biwa
d5a6d7f242
Classic Modes: sector brightness is now displayed correctly in brightness level view mode is enabled even if displaying full brightness is enabled. Fixes #986
2024-01-11 17:45:31 +01:00
biwa
10c7594c63
Game configurations: renamed lightmap things from static to lightmap. Added pulsing, flickering, and random flickering lightmap things
2023-09-29 21:19:18 +02:00
biwa
4389870162
Sound Propagation Mode: added sound leak finder ( #944 )
...
In Sound Propagation Mode you can set the start (default: Shift+S) and end (default: Shift+E) sectors between which a path the sound can travel will be found and displayed.
2023-08-13 21:19:25 +02:00
biwa
4dba3a9234
Texture skewing:
...
- fixed a rare condition where skewed mid textures were not clipped correctly
- fixed a problem where translucent mid textures were not skewed correctly
- fixed a problem where sprites were skewed unintentionally
2023-07-09 11:45:47 +02:00
biwa
9c35a8f65d
Eternity Engine: added support for texture skewing in Visual Mode ( #930 )
2023-07-08 22:39:50 +02:00
Magnus Norddahl
192b69c8af
Added support for models in IQM format
2023-06-29 20:37:47 +02:00
Xaser Acheron
184c13a563
Automap Mode: improved support for GZDoom ( #876 )
...
- A new "Show Textures" option up on the top bar, which draws any sector not flagged to be hidden on the textured automap
- Holding Shift will highlight sectors instead of lines
- Left-clicking on a highlighted sector will toggle the "Not shown on textured automap" flag
- Textures will be shown when Shift is held down even if the "Show Textures" toggle is off
2023-05-01 09:32:09 +02:00
biwa
af25e772e3
Improved performance in classic modes when panning the view. This is achieved by parallelizing plotting linedefs and vertices on multiple logical CPU cores. Enabled for linedefs by default. Disabled for vertices by default, since it can cause flickering when vertices are close to each other. Settings can be changed in Preferences -> Appearance
2022-12-09 15:37:45 +01:00
biwa
86b86ac67a
MODELDEF: added support for the rotation-center command. Resolves #796
2022-10-21 20:29:30 +02:00
biwa
d16ffe135a
Added some explanatory comments to source code
2022-09-13 19:45:27 +02:00
biwa
b24a2dda84
Visual Mode: fixed an issue where the crosshair was distorted after the viewport was resized. Fixes #321 . Fixes #777
2022-09-03 13:07:16 +02:00
biwa
d597c11e1f
Added "-debugrenderdevice" command line argument to write a logfile for the render device
2022-08-18 10:18:16 +02:00
biwa
21e89cf975
Added support for ZDRay static light things
2022-06-02 20:18:35 +02:00
biwa
2a1d595173
Fixed a problem where the display was desaturated in certain situations in classic modes when wireframe rendering was enabled when exiting Visual Mode. Fixes #619
...
Fixed a problem where sectors were not desaturated correctly in classic modes on map load
2022-02-12 12:14:50 +01:00
biwa
6c2ad3efaf
Linedefs Mode: further speed improvements related to sector labels
2022-02-08 21:30:54 +01:00
volte
be06471f52
Vertex rendering options ( #701 )
...
* Extended rendering options for drawing vertices
* Fixed vertex scale slider behaviour
* Force plot highlighted vertex in DragSectorsMode
* Moved ShouldRenderVertices property into the properties region
* made config file variable lower case to be in line with other config file variables
2022-02-06 12:19:03 +01:00
volte
d37e2400bc
Made classic rendererer respect per-surface light levels ( #698 )
2022-01-31 19:49:26 +01:00
volte
7fbd07e586
New feature: classic lighting renderer for visual mode ( #680 )
...
Added classic rendering mode to closer emulate software renderer visuals in visual mode
2022-01-04 20:17:12 +01:00
biwa
c4c2f4b3fe
Fixed a visual glitch where grid lines appear to be slightly offset when using a transformed grid
2021-02-06 15:09:16 +01:00
biwa
5ed77c5d05
Improved performance in visual mode related to visual slopes
2021-02-06 14:51:00 +01:00
biwa
5d1492c5c2
Added visual sloping for vertices (has an extra action to toggle visual vertex slope picking)
2021-01-30 22:01:55 +01:00
biwa
931bd1e225
Fixed a problem where the DistanceCheck actor property didn't work correctly, resulting in things unexpectedly not being drawn in Visual Mode
2020-12-12 11:48:46 +01:00
biwa
8064bc63b7
Added option in Preferences -> Appearance -> Rendering to toggle showing of the FPS counter in Visual Mode (disabled by default)
2020-09-26 18:15:01 +02:00
biwa
bdc6a23934
Fixed some more cases where UniValues were set to floats. Added throwing exceptions to the UniValue constructor (gasp!)
