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328 lines
33 KiB
HTML
Executable file
328 lines
33 KiB
HTML
Executable file
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
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<head>
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<title>GZDoom Builder features</title>
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<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
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<link rel="stylesheet" type="text/css" href="../../default.css" media="screen" title="Default" />
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<script type="text/javascript" src="../../scripts.js"></script>
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<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
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<param name="keyword" value="Template">
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</object>
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<div id="gz_title">
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<h1>GZDoom Builder features</h1>
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</div>
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<div id="contents"> Jump to: <a href="#general">General interface</a> | <a href="#allmodes">Classic and Visual modes</a> | <a href="#classic">Classic modes</a> | <a href="#sectors">Sectors mode</a> | <a href="#linedefs">Linedefs mode</a> | <a href="#things">Things mode</a> | <a href="#vertices">Vertices mode</a> | <a href="#visual">GZDB Visual mode</a> | <a href="#fields">Custom Fields</a> | <a href="#mapanalysis">Map Analysis mode</a> | <a href="#findreplace">Find and Replace mode</a> | <a href="#misc">Misc.</a> | <a href="#formats">(G)ZDoom features support</a>
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<ul style="list-style-type:none;">
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<li>
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<h3><a name="general" id="general"></a>General interface:</h3>
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<ul>
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<li><strong>Help</strong> side panel, which shows most of actions, available in current mode.</li>
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<li>Maps can now be loaded by dragging wad files on top of GZDB's main window.</li>
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<li>Open Map Options, Map Options and Game Configurations forms: resources can be added by dragging them on top of resources list.</li>
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<li><strong>Game Configurations form</strong>: game configurations can be disabled. This setting is mostly cosmetic. When a game configuration is disabled, it won't be shown in the "game configuration" drop downs 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.</li>
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<li><strong>Game Configurations form</strong>: game configurations can be copied and pasted (a context menu is now available in the game configurations list).</li>
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<li>Numeric textboxes: in addition to '++NN' and '--NN' to increment or decrement by given value, you can use '*NN' and '/NN' to multiply or divide by given value, '+++N' and '---N' to incrementally increase or decrease by given value.</li>
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<li>Toolbar button groups can be toggled using context menu. Hold "Shift" to toggle several button groups at once.
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/toolbarmenu.jpg" alt="" /></div>
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</li>
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<li>You can save screenshots using <strong>Tools -> Save Screenshot</strong> (default key is F12) and <strong>Tools -> Save Screenshot (editing area)</strong> (default key is Ctrl-F12) menu commands.</li>
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<li>You can save shortcut reference to html file using <strong>Help -> Export Shortcut Reference</strong> menu command.</li>
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<li>New action: "<strong>Open Map in current WAD</strong>", available as <strong>File -> Open Map in current WAD</strong> and via Ctrl-Shift-O shortcut.</li>
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<li></strong>New action: "Export to Wavefront .obj", available as <strong>File -> Export -> Selection to Wavefront .obj</strong>. It will export selected sectors (or the whole map, if no sectors are selected) to Wavefront .obj model.</li>
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<li>New action: "<strong>Reload MODELDEF/VOXELDEF</strong>" (<strong>Tools -> Reload MODELDEF/VOXELDEF</strong>).</li>
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<li>New action: "<strong>Reload GLDEFS</strong>" (<strong>Tools -> Reload GLDEFS</strong>).</li>
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<li>Info about current selection is shown at the bottom of program's window.
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/selection_info.jpg" alt="" /></div>
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</li>
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<li>Texture size is now shown in texture previews. You can disable this feature by unchecking "<strong>Preferences -> Interface -> Show texture and flat sizes in browsers</strong>" checkbox.
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/texturesize_preview.jpg" alt="" /></div>
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</li>
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<li><a href="general/multi_engines.html">Several game engines can be used per game configuration</a>.</li>
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<li>Size of vertex handles in 2D modes can be changed in <a href="../preferences.html">preferences</a>.</li>
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<li><strong>Script editor</strong>: pressing "F1" opens keyword help instead of program manual.</li>
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<li>Side panel auto hiding can be now toggled much easier.
