Commit graph

79 commits

Author SHA1 Message Date
MaxED
fc57c3e331 Replaced massive amount of spaces with (massive amount of tabs / 4) 2013-09-11 09:47:53 +00:00
MaxED
ead2521451 Sectors mode, UDMF: Create Brightness Gradient action can now work in "Light" and "Fade" modes.
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.
2013-09-11 08:49:45 +00:00
MaxED
8a0ca0e650 Visual mode: added "Auto-align Textures to Selection (X)", "Auto-align Textures to Selection (Y)" and "Auto-align Textures to Selection (X and Y)" actions.
"Snap Map Elements to Grid" mode now tries to fix invalid geometry after vertex snapping.
Vertices mode: in some cases not all vertices were removed when deleting vertices.
Removed "Load GZDoom light definitions" from preferences. If you want to use GZDoom's GLDEFS definitions, add "lights.pk3" as a resource.
Visual mode: fixed a crash when toggling GZDoom Geometry Effects (Tab)
Fixed sector bounding box calculation error.
Renamed "Edit -> Grid Setup..." to "Edit -> Grid and Backdrop Setup..."
Updated documentation
2013-09-03 09:34:28 +00:00
MaxED
04ee4717b4 Set Default Textures: empty textures can now be used as default ones.
Sector Edit forms: floor/ceiling textures can be cleared with right-click on texture selectors.
2013-08-26 10:51:33 +00:00
MaxED
a8aa277faa Classic modes: 3D floor indicators can be disabled in preferences (Preferences -> Appearance -> Mark 3D floors in classic modes).
Updated documentation.
2013-08-21 11:20:00 +00:00
MaxED
1e9a08fc96 Removed newly created sectors coloring (because it was more slow than helpful).
Some cosmetic changes in Linedef Edit form.
Link, Unlink and Reset icons can now be properly seen on dark backgrounds.
2013-08-14 09:02:37 +00:00
MaxED
724709e435 Visual mode: added "Look Through Selection" action (default key is "Y"). This action places visual camera at the same position as selected/highlighted thing and rotates it to match thing's angle. Special handling is available if targeted thing is AimingCamera, MovingCamera or SecurityCamera.
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.
2013-08-08 11:04:13 +00:00
MaxED
cf3d416967 Renderer now works much faster in 2D modes.
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.
2013-07-29 08:50:50 +00:00
MaxED
e5a9bac2ad Added "File -> Open Map in current WAD" command (default shortcut is Ctrl-Shift-O).
Fixed some errors in non-UDMF <-> UDMF map conversion.
Updated ISS setup script (not tested).
Removed some unused variables.
2013-07-23 14:25:03 +00:00
MaxED
bafb8ed511 UDMF: sidedef flags are now defined in game configuration instead of being hardcoded.
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.
2013-07-19 15:30:58 +00:00
MaxED
ecbf9fd743 UDMF: sector flags are now defined in game configuration instead of being hardcoded.
Sector Edit form, Vertex Edit form: fixed a crash when updating sector/vertex properties in Visual mode.
Reorganized game configurations.
2013-07-10 08:59:17 +00:00
MaxED
f419db1518 DECORATE Scale actor property is now taken into account when rendering models.
Fixed several bugs in Engine selector dialog ("Game configurations -> Testing").
2013-06-14 11:40:18 +00:00
MaxED
aea360adb9 Added "defaultlinedefactivation" setting to configuration.
Added some boilerplate to SaveScreenshot function.
2013-06-06 10:22:58 +00:00
MaxED
e90473e7d9 "thingflagstranslation" block was missing from UDMF game configuration, so thing flags were dropped when map format was changed to UDMF. 2013-06-03 11:32:29 +00:00
MaxED
8cf9e651cc Removed a metric ton of unused "using" directives from Core. 2013-04-11 11:04:16 +00:00
MaxED
46818663f3 Last used configuration is now selected when creating a new map.
Fixed a possible bug in Visual vertex handles rendering code.
2013-03-21 11:23:29 +00:00
MaxED
591f92cce6 Moving to new SVN... 2013-03-18 13:52:27 +00:00
MaxED
c0c36eabbc Added an option to enable DB2-style surface highlighting in Visual modes (when enabled, selected surfaces stay highlighted even if "Show Highlight" is set to OFF) 2012-11-22 09:37:57 +00:00
MaxED
42368ae530 Error checks mode: UDMF Thing skill flags are now also taken into account.
Some more tweaks in ZDoom_misc.cfg
2012-11-09 17:40:47 +00:00
MaxED
6b62b4f3d2 Added multiple engine support for any game configuration.
