Gez wrote:Salad Viking wrote:It even let's me see the effect of UDMF fields in classic mode!
That's not new.

Yes, that is new. Light color and (individual) brightness and texture scale/offset/rotation are seen in classic mode with this plugin (and also in the GZDoom Visual Mode ofcourse). The only thing classic mode doesn't (and won't) is showing you the color and brightness on the floor when cast down by a 3D floor or other effect (because the classic mode doesn't construct the whole map like the visual mode does, so it doesn't know).
Nash wrote:would it be possible to add soft selection for vertex slope things (or things in general) in visual mode? Basically, you set a radius (and maybe have some falloff parameters), then click the center of selection... and the surrounding things get selected as well. Moving the center also moves the surrounding things, but with a falloff... so the farther it is from the center, the less it moves. This would help immensely when sculpting terrain.
You would have to build it in the GZDoom Editing plugin (there is no way to do this with another, separate plugin) but in theory such code could be done. Unless I change my mind in some distant future, I'm not going to do that though, sorry.
Salad Viking wrote:Whenever I save or run the map, it freezes at "building nodes" for about 20-30 seconds.
Try a different nodebuilder and check your map for errors. If you're mapping solely for (G)ZDoom, you can even turn the nodebuilder off (ZDoom has an internal nodebuilder).