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.
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).
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.
Added two new type handlers that can be used in UDMF ('Thing Type' and 'Thing Class')
Polished the browse icons and browse buttons.
Added more events for plugins to intercept.
- 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
- 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