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/pinsidepanel.jpg" alt="" /></div>
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</li>
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<li>Things can be filtered in Thing Edit form.</li>
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<li>Added "<strong>Hints</strong>" side panel, which shows the list of actions, available in current editing mode.</li>
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<li>Actions and Effects can be filtered (useful when you remember action/effect name, but don't remember it's number or category).
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/actions_filter.jpg" alt="" /></div>
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</li>
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<li>Actions can be filtered in Preferences form.</li>
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<li>Added errors and warnings indicator to main window (bottom-right corner). You can click on it to open <strong>Errors and warnings</strong> window.</li>
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</ul>
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</li>
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<li>
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<h3><a name="scripting" id="scripting"></a>Scripting:</h3>
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<ul>
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<li><a href="scripting/acs.html">Enhanced scripting workflow</a>.</li>
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<li><a href="scripting/snippets.html">Code snippets.</a></li>
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<li>Added support for multiple ACC compilers.</li>
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<li>BCC script compiler (<a href="https://github.com/wormt/bcc/">https://github.com/wormt/bcc/</a>) is bundled with GZDB.</li>
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<li>Script type can be chosen when creating or opening a map, and can be changed in Map Options form.</li>
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</ul>
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</li>
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<li>
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<h3><a name="allmodes" id="allmodes"></a>Classic and Visual modes:</h3>
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<ul>
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<li><span class="style3">[changed]</span> "<strong>Toggle Full Brightness" </strong>action works in Classic modes.</li>
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<li><span class="style3">[changed]</span> "<strong>Toggle Highlight" </strong>action works in Classic modes.</li>
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<li><span class="style3">[changed]</span> "<strong>Increase Brightness by 8</strong>" and "<strong>Decrease Brightness by 8</strong>" actions work in Sectors mode.</li>
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<li><a href="all_modes/tag_support.html">Enhanced Tag support</a>.</li>
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<li><a href="all_modes/event_lines.html">Event lines</a>.</li>
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<li>Map can be tested from camera position in Visual mode and from cursor position in Classic modes. <a href="all_modes/test_from_view.html">More info</a>.</li>
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<li>Selection can be synchronized between Classic and Visual modes. <a href="all_modes/synch_selection.html">More info</a>.</li>
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<li>Camera position can be synchronized between Classic and Visual modes. <a href="all_modes/synch_camera.html">More info</a>.</li>
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<li>You can use <a href="all_modes/colorpicker.html">Color Picker plugin </a> to edit dynamic light properties and sector's fog and tint colors in Classic and Visual modes.</li>
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<li>You can use <a href="all_modes/tagexplorer.html">Tag Explorer plugin</a> to view all tags and actions used in current map.</li>
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<li>You can paste only specific properties using "<strong>Paste Properties Special</strong>" action (available via keyboard shortcut, as "<strong>Edit</strong> -> <strong>Paste Properties Special...</strong>" menu item and as a button on the Edit Mode toolbar).
