UltimateZoneBuilder/Source/BuilderModes/VisualModes
codeimp ef79592200 @ Refactored code to use the term "radius" for thing widths instead of "width"
- Thing properties dialog now shows the actual width of a Thing (not the radius)
2009-02-16 10:06:58 +00:00
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BaseVisualGeometrySector.cs Copied texture/flat is now remembered across switching editing modes 2009-02-10 12:14:56 +00:00
BaseVisualGeometrySidedef.cs Copied texture/flat is now remembered across switching editing modes 2009-02-10 12:14:56 +00:00
BaseVisualMode.cs Copied texture/flat is now remembered across switching editing modes 2009-02-10 12:14:56 +00:00
BaseVisualSector.cs drag texture offsets in visual mode 2008-12-17 19:35:00 +00:00
BaseVisualThing.cs @ Refactored code to use the term "radius" for thing widths instead of "width" 2009-02-16 10:06:58 +00:00
IVisualEventReceiver.cs - added texture Flood-Fill action in Visual Mode 2009-01-12 22:00:31 +00:00
VisualCeiling.cs Copied texture/flat is now remembered across switching editing modes 2009-02-10 12:14:56 +00:00
VisualFloor.cs Copied texture/flat is now remembered across switching editing modes 2009-02-10 12:14:56 +00:00
VisualLower.cs fixed black sectors in Visual Mode when sector brightness > 255 2009-01-16 10:28:28 +00:00
VisualMiddleDouble.cs fixed black sectors in Visual Mode when sector brightness > 255 2009-01-16 10:28:28 +00:00
VisualMiddleSingle.cs changed a lot in resources loading, how unknown textures are displayed and how corrupt textures are handled 2009-01-24 14:48:43 +00:00
VisualSidedefParts.cs drag texture offsets in visual mode 2008-12-17 19:35:00 +00:00
VisualUpper.cs fixed black sectors in Visual Mode when sector brightness > 255 2009-01-16 10:28:28 +00:00