UltimateZoneBuilder/Source/Core/GZBuilder
MaxED a523f7eb28 Changed, Visual mode: models and lights are much less prone to disappear when near the edges of the screen.
Fixed, Classic modes: MODELDEF model scale was not taken into account when calculating model visibility, which resulted in models with increased scaled disappearing when near screen edges.
2015-06-22 19:52:23 +00:00
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Controls Fixed, Thig Edit Form, UDMF: Scale x/y linking status was not stored when closing the form. 2015-06-14 19:29:44 +00:00
Data Changed, Visual mode: models and lights are much less prone to disappear when near the edges of the screen. 2015-06-22 19:52:23 +00:00
Geometry Texture Browser Form: swapped foreground and background colors of texture size labels. 2014-12-03 23:15:26 +00:00
GZDoom Changed, Internal: ZDTextParser.ReadToken() now returns empty string instead of null when it's unable to read a token. This fixes many potential crashes when trying to parse malformed data (and hopefully doesn't bring new bugs...). 2015-06-18 19:45:39 +00:00
md3 Changed, Visual mode: models and lights are much less prone to disappear when near the edges of the screen. 2015-06-22 19:52:23 +00:00
Rendering Added, Visual mode, UDMF: added "Change Pitch Clockwise", "Change Pitch Counterclockwise", "Change Roll Clockwise" and "Change Roll Counterclockwise" actions. 2015-03-30 21:44:04 +00:00
Tools Texture Browser Form: swapped foreground and background colors of texture size labels. 2014-12-03 23:15:26 +00:00
Windows Fixed, Script Editor, Script names parser, DECORATE actor names parser: in some cases (for example, when entering utter garbage instead of proper acs), parsers could get stuck in an infinite loop... 2015-03-21 19:41:54 +00:00
GZGeneral.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