spherallic
c2d8a09cc7
Reload level headers when opening another map inside current WAD
2024-06-17 22:59:29 +02:00
spherallic
f26492fa65
Do not clear all custom objects if one or more SOC/Lua scripts throws an error
...
Fix SOC errors being displayed as Lua errors
2023-10-11 00:17:29 +02:00
spherallic
24939e7de8
Add SOC parser for level headers, plus some cleanup
2023-10-10 14:05:59 +02:00
spherallic
e2e7afa733
Add SOC parser for custom objects
2023-10-06 19:23:48 +02:00
spherallic
fe4aef43b7
Allow editing thing info through Lua
2023-09-21 01:36:59 +02:00
spherallic
f8e7bd3739
Add Lua parser for custom objects
2023-09-15 21:28:20 +02:00
Magnus Norddahl
192b69c8af
Added support for models in IQM format
2023-06-29 20:37:47 +02:00
biwa
204982e5f8
Add support for toasts ( #817 )
...
Behavior can be configured in the "Toasts" tab in the preferences.
2022-11-06 15:08:22 +01:00
ZZYZX
4fd97fec9c
Added warnings about possibly invalid resource configurations before starting to edit a map
2022-09-18 20:54:53 +03:00
ZZYZX
aee47aacb0
Improved error reporting for invalid ZScript input
2022-09-15 03:12:27 +03:00
ZZYZX
f11127ca71
Made non-existent ZScript classes a fatal error.
...
Added explicit warning if gzdoom.pk3 is not loaded for GZDoom game configurations.
Fixed tokenizer not picking up the very last token in the stream.
2022-08-07 21:26:22 +03:00
biwa
d08bc4438b
DECORATE/ZScript: fixed an crash introduced in 070aa9f36f
that happened when a base actor didn't have a thing type info
2022-05-14 18:07:50 +02:00
biwa
070aa9f36f
DECORATE/ZScript: fixed an issue where setting the thing category using the editor key didn't work for replaced actors. Fixes #729
2022-05-14 17:10:49 +02:00
biwa
f8bb87e143
Fixed an issue where wall textures and flats did not have the correct precedence. Fixes #710
2022-03-05 16:57:23 +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
288de511e4
DECALDEF: fixed a bug where the drop down list of available decals was empty. Fixes #678
2021-12-26 13:11:00 +01:00
biwa
a75249b315
ACS parser: fixed problem when trying to include files that contain invalid characters. Fixes #664
2021-12-11 11:27:29 +01:00
biwa
a69141c3d0
Script editor: made the fix for #663 a bit cleaner
2021-12-10 18:13:16 +01:00
biwa
d68f41a2a3
IPK3 and IPK7 with an IWADINFO lump with a single IWAD definition are now recognized as the main resource file (used for the -iwad parameter when testing). Fixes #653
2021-12-10 11:10:42 +01:00
biwa
686cebd64d
DeHackEd: fixed a problem where only the last DEHACKED lump was parsed. Fixes #657
2021-11-28 18:20:46 +01:00
biwa
e362df1d98
Added DeHackEd support ( #617 )
2021-09-05 14:59:31 +02:00
biwa
e980523843
Map options: removed checkbox for opening resources as read-only. Resources are now always opened as read-only. Fixes #559
2021-05-29 12:04:32 +02:00
biwa
3ae5b1e27d
Fixed a problem where sprites with 16 rotations defined in the TEXTURES lump would not be handled correctly (they are still not displayed with 16 rotations, but don't throw an error anymore)
2021-04-27 20:12:46 +02:00
biwa
18d56c6e04
Decorate/Zscript Actors that replace other actors should now display the correct actor name given through the $Title editor key. Fixes #122
2021-02-13 15:12:49 +01:00
biwa
d831d22217
Visual Mode: fixed a problem where wide classic skies were not rendered with the correct orientation
2020-10-29 20:21:42 +01:00
biwa
722c79d894
Added preliminary DECALDEFS support. Parsing works, indexed decals and decal groups can be selected as the first argument of the Decal thing. Decals are not displayed in Visual Mode, decals without an index are not supported
2020-10-11 22:36:07 +02:00
biwa
91cbcde1eb
It's compiling!