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"> <img src="all_modes/paste_properties_options.jpg" alt="" /></div>
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</li>
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<li>You can apply <a href="all_modes/jitter.html">randomized transformations</a> to any map element.</li>
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<li>Image browser shows directory structure of Folder, PK3 and PK7 resources and can filter images by texture type and size. <a href="all_modes/texture_browser.html">More info</a>.</li>
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<li>Most controls of Edit Sector/Linedef/Thing forms now work in realtime (e.g. you can immediately see texture offset/scale/rotation changes while you are changing appropriate values). Action and Tag changes are still applied only after you press "OK" button.</li>
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<li><strong>[UDMF] </strong>All UDMF properties can be edited using Edit Sector/Linedef/Thing/Vertex windows user interface.</li>
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<li>Thing Edit Form has "Random angle" checkbox.</li>
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<li><strong>[UDMF] </strong>Sector, Linedef and Vertex info panels show additional info if a map is in UDMF format.</li>
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</ul>
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</li>
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<li>
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<h3><a name="classic" id="classic"></a>Classic modes:</h3>
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<ul>
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<li>All drawing modes are available in the <strong>Mode</strong> menu
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"> <img src="general/menu_drawmodes.jpg" alt="" /></div>
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</li>
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<li><a href="classic_modes/selection.html"> </a>Thing sprites are rendered in classic modes.</li>
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<li>You can assign custom color to any combination of linedef flags, actions and/or activation. <a href="classic_modes/linedef_color_presets.html">More info</a>.</li>
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<li><a href="classic_modes/selection.html"> Enhanced rectangular selection</a>.</li>
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<li>New action: "<strong>Go To Coordinates</strong>", available in the <strong>View</strong> menu and by clicking on cursor coordinates in the lower-right corner of UI.</li>
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<li>You can use <strong>Paint selection </strong>action to select map elements easier.</li>
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<li><a href="classic_modes/mode_drawrect.html">Draw Rectangle mode</a>.</li>
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<li><a href="classic_modes/mode_drawellipse.html">Draw Ellipse mode</a>.</li>
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<li><a href="classic_modes/mode_drawcurve.html">Draw Curve mode</a>.</li>
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<li><a href="classic_modes/mode_drawgrid.html">Draw Grid mode</a>.</li>
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<li><a href="classic_modes/mode_drawcurve.html"></a><a href="../classic_modes/mode_importterrain.html">Terrain Importer mode</a>.</li>
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<li><a href="classic_modes/mode_drawbridge.html">Bridge mode</a>.</li>
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<li><a href="classic_modes/mode_snapelements.html">Snap map elements mode</a>.</li>
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<li>Selected things are now dragged while dragging vertices, linedefs and sectors.</li>
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<li>You can hold the <strong>Alt</strong> key while dragging map elements to snap them to grid increments relative to their initial position.</li>
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<li>You can place things on top of selected vertices in Vertices and Linedefs modes and inside of selected sectors in Sectors mode using "<strong>Place Things</strong>" action.</li>
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<li>You can view all loaded thing types and some additional info using Thing Statistics form (<strong>Edit -> View Thing Types...</strong>).
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"> <img src="classic_modes/thing_statistics.jpg" alt="" /></div>
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</li>
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<li>You can override default sector properties, which are used to create new geometry, using "<strong><a href="classic_modes/drawsettingspanel.html">Draw Settings</a></strong>" panel (by default, when the new sector overlaps or touches existing sector, the editor uses textures, brighntess and floor/ceiling heights from that sector when drawing the new one).</li>
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<li>You can disable Doom Builder's auto-clear textures behaviour by using this button in the toolbar: <img src="general/autoclear_textures.jpg"/></li>
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<li>You can change default sector brightness and floor/ceiling height (<strong>Preferences -> Editing -> Default sector settings</strong>). These settings are used when the new sector doesn't touch or overlap already existing sectors.</li>
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<li>3D floor indication (color can be changed in <strong>Preferences -> Appearance -> 3D Floors</strong>, the setting can be disabled in <a href="../preferences.html#markextrafloors">Preferences</a>).
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"> <img src="classic_modes/3dfloor_marks.jpg" alt="" /></div>
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</li>
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<li>Line angle, length and front side direction are displayed when a line is drawn in Draw Geometry mode or dragged in any Classic mode.</li>
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<li><strong>[UDMF]</strong> Floor/ceiling texture offsets can be pinned using this button in the toolbar: <img src="general/pin_textures.jpg"/>. When pinned, textures will be aligned to a sector while it is dragged.</li>
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<li><strong>Tag Range plugin</strong>: custom increment can now be set.</li>
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<li><strong>Tag Range plugin:</strong> tags can be set in relative mode (when this mode is enabled, generated values are added to existing tags instead of replacing them).</li>
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<li>You can clear selection groups (default shortcuts are Ctrl-Shift-1 ... 0).</li>
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<li>You can add selection to groups, select and clear groups using the <strong>Edit</strong> menu.