2020-05-23 10:01:52 +02:00
biwa
9338d1221f
Removed lots of unnecessary casts to float of the Math methods. Also removed some other minor implicit casts
2020-05-22 22:30:32 +02:00
biwa
91cbcde1eb
It's compiling!
2020-05-21 14:20:02 +02:00
biwa
fb3c9e7168
Started conversion from float to double
2020-05-18 18:14:54 +02:00
biwa
a3ce81dc2b
Merge branch 'master' into visual-slope2
2020-04-04 13:12:20 +02:00
biwa
1fc503fa24
Update things before adding their geometry in visual mode so things don't go awry when realtime editing them. Fixes #393 .
2020-03-29 17:31:20 +02:00
biwa
7b0adadbfb
Merge branch 'master' into visual-slope2
2020-03-17 22:10:04 +01:00
biwa
afef349220
- Slope handles are not shown anymore when showing selection is disabled
...
- Smart pivot handles are now shown for the highlighted slope handle
2020-02-24 12:54:59 +01:00
biwa
915d83c92a
- If geometry is selected and the geometry the modified slope handle belongs to is not selected it will now also be modified
...
- Made the slope handles hover closer to the geometry
2020-02-23 11:17:14 +01:00
biwa
f606f3bd7c
Drawing slope handles works correctly now
2020-02-22 19:45:12 +01:00
biwa
7154dec8c7
Code cleanup, added some comments
2020-02-16 22:07:20 +01:00
biwa
ff1ea95d86
Drawing visual slope handles is (mostly) working now
...
Also fixed some cases where slopes were applied incorrectly
2020-02-16 20:51:16 +01:00
biwa
d9cfc04e2e
More trying to get it to work...
2020-01-18 21:10:21 +01:00
Magnus Norddahl
6e4a02fb2b
Add texture format to the Texture class so that render target textures do not have to be in the bgra8 format
2020-01-15 23:28:17 +01:00
ZZYZX
42aa6c8832
Fixed: there was no highlight shader for internal sprites for ZDoom effects disabled; Fixed: highlighting of transparent walls/floors was broken
2020-01-14 11:09:33 +02:00
Magnus Norddahl
fc7093b959
Load images when they accessed
...
Load previews when they are accessed
2020-01-12 23:10:57 +01:00
biwa
247d3e7a97
Merge branch 'master' of https://github.com/jewalky/UltimateDoomBuilder into visual-slope2
2020-01-09 20:05:34 +01:00
biwa
a14fc7cafd
Fixed an issue where grid background images were drawn upside down and moved in the wrong direction on the Y axis when scrolling
2020-01-07 22:26:21 +01:00
biwa
2c9235e4ea
Trying to figure out matrix black magic
2020-01-07 21:27:37 +01:00
biwa
8aee7fc550
Merge branch 'master' of https://github.com/jewalky/UltimateDoomBuilder into visual-slope2
2020-01-04 22:15:13 +01:00
ZZYZX
0e7875e0ad
Fixed: light clipping on back faces was gone
2020-01-03 03:55:34 +02:00
ZZYZX
044dbbcfd0
Rewrote dynamic light support. Resolves #319 . Resolves #318 . Resolves #233 .
2020-01-03 03:22:33 +02:00
biwa
7e84883125
Some cleanups
2020-01-02 20:32:37 +01:00
ZZYZX
7b5d4a03e9
Write uniform data into separate structures
2020-01-02 21:32:08 +02:00
Magnus Norddahl
6450bdcc67
Improve error message if OpenGL context creation fails
2020-01-02 19:45:45 +01:00
ZZYZX
0fbebbe759
Allow functions block in a shader, error out on duplicate functions
2020-01-02 02:56:27 +02:00
ZZYZX
e015cc6fb1
Fixed token position for named tokens
2020-01-02 01:51:54 +02:00