Commit graph

137 commits

Author SHA1 Message Date
MaxED
8491993bf4 Updated SharpCompress library from 0.8.1 to 0.10.3. This fixes inability to load certain PK7 files and grants a 2x performance boost when loading PK3 and PK7 files. 2014-12-29 12:28:40 +00:00
MaxED
246ff4ae3b Fixed: some controls had inconsistent auto-scaling mode.
Fixed: PairedFloatControl had incorrect initial link icon.
Internal, AngleControl: rewritten AngleChanged event so it behaves like the rest of custom events.
Updated GZDB icon.
2014-12-24 18:32:24 +00:00
MaxED
deb43343bb Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified.
Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions.
Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases.
Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset.
Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls.
Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations.
Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. 
Nodebuilders: GL nodes were not properly handled by the editor.
Main Window: the window is now moved into the view when stored position is ouside of screen bounds. 
Classic and Visual modes: changing thing pitch was ignored in some cases.
Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing.
Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing.  
Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic.
Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way.
Configurations: fixed an infinite loop crash when a file was trying to include() itself.
UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these).
ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog.
ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog.
Updated ZDoom ACC.
Updated documentation.
2014-12-22 21:36:49 +00:00
MaxED
716d9d26f4 Rendering: MODELDEF "offset" property is now supported.
Rendering: mode fixes to MODELDEF and UDMF properties-related model rendering logic.
2014-12-11 12:55:35 +00:00
MaxED
4d9c551790 Fixed, Rendering: MODELDEF RollOffset, AngleOffset, Scale and ZOffset properties were applied incorrectly.
Fixed, Rendering: VOXELDEF Scale property was applied incorrectly.
2014-12-10 22:50:16 +00:00
MaxED
f9b5399a39 Added AngleByteHandler (type 22).
Bit Flags form now changes width to show flags with long names without scrolling.
Bit Flags form: flag numbers are now shown as well as names.
Game configurations: updated Hexen and ZDoom linedef definitions. Now they (hopefully) fully match ZDoom ones. 
Action Selector Control: fixed a crash when trying to increase action above maximum value using mouse wheel.
Sector/Linedef/Thing tag lists are now handled by corresponding TypeHandlers (and not by dirty hacks as before).
Linedef info panel: line peggedness labels were obscured by effect label in Doom/Hexen map formats.
2014-12-08 21:06:08 +00:00
MaxED
15b2adfe30 Texture Browser Form: swapped foreground and background colors of texture size labels.
Fixed, Texture Browser Form: well, I broke "Tab" key functionality again (in previous commit)...
Maintenance: changed curly braces style to match DB2 one (hopefully not breaking anything in the process...).
Maintenance: changed private method names casing to match DB2 one.
2014-12-03 23:15:26 +00:00
MaxED
6b765f5a27 Added long texture names support (enabled when "longtexturenames" game configuration property is set to true and "Use long texture names" check box is checked in Map Options).
Open Map in Current WAD: resources are now reloaded when current and target map's resources don't match.
Added some boilerplate to UniversalParser and PK3FileImage.
Internal: ImageSelectorControl now has "UsePreviews" property.
Internal: added ConfigurablePictureBox.
Updated ZDoom_DECORATE.cfg.
2014-11-25 11:52:01 +00:00
MaxED
91f06ad957 Thing Edit form: "Mixed Things" icon is now displayed when several thing types are selected.
Thing Edit form: when selection contains more than one thing, thing types form selected category are now randomly applied to it.  
Fixed, Thing Edit form: selection change was not processed in some cases.
2014-11-10 11:27:37 +00:00
MaxED
7a3d743650 Fixed, Thing Edit form: double-click on a thing type in the Things list was handled incorrectly in some cases.
Changed, Thing Edit form: multi-select mode is now disabled when only one thing is edited.
Internal: different implementation of MultiSelectTreeview (http://sourceforge.net/projects/mstreeview/) is now used.
2014-10-29 11:35:27 +00:00
MaxED
5eba596a02 Randomize Sectors form: added "Use vertex heights" check-boxes. When enabled and used on triangular sectors, it can be used to create a terrain-like look.
Updated ZDoom_DECORATE.cfg.
Updated documentation, rearranged contents a bit.
