Commit graph

175 commits

Author SHA1 Message Date
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
603cdbf042 Added some functionality for plugins that want to render in other editing modes 2010-08-22 12:09:32 +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
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
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
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
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