MODELDEF properties are now supported.
Fixed a crash when editor tries to display a model for an actor without a valid sprite in Visual mode.
Fixed a possible crash when MODELDEF is reloaded from 2d-mode.
Fixed several things in Doom2_things.cfg.
UDMF Controls plugin:
Fixed several bugs in plugin's sliders logic.
2012-07-28 20:36:28 +00:00
MaxED
70ea0658ed GZDoom Builder 1.12:
GZDoom Builder now uses SharpCompress.dll instead of SharpZip.dll.
Added PK7 archive support.
PK3 archives now load aprox. 40% faster.
Textures browser now shows Folder/PK3/PK7 folder structure.
TextureBrowserForm is now used to display both Textures and Flats.
ACS scripts from #include and #import directives are now shown in Script name/number dropdowns.
Fixed several cases when ACS scripts lists used in Edit Thing and Edit Linedef forms wasn't updated when they should've (i.e. after compiling a script).
2012-07-23 21:28:23 +00:00
MaxED
8891395b3a Fixed incorrect dragging of floor/ceiling textures with "rotationfloor" / "rotationceiling" UDMF property set in GZDoom Visual Mode.
Replaced all doubles with floats.
Script Editor: 
Navigator drop-down now updates automatically.
Navigator drop-down now also works for external files.
Added Navigator drop-down support for Decorate and Modeldef.
2012-07-12 22:34:12 +00:00
MaxED
fb0db718a0 Removed some unused functions.
Tag Explorer: comments can now be edited properly.
2012-07-10 14:14:53 +00:00
MaxED
5cb573d938 GZDoom Builder 1.11:
Enhanced scripting workflow.
Thing and linedef arguments can now have default value in configuration files.
Fixed laggy visual camera movement on systems with big uptime.
Fixed incorrect alignment of Things with "hangs" flag in GZDoom Visual mode.
Fixed Editor crash when nodebuilder fails to build map. A window with error description will be shown instead.
Doom light levels were used even in maps in non-doom map format.

Tag Explorer plugin:
Elements list wasn't updated when map element was deleted.
Pugin wasn't disposed properly, which may led to Doom Builder 2 crash on map close.
Fixed plugin crash after opening another map.
Fixed unresponsive text entry in Filter text box.
Fixed plugin crash when Doom Builder can't determmine thing category ("UNKNOWN" category will be used instead).
2012-07-10 10:20:45 +00:00
MaxED
fcd29375c8 Things can now be moved, insterted and deleted in Visual modes.
"Place thing at cursor position" Action places Things much more precisely now.
2012-07-05 13:48:08 +00:00
MaxED
c86d92ce63 3d-floor's floor and ceiling can be dragged properly in GZDoom Visual mode.
Things with "hangs" flag are now aligned to ceiling properly in GZDoom Visual mode.
Things can now be added and deleted in GZDoom Visual mode.
Several fixes in Doom, Doom 2, Heretic and Hexen configs (based on Doom Builder 2 SVN 1553 and 1560)
Added "countsecret" thing UDMF flag to configs.

UDMF Controls plugin:
Scale of 3d-floor's sidedefs textures is now applied properly.
Translation of 3d-floor's sidedefs textures is now applied properly. 
Added "hidden" UDMF flag.

Tag Explorer plugin:
TreeView is now updated when thing is deleted.
Tag Explorer plugin is now compatible with Doom Builder 2.
2012-07-05 00:03:40 +00:00
MaxED
ea312a6e22 Started working on Tag Explorer plugin 2012-06-30 12:55:47 +00:00
MaxED
afb8c61f9e Added center of map indicator (rendered using Highlight color) 2012-06-28 21:19:32 +00:00
MaxED
998d1d7dde GZDoom Builder 1.08:
Added Bridge mode.
Documented all GZDoom Builder specific features.
Crash fix in 1.07e was not implemented properly...
2012-06-19 13:12:28 +00:00
MaxED
b1df216a29 GZDoom Builder 1.07d:
Added "Test Map from current position" action (default shortcut is Ctrl-F9), which lets you play the game from cursor position, if you are in 2D-Mode, and from camera location if you are in Visual Mode.
Added "Sync camera position between 2D and 3D modes" (found in Preferences -> Interface -> Options), which automatically centers 2D-mode on camera position when you leave Visual Mode, and places camera at cursor position when you toggle from 2D-mode to Visual Mode (unless you have Visual Mode camera thing in your map).