2014-10-28 14:35:59 +00:00
MaxED
05d097a713 Internal: removed ambiguous method override. 2014-10-23 13:04:01 +00:00
MaxED
6df641564c DECORATE parser: parse errors are more detailed now.
Fixed, DECORATE parser: error status was not cleared when switching to different resource.
Fixed, DECORATE parser: fixed a parse error when DB2-specific actor properties (like "//$category") were located outside of actor's scope.
2014-10-23 12:48:31 +00:00
MaxED
ab7d4b2054 Renamed "Save Screenshot (editing area only)" action to "Save Screenshot (active window)". It will now save a screenshot of currently active window, or editing area if no windows are open.
Added icons for "Save Screenshot" menu items.
Development: "Save Screenshot (active window)" action will work on a child Form only if it is inherited from DelayedForm.
2014-10-22 13:07:17 +00:00
MaxED
c90d10c08c General interface: dynamic lights rendering mode and model rendering mode are now selected via drop-downs.
Renamed "Toggle dynamic lights rendering" action to "Show dynamic lights".
Changed: "Show dynamic lights" action now toggles between available dynamic light rendering modes.
Renamed "Toggle models rendering" action to "Show models".
Changed: "Show models" action now toggles between available model rendering modes.
Removed "Toggle dynamic lights animation" and "Render selected/all models" actions.
Fixed, Randomize Sectors form: selection highlight was not updated after applying the changes when the form was shown in Sectors mode.
Consistency: selection is now cleared after applying changes done in Randomize Things and Randomize Vertices forms.
Fixed, Classic modes: sprites of things with attached models were not rendered when model rendering was disabled.
Updated documentation.
2014-10-20 12:16:51 +00:00
MaxED
558cd6f23e Changed FormBorderStyle from FixedToolWindow to FixedDialog. GZDB should no longer disappear from the alt-tab list when a child form is opened. 2014-10-17 12:50:26 +00:00
MaxED
5013720788 Sector Edit form, UDMF: added "Slopes" tab.
Visual mode: "Lower/Raise Floor/Ceiling" actions now work on surfaces with sector slopes.
Cosmetic: numeric textboxes, which support relative values, now have differently colored text and a tooltip.
Internal: renamed Sector.CeilingSlopeOffset to Sector.CeilSlopeOffset, Sector.CeilingSlope to Sector.CeilSlope to match their names with similar sector properties.
2014-10-17 11:55:08 +00:00
MaxED
88e5e790e7 Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration.
Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree.
Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form).
Fixed, Textures Browser form: resources tree showed textures count even when browsing flats.
Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats).
Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models.
Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one.
Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES".
Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked).
Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked).
Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list.
Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
MaxED
e849c04112 Changed: when using "Save map" action, only .dbs file is saved when map was not changed.
Cosmetic: changed Angle Control's outline color.
2014-09-24 11:47:52 +00:00
MaxED
7235fa6394 Cosmetic: Angle Control now has angle marks. 2014-09-24 08:48:13 +00:00
MaxED
a6e44dc941 Preferences Form: renamed "Scale models in visual modes" to "Stretched view in visual modes". When enabled, this setting now increases vertical scale of the world and sprites in visual mode instead of decreasing vertical scale of models. 2014-09-20 18:34:06 +00:00
MaxED
c6b0f38563 Fixed a crash when trying to update a vertex handle geometry.
The editor will fail more gracefully when no D3D device is detected.
In some cases the editor was constantly checking D3D device availability when minimized.
Added more DX-related debug output (only in Debug builds).
2014-09-17 12:46:47 +00:00
MaxED
c7252865be Preferences: added "Vertex scale (3D)" preference, renamed "Vertex scale factor" to "Vertex scale (2D)". 2014-09-16 08:51:27 +00:00
MaxED
c97dd0e401 Map Analysis mode: errors can now be copied to clipboard.
Map Analysis mode: export to file command will now show "Save File" dialog instead of putting the file in the same folder as the map, also added some boilerplate.
Tag Explorer plugin: save to file command will now show "Save File" dialog instead of putting the file in the same folder as the map, also added some boilerplate.
Internal: reformatted GZCrash.log a bit.
2014-09-12 12:19:58 +00:00
MaxED
8ea8c154f1 Thing Edit form: position changes were handled differently than other similar properties.
Thing Edit form: absolute thing height was calculated incorrectly in some cases.
