DLE Version History
1,270 entries across 606 releases.
v1.12.32
- Improved: Overload export now includes many objects (as generic object types), doors, and texture names. Secondary textures are exported as decals. This enables post-processing of exported levels to use their original textures, if desired.
- Improved: DLE no longer automatically re-centers levels on save; commands for this have been added to the Edit menu instead. (The feature caused exported levels to be difficult to edit in Overload Level Editor.)
- Improved: Automatic adjustment of texture co-ordinates when modifying geometry can now be toggled on/off in Preferences.
- Improved: Reduced CPU usage of the 'Delta shading' (animated lights) view option.
- Improved: DLE will now only overwrite a level's HXM file if robot settings were modified since the level was opened.
- Improved: Texture transparency and see-through options are now available when importing bitmaps with adaptive palettes.
- Fixed: End-of-exit-tunnel sides in levels exported to Overload should now work correctly in Overload Level Editor.
- Fixed: DLE no longer deletes sound clips from DTX patches for Descent 1 levels.
- Fixed: Segment light values were encoded/decoded incorrectly for Descent 1 levels.
- Fixed: The preview graphics when dragging/dropping a vertex using the mouse now animate much more smoothly.
- Fixed: Extended (.blx format) blocks containing animated lights can now be pasted successfully.
- Fixed: The 'scale lighting' option was sometimes causing vertex light values to darken unexpectedly.
- Fixed: Texture tool 'Cleanup' button was reverting frames of custom door textures that were in use.
- Fixed: Corrected minor issues with Align All and Align Children buttons in the Texture tool.
- Fixed: The Split Lines command now behaves more predictably.
- Fixed: The Object tool 'Delete all' button now has a prompt like the 'Delete' button.
- Fixed: The Object tool 'Energy drain' checkbox was editing the wrong robot data field.
- Fixed: Descent 1 reactors now display the correct model in the mine view.
- Fixed: The contained object ID check in the Diagnosis tool was behaving incorrectly.
v1.12.31
- New: DLE can now convert Descent 1 and 2 levels to Overload levels. Note that this only converts geometry and texture UV co-ordinates, and the resulting level must be processed by the Overload editor before it is playable in-game
- New: DLE can now edit DTX patch files; this allows some level of custom texture support in Descent 1 levels
- Improved: Tunnel maker tool will fully connect sides with different shapes again (tunnel cross-section morphing; mark the sides at the beginning of the tunnel to override this)
- Improved: DLE now interprets robot maker data from older, buggy levels consistently with how they worked in Descent, regardless of apparent intent
- Improved: The reconfigurable input handler has been overhauled again and should now be less likely to get stuck
- Improved: Panning backward/forward (Z axis) handling in the OpenGL renderer is now more consistent with DMB2's behavior
- Fixed: The Walls tool no longer crashes when adding a wall to an unjoined side with 'use both sides' checked
- Fixed: Vertex drag was placing vertices in strange locations (again)
- Fixed: Texture co-ordinate re-mapping when editing geometry now works for all cubes, not just the first
- Fixed: DLE no longer deletes levels from a HOG file if it fails to save them due to errors
- Fixed: The current side texture wasn't always updated when selecting a new side with the mouse
v1.12.30
- New: Added a reactor strength setting to the Reactor Tool (works for Descent 2 and D2X-XL levels)
- New: You can now merge adjacent cubes to reduce a level's segment count (Ctrl+Alt+C)
- Fixed: Descent 1 light textures were sometimes being loaded with incorrect default brightness values
- Fixed: The text box next to the texture brightness slider now saves properly
- Fixed: Button tooltips in the texture alignment, lighting, and projection tabs work again
- Fixed: The Advanced Object Tool no longer prompts you to 'enter an integer' in an endless loop if you made a mistake
- Fixed: The mine render depth slider in Settings now works properly with mouse scroll wheels
- Fixed: The docked tool panel was partially or entirely blank on some display configurations
- Fixed: DLE now does a better job of remembering the window position you left it in
- Fixed: The Insert->Object->Weapon menu command now inserts a weapon powerup, not a corrupted red mine
- Fixed: Default walls added using the Wall Tool are now fully opaque (since they are doors)
- Fixed: Transparent or see-thru pixels painted with the texture edit dialog are now rendered properly elsewhere in DLE
- Improved: Imported textures that don't match the current palette now use the last two colors in their palette for the see-thru and transparent colors. This fits better with how the function is most commonly used
- Improved: When an imported texture doesn't match the current palette, you will now be prompted whether the texture is supposed to be transparent (in which case the procedure above will be used)
- Fixed: The mine view automatically gains focus again when you move the mouse cursor over it