2020-05-21 14:20:02 +02:00
biwa
9cadd378bc
Changed the ambient sound drop down menu of ambient sound things to natural sort order. Resolves #406 .
2020-04-28 22:48:00 +02:00
biwa
e07a3170ac
Made drop down items for ambient sounds more descriptive
2020-03-29 16:29:53 +02:00
Magnus Norddahl
c1130b4c62
Merge remote-tracking branch 'origin/master' into nodevil
2020-02-16 16:48:49 +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
Magnus Norddahl
3bbe76b225
Remove DevIL dependency
...
Remove IImageLoader code duplication
2020-01-14 17:25:35 +01:00
Magnus Norddahl
7ea64f910b
Fatal crash (Texture name input) #367
2020-01-13 19:11:10 +01:00
Magnus Norddahl
a2b18f1893
Fix load bug where exactly one image per thread would not get loaded
2020-01-12 23:35:20 +01:00
Magnus Norddahl
fc7093b959
Load images when they accessed
...
Load previews when they are accessed
2020-01-12 23:10:57 +01:00
Magnus Norddahl
0abaeaf758
Replace GetBitmap with more descriptive functions and move the alpha test inside ImageData
2020-01-12 19:37:27 +01:00
ZZYZX
044dbbcfd0
Rewrote dynamic light support. Resolves #319 . Resolves #318 . Resolves #233 .
2020-01-03 03:22:33 +02:00
Magnus Norddahl
f6dd787f0d
Present maps slightly faster to the user
2019-12-30 06:41:52 +01:00
Magnus Norddahl
03e50615f6
Remove explicit image unloading and fix previews
2019-12-29 22:59:57 +01:00
Magnus Norddahl
f97f2d36b1
Remove preview manager and remove CreateTexture
2019-12-29 20:48:11 +01:00
ZZYZX
12fd006c61
Removed dynamic resource reloading for resource writing
2019-12-29 16:38:53 +02:00
ZZYZX
58d2d67e77
Do not try to continuously reload failed textures
2019-12-29 14:25:53 +02:00
Magnus Norddahl
d46c72b04a
Refactor the ImageData load code so that the UI thread requires no locks
2019-12-29 03:54:12 +01:00
Magnus Norddahl
af3d74d186
Fix DevIL crash by protecting it with a mutex lock
...
Use the .net framework image loaders if they work. They do for the sane formats (PNG and JPEG) and they are faster, too.
Enable usage of multiple threads for resource loading now that it no longer crashes
2019-12-27 07:45:44 +01:00
Magnus Norddahl
11b5cb4e8f
Fix crash if entering 3D mode early
...
Remove thread priority settings (this is not the right way to do it)
Stop brain dead busy looping and use Monitor.Wait + Monitor.Pulse
Only call Control.Invoke if its a worker thread calling RunOnUIThread
Add the code for running multiple background threads (unfortunately blocked by DevIL apparently not being thread safe, gg!)
2019-12-27 07:21:43 +01:00
Magnus Norddahl
7e0ea54254
Don't use SendMessage when the built-in Invoke function does the same
2019-12-27 04:37:10 +01:00
ZZYZX
19718cd464
Fixed: skybox generated from Doom texture was misplaced
2019-12-16 04:18:19 +02:00
ZZYZX
f0aee1e174
Merge branch 'master' into slimgl_merge
2019-12-14 23:50:40 +02:00
biwa
cbaa0c030c
Long names can now used for flats (again)
2019-11-30 17:05:00 +01:00
Magnus Norddahl
9d02676f8f
- fix wrong uniform state
2019-08-22 22:59:27 +02:00