GZDoomBuilder-Bugfix, a maintenance fork of GZDB

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meatman12
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by meatman12 »

I have another bug that's been here before the bugfix. If I have the Script Editor open, & another window (Thing's window in this case), then it will not accept any commands. I can't close the script editor, nor the things windows. If I go to exit & I haven't saved, it will prompt me to save. I'm pretty sure I either pressed ENTER or Y.
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ZZYZX
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by ZZYZX »

Numnzel wrote:1. The texture browser takes more time to load (about 1 second), in R2787 the load time is about ~1/4 of a second.
It's not a problem (at least not if it doesn't worsen), but improvements are always welcome.
Not sure what causes this, as I haven't changed stuff much really. I just added an alternate visual mode to it, with purely cosmetic changes. Unless changing const int to a regular int made it that slow, but it shouldn't, I mean, querying a variable isn't supposed to be that slow anyway. Going to test later.
Numnzel wrote:2. The classic view is pretty nice, I like the fact that the used textures are separated with a line like before.
But then I lost a 'column' of texture view because of the separation of the border. Anyway, having the option to chose view is appreciated.
Column of texture view? What? You mean you have one column less due to padding? Actually I think you lost two or so, and the original classic view in old DB2/GZDB had this padding too :)
Numnzel wrote:3. There is an apparent bug with some textures I've on my wad, seems like if they were scaled down so bad for unknown reasons. (Only in classic view) Here an image:
Spoiler:
I don't understand this screenshot at all. Does it happen in the 2D view? Pls send map/example WAD/whatever so I can reproduce this locally.
Numnzel wrote:Things being said, I have a request that was implemented in old versions of gzdb but was lost when maxEd updated the texture browser. I'm wondering if you would consider reintroduce it; It's about having an option to not autofocus the search bar on the texture browser. It was a core feature on my tool range when working with gzdb.

IE: I select the texture 'GRAYTALL' to see if it fits good on my floor, but it doesn't, so I press the 'G' to continue searching from where I left, but instead of going to where I expect, it writes G on the search bar thus limiting my search.
It doesn't focus anything anymore. Or you want to go to the texture instead of filtering when typing 'G'?
Anyway, that might be implemented once I understand what to do about the settings window. Settings don't fit anymore -_-
Numnzel wrote:As a side note, where do you would prefer to discuss feedback/bugs? Should I report bugs here or on Github?
Feedback and blurry feature requests — here. Specific requests or bugs at GitHub.
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Numnzel
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Numnzel »

ZZYZX wrote:I don't understand this screenshot at all. Does it happen in the 2D view? Pls send map/example WAD/whatever so I can reproduce this locally.
Yes, just happens in 2D mode.

Trying to cut the map so I don't have to send you it entirely, somewhat the texture got fixed and show right, so did undo several times and gzdb crashed:
Spoiler:
Here is the map
Seems like if you modify the sector properties or his linedefs fix the problem in that sector.
ZZYZX wrote:It doesn't focus anything anymore. Or you want to go to the texture instead of filtering when typing 'G'?
Anyway, that might be implemented once I understand what to do about the settings window. Settings don't fit anymore -_-
Yes, I just want to go to the first/next texture that starts with the letter I pressed. Maybe that explanation is better.
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Kappes Buur
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Kappes Buur »

Pedro vc wrote: Here's what is happening with me. I'm not pressing the finish drawing button
https://www.youtube.com/watch?v=D6AnggfqnNw
It seems to me that that is exactly how you create a sector.
Take this simplified map, by drawing in the linedef you enclose the void area and complete that sector,
regardless of how you draw that linedef, left to right or right to left.



If you want to preserve the void, then you have to draw a sector instead of the linedef.
Nevander
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Nevander »

But it still shouldn't automatically end the draw action. I've done that before in DB2 and it never automatically ended the draw unless I told it to by clicking mouse2, void or no void.

EDIT: I just tried your exact example (in R2734 of GZDB) and it did not end the draw action until I either completed the loop or pressed mouse 2. It's not possible to have a linedef in the void without it forming a sector, and he seems to be saying that its stopping the draw action when connecting when it should be waiting for the user to end it either by finishing the loop or pressing mouse2 (which fills void space).
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Kappes Buur
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Kappes Buur »

That's just it, it does not terminate the draw process unless you tell it to terminate.
Otherwise it will just follow the cursor

Image

If that does not happen then something is corrupted on that computer.
Nevander
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Nevander »

What does Continuous drawing and Auto-finish drawing do? I've never messed with them but that sounds like it makes GZDB finish lines for you... :|
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Pedro vc
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Pedro vc »



Another video, it starts fine but the bug appears at 0:18
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Kappes Buur
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Kappes Buur »

Nevander wrote:What does Continuous drawing and Auto-finish drawing do? I've never messed with them but that sounds like it makes GZDB finish lines for you... :|
Good point.

Code: Select all

[r2557] by  m-x-d   2016-03-23 14:52:33	

	Changed, Draw Lines and Draw Curve modes:
		"Auto-finish drawing" option now works regardless of
		"Continuous drawing" option (previously it worked only when the latter
		was enabled). 