General: added a generic update logic when current editing mode doesn't handle OnEditFormValuesChanged event.
Internal, AngleControl: added "AngleOffset" property.
2014-09-03 14:07:08 +00:00
MaxED
50c136fbfe Import .obj as Terrain: created terrain was horizontally flipped when importing a model with up axis set to X or Z.
Also, I would like to use this opportunity to thank Siberian Tiger from DTD Team for helping me with SVN builds for more than two years. You made my constant wrestling with the code a much less tedious process.
2014-09-02 20:44:58 +00:00
MaxED
3819eb561b Import .obj as Terrain: vertex order was incorrect when creating sectors from a model with up axis set to Z. 2014-09-02 18:52:26 +00:00
MaxED
c95c26bbbc Fixed: MapSet.GetSectorByCoordinates() returned "false" in some cases when a given coordinate was on top of sector's vertex.
Internal: UDMF sector slopes and offsets are no longer stored in sector.Fields. Use sector.FloorSlope, sector.FloorSlopeOffset, sector.CeilingSlope and sector.CeilingSlopeOffset.
2014-08-25 11:15:19 +00:00
MaxED
450ee02e49 Tag Selector, changed: tag ranges are now set using ">=N" and "<=N" syntax.
Tag Selector: tags can now be set relatively using "++N" and "--N" syntax.
2014-08-11 08:35:39 +00:00
MaxED
ae0fc036da ACC: Added GetArmorInfo() and several missing constants to ZDoom_ACC.cfg
ACC: Also updated zdefs.acs and zspecial.acs
2014-08-08 11:00:49 +00:00
MaxED
bed613694d Sector, Linedef, Thing Edit forms: when several map elements are selected, you can set a tag range by entering "++N" or "--N" as a tag. 2014-08-05 11:03:55 +00:00
MaxED
4cb81b8025 Added "Reset" button to Tag selector control. 2014-07-18 10:50:31 +00:00
MaxED
4a1dacc11a Script Editor: functions are now shown in the script selector drop-down. 2014-07-16 09:47:23 +00:00
MaxED
00688d4c7c Script type can now be chosen when creating a new map and changed in Map Options form.
BCC script compiler (https://github.com/wormt/bcc/) is now bundled with GZDB.
Main Form, "File" menu: only existing files are now added to the "recent files" list.
2014-07-11 10:13:26 +00:00
MaxED
8555d75cd2 A r1959 change in ImageSelectorControl prevented inherited classes from showing properly in Visual Studio's designer.
Also made a bunch of methods static.
2014-05-20 09:09:28 +00:00
MaxED
5f6e9ad316 Rearranged controls a bit. "OK/Accept" button is now always the rightmost button on the most of controls.
Also made some controls a bit smaller.
2014-05-08 12:33:10 +00:00
MaxED
98aefb2681 Sectors, Linedefs, Things, Vertices modes: added "Select Similar" action (available in <Mode name> -> "Select Similar..." menu), which lets you select map elements similar to currently selected ones, based on a set of settings.
Some cosmetic fixes in "Filter Selected Things" and "Paste Properties Options" panels.
2014-05-08 09:24:32 +00:00
MaxED
ebd2400cde Things mode: added Filter Selection form (Things -> Filter Selection), which allows to quickly filter selected things by type.
Tag Statistics form, Thing Statistics form: fixed a crash when clicking on table's header cells.
2014-05-06 11:03:52 +00:00
MaxED
0ce2f1c2fa More fixes of 118:Plane_Copy effect implementation...
One of Thing Statistics form's columns was editable for no good reason.
2014-05-06 08:21:10 +00:00
MaxED
5e205d3b73 Thing Edit forms: angle/pitch/roll change events were triggered twice when changing a value.
Thing Edit form, UDMF: default value of pitch and roll angle controls is now up.
Angle control: direction line is not displayed when showing mixed values.
2014-05-02 11:37:37 +00:00
MaxED
9c7b8e4e3c Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
MaxED
7a29d87cb1 "Rotate Clockwise" and "Rotate Counterclockwise" actions now work in Things mode (they will rotate things) and in Sectors mode (they will rotate floor/ceiling textures based on current view mode).
Moved "Rotate Clockwise" and "Rotate Counterclockwise" actions to "Edit" category.
Tag Statistics form: help label was incorrectly aligned.
