UltimateZoneBuilder/Source/Plugins/SoundPropagationMode/SoundPropagation.csproj
MaxED 1c769eec3f Core, internal: added ReverbsParser. Reverbs can be accessed using General.Map.Data.Reverbs.
Sound Environment Mode: sound environments can now be picked by editing sound environment things.
Sound Environment Mode: detected sound environments names are now used as item names in the tree view.
Fixed, Classic modes: incorrect texture was used as unknown floor/ceiling texture (I broke this in r2199).
Fixed, MainForm: reverted MainForm.UpdateToolStripSeparators. By making it look simpler I made it work more buggy...
Updated ZDoom_DECORATE.cfg.
2015-01-25 23:22:42 +00:00

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XML

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<AssemblyName>SoundPropagationMode</AssemblyName>
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<Reference Include="System.Windows.Forms" />
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</ItemGroup>
<ItemGroup>
<Compile Include="BufferedTreeView.cs">
<SubType>Component</SubType>
</Compile>
<Compile Include="BuilderPlug.cs" />
<Compile Include="Interface\SoundEnvironmentPanel.cs">
<SubType>UserControl</SubType>
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<Compile Include="Interface\SoundEnvironmentPanel.Designer.cs">
<DependentUpon>SoundEnvironmentPanel.cs</DependentUpon>
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<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
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<Compile Include="SoundEnvironment.cs" />
<Compile Include="SoundEnvironmentMode.cs" />
<Compile Include="SoundPropagationDomain.cs" />
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<Compile Include="SoundPropagationMode.cs" />
<Compile Include="Windows\ReverbsPickerForm.cs">
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Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>