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.
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.
- Fixed a problem where dragging geometry and things onto the window title bar locked up DB2
- Fixed a problem with wrong texture offsets of hi-res textures
- Camera offsets in Visual Modes now changeable in Game Configurations (default is Doom's camera position)
@ Some other stuff dealing with the new dockers I forgot what it's for.
- Added HighlightedObject property to the EditMode class, the object returned depends on the editing mode and the current highlight
- Exposed several properties in the ClassicMode class
- 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