GZDoom Builder 2.3
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Nash
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- Posts: 17515
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Re: GZDoom Builder 1.14
I see. Well it's not a big deal for me regarding the dynamic light thing so no worries! And thanks for fixing the bug.
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Sandro
- Posts: 185
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- Location: Erathia
Re: GZDoom Builder 1.14
Thank you very (very) much !MaxED wrote:Newsflash! (r1947)
1. Sectors, Linedefs, Things, Vertices modes: added "Select Similar" action (available in <Mode name> -> "Select Similar..." menu), which lets you select map elements similar to currently selected ones, based on a set of settings.
It took me less than 2 hours to clean my map entirely (-44% of sectors...
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MaxED
- Posts: 2246
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Re: GZDoom Builder 1.14
Newsflash! (r1951)
Script editor: added a simple snippets system. Using code snippets:
To use a snippet, just pick it from the drop-down menu.
Creating new code snippets:
Code snippets are plain text files stored in [GZDB]\Snippets\[category], so just create a new text file there and add the code you want into it.
There are several special tokens you can use:
[EP] (Entry Point) - that's the place where the cursor will be placed after inserting a snippet.
[LB] (Line Break) - these will be converted to line breaks when "Allman-style bracing in snippets" (located in Preferences -> Appearance -> Script Editor) setting is enabled, or a space character when it's not.
Warning: snippet's file name should not contain spaces.
Creating new code snippets for custom scripting configurations:
To add snippets to a scripting configuration, which doesn't already have existing snippets ("Insert a Code Snippet" drop-down is disabled in the Script Editor), you'll have to:
1. Add a new folder inside of "Snippets" folder (for example, "[GZDB]\Snippets\Decorate").
2. Add the "snippetsdir" parameter to a scripting configuration, in which you want to use snippets, and set it to the folder name you've just created (for example, snippetsdir = "Decorate";).
3. Add the snippets to the folder you've created.
Script editor: added a simple snippets system. Using code snippets:
To use a snippet, just pick it from the drop-down menu.
Creating new code snippets:
Code snippets are plain text files stored in [GZDB]\Snippets\[category], so just create a new text file there and add the code you want into it.
There are several special tokens you can use:
[EP] (Entry Point) - that's the place where the cursor will be placed after inserting a snippet.
[LB] (Line Break) - these will be converted to line breaks when "Allman-style bracing in snippets" (located in Preferences -> Appearance -> Script Editor) setting is enabled, or a space character when it's not.
Warning: snippet's file name should not contain spaces.
Creating new code snippets for custom scripting configurations:
To add snippets to a scripting configuration, which doesn't already have existing snippets ("Insert a Code Snippet" drop-down is disabled in the Script Editor), you'll have to:
1. Add a new folder inside of "Snippets" folder (for example, "[GZDB]\Snippets\Decorate").
2. Add the "snippetsdir" parameter to a scripting configuration, in which you want to use snippets, and set it to the folder name you've just created (for example, snippetsdir = "Decorate";).
3. Add the snippets to the folder you've created.
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Last edited by MaxED on Thu May 15, 2014 2:50 am, edited 1 time in total.
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GhostKillahZero
- Posts: 742
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- Location: 343 Industries Headquarters
Re: GZDoom Builder 1.14
That simple snippet system will come-in handy. 
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MaxED
- Posts: 2246
- Joined: Tue Feb 28, 2012 12:55 pm
Re: GZDoom Builder 1.14
Newsflash! (r1952)
Script Editor: added Visual Studio-like snippet expanding (type the name of a snippet (or place the cursor inside of already existing one), then press the Tab key to expand it).
Example: to create the while loop, type "while"... ...and press the Tab key.
Script Editor: added Visual Studio-like snippet expanding (type the name of a snippet (or place the cursor inside of already existing one), then press the Tab key to expand it).
Example: to create the while loop, type "while"... ...and press the Tab key.
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edward850
- Posts: 5920
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- Location: New Zealand
Re: GZDoom Builder 1.14
Where is the option to change it to the vastly better Allman style? 
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Thel
- Posts: 33
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- Location: Brasil
Re: GZDoom Builder 1.14
Dafaq is happening here? Everytime i try using the very useful Udmf control, the sector i selected becomes dark..


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NeuralStunner
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Re: GZDoom Builder 1.14
In the shot, I can see that Brightness has gotten set to 0 for some reason. Looks like you might've found a bug.Thel wrote:Everytime i try using the very useful Udmf control, the sector i selected becomes dark..
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MaxED
- Posts: 2246
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Re: GZDoom Builder 1.14
I've stopped the development of UDMF Controls plugin looooong time ago, because everything you could do in it you can also do in the "regular" Edit forms.Thel wrote:Everytime i try using the very useful Udmf control, the sector i selected becomes dark..
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GhostKillahZero
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Re: GZDoom Builder 1.14
Can you implement the colored fog rendering to be adjusted to a thicker/thinner fog? It seems as though the more saturated the color is, the thicker the fog becomes. Any feedback?
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MaxED
- Posts: 2246
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Re: GZDoom Builder 1.14
...or did you mean... Oppen Allman style?edward850 wrote:Where is the option to change it to the vastly better Allman style?

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MaxED
- Posts: 2246
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Re: GZDoom Builder 1.14
How do you do that in GZDoom?GhostKillahZero wrote:Can you implement the colored fog rendering to be adjusted to a thicker/thinner fog? It seems as though the more saturated the color is, the thicker the fog becomes. Any feedback?
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edward850
- Posts: 5920
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- Location: New Zealand
Re: GZDoom Builder 1.14
No, I really do mean Allman style.MaxED wrote:...or did you mean... Oppen Allman style?edward850 wrote:Where is the option to change it to the vastly better Allman style?
[img]
The current K&R style messes with my workflow, especially when I can't switch off the current automatic indenting/syntax completion.
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GhostKillahZero
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Re: GZDoom Builder 1.14
IDK, I thought it was possible maybe, But looks like I have to suggest it in the suggestions forums first before this can be implemented.MaxED wrote:How do you do that in GZDoom?
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MaxED
- Posts: 2246
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Re: GZDoom Builder 1.14
If you want it RIGHT NAO, you can edit the snippets themselves ([GZDB folder]\Snippets\acs). I'll try to add this feature later this day (I'm kinda busy ATM)...edward850 wrote:The current K&R style messes with my workflow, especially when I can't switch off the current automatic indenting/syntax completion.