UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes
MaxED 9908e41197 Added, Game configurations: added "ignoreddirectories" parameter. It lists directory names to be ignored when loading PK3/PK7/Directory resources.
Added, Game configurations: added "ignoredextensions" parameter. It lists file extensions to be ignored when loading PK3/PK7/Directory resources.
Updated: sector triangulation logic now works ~20% faster.
Changed: a case when a pk3/pk7 archive contains several entries with identical filename is now treated as a warning, not as an error.
Fixed, Visual mode: absolute floor/ceiling brightness should not be affected by brightness transfer effects (like 3d floors).
Fixed, Draw Lines mode: in some cases unclosed sectors were created when several points were successively drawn at the same location.
Updated documentation.
2016-10-24 19:19:11 +00:00
..
BaseVisualGeometrySector.cs Added, Edit Sectors window: added UI for floor/ceiling portals. 2016-10-11 12:58:35 +00:00
BaseVisualGeometrySidedef.cs Added, Edit Sectors window: added UI for floor/ceiling portals. 2016-10-11 12:58:35 +00:00
BaseVisualMode.cs Fixed, Visual mode, UDMF: only the clicked floor/ceiling surface was dynamically updated when changing texture offsets of multiple floors/ceilings by mouse-dragging. 2016-09-08 19:28:47 +00:00
BaseVisualSector.cs Fixed, Visual mode: 3d floor outer sides were not updated after toggling rendering effects off, then on. 2016-04-27 10:10:57 +00:00
BaseVisualThing.cs Added, Edit Sectors window: added UI for floor/ceiling portals. 2016-10-11 12:58:35 +00:00
BaseVisualVertex.cs Added, Edit Sectors window: added UI for floor/ceiling portals. 2016-10-11 12:58:35 +00:00
Effect3DFloor.cs Added, Preferences -> Appearance: added "Anisotropic filtering" and "Edge Antialiasing" settings. Also regrouped some settings. 2016-03-25 14:06:00 +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 Fixed, Map Analysis mode, "Check stuck things" check: rewritten parts of the flags checking logic to allow more accurate flag checks. 2015-12-28 15:01:53 +00:00
EffectGlowingFlat.cs Added, Visual mode: "Increase/Decrease Scale", "Reset Texture Offsets" and "Reset Local Texture Offsets" actions now work when used on 3d floor sides. 2016-04-19 20:40:42 +00:00
EffectLineSlope.cs Updated, Visual mode: updated FLATSPRITE support to match the current GZDoom implementation. 2016-10-04 09:53:38 +00:00
EffectPlaneCopySlope.cs Fixed, Visual mode: texture offsets were updated multiple times when moving texture offsets of several extrafloor sides linked to the same control sidedef. 2016-05-15 00:38:41 +00:00
EffectThingLineSlope.cs Fixed, Visual mode: rendering effects of "Slope floor/ceiling to here" things (9500/9501) should not be applied when their arg0 is 0. 2016-05-02 18:36:17 +00:00
EffectThingSlope.cs Fixed, Map Analysis mode, "Check stuck things" check: rewritten parts of the flags checking logic to allow more accurate flag checks. 2015-12-28 15:01:53 +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 Fixed, Visual mode: "Transfer Floor/Ceiling Brightness" actions were resetting sector color on target surfaces. 2016-07-19 19:47:36 +00:00
EffectTransferFloorBrightness.cs Fixed, Visual mode: "Transfer Floor/Ceiling Brightness" actions were resetting sector color on target surfaces. 2016-07-19 19:47:36 +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 Changed, Visual mode: "Auto-align textures" and "Paste Textures Floodfill" actions now use visual mode geometry to determine whether a sidedef part should be processed. This fixes inability to apply said actions to sidedef parts only visible because of slopes. 2016-05-12 11:32:10 +00:00
NullVisualEventReceiver.cs Changed, Visual mode: "Auto-align textures" and "Paste Textures Floodfill" actions now use visual mode geometry to determine whether a sidedef part should be processed. This fixes inability to apply said actions to sidedef parts only visible because of slopes. 2016-05-12 11:32:10 +00:00
SectorData.cs Added, Game configurations: added "ignoreddirectories" parameter. It lists directory names to be ignored when loading PK3/PK7/Directory resources. 2016-10-24 19:19:11 +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 Added, Preferences -> Appearance: added "Anisotropic filtering" and "Edge Antialiasing" settings. Also regrouped some settings. 2016-03-25 14:06:00 +00:00
SectorLevelComparer.cs Added, Preferences -> Appearance: added "Anisotropic filtering" and "Edge Antialiasing" settings. Also regrouped some settings. 2016-03-25 14:06:00 +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 Updated, Visual mode, UDMF: "Change Texture Scale" actions now take camera and texture angles into account when used on floors/ceilings. 2016-09-06 12:05:47 +00:00
VisualFloor.cs Updated, Visual mode, UDMF: "Change Texture Scale" actions now take camera and texture angles into account when used on floors/ceilings. 2016-09-06 12:05:47 +00:00
VisualFogBoundary.cs Updated, Visual mode, UDMF: "Change Texture Scale" actions now take camera and texture angles into account when used on floors/ceilings. 2016-09-06 12:05:47 +00:00
VisualLower.cs Updated, Visual mode, UDMF: "Change Texture Scale" actions now take camera and texture angles into account when used on floors/ceilings. 2016-09-06 12:05:47 +00:00
VisualMiddle3D.cs Fixed, Visual mode: in some cases mouse cursor movement was not clipped to the render area when focusing the editor after Alt-Tabbing from the Visual mode. 2016-09-06 19:14:49 +00:00
VisualMiddleBack.cs Visual mode: modified sidedef texture UV calculations to use integral linedef length to match (G)ZDoom way of rendering them. 2016-07-04 21:13:43 +00:00
VisualMiddleDouble.cs Updated, Visual mode, UDMF: "Change Texture Scale" actions now take camera and texture angles into account when used on floors/ceilings. 2016-09-06 12:05:47 +00:00
VisualMiddleSingle.cs Updated, Visual mode, UDMF: "Change Texture Scale" actions now take camera and texture angles into account when used on floors/ceilings. 2016-09-06 12:05:47 +00:00
VisualSidedefParts.cs Added, Visual mode: fog boundaries are now rendered. 2015-12-04 12:29:22 +00:00
VisualUpper.cs Updated, Visual mode, UDMF: "Change Texture Scale" actions now take camera and texture angles into account when used on floors/ceilings. 2016-09-06 12:05:47 +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