UltimateZoneBuilder/Source/Core/Rendering
MaxED a182a5098d Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations.
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. 
Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string.
Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. 
Fixed a crash when pasting linedef/thing properties in Hexen map format.
Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen.
Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler.
Fixed, New Map Options window: default map name was not updated when switching game configurations.
Fixed: copied map element properties were not reset after switching to another map.
Fixed: stored textures for "Make Door" action were not reset after switching to another map.
Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. 
Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list.
Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
..
ColorCollection.cs Added, Visual mode: translucent/additive geometry is now rendered properly. 2015-09-27 21:09:14 +00:00
ColorSetting.cs Removed a metric ton of unused "using" directives from Core. 2013-04-11 11:04:16 +00:00
CommentType.cs UDMF: Added "Comment" tab to Edit Sector / Linedef / Thing forms. 2015-07-14 23:34:31 +00:00
D3DDevice.cs Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. 2015-10-21 13:35:42 +00:00
D3DShader.cs Visual mode: noticeable performance boost (rendering now works ~40% faster). 2015-10-02 14:47:34 +00:00
Display2DShader.cs Visual mode: noticeable performance boost (rendering now works ~40% faster). 2015-10-02 14:47:34 +00:00
FlatQuad.cs Changed: "Show Comments" option should also control whether comment tooltips are displayed. 2015-07-15 09:09:47 +00:00
FlatVertex.cs Classic modes: changed the way event lines are rendered. Should work much faster now. Event lines are now displayed while panning the view. 2015-06-24 21:21:19 +00:00
ID3DResource.cs Removed a metric ton of unused "using" directives from Core. 2013-04-11 11:04:16 +00:00
IRenderer2D.cs Added some boilerplate to the rendering system. It's now impossible to start new rendering cycle if the previous one hasn't finished yet. 2015-09-17 12:02:39 +00:00
IRenderer3D.cs Visual mode: noticeable performance boost (rendering now works ~40% faster). 2015-10-02 14:47:34 +00:00
PixelColor.cs Added, Visual mode, GLDEFS, GLOOME: subtractive glow is now supported. 2015-08-27 20:46:49 +00:00
PixelColorBlock.cs Game configurations: added "fixedrotation" property to dynamic lights, which use the angle property as a parameter. 2014-02-21 14:42:12 +00:00
Plotter.cs Texture Browser Form: swapped foreground and background colors of texture size labels. 2014-12-03 23:15:26 +00:00
Presentation.cs Classic modes: added "Toggle Grid" action (default key is Alt-G), new menu item in the View menu and new toolbar button. 2015-08-04 23:28:02 +00:00
Renderer.cs Added some boilerplate to the rendering system. It's now impossible to start new rendering cycle if the previous one hasn't finished yet. 2015-09-17 12:02:39 +00:00
Renderer2D.cs Visual mode: noticeable performance boost (rendering now works ~40% faster). 2015-10-02 14:47:34 +00:00
Renderer3D.cs Visual mode: noticeable performance boost (rendering now works ~40% faster). 2015-10-02 14:47:34 +00:00
RenderLayers.cs Removed a metric ton of unused "using" directives from Core. 2013-04-11 11:04:16 +00:00
RenderPasses.cs Removed a metric ton of unused "using" directives from Core. 2013-04-11 11:04:16 +00:00
ShaderManager.cs Game configurations: added "fixedrotation" property to dynamic lights, which use the angle property as a parameter. 2014-02-21 14:42:12 +00:00
SurfaceBufferSet.cs Removed a metric ton of unused "using" directives from Core. 2013-04-11 11:04:16 +00:00
SurfaceEntry.cs Removed a metric ton of unused "using" directives from Core. 2013-04-11 11:04:16 +00:00
SurfaceEntryCollection.cs Game configurations: added "fixedrotation" property to dynamic lights, which use the angle property as a parameter. 2014-02-21 14:42:12 +00:00
SurfaceManager.cs Core, internal: added ReverbsParser. Reverbs can be accessed using General.Map.Data.Reverbs. 2015-01-25 23:22:42 +00:00
SurfaceUpdate.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
TextAlignment.cs Removed a metric ton of unused "using" directives from Core. 2013-04-11 11:04:16 +00:00
TextFont.cs Game configurations: added "fixedrotation" property to dynamic lights, which use the angle property as a parameter. 2014-02-21 14:42:12 +00:00
TextLabel.cs Game configurations: added "fixedrotation" property to dynamic lights, which use the angle property as a parameter. 2014-02-21 14:42:12 +00:00
Things2DShader.cs Visual mode: noticeable performance boost (rendering now works ~40% faster). 2015-10-02 14:47:34 +00:00
ViewMode.cs Removed a metric ton of unused "using" directives from Core. 2013-04-11 11:04:16 +00:00
World3DShader.cs Visual mode: noticeable performance boost (rendering now works ~40% faster). 2015-10-02 14:47:34 +00:00
WorldVertex.cs Classic modes: changed the way event lines are rendered. Should work much faster now. Event lines are now displayed while panning the view. 2015-06-24 21:21:19 +00:00