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BaseVisualGeometrySector.cs
Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom.
2015-11-20 14:31:54 +00:00
BaseVisualGeometrySidedef.cs
Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom.
2015-11-20 14:31:54 +00:00
BaseVisualMode.cs
Fixed, Visual mode, "Auto-align textures" actions, UDMF: vertical offsets of non-wrapped middle textures should not be clamped.
2015-12-02 13:55:15 +00:00
BaseVisualSector.cs
Visual mode: noticeable performance boost (rendering now works ~40% faster).
2015-10-02 14:47:34 +00:00
BaseVisualThing.cs
Added, Visual mode: "Translucent" / "Additive" renderstyles support for models.
2015-12-01 14:51:45 +00:00
BaseVisualVertex.cs
Removed "Paste Properties Options" action.
2015-10-09 12:38:12 +00:00
Effect3DFloor.cs
Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom.
2015-11-20 14:31:54 +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
UDMF: most of the code now supports multiple sector/linedef tags ('moreids' UDMF property). The only things left out are Tag Explorer and Tag Range plugins.
2015-07-28 15:04:21 +00:00
EffectGlowingFlat.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
EffectLineSlope.cs
Changed, Thing Edit Form: floor slopes are now taken into account when changing thing's absolute Z position (currently, only slopes, created using sector planes, vertex height offsets and "Plane_Align" (181) action are supported).
2015-04-15 12:49:28 +00:00
EffectPlaneCopySlope.cs
UDMF: most of the code now supports multiple sector/linedef tags ('moreids' UDMF property). The only things left out are Tag Explorer and Tag Range plugins.
2015-07-28 15:04:21 +00:00
EffectThingLineSlope.cs
UDMF: most of the code now supports multiple sector/linedef tags ('moreids' UDMF property). The only things left out are Tag Explorer and Tag Range plugins.
2015-07-28 15:04:21 +00:00
EffectThingSlope.cs
Texture Browser Form: swapped foreground and background colors of texture size labels.
2014-12-03 23:15:26 +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
Visual mode: added support for "Transfer Brightness Level" (50) effect type parameter (arg 1).
2015-04-01 12:51:26 +00:00
EffectTransferFloorBrightness.cs
Visual mode: added support for "Transfer Brightness Level" (50) effect type parameter (arg 1).
2015-04-01 12:51:26 +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
Removed "Paste Properties Options" action.
2015-10-09 12:38:12 +00:00
NullVisualEventReceiver.cs
Removed "Paste Properties Options" action.
2015-10-09 12:38:12 +00:00
SectorData.cs
Fixed, Visual mode, "Auto-align textures" actions, UDMF: vertical offsets of non-wrapped middle textures should not be clamped.
2015-12-02 13:55:15 +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
Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom.
2015-11-20 14:31:54 +00:00
SectorLevelComparer.cs
Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom.
2015-11-20 14:31:54 +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
Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom.
2015-11-20 14:31:54 +00:00
VisualFloor.cs
Fixed, Visual mode, "Auto-align textures" actions, UDMF: vertical offsets of non-wrapped middle textures should not be clamped.
2015-12-02 13:55:15 +00:00
VisualLower.cs
Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom.
2015-11-20 14:31:54 +00:00
VisualMiddle3D.cs
Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom.
2015-11-20 14:31:54 +00:00
VisualMiddleBack.cs
Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom.
2015-11-20 14:31:54 +00:00
VisualMiddleDouble.cs
Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom.
2015-11-20 14:31:54 +00:00
VisualMiddleSingle.cs
Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom.
2015-11-20 14:31:54 +00:00
VisualSidedefParts.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
VisualUpper.cs
Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom.
2015-11-20 14:31:54 +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