Some actions in Sectors and Linedefs modes were not used on highlighted map elements.
Some actions in Sectors and Linedefs modes created undo groups incorrectly when used on highlighted map elements.
2014-04-02 10:57:52 +00:00
MaxED
e0179f79a6 GLDEFS parser: made dynamic light attaching rules a bit stricter. Now a light is attached to an actor if frame length is 4 chars or 5-th char is 'A' in GLDEFS object definition. 2014-03-11 12:35:26 +00:00
MaxED
abb77e4aab Angle control: in some cases angle was set to 360 instead of 0 when clicking on the control.
GLDEFS parser: added a warning when the interval of animated dynamic light is 0.
Visual mode: fixed a crash when an angle of animated dynamic light was set to 0 and light animation was enabled.
Tag explorer: removed unnecessary mode switching when selecting map elements of the same type.
2014-03-11 09:44:39 +00:00
MaxED
fb19f62fdb Angle in now set in 0..359 range when clicking on Angle control.
+ couple of cosmetic fixes.
2014-03-10 14:35:38 +00:00
MaxED
7faf6bc13e Linedef Edit Form, Sector Edit Form: when several map elements with different textures are selected, the "texture stack" icon is shown in the texture selectors instead of the "missing texture" icon.
Error Checker mode: added "Check missing flats" check.
Error Checker mode: fixed several descriptions. 
Sprite patches for sprites defined in TEXTURES are now loaded from Sprites namespace.
Some of my older texture alignment code didn't work properly when strict texture/flat handling ("mixtextureflats" game configuration flag set to false) was enabled.
Fixed some incorrect checks for missing texture ("-").
2014-03-05 09:21:28 +00:00
MaxED
2d874973bf Renamed "Reload MODELDEF" action and "Tools" menu item to "Reload MODELDEF/VOXELDEF".
Fixed a crash when using "Reload GLDEFS" and "Reload (Z)MAPINFO" actions when GLDEFS / MAPINFO file was moved or renamed after opening the map in the editor.
2014-03-03 13:40:29 +00:00
MaxED
0369c969d1 According to dotnetperls.com, "new Dictionary<string, [anything]>(StringComparer.Ordinal)" works 17% faster than "new Dictionary<string, [anything]>()", so let's stick that everywhere and see what happens :)
Draw Curve Mode: added settings panel.
Sectors mode: added "Make Door" button to the toolbar.
Swapped Side panel and Info panel z-order. 
Interface: split toolbar into 3 separate toolbars. All toolbar buttons are now viewable at 1024x768.
Interface: grouped stuff in "Modes" menu a bit better.
Interface: added "Draw [stuff]" buttons to modes toolbar.
Interface: reorganized main menu. Hope it makes more sense now.
API: added General.Interface.AddModesButton() and General.Interface.AddModesMenu(), which can be used to add buttons to specific group in "Modes" toolbar and menu items to specific group in "Modes" menu, so actions, which behave like an editing mode, but are not part of one can be added there.
2014-02-26 14:11:06 +00:00
MaxED
3e5f85dc8f Game configurations: added "fixedrotation" property to dynamic lights, which use the angle property as a parameter.
Maintenance: removed a ton of redundant stuff.
2014-02-21 14:42:12 +00:00
MaxED
592887a086 Configurations: increased game configuration loading speed (in previous builds it took ~650 ms. to load a single game configuration, now it takes ~120 ms. to load all 64 of them). As a side effect, New\Open Map Options, Map Options and Game Configurations windows are now opened noticeably faster. The editor starts up a bit faster as well.
Configurations: all 64 game configuration are now available by default.
Game Configurations window: game configurations can now be disabled. This setting is mostly cosmetic. When a game configuration is disabled, it won't be shown in "game configuration" dropdowns in New\Open Map Options and Map Options windows. If a map's .dbs file specifies a disabled configuration, it will be picked as a map configuration anyway.
Linedefs mode: vertex insert preview logic used Highlight range instead of Stitch range (which is used when draw mode engages).
Visual mode: double-sided middle textures were not selected when using "Select" action with "with same texture" modifier.
Textures: some optimizations in patch blending code.
ZDoom ACS script configuration: added definitions for StrLeft, StrMid and StrRight functions.
2014-02-18 14:04:14 +00:00