UltimateZoneBuilder/Source/Plugins/BuilderModes/General/UndoGroup.cs
MaxED a58f35227e Added, Visual mode, UDMF: added "Change Pitch Clockwise", "Change Pitch Counterclockwise", "Change Roll Clockwise" and "Change Roll Counterclockwise" actions.
Added, Visual mode, UDMF: added "Increase Scale" and "Decrease Scale" actions.
Added, Visual mode, UDMF: "Reset Texture Offsets" action now resets scale when used on things.
Added, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets scale, pitch and roll when used on things.
Changed, Visual mode, UDMF: "Reset Texture Offsets" action now only resets texture offsets (previously it also reset texture scale).
Changed, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets texture offsets, scale and brightness of sidedefs and also rotation of floors/ceilings.
Changed, Visual mode, UDMF: thing box arrow now displays pitch and roll for things, which have attached model and appropriate MODELDEF flags.
Changed, Thing Edit Form, UDMF: negative pitch and roll can now be entered.
Updated documentation.
2015-03-30 21:44:04 +00:00

39 lines
1.2 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
public static class UndoGroup
{
public const int None = 0;
public const int FloorHeightChange = 1;
public const int CeilingHeightChange = 2;
public const int SectorBrightnessChange = 3;
public const int TextureOffsetChange = 4;
public const int TextureRotationChange = 5; //mxd
public const int TextureScaleChange = 6; //mxd
public const int SurfaceBrightnessChange = 7; //mxd
public const int SectorHeightChange = 8;
public const int ThingMove = 9; //mxd
public const int ThingAngleChange = 10; //mxd
public const int ThingPitchChange = 11; //mxd
public const int ThingRollChange = 12; //mxd
}
}