Several improvements in Draw Rectangle and Draw Ellipse modes: added info label with current bevel amount and subdivision level; bevel amount now applied properly when shape size is smaller than it.
2012-06-07 01:06:37 +00:00
MaxED
a9bc8f9e05 GZDoom Builder 1.07b:
Visplane Explorer plugin will show warning message instead of chashing if current map is not in Doom map format.
Fixed a crash when trying to undo sector creation in Visual Modes.
Fixed incorrect colors in Script Editor.
2012-06-03 15:13:22 +00:00
MaxED
a4abafc6fc Doom-style walls shading is now disabled for light levels 253 and above (as in GZDoom r1400)
Doom-style walls shading is now applied in Visual Mode
2012-06-02 20:25:46 +00:00
MaxED
20bb7fd119 GZDoom Builder 1.07
Updated to Doom Builder 2 SVN rev. 1549.
2012-06-01 19:53:14 +00:00
MaxED
16b97e1c83 Added GLDEFS and (Z)MAPINFO parsers.
Dynamic lights defined in GLDEFS are now rendered in Visual modes (currently only one light per Thing is supported).
Several values from (Z)MAPINFO are now used in Visual modes.
Added "Reload GLDEFS", "Reload (Z)MAPINFO" and "Reload MODELDEF" menu options (in "Tools" section).
MODELDEF parser now checks which model(s) is/are used in first frame.
Dynamic lights are now created with more meaningful default parameters.
Added errors and warnings indicator to main window.
2012-06-01 10:17:47 +00:00
MaxED
9b76183afd GZDoomBuilder 1.06c:
Fixed incorrect rendering of MD3 models with more than one MD3 Surface.
Fixed a bug introduced in 1.06b when models weren't rendered in Visual mode when Fullbright mode was on.
2012-05-25 11:21:54 +00:00
MaxED
6d7d8c286d GZDoomBuilder 1.06b:
Models with transparent textures are now rendered correctly.
Models with negative scale set in MODELDEF are now rendered correctly.
2012-05-22 22:56:42 +00:00
MaxED
3a0426cd7f GZDoomBuilder 1.06a:
MODELDEFs and models can now be loaded from PK3 resources (does anybody know if models or MODELDEFs can be stored in WADs?).
Negative scale and zOffset are now correctly parsed from MODELDEFs (model surfaces may be inverted though).
Fixed a crash while reading MODELDEFs when Operation System's decimal separator was set to comma.
Fixed a crash when user changed Thing type in Visual mode to a new one with model override, which wasn't previously used in a map.
Fixed a bug introduced in 1.06 when models weren't rendered in Visual mode when Fullbright mode was on.
Non-breaking space is now correctly handled by all Doom Builder's data parsers.
ColorPicker plugin:
Fixed a crash when user attempted to open ColorPicker window to edit sector properties in Visual mode, using hilighted surface as selection source, without selecting anything before doing so.
2012-05-21 23:51:32 +00:00
MaxED
9a72148ad1 GZDoomBuilder 1.06:
Fog rendering (including colored fog in maps in UDMF format).
Fixed lots of bugs in model loading and rendering.
Added "Toggle GZDoom Effects" button, which currently toggles dynamic lights, models and fog rendering.
Model loading process is more verbose now, so if something goes wrong, check Errors and Warnings window (F11) for details.
ColorPicker plugin:
You can now select surfaces in 3D-mode and then open Color Picker window to edit sector colors of sectors, to which these surfaces belong.
If nothing is selected, you can hilight a surface and then open Color Picker window to edit sector colors of sector, to which hilighted surface belongs.
If nothing is selected, you can hilight a Light Thing and then open Color Picker window to edit it's properties.
2012-05-20 00:56:59 +00:00
MaxED
14e6c959bd GZDoomBuilder 1.05a:
Fixed incorrect rendering of 3D-floors, masked and transparent surfaces introduced in 1.05...
Additive transparent surfaces aren't affected by dynamic lights now (because they aren't affected in GZDoom).
2012-05-13 20:51:41 +00:00
MaxED
36f391653a GZDoomBuilder 1.05:
Added Color Picker plugin
Point, Flicker and Pulse light animation should now look almost exactly as seen in GZDoom.
Fixed a bug when editing thing properties in Visual mode didn't update visual thing.
Fixed incorrect doom-style walls shading when sector has "lightcolor" property set.
