Nash wrote:- I can't get 1.12a to generate the new UDMF Control setting no matter how many times I run the program. I tried adding it manually but I can't seem to figure out which namespace to put it. I tried putting it under plugins, and then also tried putting it outside of everything else... it's still not working
Looks like I've included wrong version of UDMF Controls in this release... Please redownload 1.12a...
I think I didn't understand you'r request. If you ment the ability to rotate a model using shortcut keys, it will be added in the... um... next update

, and if you ment the ability to change AngleOffset/PitchOffset/RollOffset, then read my reply to last quote...
Nash wrote:- It seems that models in the Visual Mode are 1.2 times taller than they appear in-game, because that's how the engine works... everything is squashed...
Looks like GZDoom bug to me... Made a 64x64x64 cube model, and yes, in GZDoom it's shorter than a sector with 64 units height. Have anyone reported this issue?
Nash wrote:- I am interested in an automated TEXTURES generator built into GZDB!
- Are there any plans to include a visual TEXTURES composite editor, similar to what SLADE has (but SLADE does TEXTUREx only)... or is that beyond the scope of your project?
Dunno about that... This feature will break one of main Doom Builder's principles (which is "Don't ever mess with the data user can change outside of the editor!!!11"). Perhaps I can make a standalone program, but not right now...