- Fixed: You can quick-select objects by right-clicking them again
- Fixed: The mine view context menu (Shift+Right click) works more reliably again
- Fixed: Selection highlights are no longer left behind when using some hotkeys (e.g. Shift+S)
- Fixed: Marking geometry with the rubber band will no longer pick up vertices behind the camera
- Fixed: Re-centering the mine with the Ctrl+Home hotkey no longer makes item sprites huge
- Fixed: The Tunnel Maker will no longer allow you to select preview cubes
- Improved: Inserting cubes will now only insert from all marked sides while in block mode
- Fixed: Custom robot settings are now unloaded when switching levels
v1.19.29
- Changed: You cannot save standard levels with more than 900 segments
- New: Added input handler with support for camera control remapping, fluid (largely Descent-like) movement. Controls can be configured in dle.ini (no UI yet)
- Fixed: Corrupted rotation cursor, and issues where the wrong cursor was displayed for some camera actions
- Fixed: Vertex limit behavior (again) - blocks saving unsupported levels in legacy format again, but consistently this time
- Fixed. HOG manager crash that occurred when building with newer versions of MSVC
- Fixed: Issue where some settings in the Advanced Object Tool were not saved to the object
v.19.28
- Improved: The diagnosis function can now move objects that are out of their segment to the proper segment (effect objects are ignored, since these might be placed outside the segment on purpose)
- Improved: High-resolution textures are now presented better in the POG editor, especially for animations
- Fixed: The program sometimes crashed when switching palettes in the POG editor
- Fixed: When splitting a segment in 8, DLE will now properly adjust the UV mapping of textured sides of the resulting segments
v1.19.27
- Fixed: Hires animations where all pixels had the same color and only differed in their transparency (alpha value) didn't animate in the various texture previews
- Fixed: The program could occasionally crash due to an integer overflow in a buffer size calculation
v1.19.26
- Fixed: Invoking the texture tool via the main menu created a wedge shaped segment instead
v1.19.25
- Fixed: Fixing illegal object types to be spawned by a robot on death didn't work right
- Fixed: DLE checked objects to be spawned for other objects than robots
v1.19.24
- Fixed: DLE didn't close any bak files it created until the program was closed
v1.19.23
- Fixed: The program crashed when creating a new Descent 1 level
v1.19.22
- Fixed: The program could crash when diagnosing a level
v1.19.21
- Fixed: The fog tool didn't always display the fog color when switching to the effect or fog tool
- Fixed: Changing the editor's rotate rate had no effect, because it was constantly reset to the default value
- Changed: The term fog 'transparency [%]' has been replaced with fog 'view range (standard cubes)', which is an easier to grasp concept. Fog 'view range' means how far you can see through fog until it becomes completely opaque
v1.19.20
- Fixed: The effect tool's paste all command could cause repetitive display of an error message about no object of the proper type being selected
v1.12.19
- Fixed: Texture editor was producing corrupt BMP files when exporting some textures
- Fixed: Fog effects tab crashed when using the horizontal layout
v1.12.18
- New: Color and density of the four currently supported fog types (water, lava, light and dense fog) can now be adjusted in the new 'fog' tab of the effect tool
v1.12.17
- Fixed: Animated hires textures were rendered distorted in the mine view
v1.12.16
- New: Segments can now have the properties 'light fog' and 'dense fog' - D2X-XL will render fog in such segments
v1.12.15
- Fixed: The animated texture preview crashed when .ham data could not be loaded [Sirius]
v1.12.14
- Fixed: The POG manager didn't properly display animated hires textures
- Fixed: The program crashed when a 64x64 texture was overlayed with a 512x512 texture
- Fixed: You couldn't scroll the texture list with the mouse wheel when texture filters were active
v1.12.13
- Fixed: The undo function could occasionally mess up the level [Sirius]
v1.12.12
- Fixed: Collapsing a textures frame list in the pog editor could crash the program
- Fixed: Not all animations were displayed right
- Fixed: The pog editor's level texture filter didn't work right, resulting in not all level textures being shown when that filter was set
v1.12.11
- Fixed: Animated textures weren't properly displayed and handled by the POG editor
- Fixed: Faces that only had a base texture were rendered as having the default texture (rock021) in auxiliary texture views
- Fixed: Locating textures in the mine could cause the program to freeze
v1.12.10
- Fixed: Auxiliary texture views didn't show anything when an animated texture that was an overlay to a base texture should be displayed
- New: Middle clicking a texture in the texture selection pane (or clicking it with left and right mouse button simultaneously) showed all segment sides bearing that texture; successive clicks switch to the next occurence
v1.12.9
