Location and active tab of all Edit Forms are now stored while GZDB is running.
Focus management between editing window and the rest of the interface should work better now.
Tag Explorer plugin: editing window was not updated properly when Edit forms were opened from Tag Explorer.
Tag Explorer plugin, UDMF: comment editing was incorrectly initialized in some cases.
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.
Snap Map Elements to Grid mode now works much faster and shows a message when completed.
Forced default textures are now only used in drawing modes.
Exception Dialog: long error descriptions were breaking window layout.
Map will no longer be shown in Open Map form if unrelated data is encountered inside of map namespace.
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.
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.
Visual mode: Info/Warning/Error status messages were not displayed properly when nothing was selected.
Sector Edit form, UDMF: Reset and Link buttons were overlapped in Floor/Ceiling scale controls.
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.
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.
Tag Statistics form: you can now double click on Sectors, Linedefs or Things cell to select them, and right click to open their properties.
Texture size labels were displayed incorrectly in some cases.
Rewritten VerticesMode.DeleteItem() once again...
Vertex Edit form now works in realtime mode.
Vertex Edit form: ceiling and floor vertex offsets can now be cleared.
Added StairSectorBuilder plugin (I suppose some external plugins will stop working in GZDB because I've changed ButtonStep to float in ButtonsNumericTextbox a couple revisions ago...).
Preferences form: action description is now scrollable.
Changed background color of Sector Edit form.
Vertex' ZCeiling and ZFloor properties are now managed internally.
Visual mode, UDMF: OffsetX and OffsetY were not properly taken into account in "Fit Texture Width/Height" actions.
UDMF: different Sector Edit Form is now used in UDMF map format.
Some fixes in Linedef edit form.
Added missing icons.
Floor and ceiling textures are now moved more predictably by arrow keys in GZDoom Visual mode.
Walls texture coordinates are always rounded when moved by arrow keys in Visual modes.
Linedef info panel: relative UDMF light values are now shown like this: 16 (128), which means "UDMF light value" ("total surface brightness (UDMF light value + sector brightness)")
Player is now spawned at camera height when testing from current location in Visual modes.
Focus is now properly restored after testing from current location in Visual modes.
Updated Heretic_sectors.cfg and Heretic_things.cfg as described here: http://www.doombuilder.com/forums/viewtopic.php?f=11&t=357
Changed sprites of artifacts in Hexen_things.cfg to proper ones.
Renamed Skulltag configs to Zandronum
UDMF: changing brightness of a wall or ceiling in GZDoom Visual mode will change brightness of selected surface, not sector brightness.
Sector and Sidedef info panels show additional info if a map is in UDMF format.
Fixed: GZDoom menu panel wasn't updated when a map was opened via "recent files" item click.
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
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.