Fixed "Index was outside the bounds of the array in CalculateNormalsAndShading()" error.
GZDoomBuilder will now show error message prior to failing.
2012-05-11 12:28:20 +00:00
MaxED
a9fd8d33b2 GZDoomBuilder 1.04:
Added "Dynamic light size" slider, which matches GZDoom's "Light size" option.
Added "Dynamic light intensity" slider, which matches GZDoom's "Light intensity" option.
Fixed Vavoom light rendering (was rendered as additive light, light radius was twise smaller than in GZDoom)
Fixed bug in light rendering introduced in v1.03 (light radius was set to -1 when switching from 2D to 3D mode).
2012-04-25 11:44:36 +00:00
MaxED
dcf899a3c4 GZDoomBuilder 1.03:
Increased dynamic lights rendering performance (currently I'm getting around 25 FPS in Spawn's MAP01 with 32 dynamic lights and rendering distance set to 3000, was getting 4-6 FPS in GZDoomBuilder 1.02).
Several fixes in animated lights rendering (secondary light radius can now be smaller than primary light radius, Pulse Light's maximum radius was rendered twise bigger than in GZDoom).
2012-04-23 21:35:48 +00:00
MaxED
2358b785a1 GZDoomBuilder 1.02
All dynamic light types are now rendered correctly.
Added Doom-style shading on walls (walls going from west to east are slightly darker than walls going from north to south)
Masked surfaces are now correctly lit by dynamic lights.
Fixed several bugs in models rendering.
2012-04-18 19:34:11 +00:00
MaxED
72024341bf 2012-04-17 19:13:47 +00:00
codeimp
03a57f3284 Fixed thing angles so that any value in the −32768..32767 range can be entered. Also fixed the thing angle in the info panel accordingly and optimized the rendering slightly. 2010-10-05 08:31:27 +00:00
codeimp
59df505df6 Improved texture filtering in Visual Mode. When filtering is Off, it interpolates the mipmaps to reduce the banding effect on walls/floors. With filtering On, it now uses anisotropic filtering up to level 8. (you can change the anisotropy level by editing the 'filteranisotropy' value in the program configuration) 2010-10-03 11:51:38 +00:00
codeimp
4b0c30cad2 Fixed an issue that caused a map to be 'changed' just by going into Visual Mode.
@ work on (G)ZDoom Editing plugin
2010-09-09 15:12:31 +00:00
codeimp
89bf322a74 Fixed crash when sectors with lots of sidedefs are created or loaded 2010-08-26 21:47:25 +00:00
codeimp
603cdbf042 Added some functionality for plugins that want to render in other editing modes 2010-08-22 12:09:32 +00:00
codeimp
8625573ca2 @ Removed some console output code that was used for testing
@ Gave the ThingTypeInfo a string representation (ToString)
2010-08-18 08:52:18 +00:00
codeimp
a8322b7d45 @ Fixed a bug in the new way the Things are rendered
Removed code that crashed the script editor and I had no better solution (it was unused code anyway)
2010-08-16 17:53:28 +00:00
codeimp
8ffd94af92 Change the way Things are rendered in classic modes (now use a small, constant amount of video memory instead of linear amount) 2010-08-16 13:31:53 +00:00
codeimp
32d42e7e56 Fixed slowdown when loading a map with unknown flats (and some other small performance optimizations) 2010-08-14 09:30:54 +00:00
boris_i
aa34d0605e Fixed a bug that allowed to place vertices and things outside the map format grid boundaries 2010-08-13 18:32:21 +00:00
codeimp
d2ed251dc9 @ woops, this should not use the LockFlags.NoOverwrite flag because it will overwrite things! 2010-08-01 18:28:39 +00:00
codeimp
704a7a120a @ UnlockBuffers() added to Sector.UpdateCache() and some additional vertex buffer usage flag changes. Also added a note that some DirectX warnings can't easily be fixed, so we'll live with that (they are harmless, just not nice to see). 2010-08-01 16:02:00 +00:00
codeimp
83bfd9935c Fixed DirectX surface buffer creation parameters (thanks tom_seddon) 2010-08-01 12:56:40 +00:00
codeimp
35268f8e3c @ exported Hermite spline functions for use by plugins 2010-01-30 20:46:51 +00:00
codeimp
1d053a5e2b @ Renamed GetMapCoordinates function to DisplayToMap and added MapToDisplay function
@ Exposed the RenderTargetDisplay to plugins
2009-08-21 14:11:18 +00:00
codeimp
578259fe67 @ Forgot to expose RenderRectangleFilled to plugins. Added now. 2009-08-02 21:47:44 +00:00
codeimp
403c57a746 @ Added RenderRectangleFilled overload that allows using a texture 2009-08-02 18:48:38 +00:00
codeimp
696b067095 @ modified constructor usage of ResourceImage class for more versatile use 2009-08-02 18:21:53 +00:00
codeimp
d593294304 Simulate Doom brightness levels in Classic modes as well (now optional in game configs) 2009-07-12 09:58:05 +00:00
codeimp
6bcc670676 - Added feature to toggle target highlight color on/off in Visual Mode.
