Relative mode is set to false by default.
Limits of Brightness slider were set after setting it's value, so values greater than 100 were set to 100.
Fixed a bug when a plugin tried to access 3d-floor-specific stuff of walls, which weren't part of 3d-floor.
Color Picker plugin: added float representation of current color (like 1.0 0.54 0.29). Should make editing of GLDEFS light definitions easier.
Fixed: inability to change 3d-floor height when control sector is too far away (further than current View distance).
Fixed: "Frame" property wasn't red by MODELDEF parser.
Fixed: PK3 archives are no longer locked when GZDB is running, so you can change their contents without closing the editor.
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.
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.
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.
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).
Things can now be cut, copied and pasted in Visual modes.
Sector geometry was not updated properly after Undo/Redo in GZDoom Visual mode.
Fixed an error when user selects multiple things and attempts to view their properties in Doom map format.
Added Decorate and Modeldef syntax hilighting, autocompletion and item recognition to Script editor.
Script Editor can now autodetect several script types when you open them (currently ACS, Decorate and Modeldef scripts are recognized).
Tag Explorer: fixed a bug when Tag Explorer update can block keyboard keys release detection logic.
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.
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).
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.
Finished Tag Explorer plugin.
Added "ZDBSP - UDMF Normal (no reject)", "ZDBSP - UDMF Normal (zero reject)" and "ZDBSP - Compress nodes (UDMF)" nodebuilder configurations.
Added drawing modes to Mode menu, so they are much easier to spot now.
Warnings notify panel blinks much more noticeable when there are warnings.
UDMF Controls plugin:
3D-floor surfaces can be edited now.
Relative mode is now enabled by default.
Scale control now works properly in relative mode.
Angle control's angle indicator in now drawn properly when value is changed using numeric control.
Fixed a crash when GZDoom Builder tried to load game-specific GLDEFS lump for unknown game.
Fixed a typo in "Hexen_things.sfg".
Updated to Doom Builder 2 SVN rev. 1564:
- Improved stuck thing error checker: now takes vertical position of things into account (where applicable).
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.
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.
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.
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.
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.
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.
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).
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.
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).
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 -resource command line parameter to specify additional resources for the WAD file loaded from command line (see cmdargs.txt for more information!)
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.