
Currently it doesn't undo at all, even when I just drew a sector using that option, and then hit cancel.
Also, you omitted non-UDMF version of the edit form, it's probably better to change it as well.
i'm not sure if i understand what you mean here, but i believe i have it fixed in the most recent commits to my branch. i have tried both with the options on and offZZYZX wrote:As for the current bugs: undo on cancel was done for when these options are enabled:
http://i.imgur.com/Sdh6m9u.png
Currently it doesn't undo at all, even when I just drew a sector using that option, and then hit cancel.
now i'm really confused? i dont see what i omitted. i fixed the issues on the non-UDMF version as far as i could tell.ZZYZX wrote:Also, you omitted non-UDMF version of the edit form, it's probably better to change it as well.
whenever you open the browser or click between categories a long time is spent populating the list by calling ImageBrowserControl.AddItemZZYZX wrote:What exactly is lagging there?anotak wrote:optimizing the texture browser looks like a non-trivial task because of how it's architected
Nevermind, for whatever reason I thought that sector creation should be reverted if you press cancel after creating and editing a sector.anotak wrote:i'm not sure if i understand what you mean here, but i believe i have it fixed in the most recent commits to my branch. i have tried both with the options on and off
There is LinedefEditForm.cs and LinedefEditFormUDMF.cs. I might be wrong but your changes only affect the latter. (same for sectors, IIRC, point me at the commit/whatever if this is not true)anotak wrote:now i'm really confused? i dont see what i omitted. i fixed the issues on the non-UDMF version as far as i could tell.
yeah um all the changes are there for bothZZYZX wrote:There is LinedefEditForm.cs and LinedefEditFormUDMF.cs. I might be wrong but your changes only affect the latter. (same for sectors, IIRC, point me at the commit/whatever if this is not true)anotak wrote:now i'm really confused? i dont see what i omitted. i fixed the issues on the non-UDMF version as far as i could tell.
(actually after looking at non-UDMF form, I don't think it needs any optimization, since it's like 6 times smaller than UDMF one...)
oh i wanted to see if there's a way to fix this without new-ing on every draw call because it's a particularly slow operationZZYZX wrote:As for the AddItem in TextureBrowser, will look into it (and look at your recent commit about it too)
edit: Fixed the off gradient in classic view. (here).
the lag is somewhere in the callstack from AddItem, it might be the string measuring. The VS profiler isn't giving me debug symbols for calls to system.drawing stuff so it's possible. haven't fully investigatedZZYZX wrote:Not sure what to do with AddItem for now, as theoretically that one can be cached at least partially (for regular texture icons, not folder icons). Not sure if that's the place that lags though, as it's regular list addition with a bunch of generic type copying in ImageBrowserItem constructor.
The only costly operation there can be the name width calculation, which can probably be moved to rendering stage so that we only calculate widths for items that are actually to be drawn (i.e. rectangle is in viewport).
I don't have any lag as of now, so you'll have to test that.
thx!ZZYZX wrote:I'll do some final testing here and merge to master, so that you can continue from it and avoid merge conflicts.
edit2: ok, nothing fatal happens, merged and in R2872.
erm i tried merging your stuff in and there's a few files (Core/Data/ZScriptHandler.cs and Core/ZDoom/ZScriptParserSE.cs) missing?ZZYZX wrote:Recently changed a bit how the info panel (at the bottom of the bottlewindow) is drawn. Not sure if it has any positive or negative impact for people, feedback pls. Especially people with worse CPUs (/me looks at anotak), because as for myself I can already see that nothing changed really.
Oops. Fixed.anotak wrote:erm i tried merging your stuff in and there's a few files (Core/Data/ZScriptHandler.cs and Core/ZDoom/ZScriptParserSE.cs) missing?
That's some sharp eye. I can't notice 100ms delay on my i5-6400, for the UI responsiveness lag to be unbearable it has to be GTK-level.anotak wrote:edit: oh i forgot to mention, like, my cpu isn't that slow, i have an i5-3450? i mean we are talking about editing for a game from 1993. for me, responsiveness is very important in tools i use and so i'd much prefer if things react in 1/60th a second or less so when operations take 100ms it is noticeably jarring to me. but i know not everyone is bothered by that kind of thing
I use F10 (Script Editor) like all the time while I map - since I work directly up againt all the trigger numbers and values changing real-time inside the editor it would be quite a hassle going back into Slade just to script common map-related things like opening doors and pressing switches through script. Mapinfo etc. I always do through Slade ofc. just not the map specific functions which use triggers in the map.ZZYZX wrote:Poll:
How many people actually use the embedded script editor for editing the WAD? I understand that it's a bit useful, but there's already SLADE and there is already a feature called "open in DB2" in SLADE if you want it to be synchronized.
I want to keep things like MAPINFO editing or external scripts (SCRIPT01, extradata or whatever other directly map-related stuff should be there), but remove DECORATE/ZSCRIPT/SNDINFO/etc editing and displaying from the script editor.
The reasoning for this is because this is not exactly the duty of a map editor to edit resources, and reverse SLADE is a joke, not something to become a reality.
I don't want to support that bloated script editor tbh, it's only distracting from the stuff that's actually restricted and unique to GZDB.
Spoiler:Is this a wrong call from the editor?
Try to use * or /. "++" and "--" have two characters only to avoid confusion with positive/negative integers.camaxide wrote:I'd like ** to work like ++ and -- does in the value boxes
Does "open map resources in read-only mode" not help? It's a checkbox in the map settings dialog.camaxide wrote:Strange.. I tried unloading all except my main wad - and it still gave error, I tried old DB and error came.. then I just resaved the wad in Slade, )it was already saved (no *) and it suddenly gives no error - even when bringing back all wads. So something seemed up.. Lately Slade wont save properly if I have the wad open in Gzdoom builder - before I never had problems with that - and could just save the file then F8 in Gzdb - now I have to close down Gzdb to press save in Slade, then reopen :/
Maybe. I have no idea what causes the reset and there might be already a checkbox like "don't reset thing special on type change".camaxide wrote:writing down the RGB-values and intensity for each light on each level means noting many thousands values - so it would be lovely if this was possible to just change from one to the other without reset
Apparently not all fields support this. Will see what can be done there.camaxide wrote:Anyway - about the values. if I select one or more lights, with various values in intensity - and enter *2 and click ok - then intensity drops to 0 - same happens with /2 - so these does not seem to be valid commands?