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/menu_selectiongroups.jpg" alt="" /></div>
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</li>
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<li>Center of map is shown in Classic modes using Highlight color.</li>
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</ul>
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</li>
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<li>
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<h3><a name="sectors" id="sectors"></a>Sectors mode:</h3>
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<ul>
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<li><strong>[UDMF]</strong> Sector Edit Form now has "<strong>Slopes</strong>" tab.</li>
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<li>Things selection, dragging and deletion can be syncronized with sectors selection, dragging and deletion by enabling <strong>Sectors -> Syncronized Things Editing</strong> menu item / <strong>Syncronized Things Editing</strong> toolbar button.</li>
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<li>Things can be (de)selected by holding the <strong>Alt</strong> key when (de)selecting sectors. <strong>Alt</strong> key behaviour is inverted when <strong>Syncronized Things Editing</strong> option is enabled.</li>
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<li>Sector Tag and Effect can now be shown on top of sectors. You can use "<strong>View Tags and Effects</strong>" button to toggle this overlay.
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="sectors_mode/toggle_effect_overlay.jpg" alt="" /></div>
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</li>
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<li><strong>[UDMF]</strong> Create Brightness Gradient option can work in 5 modes:
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="sectors_mode/gradientmodes.jpg" alt="" /></div>
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</li>
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<li>Sector Info panel shows the number of sector's sidedefs as well as light and fade colors (UDMF only):
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="sectors_mode/sector_info.jpg" alt="" /></div>
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</li>
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<li>"<strong>Flip Linedefs</strong>" action is now available from Sectors mode. It will try to align linedefs, so their front (or back) point towards the same sector.</li>
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</ul>
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</li>
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<li>
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<h3><a name="linedefs" id="linedefs"></a>Linedefs mode:</h3>
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<ul>
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<li>Things dragging can be syncronized with linedefs dragging by enabling <strong>Linedefs -> Syncronized Things Transform</strong> menu item / <strong>Syncronized Things Transform</strong> toolbar button.</li>
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<li><strong>[UDMF]</strong> New actions: "<strong>Align Ceiling Texture to Back Side</strong>", "<strong>Align Ceiling Texture to Front Side</strong>", "<strong>Align Floor Texture to Back Side</strong>" and "<strong>Align Floor Texture to Front Side</strong>" (available in <strong>Linedefs -> Align Textures</strong> menu).</li>
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<li><strong>[UDMF]</strong> "<strong>Make brightness gradient</strong>" command is available in Linedefs mode.</li>
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<li><strong>[UDMF]</strong> Linedef info panel: relative UDMF light values are shown like this: <span class="style7">16</span> (<span class="style9">128</span>), which means "<span class="style7">UDMF light value</span>" ("<span class="style9">total surface brightness</span>"). Total surface brightness is UDMF light value + sector brightness.</li>
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<li>Split Linedefs preview (a rectangle, colored using Info line color) is shown in this mode.</li>
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<li>"<strong>Flip Linedefs</strong>" action will try to align linedefs, so their front (or back) point towards the same sector.</li>
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</ul>
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</li>
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<li>
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<h3><a name="things" id="things"></a>Things mode:</h3>
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<ul>
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<li>Several thing types can now be selected at once in Thing Edit form. If you do so, a type randomly chosen from selected ones will be assigned to each selected thing. <a href="things_mode/multiple_thing_types.html">More info</a>.</li>
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<li>You can filter selected things by type using Filter Things form (<strong>Things -> Filter Things...</strong>).
