codeimp
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99894a80ce
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Added camera coordinates display in statusbar when in Visual Mode
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2009-03-17 14:02:11 +00:00 |
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codeimp
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eaffa440be
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@ Renamed sector fixed index to resolve conflict with real index lookup functions
All info panels now show the current real index of the element (as it would be when saved or loaded at that moment)
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2009-03-10 06:46:02 +00:00 |
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codeimp
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ec045132d6
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- Added automatic scrolling feature (when dragging or drawing)
- Fixed some issues with drawing mode, newly created sectors and modifying of neighboring lines
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2009-02-22 22:57:21 +00:00 |
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codeimp
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e5784213ec
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- Added sector ceilings/floors flood-fill feature
- Fixed a bug in Visual Mode with undo/redo and texture not loading
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2009-02-22 12:09:58 +00:00 |
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codeimp
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0b970e7b6d
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Increased vertical angle range that you can look up/down in Visual Mode
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2009-02-21 23:21:40 +00:00 |
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codeimp
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6ce78a1eb4
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Fixed behavior of the Visual Mode camera relation with the Visual Mode Camera thing
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2009-02-10 12:38:00 +00:00 |
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codeimp
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d2265287b4
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fixed blockmap problems with straight lines along the edges of the 128 mp blocks
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2009-01-21 09:16:26 +00:00 |
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codeimp
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67751b0808
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implemented Invert Y Axis mouse option and Fixed 4:3 Aspect option (but I have my doubt about the fixed aspect, is it correct? is it useful?)
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2009-01-12 15:45:55 +00:00 |
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codeimp
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94c62a34a2
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fixed Visual Mode camera placement with shortcut and changed camera-from-thing positioning logic a bit
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2009-01-10 01:35:11 +00:00 |
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codeimp
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a67727fe46
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removed camera code from VisualMode and created separate VisualCamera class in MapManager so that it is retained in between mode switches (keeps exact angle and position of camera intact)
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2009-01-10 00:26:24 +00:00 |
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codeimp
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2448d401d7
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some fixing of some things
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2009-01-04 00:01:59 +00:00 |
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codeimp
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3dcf1c5268
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performance optimization for loading of things in visual mode
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2009-01-03 20:54:12 +00:00 |
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codeimp
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28bb966a12
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added gravity, upper/lower unpegged toggle, and texture auto-alignment (both X and Y) in visual mode. also some small changes.
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2008-12-31 00:44:04 +00:00 |
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codeimp
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5032c58797
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working on visual mode
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2008-12-24 14:21:54 +00:00 |
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codeimp
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5b223fc3df
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drag texture offsets in visual mode
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2008-12-17 19:35:00 +00:00 |
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codeimp
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8192c3c058
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working on visual mode
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2008-12-17 15:30:50 +00:00 |
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codeimp
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44e2103397
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added action to toggle visual things on, off and uncaged
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2008-12-15 22:13:24 +00:00 |
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codeimp
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ea7feec9e5
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things included in visual mode object picking
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2008-12-15 15:54:22 +00:00 |
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codeimp
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27f4acac04
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thing in cages
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2008-12-14 23:24:40 +00:00 |
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codeimp
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53a1f085ab
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happy birthday doom!
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2008-12-10 22:58:58 +00:00 |
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codeimp
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5db0757020
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working on visual mode
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2008-12-10 16:00:34 +00:00 |
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codeimp
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22d5b88baf
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working on visual mode
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2008-12-09 22:51:27 +00:00 |
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codeimp
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fe5d5a2001
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working on visual mode
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2008-12-09 15:45:24 +00:00 |
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codeimp
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71282714ac
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better fix for lost key input after testing map
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2008-12-08 06:29:30 +00:00 |
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codeimp
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3daf9307e9
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- created MapSet serialization system for undo/redo
- added hourglass crosshair in visual mode for time consuming actions
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2008-12-06 13:20:47 +00:00 |
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codeimp
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9d8060be0c
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working on visual mode
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2008-12-06 00:28:49 +00:00 |
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codeimp
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0102cf3166
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working on visual mode
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2008-12-05 15:38:50 +00:00 |
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codeimp
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569c95064c
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working on visual mode
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2008-12-05 06:23:24 +00:00 |
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codeimp
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7a081986f2
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merged VisualSidedef into VisualGeometry so that only one VisualGeometry class is exposed by the core and can be easily inherited and overridden in the plugin.
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2008-12-04 23:01:52 +00:00 |
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codeimp
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136413d29a
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fixed a bug that caused the object picking to be very inaccurate
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2008-12-04 21:37:44 +00:00 |
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codeimp
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04b86253e4
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working on visual mode
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2008-12-02 15:47:06 +00:00 |
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codeimp
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1336103adc
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working on visual mode
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2008-12-02 06:53:24 +00:00 |
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codeimp
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69376ee5e0
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working on visual mode
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2008-12-01 06:51:00 +00:00 |
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codeimp
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e68c6d234b
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meh, we may need this
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2008-11-30 22:32:37 +00:00 |
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codeimp
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858e36acef
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added different render passes and fixes a bug which caused some lines to be drawn multiple times unnecessarily
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2008-11-30 22:04:30 +00:00 |
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codeimp
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a2407ebc3b
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optimized visual mode even further: visible geometry is grouped by texture and sorted by sector (to optimize out any redundant vertex source stream switches)
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2008-11-30 11:23:20 +00:00 |
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codeimp
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43a0e69de7
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visual mode extreme makeover! (internally at least) now using proper view frustum for culling and lots of other improvements to render the map more efficiently
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2008-11-30 02:17:19 +00:00 |
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codeimp
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5dcc9d584d
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this doesn't work right, i'll have to think of something better
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2008-11-28 06:50:32 +00:00 |
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codeimp
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af509c3682
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- some optimizations to visual mode
- changed timing to use double
- added delta time as parameter in OnProcess event
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2008-11-27 06:53:38 +00:00 |
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codeimp
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b31fe3d9a7
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working on visual mode
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2008-11-26 22:56:53 +00:00 |
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codeimp
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0fee24865c
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working on visual mode
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2008-11-25 21:54:50 +00:00 |
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codeimp
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a3e9e54b74
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working on visual mode
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2008-11-20 21:32:23 +00:00 |
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codeimp
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eee46b13f2
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working on visual mode
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2008-11-19 16:18:36 +00:00 |
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