UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes
MaxED 295c9bc35c Fixed, ACC compiler: in some cases ACC errors were ignored.
Fixed, Script Editor, cosmetic: we should not show error line number when we don't have one.
ZDoom acc.exe: several error types now output more detailed info.
Fixed, Visual mode: UDMF thing alpha property was applied only when UDMF renderstyle property was also set (should also be applied when renderstyle property is set in the DECORATE actor definition).
Game configurations, ZDoom family: Pistol and Gold Wand actors now use internal sprites.
Updated ZDoom ACC and ZDoom_ACS.cfg (PickActor flags).
2015-11-24 10:46:49 +00:00
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BaseVisualGeometrySector.cs Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom. 2015-11-20 14:31:54 +00:00
BaseVisualGeometrySidedef.cs Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom. 2015-11-20 14:31:54 +00:00
BaseVisualMode.cs Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom. 2015-11-20 14:31:54 +00:00
BaseVisualSector.cs Visual mode: noticeable performance boost (rendering now works ~40% faster). 2015-10-02 14:47:34 +00:00
BaseVisualThing.cs Fixed, ACC compiler: in some cases ACC errors were ignored. 2015-11-24 10:46:49 +00:00
BaseVisualVertex.cs Removed "Paste Properties Options" action. 2015-10-09 12:38:12 +00:00
Effect3DFloor.cs Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom. 2015-11-20 14:31:54 +00:00
EffectBrightnessLevel.cs Visual mode: added support for "Transfer Brightness Level" (50) effect type parameter (arg 1). 2015-04-01 12:51:26 +00:00
EffectCopySlope.cs UDMF: most of the code now supports multiple sector/linedef tags ('moreids' UDMF property). The only things left out are Tag Explorer and Tag Range plugins. 2015-07-28 15:04:21 +00:00
EffectGlowingFlat.cs Added GZDoom's glowing flats (http://www.zdoom.org/wiki/GLDEFS#Glowing_flats) support to Classic and Visual modes. 2015-04-14 11:33:57 +00:00
EffectLineSlope.cs Changed, Thing Edit Form: floor slopes are now taken into account when changing thing's absolute Z position (currently, only slopes, created using sector planes, vertex height offsets and "Plane_Align" (181) action are supported). 2015-04-15 12:49:28 +00:00
EffectPlaneCopySlope.cs UDMF: most of the code now supports multiple sector/linedef tags ('moreids' UDMF property). The only things left out are Tag Explorer and Tag Range plugins. 2015-07-28 15:04:21 +00:00
EffectThingLineSlope.cs UDMF: most of the code now supports multiple sector/linedef tags ('moreids' UDMF property). The only things left out are Tag Explorer and Tag Range plugins. 2015-07-28 15:04:21 +00:00
EffectThingSlope.cs Texture Browser Form: swapped foreground and background colors of texture size labels. 2014-12-03 23:15:26 +00:00
EffectThingVertexSlope.cs Texture Browser Form: swapped foreground and background colors of texture size labels. 2014-12-03 23:15:26 +00:00
EffectTransferCeilingBrightness.cs Visual mode: added support for "Transfer Brightness Level" (50) effect type parameter (arg 1). 2015-04-01 12:51:26 +00:00
EffectTransferFloorBrightness.cs Visual mode: added support for "Transfer Brightness Level" (50) effect type parameter (arg 1). 2015-04-01 12:51:26 +00:00
EffectUDMFVertexOffset.cs UDMF map format: increased maximum supported texture name length to 2048. 2014-05-19 13:33:38 +00:00
IVisualEventReceiver.cs Removed "Paste Properties Options" action. 2015-10-09 12:38:12 +00:00
NullVisualEventReceiver.cs Removed "Paste Properties Options" action. 2015-10-09 12:38:12 +00:00
SectorData.cs Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom. 2015-11-20 14:31:54 +00:00
SectorEffect.cs Visual mode: added support for "Transfer Brightness Level" (50) effect type parameter (arg 1). 2015-04-01 12:51:26 +00:00
SectorLevel.cs Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom. 2015-11-20 14:31:54 +00:00
SectorLevelComparer.cs Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom. 2015-11-20 14:31:54 +00:00
SectorLevelType.cs Added GZDoom's glowing flats (http://www.zdoom.org/wiki/GLDEFS#Glowing_flats) support to Classic and Visual modes. 2015-04-14 11:33:57 +00:00
TexturePlane.cs Removed a metric ton of unused "using" directives from BuilderModes plugin. 2013-04-11 11:26:57 +00:00
ThingData.cs Removed a metric ton of unused "using" directives from BuilderModes plugin. 2013-04-11 11:26:57 +00:00
VertexData.cs Removed a metric ton of unused "using" directives from BuilderModes plugin. 2013-04-11 11:26:57 +00:00
VisualActionResult.cs Removed a metric ton of unused "using" directives from BuilderModes plugin. 2013-04-11 11:26:57 +00:00
VisualCeiling.cs Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom. 2015-11-20 14:31:54 +00:00
VisualFloor.cs Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom. 2015-11-20 14:31:54 +00:00
VisualLower.cs Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom. 2015-11-20 14:31:54 +00:00
VisualMiddle3D.cs Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom. 2015-11-20 14:31:54 +00:00
VisualMiddleBack.cs Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom. 2015-11-20 14:31:54 +00:00
VisualMiddleDouble.cs Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom. 2015-11-20 14:31:54 +00:00
VisualMiddleSingle.cs Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom. 2015-11-20 14:31:54 +00:00
VisualSidedefParts.cs 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. 2014-12-22 21:36:49 +00:00
VisualUpper.cs Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom. 2015-11-20 14:31:54 +00:00
WallPolygon.cs Added GZDoom's glowing flats (http://www.zdoom.org/wiki/GLDEFS#Glowing_flats) support to Classic and Visual modes. 2015-04-14 11:33:57 +00:00