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="things_mode/filter_selection.jpg" alt="" /></div>
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</li>
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<li>You can clone selected/highlighted things by holding "Shift" before starting to drag them.</li>
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<li>New action: "<strong>Point Thing to cursor</strong>". <a href="things_mode/pointthing.html">More info</a>.</li>
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<li>New action: "<strong>Align Things To Linedef</strong>".</li>
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<li>Z-height of a thing can be changed in absolute and relative mode in Thing Edit form.</li>
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<li>Thing's X and Y position can be edited in Edit Thing form.</li>
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</ul>
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</li>
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<li>
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<h3><a name="vertices" id="vertices"></a>Vertices mode:</h3>
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<ul>
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<li><strong>[UDMF]</strong> Vertical offsets of a vertex can be edited in Vertex Edit form and are shown in Vertex Info panel.</li>
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<li>Split Linedefs preview (a rectangle, colored using Info line color) is shown in this mode.</li>
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</ul>
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</li>
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<li>
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<h3><a name="visual" id="visual"></a>GZDB Visual mode:</h3>
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<ul>
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<li style="list-style-type:none;">GZDB Visual mode is the result of merging Doom Builder's Visual mode and GZDoom Visual mode.<span class="style1"><br />
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<br />
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<strong>New rendering features available in this mode:</strong></li>
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<ul>
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<li>Dynamic lights (all types) are rendered in Visual mode. You can use <a href="general/rendering_toolbar.html">Rendering panel</a> to toggle dynamic lights rendering and animation. </li>
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<li>Dynamic lights defined in GLDEFS are rendered in Visual mode (only one GLDEFS light per actor is currently supported).</li>
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<li>Fog rendering in Visual mode (including colored fog in maps in UDMF format).</li>
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<li>New action: "<strong>Render selected/all models</strong>".</li>
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<li>New action: "<strong>Toggle dynamic lights animation</strong>".</li>
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<li>New action: "<strong>Toggle dynamic lights rendering</strong>".</li>
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<li>New action: "<strong>Toggle fog rendering</strong>".</li>
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<li>New action: "<strong>Toggle models rendering</strong>".</li>
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<li>New action: "<strong>Toggle GZDoom effects</strong>".</li>
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<li><a href="all_modes/event_lines.html">Event lines</a> for PatrolPoints, cameras and InterpolationPoints.</li>
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<li>Translucent 3D floors are rendered correctly.</li>
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<li>Things with zero Height and Radius are rendered.</li>
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<li>Plane Copy effect (118) is supported.</li>
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<li>Several new 3D floor flags are supported:
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<ul>
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<li>"16: Use a sidedef's upper texture to draw the sides".</li>
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<li>"32: Use a sidedef's lower texture to draw the sides".</li>
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<li>"64: Render the 3D floor using additive translucency".</li>
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<li>"Ignore bottom height".</li>
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</ul>
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</li>
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<li>When the thing category has sprite, and the thing doesn't, category sprite is used.</li>
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<li> Doom-style shading on walls (walls going from west to east are slightly darker than walls going from north to south). This effect is affected by "<strong>vertwallshade</strong>", "<strong>horizwallshade</strong>", "<strong>evenlighting</strong>" and "<strong>smoothlighting</strong>" MAPINFO properties.</li>
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</ul>
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<li style="list-style-type:none;"><strong><br />
