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2021, 17:36
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Fixed a problem where floating point numbers for actor radius and height were not
interpreted correctly. Fixes #623
https://doomwiki.org/wiki/Static_limits
https://doomwiki.org/wiki/Vertical_offsets_are_ignored_in_texture_patches
CEMPOIS (base)
PLANET1 (base)
SP_DUDE3 (marble)
SP_DUDE6 (marble)
This allows for release or debug configurations, for those who prefer typing "make"
into the terminal.
- dummy window destroyed immediately after getting the OpenGL 3 function pointers
(debatable if that's even legal)
- calling the OpenGL 3 creation functions without an active opengl context
(debatable if that's even legal)
- use wglChoosePixelFormatEXT even if it should be completely pointless
The Setup method is called to specify which linedefs are being edited by the
LinedefEditForm, and set up the dialog appropriately, so the front/backgroup should
be enabled in the Setup method, at the same time the front/backside check boxes are
checked or unchecked.
Without explicit check for msbuild return code 'Test Files Presence' was marked as
failed job
R3558 | a5672c19 | alexey.lysiuk | 12.09.2020, 11:14
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Fix compilation error of Windows targets
General\General.cs(70,58): error CS0234: The type or namespace name 'Form' does not
exist in the namespace 'System.Windows' (are you missing an assembly reference?)
This is done so that entries whose keys have a higher ordinal value (lowercase)
will replace entries whose keys have a lower ordinal value. This is based on how
I've seen GZDoom handle this sort of situation.
Add some new methods to PK3StructuredReader and DirectoryReader, which get the
filename with the correct case, and get a file at a particular path.
Replace backslashes in modeldef model paths with forward slashes, instead of doing
the opposite, which was preventing some models from loading.
I don't know whether or not this is a good solution or not, since I don't know the
UDB codebase very well.
Improved associations and event lines. Refactorings to make the whole thing more
sensible (hopefully). Options to display labels on event lines (can be configured
in Preferences -> Editing).
This extra block helps ZDBSP building better nodes for maps that are too big and
starts generating visual issues with regular nodebuilding.
* Artiscript added.
* Artiscripts added.
Fixes #1
Fixes #2
I have no idea why the textures in 2D more ended up being clamped to begin with,
but this should fix that.
Remove NO_DEVIL defines, and add devil.dll -> libIL.so.1 DLL mapping to
app.config
* Cleanup
Fixed crash with arg type 14, and support target class filter
actionmanager change
Changes in "Linedef Action and Arguments" and "Thing Action and Arguments" search
modes:
Changed arguments search syntax from "action;arg0,arg1,arg2,arg3,arg4" to "action
arg0 arg1 arg2 arg3 arg4"
You can now find ACS script actions with named scripts using "action arg0str ..."
syntax.
You can now replace arguments using the same syntax as in the "Find what" field.
These changes were made in previous commit. I just forgot to write info about them:
Classic modes: going to Draw modes when Edit button is pressed when nothing is
highlighted can be disabled in Preferences -> Editing -> "Start drawing when
Edit pressed over empty space in Classic modes".
Classic modes: removed Preferences -> Editing -> "Try to align horizontal
tex. offset of dragged geometry", because it was more confusing than helpful...
Maintenance stuff:
Core/Plugins/Plug: made current display location and size information properly
available to plugins.
Made Core/Controls/ColorControl available to be used by plugins.
Color Picker plugin: added float representation of current color (like 1.0 0.54
0.29). Should make editing of GLDEFS light definitions easier.