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
2012-11-02 23:11:38 +00:00
MaxED
3beaade48e Order, in which patrol points and interpolation points are connected can now be shown in Things and Visual modes. 2012-09-17 15:41:18 +00:00
MaxED
59ade165e7 Vertex scale can now be set in Preferences (controls the size of vertex handles in 2D Modes). 2012-09-07 10:45:49 +00:00
MaxED
a45b1dd3b9 Floor and ceiling brightness levels of 3d-floors can now be edited properly in GZDoom Visual mode.
Updated to Doom Builder 2 r1604:
Stuck thing error checker now also regards thing flags.
2012-08-27 11:39:14 +00:00
MaxED
eb86ab60af GZDoom Builder 1.12d:
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.
2012-08-10 12:08:08 +00:00
MaxED
2006cdc7bb GZDoom Builder 1.12a:
AngleOffset, PitchOffset and RollOffset MODELDEF properties are now supported.
Fixed a crash when editor tries to display a model for an actor without a valid sprite in Visual mode.
Fixed a possible crash when MODELDEF is reloaded from 2d-mode.
Fixed several things in Doom2_things.cfg.
UDMF Controls plugin:
Fixed several bugs in plugin's sliders logic.
2012-07-28 20:36:28 +00:00
MaxED
87731c9650 GZDoom Builder 1.11a:
Things can now be cut, copied and pasted in Visual modes.
Sector geometry was not updated properly after Undo/Redo in GZDoom Visual mode.
Fixed an error when user selects multiple things and attempts to view their properties in Doom map format.
Added Decorate and Modeldef syntax hilighting, autocompletion and item recognition to Script editor.
Script Editor can now autodetect several script types when you open them (currently ACS, Decorate and Modeldef scripts are recognized).
Tag Explorer: fixed a bug when Tag Explorer update can block keyboard keys release detection logic.
2012-07-16 09:45:21 +00:00
MaxED
5cb573d938 GZDoom Builder 1.11:
Enhanced scripting workflow.
Thing and linedef arguments can now have default value in configuration files.
Fixed laggy visual camera movement on systems with big uptime.
Fixed incorrect alignment of Things with "hangs" flag in GZDoom Visual mode.
Fixed Editor crash when nodebuilder fails to build map. A window with error description will be shown instead.
Doom light levels were used even in maps in non-doom map format.

Tag Explorer plugin:
Elements list wasn't updated when map element was deleted.
Pugin wasn't disposed properly, which may led to Doom Builder 2 crash on map close.
Fixed plugin crash after opening another map.
Fixed unresponsive text entry in Filter text box.
Fixed plugin crash when Doom Builder can't determmine thing category ("UNKNOWN" category will be used instead).
2012-07-10 10:20:45 +00:00
MaxED
998d1d7dde GZDoom Builder 1.08:
Added Bridge mode.
Documented all GZDoom Builder specific features.
Crash fix in 1.07e was not implemented properly...
2012-06-19 13:12:28 +00:00
MaxED
acb4daa3b1 GZDoom Builder 1.07e:
Fixed a crash when GZDoom Builder tried to load game-specific GLDEFS lump for unknown game.
Fixed a typo in "Hexen_things.sfg".
Updated to Doom Builder 2 SVN rev. 1564:
- Improved stuck thing error checker: now takes vertical position of things into account (where applicable).
2012-06-09 17:19:18 +00:00
MaxED
b1df216a29 GZDoom Builder 1.07d:
Added "Test Map from current position" action (default shortcut is Ctrl-F9), which lets you play the game from cursor position, if you are in 2D-Mode, and from camera location if you are in Visual Mode.
Added "Sync camera position between 2D and 3D modes" (found in Preferences -> Interface -> Options), which automatically centers 2D-mode on camera position when you leave Visual Mode, and places camera at cursor position when you toggle from 2D-mode to Visual Mode (unless you have Visual Mode camera thing in your map).
Several improvements in Draw Rectangle and Draw Ellipse modes: added info label with current bevel amount and subdivision level; bevel amount now applied properly when shape size is smaller than it.
2012-06-07 01:06:37 +00:00
MaxED
20bb7fd119 GZDoom Builder 1.07
Updated to Doom Builder 2 SVN rev. 1549.
2012-06-01 19:53:14 +00:00
MaxED
16b97e1c83 Added GLDEFS and (Z)MAPINFO parsers.
Dynamic lights defined in GLDEFS are now rendered in Visual modes (currently only one light per Thing is supported).