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New editing features available in this mode:</strong>
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<ul>
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<li>You can <strong>Shift-Select</strong> (usually Select action = LMB) to select all adjacent surfaces with same texture, <strong>Ctrl-Select</strong> to select all adjacent surfaces with same height. <strong>Ctrl-Shift-Select</strong> will also work as expected.</li>
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<li><strong>[UDMF]</strong> Vertex height offsets ("zfloor" and "zceiling") <a href="visual_mode/visual_verts.html">can be edited</a>.</li>
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<li><strong>[UDMF]</strong> Using "<strong>Increase/Decrease brightness</strong>" actions (bound to Ctrl+Mouse Wheel by default) on walls and ceilings will change sidedef/ceiling brightness, using them on floors will change sector brightness, using them on 3D floors will change brightness of 3D floor.</li>
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<li>You can use "<strong>Toggle geometry effects</strong>" action (default key is Tab) to toggle GZDoom's geometry effects, such as slopes, 3D floors, transfer brightness effects etc.</li>
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<li>You can hold <strong>Shift</strong> while dragging a texture to lock movement to horizontal axis, and <strong>Ctrl</strong> to lock it to vertical axis.</li>
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<li>You can hold <strong>Ctrl-Shift</strong> while dragging a texture to snap texture offsets to current grid size.</li>
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<li>New action: "<strong>Align Textures X and Y</strong>" (default key is Ctrl-A).</li>
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<li>"Auto-align Textures Y" action takes surface peg type into account. It also applies vertical scale of first (highlighted) surface to the rest of aligned surfaces (<strong>UDMF</strong> only).</li>
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<li><strong>[UDMF]</strong> Auto-align textures actions now affect sides of 3D floors.</li>
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<li><strong>[UDMF] </strong><a href="visual_mode/autoalignfloors.html">"Auto-align textures" actions now work on floors and ceilings</a>.</li>
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<li><strong>[UDMF]</strong> New action: "<strong>Match Brightness</strong>": this action makes the brightness of selected surfaces the same as the brightness of highlighted surface.</li>
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<li>New actions: "<strong>Lower Floor/Ceiling to adjacent sector</strong>" and "<strong>Raise Floor/Ceiling to adjacent sector</strong>" (default keys are PageDown and PageUp). By default, they will find next lower/higher surface in sectors, adjacent to selected ones, and lower/raise selected sectors to this height. If you hold Ctrl, they will lower/raise sectors to lowest/highest sector inside selection. And they will also drop selected things to ground or align them to ceiling.</li>
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<li><strong>[UDMF]</strong> New actions: "<strong>Increase Scale</strong>" (Num9), "<strong>Decrease Scale</strong>" (Num7), "<strong>Increase Horizontal Scale</strong>" (Num6), "<strong>Decrease Horizontal Scale</strong>" (Num4), "<strong>Increase Vertical Scale</strong>" (Num8), "<strong>Decrease Vertical Scale</strong>" (Num5) actions. These actions can be used to change thing scale and sidedef/floor/ceiling texture scale.<br />
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</li>
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<li><strong>[UDMF]</strong> New actions: "<strong><a href="visual_mode/texturefit.html">Fit Texture</a></strong>" (default key is Ctrl-Alt-A), "<strong><a href="visual_mode/texturefit.html">Fit Texture's Width</a></strong>" (Alt-A) and "<strong><a href="visual_mode/texturefit.html">Fit Texture's Height</a></strong>" (Alt-Shift-A).</li>
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<li>New action: "<strong>Toggle slope</strong>" (default key is Alt-S). Select or highlight upper/lower walls then call this action to add slopes. Select or highlight floors or ceilings then call this action to remove slopes.</li>
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<li>New action: "<strong>Look Through Selection</strong>" (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, SecurityCamera or InterpolationPoint.</li>
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<li>New actions: "<strong><a href="visual_mode/autoalign_to_selection.html">Auto-align Textures to Selection</a> (X)</strong>", "<strong>Auto-align Textures to Selection (Y)</strong>" and "<strong>Auto-align Textures to Selection (X and Y)</strong>".</li>
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<li>New actions: "<strong>Rotate Clockwise</strong>" and "<strong>Rotate Counterclockwise</strong>", which can be used to rotate things and <strong>[UDMF]</strong> floor/ceiling textures.</li>
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<li>New actions: "<strong>Change Pitch Clockwise</strong>", "<strong>Change Pitch Counterclockwise</strong>", "<strong>Change Roll Clockwise</strong>" and "<strong>Change Roll Counterclockwise</strong>", which can be used to change pitch and roll of selected or highlighted things.</li>