[r2507] by  m-x-d   2016-02-17 22:23:18
	Added, all drawing modes:
		added "Continuous drawing" option (available in the top mode
		menu / Draw Grid panel for the Draw Grid mode). When enabled,
		drawing mode will not be switched to previously active mode
		after finishing drawing a shape.
		
[r2545] by  m-x-d   2016-03-14 10:25:27	

	Added, Draw Line and Draw Curve modes:
		added "Auto-finish drawing" setting. When enabled, the modes will
		automatically finish drawing when currently drawn lines and already
		existing level geometry form a closed shape.
@Pedro vc
It would have been more informative if you had shown the whole editor window.
Not a bug. :D

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Pedro vc
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Pedro vc »

Kappes Buur wrote:
Nevander wrote:What does Continuous drawing and Auto-finish drawing do? I've never messed with them but that sounds like it makes GZDB finish lines for you... :|
Good point.

Code: Select all

[r2557] by  m-x-d   2016-03-23 14:52:33	

	Changed, Draw Lines and Draw Curve modes:
		"Auto-finish drawing" option now works regardless of
		"Continuous drawing" option (previously it worked only when the latter
		was enabled). 

[r2507] by  m-x-d   2016-02-17 22:23:18
	Added, all drawing modes:
		added "Continuous drawing" option (available in the top mode
		menu / Draw Grid panel for the Draw Grid mode). When enabled,
		drawing mode will not be switched to previously active mode
		after finishing drawing a shape.
		
[r2545] by  m-x-d   2016-03-14 10:25:27	

	Added, Draw Line and Draw Curve modes:
		added "Auto-finish drawing" setting. When enabled, the modes will
		automatically finish drawing when currently drawn lines and already
		existing level geometry form a closed shape.
@Pedro vc
It would have been more informative if you had shown the whole editor window.
Not a bug. :D

Thank you, this solved it. Weird, I never used draw lines mode, I always clicked in linedefs mode to draw. No idea how auto-finish drawing was enabled.
anotak
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by anotak »

hey thanks for the quick merge of my pull req!

i was gonna look into speeding up the texture picker because it seems quite slow in FillImagesList()
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ZZYZX
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by ZZYZX »

No, thanks to you for participating in the project :)
Anyway, in case you are interested, on the stuff that's also slow, see my comment here https://github.com/jewalky/GZDoom-Build ... -277946172
It's probably easy to fix that by either repainting the panel manually with one control instead of 20, or pausing/resuming layouts while changing it. Not sure what exactly lags there, didn't try to profile.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by ZZYZX »

Apparently anotak's PR breaks a lot of stuff. Reverted. Sorry to anyone whose map got damaged or something.
Not accepting any PR's without few days of active use now.

Among stuff that is broken in R2865: hitting "cancel" in Edit Line/Edit Sector dialogs causes Undo; Tag field doesn't work correctly (resets to [???]); Also this bug.
If anyone has R2865, its advised to update to R2866 ASAP.

(@anotak: fixed version is welcome)
anotak
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by anotak »

apologies for the issues, i really don't know how i didn't catch that. i actually broke my own map with it without realizing lmao :(

i have fixed it on my fork ( https://github.com/anotak/GZDoom-Builder-Bugfix ), as well as some more optimizations, when should i submit the pull req? i'm not sure if there's an easy way to submit a pull request with only some of the changes, hrm.

but basically right now DB2 is my main editor because gzdb is far too sluggish for me, and i'm trying to solve those issues.

optimizing the texture browser looks like a non-trivial task because of how it's architected

edit: tbh i somehow didn't realize that you're going straight from github builds to endusers, that isn't what i'm typically used to. i'll definitely be more careful in the future.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by ZZYZX »

anotak wrote:i have fixed it on my fork ( https://github.com/anotak/GZDoom-Builder-Bugfix ), as well as some more optimizations, when should i submit the pull req? i'm not sure if there's an easy way to submit a pull request with only some of the changes, hrm.
https://makandracards.com/makandra/527- ... gle-commit something like this perhaps? Or I can just merge your thing like this remotely myself into a separate branch in GZDBBF and try to work with that for now.
edit: ok, so it sits here https://github.com/jewalky/GZDoom-Build ... imizations
Tell me if/when you have more stuff to merge there, I'll work with a build of this branch for few days and merge with master if it works well.
anotak wrote:optimizing the texture browser looks like a non-trivial task because of how it's architected
What exactly is lagging there?
anotak wrote:edit: tbh i somehow didn't realize that you're going straight from github builds to endusers, that isn't what i'm typically used to. i'll definitely be more careful in the future.
Thanks. Once I finish ZScript and D64 lighting I'll release a "stable" build, and put a warning that devbuild can cause all sorts of weird things, so that the process is a bit more correct than constant betatesting on the users.
The stable build will also have autoupdate function disabled or pointing at different versioning file, with "check for updates" function called "update to unstable" (or regular "check for updates" that only checks for stable version updates, and "update to unstable" that checks for devbuild version updates). Whatever, not decided yet. At least a week until ZScript support is finished anyway.
Last edited by ZZYZX on Wed Feb 08, 2017 6:25 am, edited 1 time in total.
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