F5 - Preference - Synchronize camera position between 2D and 3D modesZeberpal wrote:mouse cursor issue
- when unchecked always shows Visual Mode at center of edit area
- when checked always shows Visual Mode at mouse cursor position
F5 - Preference - Synchronize camera position between 2D and 3D modesZeberpal wrote:mouse cursor issue
This was not supported before. 3D sectors would receive lighting of the real play area only, not of the dummy sector.Mav3r1ck wrote:Bug: The D64 Multi-Layered colored lighting does not apply properly to the dummy sectors used to create 3D sectors in the play area. For example, if you have a 3d sector in mid air and set the layered colored lighting properties inside the dummy sector itself (which is what you would do to get the colored lighting effects to render below the 3D sector) will not properly show up during gameplay/testing. All it will show is a bland sector with no colored lighting at all. I'm not sure if this is a bug or if it's because this feature isn't completely implemented yet.
These are to GZDoom. (and I think these colors are accessible to ZScript already)Mav3r1ck wrote:Feature Suggestion: Add multi-layered color lighting support in ACS. For example, viewing the Soulsphere will look as if it's giving off a blue glow to the lower part of the sector and picking it up will cause the lower part of the sector to revert to another color if it's attached to a script that involves this feature. It would be cool to see sectors change with multiple colors through ACS and triggers.
Feature Suggestion: Add Addictive properties to the D64 colored lighting feature to better replicate Doom 64's lighting feature. Though this is probably already planned.
This is going to overcomplicate the search syntax, but will see what can be done.Mordeth wrote:Feature request: ability to search for linedefs/sectors with a certain tag range. Eg. select all linedefs with tags between 50 and 60.
Feature request (UDMF): ability to search for values for a linedef's or sector's custom fields.
Yes, when I use the colored lighting feature and add it to the dummy sector it will render correctly below the 3D sector like it's suppose to in GZDoom but not the layered colored lighting.ZZYZX wrote:This was not supported before. 3D sectors would receive lighting of the real play area only, not of the dummy sector.Mav3r1ck wrote:Bug: The D64 Multi-Layered colored lighting does not apply properly to the dummy sectors used to create 3D sectors in the play area. For example, if you have a 3d sector in mid air and set the layered colored lighting properties inside the dummy sector itself (which is what you would do to get the colored lighting effects to render below the 3D sector) will not properly show up during gameplay/testing. All it will show is a bland sector with no colored lighting at all. I'm not sure if this is a bug or if it's because this feature isn't completely implemented yet.
Does it currently work in GZDoom the way you described?
Spoiler: Captain's Log
Wonderful maxcode!Lud wrote:Selecting an editable vertex (slope stuff) and pressing tab (disable fancy GL stuff) results in an error after a short freeze.
Code: Select all
foreach(IVisualEventReceiver i in selectedobjects)
{
if(i is BaseVisualVertex) RemoveSelectedObject(i);
}
Code: Select all
***********SYSTEM INFO***********
OS: Microsoft Windows 10 Home
GPU: Intel(R) HD Graphics 5500
GZDB: R2995
********EXCEPTION DETAILS********
Specified cast is not valid.
at CodeImp.DoomBuilder.Types.IntegerHandler.SetupArgument(TypeHandlerAttribute attr, ArgumentInfo arginfo) in w:\dev\GZDoom-Builder\Source\Core\Types\IntegerHandler.cs:line 50
at CodeImp.DoomBuilder.Types.TypesManager.GetArgumentHandler(ArgumentInfo arginfo) in w:\dev\GZDoom-Builder\Source\Core\Types\TypesManager.cs:line 127
at CodeImp.DoomBuilder.Controls.ArgumentBox.Setup(ArgumentInfo arginfo) in w:\dev\GZDoom-Builder\Source\Core\Controls\ArgumentBox.cs:line 182
at CodeImp.DoomBuilder.Controls.ArgumentsControl.UpdateArgument(ArgumentBox arg, Label label, ArgumentInfo info) in w:\dev\GZDoom-Builder\Source\Core\Controls\ArgumentsControl.cs:line 415
at CodeImp.DoomBuilder.Controls.ArgumentsControl.UpdateAction(Int32 action, Boolean setuponly, ThingTypeInfo info) in w:\dev\GZDoom-Builder\Source\Core\Controls\ArgumentsControl.cs:line 272
at CodeImp.DoomBuilder.Controls.ArgumentsControl.UpdateAction(Int32 action, Boolean setuponly) in w:\dev\GZDoom-Builder\Source\Core\Controls\ArgumentsControl.cs:line 247
at CodeImp.DoomBuilder.Windows.LinedefEditFormUDMF.action_ValueChanges(Object sender, EventArgs e) in w:\dev\GZDoom-Builder\Source\Core\Windows\LinedefEditFormUDMF.cs:line 791
at CodeImp.DoomBuilder.Controls.ActionSelectorControl.number_TextChanged(Object sender, EventArgs e) in w:\dev\GZDoom-Builder\Source\Core\Controls\ActionSelectorControl.cs:line 229
at System.Windows.Forms.Control.OnTextChanged(EventArgs e)
at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)
at System.Windows.Forms.Control.set_Text(String value)
at System.Windows.Forms.TextBoxBase.set_Text(String value)
at System.Windows.Forms.TextBox.set_Text(String value)
at CodeImp.DoomBuilder.Controls.ActionSelectorControl.set_Value(Int32 value) in w:\dev\GZDoom-Builder\Source\Core\Controls\ActionSelectorControl.cs:line 44
at CodeImp.DoomBuilder.Windows.LinedefEditFormUDMF.Setup(ICollection`1 lines, Boolean selectfront, Boolean selectback) in w:\dev\GZDoom-Builder\Source\Core\Windows\LinedefEditFormUDMF.cs:line 300
at CodeImp.DoomBuilder.Windows.MainForm.ShowEditLinedefs(ICollection`1 lines, Boolean selectfront, Boolean selectback) in w:\dev\GZDoom-Builder\Source\Core\Windows\MainForm.cs:line 3980
at CodeImp.DoomBuilder.Windows.MainForm.ShowEditLinedefs(ICollection`1 lines) in w:\dev\GZDoom-Builder\Source\Core\Windows\MainForm.cs:line 3967
at CodeImp.DoomBuilder.BuilderModes.LinedefsMode.OnEditEnd() in w:\dev\GZDoom-Builder\Source\Plugins\BuilderModes\ClassicModes\LinedefsMode.cs:line 819
at CodeImp.DoomBuilder.Actions.Action.End() in w:\dev\GZDoom-Builder\Source\Core\Actions\Action.cs:line 284
at CodeImp.DoomBuilder.Actions.ActionManager.EndActiveActions() in w:\dev\GZDoom-Builder\Source\Core\Actions\ActionManager.cs:line 619
at CodeImp.DoomBuilder.Actions.ActionManager.KeyReleased(Int32 key) in w:\dev\GZDoom-Builder\Source\Core\Actions\ActionManager.cs:line 530
at CodeImp.DoomBuilder.Windows.MainForm.display_MouseUp(Object sender, MouseEventArgs e) in w:\dev\GZDoom-Builder\Source\Core\Windows\MainForm.cs:line 1216
at System.Windows.Forms.Control.OnMouseUp(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)