.. |
BitmapImage.cs
|
Removed a metric ton of unused "using" directives from Core.
|
2013-04-11 11:04:16 +00:00 |
ColorImage.cs
|
Removed a metric ton of unused "using" directives from Core.
|
2013-04-11 11:04:16 +00:00 |
ColormapImage.cs
|
Added long texture names support (enabled when "longtexturenames" game configuration property is set to true and "Use long texture names" check box is checked in Map Options).
|
2014-11-25 11:52:01 +00:00 |
DataLocation.cs
|
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified.
|
2014-12-22 21:36:49 +00:00 |
DataLocationList.cs
|
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified.
|
2014-12-22 21:36:49 +00:00 |
DataManager.cs
|
Linedefs mode, UDMF: added "Apply 'lightfog' flag" action.
|
2015-02-01 18:44:30 +00:00 |
DataReader.cs
|
Core, internal: added ReverbsParser. Reverbs can be accessed using General.Map.Data.Reverbs.
|
2015-01-25 23:22:42 +00:00 |
DirectoryReader.cs
|
Changed long texture names handling. Texture names conversion is no longer required.
|
2014-12-03 09:06:05 +00:00 |
DynamicBitmapImage.cs
|
Added long texture names support (enabled when "longtexturenames" game configuration property is set to true and "Use long texture names" check box is checked in Map Options).
|
2014-11-25 11:52:01 +00:00 |
FileImage.cs
|
Changed long texture names handling. Texture names conversion is no longer required.
|
2014-12-03 09:06:05 +00:00 |
FlatImage.cs
|
Added long texture names support (enabled when "longtexturenames" game configuration property is set to true and "Use long texture names" check box is checked in Map Options).
|
2014-11-25 11:52:01 +00:00 |
HighResImage.cs
|
Internal: moved TNT1A0 ignoring logic to a more adequate place (why these "proper implementation" ideas always occur right AFTER I commit stuff?..)
|
2014-12-30 20:39:45 +00:00 |
ImageData.cs
|
Fixed, GLDEFS parser: we should check for duplicate entries within current resource, not globally.
|
2015-01-20 12:20:35 +00:00 |
ImageDataFormat.cs
|
Added long texture names support (enabled when "longtexturenames" game configuration property is set to true and "Use long texture names" check box is checked in Map Options).
|
2014-11-25 11:52:01 +00:00 |
ImageLoadState.cs
|
Removed a metric ton of unused "using" directives from Core.
|
2013-04-11 11:04:16 +00:00 |
PatchNames.cs
|
Removed a metric ton of unused "using" directives from Core.
|
2013-04-11 11:04:16 +00:00 |
PK3FileImage.cs
|
Changed long texture names handling. Texture names conversion is no longer required.
|
2014-12-03 09:06:05 +00:00 |
PK3Reader.cs
|
Fixed, GLDEFS parser: we should check for duplicate entries within current resource, not globally.
|
2015-01-20 12:20:35 +00:00 |
PK3StructuredReader.cs
|
Core, internal: added ReverbsParser. Reverbs can be accessed using General.Map.Data.Reverbs.
|
2015-01-25 23:22:42 +00:00 |
Playpal.cs
|
Removed a metric ton of unused "using" directives from Core.
|
2013-04-11 11:04:16 +00:00 |
PreviewManager.cs
|
Fixed, GLDEFS parser: we should check for duplicate entries within current resource, not globally.
|
2015-01-20 12:20:35 +00:00 |
ResourceImage.cs
|
Texture Browser Form: swapped foreground and background colors of texture size labels.
|
2014-12-03 23:15:26 +00:00 |
SimpleTextureImage.cs
|
Changed long texture names handling. Texture names conversion is no longer required.
|
2014-12-03 09:06:05 +00:00 |
SpriteImage.cs
|
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
|
2014-04-30 10:01:22 +00:00 |
TextureImage.cs
|
Texture Browser Form: swapped foreground and background colors of texture size labels.
|
2014-12-03 23:15:26 +00:00 |
TexturePatch.cs
|
Texture Browser Form: swapped foreground and background colors of texture size labels.
|
2014-12-03 23:15:26 +00:00 |
UnknownImage.cs
|
Changed long texture names handling. Texture names conversion is no longer required.
|
2014-12-03 09:06:05 +00:00 |
WADReader.cs
|
Core, internal: added ReverbsParser. Reverbs can be accessed using General.Map.Data.Reverbs.
|
2015-01-25 23:22:42 +00:00 |