Several values from (Z)MAPINFO are now used in Visual modes.
Added "Reload GLDEFS", "Reload (Z)MAPINFO" and "Reload MODELDEF" menu options (in "Tools" section).
MODELDEF parser now checks which model(s) is/are used in first frame.
Dynamic lights are now created with more meaningful default parameters.
Added errors and warnings indicator to main window.
2012-06-01 10:17:47 +00:00
MaxED
a9fd8d33b2 GZDoomBuilder 1.04:
Added "Dynamic light size" slider, which matches GZDoom's "Light size" option.
Added "Dynamic light intensity" slider, which matches GZDoom's "Light intensity" option.
Fixed Vavoom light rendering (was rendered as additive light, light radius was twise smaller than in GZDoom)
Fixed bug in light rendering introduced in v1.03 (light radius was set to -1 when switching from 2D to 3D mode).
2012-04-25 11:44:36 +00:00
MaxED
dcf899a3c4 GZDoomBuilder 1.03:
Increased dynamic lights rendering performance (currently I'm getting around 25 FPS in Spawn's MAP01 with 32 dynamic lights and rendering distance set to 3000, was getting 4-6 FPS in GZDoomBuilder 1.02).
Several fixes in animated lights rendering (secondary light radius can now be smaller than primary light radius, Pulse Light's maximum radius was rendered twise bigger than in GZDoom).
2012-04-23 21:35:48 +00:00
MaxED
72024341bf 2012-04-17 19:13:47 +00:00
boris_i
f5c8ce9466 Improved "make door" functionality. It now actually creates usable doors in Hexen and UDMF maps. 2012-04-14 12:22:19 +00:00
codeimp
32c13b9b4e Added option to display the texture/flat sizes below the preview image in the browsers. 2011-12-02 22:18:55 +00:00
codeimp
1a1c4e7369 @ work on (G)ZDoom Editing plugin 2010-10-03 12:59:49 +00:00
codeimp
59df505df6 Improved texture filtering in Visual Mode. When filtering is Off, it interpolates the mipmaps to reduce the banding effect on walls/floors. With filtering On, it now uses anisotropic filtering up to level 8. (you can change the anisotropy level by editing the 'filteranisotropy' value in the program configuration) 2010-10-03 11:51:38 +00:00
codeimp
1c02c7e62a Fixed bug in Things Filters which caused removed flag settings to be restored after DB restart. 2010-10-03 10:03:56 +00:00
codeimp
0cc92a1fff Added -nosettings command line parameter which allows starting Doom Builder with only the default settings (no user settings) but any settings you make will not be saved (to protect your original settings). 2010-09-15 19:57:12 +00:00
codeimp
6c09634660 Added Find & Replace for Thing Angles
Added lots of new filter options for Things Filters
Some interface polishing
2010-09-01 14:36:31 +00:00
codeimp
6a685b7678 Exposed more DECORATE information to plugins and Things now have an Actor property (ActorStructure) when they are loaded from DECORATE
Added two new type handlers that can be used in UDMF ('Thing Type' and 'Thing Class')
Polished the browse icons and browse buttons.
Added more events for plugins to intercept.
2010-08-22 11:36:09 +00:00
codeimp
8625573ca2 @ Removed some console output code that was used for testing
@ Gave the ThingTypeInfo a string representation (ToString)
2010-08-18 08:52:18 +00:00
codeimp
34bd24505d Added some missing things in ZDoom game configurations
Added Copy and Paste object properties for classic modes
Added some options for toolbar customization
2010-08-15 13:45:43 +00:00
codeimp
b6fba8d043 Fixed action arguments to stay within valid range (0..255 for hexen)
Added warning message when a texture or flat is double defined in the same resource.
2010-08-14 10:21:38 +00:00
boris_i
aa34d0605e Fixed a bug that allowed to place vertices and things outside the map format grid boundaries 2010-08-13 18:32:21 +00:00
codeimp
b4c910bae4 The textures and flats are now also mixed when selecting a source location from the texture categories. 2010-08-12 19:59:06 +00:00
codeimp
992e7d00ca Added support for //$title property in DECORATE actors (this overrides the more common Tag property)
When a DECORATE actor's title begins and ends with double quotes, they are now removed.
Fixed an issue with the DECORATE actor 'game' property (it was inherited like all other properties, but it shouldn't)
2010-08-12 11:39:53 +00:00
codeimp
f8aea7cbc4 Added error check for unknown flat names.
@ Some fixes in default texture/flat determination and added nicer functions to check if texture/flat exists.
2010-08-12 09:01:22 +00:00