Fixed, Visual mode: "Transfer Floor/Ceiling Brightness" actions were resetting sector color on target surfaces.

Updated ZDoom_DECORATE.cfg.
This commit is contained in:
MaxED 2016-07-19 19:47:36 +00:00 committed by spherallic
parent c170856409
commit f8fb7eb057
3 changed files with 16 additions and 4 deletions

View file

@ -811,6 +811,9 @@ constants
FBF_EXPLICITANGLE; FBF_EXPLICITANGLE;
FBF_NOPITCH; FBF_NOPITCH;
FBF_NORANDOMPUFFZ; FBF_NORANDOMPUFFZ;
FBF_PUFFTARGET;
FBF_PUFFMASTER;
FBF_PUFFTRACER;
//monster flags //monster flags
PAF_NOSKULLATTACK; PAF_NOSKULLATTACK;
PAF_AIMFACING; PAF_AIMFACING;
@ -1102,6 +1105,9 @@ constants
CBAF_NOPITCH; CBAF_NOPITCH;
CBAF_NORANDOM; CBAF_NORANDOM;
CBAF_NORANDOMPUFFZ; CBAF_NORANDOMPUFFZ;
CBAF_PUFFTARGET;
CBAF_PUFFMASTER;
CBAF_PUFFTRACER;
CBF_NOLINES; CBF_NOLINES;
CBF_SETTARGET; CBF_SETTARGET;
CBF_SETMASTER; CBF_SETMASTER;

View file

@ -1,6 +1,7 @@
#region === Copyright (c) 2015 MaxED === #region === Copyright (c) 2015 MaxED ===
using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion #endregion
@ -31,8 +32,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
if(!sd.Updated) sd.Update(); if(!sd.Updated) sd.Update();
sd.AddUpdateSector(data.Sector, false); sd.AddUpdateSector(data.Sector, false);
// Transfer ceiling brightness // Transfer ceiling brightness, keep sector color
data.Ceiling.color = General.Map.Renderer3D.CalculateBrightness(sd.Sector.Brightness); PixelColor lightcolor = PixelColor.FromInt(data.Sector.Fields.GetValue("lightcolor", -1));
PixelColor brightness = PixelColor.FromInt(General.Map.Renderer3D.CalculateBrightness(sd.Sector.Brightness));
data.Ceiling.color = PixelColor.Modulate(lightcolor, brightness).WithAlpha(255).ToInt();
} }
} }
} }

View file

@ -1,6 +1,7 @@
#region === Copyright (c) 2015 MaxED === #region === Copyright (c) 2015 MaxED ===
using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion #endregion
@ -31,8 +32,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
if(!sd.Updated) sd.Update(); if(!sd.Updated) sd.Update();
sd.AddUpdateSector(data.Sector, false); sd.AddUpdateSector(data.Sector, false);
// Transfer floor brightness // Transfer floor brightness, keep sector color
data.Floor.color = General.Map.Renderer3D.CalculateBrightness(sd.Sector.Brightness); PixelColor lightcolor = PixelColor.FromInt(data.Sector.Fields.GetValue("lightcolor", -1));
PixelColor brightness = PixelColor.FromInt(General.Map.Renderer3D.CalculateBrightness(sd.Sector.Brightness));
data.Floor.color = PixelColor.Modulate(lightcolor, brightness).WithAlpha(255).ToInt();
data.Floor.brightnessbelow = sd.Floor.brightnessbelow; data.Floor.brightnessbelow = sd.Floor.brightnessbelow;
} }
} }