- Highlight and selection colors are now hidden while dragging textures.
2009-07-07 14:52:39 +00:00
codeimp
f1c2e1e0a8 Fixed some problems with walls not updating correctly on undo/redo in Visual Mode 2009-07-04 10:06:35 +00:00
codeimp
442bf3c278 @ commented out a piece of code that was for testing only
Fixed a bug that crashes the SurfaceManager sometimes
2009-06-19 07:53:39 +00:00
codeimp
0a10e5bfef Fixed a crash when minimizing during resources loading 2009-06-16 17:29:00 +00:00
codeimp
f5b661216b - Better handling of missing UDMF TEXTMAP fields (Error now includes the element and index at which the field is missing and will not abort loading. Instead it will use a default value.)
- UDMF TEXTMAP now contains the indices of elements as comment next to the structure header.
- Thing cages in Visual Mode now also get the selection and highlight color so that a selection and highlight on things without sprite can also be seen.
2009-06-15 21:58:34 +00:00
codeimp
55e640b6e1 - Progressive undo/redo system (much faster and up to 1000 undo/redo levels) Please note that several plugin functions and properties have changed.
- Some small optimizations in the classic 2D rendering (cached linedef flags, reduced some unneeded redrawing)
2009-06-11 21:21:20 +00:00
codeimp
45ad5f5943 @ major change in the way sector surfaces are allocated and rendered for optimization
@ white texture has been moved to the DataManager and is now also available to plugins
2009-06-04 20:21:31 +00:00
codeimp
542d68370d Fixed a rendering issue when resizing the main window 2009-05-14 19:23:27 +00:00
codeimp
2fd192479d Possible fixed for alleged crash on rendering reset (after testing) 2009-05-14 18:50:08 +00:00
codeimp
16dfffb068 Added support for Boom colormaps 2009-05-12 09:50:08 +00:00
codeimp
abfb16c35d Fixed a bug with sector highlighting in Visual Mode (occurred when a sector contains lines that have the same sector on both sides) 2009-05-06 07:26:12 +00:00
codeimp
31d742a073 - Decreased intensity of the selection in visual mode
- Fixed a crash in UDMF custom fields editor
2009-05-05 21:13:50 +00:00
codeimp
0cbdc0209c - Changed a lot of things in the setup installer
- Changed the menu and status bar color to Tan instead of Blue for the default XP theme
- Fixed a crash after a warning when Direct3D could not be started
2009-05-04 16:07:14 +00:00
codeimp
f594a67f5b - Fixed an error message when Direct3D cannot be started
@ Removed debug setup installer and updated a message in the release installer
2009-05-04 07:46:44 +00:00
codeimp
b5491b4b08 - Fixed some visual mode editing bugs
- Fixed highlight and selection in visual mode when shader model 2.0 is not available
- Added option to turn off glow animation of highlight and selection in visual mode
2009-05-04 06:13:56 +00:00
codeimp
d3c87b2a71 - Pixel Shader model 2.0 is now always used when available (regardless of High Quality Display option)
- Edit Selection mode now updates surface geometry when drag is released
2009-05-03 20:21:52 +00:00
codeimp
6f5f441ea6 @ Removed redundant ApplySettings() on shader used in visual mode RenderSinglePass() 2009-05-03 20:05:08 +00:00
codeimp
ad05a43ade @ work in progress (do not use this revision for building/testing) 2009-05-01 20:31:17 +00:00
codeimp
69c6dd8d03 Fixed some sprite texture errors in Visual Mode 2009-04-26 20:20:40 +00:00
codeimp
7e7f24e965 @ re-added source code with new directory structure 2009-04-19 18:07:22 +00:00