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<li>Things can be moved horizontally using "<strong>Move Thing Forward/Backward/Left/Right</strong>" actions.</li>
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<li>Things can be moved to cursor position using "<strong>Move Thing To Cursor Location</strong>" (default key is Ctrl + Middle mouse) action.</li>
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<li>Things can be inserted at cursor position using "<strong>Insert Item</strong>" action (default key is Insert).</li>
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<li>Selected things can be deleted using "<strong>Delete Item</strong>" action (default key is Delete).</li>
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|
<li>Selected things can be cut/copied/pasted at cursor position.</li>
|
|
<li><strong>[UDMF]</strong> Floor/ceiling texture rotation is now taken into account when moving texture offsets with arrow keys.</li>
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|
<li><strong>[UDMF] </strong>New action: "<strong>Reset Local Texture Offsets (UDMF)</strong>". It resets upper/middle/lower texture offsets, scale and brightness of targeted or selected sidedefs, resets texture offsets, rotation, scale and brightness of targeted or selected floors/ceilings and resets scale, pitch and roll of targeted or selected things.</li>
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|
<li><strong>[UDMF]</strong> "<strong>Reset Texture Offsets</strong>" action now resets texture offsets of targeted or selected floors and ceilings and also resets scale of targeted or selected things.</li>
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|
</ul>
|
|
</li>
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|
</ul>
|
|
</li>
|
|
<li>
|
|
<h3><a name="fields" id="fields"></a>Custom Fields:</h3>
|
|
</li>
|
|
<ul>
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|
<li><a href="custom_fields/newfieldtypes.html">Integer (Random)</a> custom field type.</li>
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|
<li><a href="custom_fields/newfieldtypes.html">Decimal (Random)</a> custom field type.</li>
|
|
</ul>
|
|
<li>
|
|
<h3><a name="mapanalysis" id="mapanalysis"></a>Map Analysis mode:</h3>
|
|
<ul>
|
|
<li>Analysis results can be hidden per result type and individually via results list's context menu.</li>
|
|
<li>Map Analysis mode can check the map for unconnected vertices.</li>
|
|
<li>Map Analysis mode can check the map for overlapping lines. This will check if 2 lines have the same start and end positions.</li>
|
|
<li>Map Analysis mode can check the map for overlapping vertices. This will check if a vertex is on top of a linedef or another vertex.</li>
|
|
<li>Map Analysis mode can check the map for invalid sectors (sectors with less than 3 sidedefs or sectors without area).</li>
|
|
<li>Map Analysis mode can check the map for unused textures.</li>
|
|
<li>Map Analysis mode can check the map for missing flats.</li>
|
|
<li>Map Analysis mode can check the map for unknown things (things, which type is not defined in DECORATE or current game configuration).</li>
|
|
<li>Map Analysis window now has "<strong>Apply to all errors of this type</strong>" checkbox.</li>
|
|
<li>Analysis results can be saved to a text file or copied to clipboard.</li>
|
|
</ul>
|
|
</li>
|
|
<li>
|
|
<h3><a name="findreplace" id="findreplace"></a>Find and Replace mode:</h3>
|
|
<ul>
|
|
<li>Find and Replace mode now has "<strong>Sector Brightness</strong>", "<strong>Sector Floor Height</strong>", "<strong>Sector Ceiling Height</strong>", "<strong>Linedef Flags</strong>", "<strong>Thing Flags</strong>", "<strong>Sidedef Flags</strong>" and "<strong>Sector Flags</strong>" search modes.</li>
|
|
<li>"<strong>Any Texture or Flat</strong>", "<strong>Sector Flat</strong>" and "<strong>Sidedef Texture</strong>" search modes now support "<strong>*</strong>" (match any number of characters) and "<strong>?</strong>" (match any single character) wildcards.</li>
|
|
<li>Find and Replace Mode can find and replace Thing and Linedef Actions with specific arguments. Syntax is "[Action] [arg1] [...]". Script names used by ACS actions can be replaced this way as well (<strong>UDMF only</strong>).</li>
|
|
</ul>
|
|
</li>
|
|
<li>
|
|
<h3><a name="misc" id="formats"></a>Misc. features:</h3>
|
|
<ul>
|
|
<li>Nodes Viewer plugin supports ZNODES in "XNOD", "XGLN", "XGL2" and "XGL3" formats.</li>
|
|
<li>Selection groups are saved the map's .dbs file.</li>
|
|
</ul>
|
|
</li>
|
|
<li>
|
|
<h3><a name="formats" id="formats"></a>(G)ZDoom features support:</h3>
|
|
<ul>
|
|
<li><a href="../text_lumps.html#modeldef">MD2 and MD3 models</a> rendering in 2D and 3D modes.</li>
|
|
<li><a href="../text_lumps.html#voxeldef">VOXLEDEF</a> support.</li>
|
|
<li><a href="../text_lumps.html#reverbs">REVERBS</a> support (used in <a href="classic_modes/mode_soundenvironment.html">Sound Environment Mode</a>).</li>
|
|
<li>More complete <a href="../text_lumps.html#textures">TEXTURES</a> support.</li>
|
|
<li>Partial <a href="../text_lumps.html#mapinfo">MAPINFO</a> support, including DoomEdNum and SpawnNums overrides.</li>
|
|
<li>ACS scripts with #include directives are compiled properly.</li>
|
|
<li>PNG and PCX image formats are supported.</li>
|
|
<li>PK7 archive format is supported.</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
</div>
|
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</body>
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