- Fixed: Due to a bug in the animation data loader, Descent 1 levels weren't loaded anymore
v.12.8
- Fixed: Multi-frame hires textures often were rendered distorted
v.12.7
- Fixed: The diagnosis function could erroneously separate connected triangular segment faces
- Fixed: The diagnosis function did not print diagnostic messages regarding flawed collapsed segment faces
v.12.6
- Fixed: Renaming level files with the HOG manager could destroy the entire mission
- Fixed: Animated textures weren't properly displayed in the texture tool
- Fixed: DLE added custom robot and light color files to levels that didn't actually have modified robots or light colors
v1.12.5
- Fixed: Descent 1 animation info wasn't properly loaded, which could cause loading Descent 1 levels to crash DLE
v1.12.4
- Fixed: Hires animations weren't displayed at all
- Fixed: Hires animation frames were displayed in reverse order
- Fixed: The texture selection pane showed the last instead of the first frame of animated hires textures
v1.12.3
- Improved: DLE now properly animates all animated (geometry) textures of a level (in the auxiliary texture views)
v1.12.2
- Fixed: Animated hires textures (TGA) weren't properly rendered in the mine view
- Fixed: Animated hires textures (TGA) weren't properly rendered in the tool dialogs' texture views (e.g. in the texture alignment display)
- Fixed: Custom models and textures weren't loaded reliably
- Fixed: The program crashed when loading custom textures where width and height differed from each other
- Fixed: Animated high resolution (TGA) custom textures weren't loaded and hence not displayed
v1.12.1
- Fixed: When loading a level with a different palette than the currently selected palette, the palette wasn't updated [Sirius]
- Fixed: The program could crash when saving a level [Sirius]
- Fixed: The program could crash when clicking on the 'Objects' tab [Sirius]
v1.12.0
- New: Custom texture manager, allowing replacement of all textures - including robot textures, powerups, cockpit graphics and animated frames. [Sirius]
- Improved: It is now possible to change the palette of a level without discarding custom textures (but use with caution because the conversion is lossy). [Sirius]
- Improved: Added File menu options to edit the current mission's HOG file, and the current level's POG. [Sirius]
v1.11.90
- Fixed: Effect object information was not entirely correct, causing D2X-XL to mess up effects when creating and subsequently loading save games
- Improved: The diagnosis tool now is able to better detect and fix erroneous effect object ids
v1.11.89
- Fixed: The undo manager would mess up levels after enough editing and undo operations were done ('enough' depending on undo buffer size)
- Fixed: The diagnosis tool crashed when no player object was present and the first object present in the level had the id '0'
v1.11.88
- Fixed: The 'none' and 'all' buttons in the geometry visibility settings didn't work
v1.11.87
- Fixed: When loading a new level, the corresponding texture palette wasn't always loaded as well
v1.11.86
- New: The undo system will now write all its actions to a log file in the DLE program folder named 'dle.log'
v1.11.85
- Fixed: Insert -> Door -> Secret Exit command works properly now
- Fixed: Diagnostics tool was reassigning Player 1 in some D1 levels
- Fixed: Opening a HOG file without opening a level no longer interferes with the Save command on the currently loaded level
- Fixed: The currently selected cube and side in partial wireframe mode is now drawn the same way as in full wireframe
- Fixed: Arrows indicating texture scroll directions in the main view are now pointing in the correct direction
- Fixed: Diagonally-scrolling textures now draw properly in the texture preview
- Fixed: Inserting cubes after deleting a marked block no longer results in marked vertices appearing
- Improved: The HOG manager now allows bulk exporting/deleting of files
- Improved: Quick selection no longer requires OpenGL render-to-texture support. RTT will now always be used if the hardware supports it
- Improved: Quick selection is now available for selecting lines and points
- Improved: Align child sides function now uses cube geometry instead of side numbers to determine which sides are children
- Improved: The selected object highlight ring has a more consistent size for powerups
- Improved: Added warning when inserting cubes with more than 50 sides marked (usually a mistake and very slow)
v1.11.84
- Fixed: The light color wasn't properly updated when selecting a face bearing a light
v1.11.83
- Fixed: Effects tool works again
- Fixed: The partial wireframe view mode no longer crashes DLE
- Fixed: Attempting to import files with long file names into a .hog will no longer cause a crash
- Fixed: Clicking 'Cancel' at the save-on-exit prompt will no longer render the UI unusable
- Fixed: Changes to a robot's spawn count set using the buttons in the Objects tab now persist correctly
- Fixed: Custom tactics set in the robot AI tab now persist correctly
- Fixed: Saving in legacy block format (.blk) works again
- Fixed: Diagnostics tool no longer considers waypoint effects invalid
- Fixed: Selected object highlight 'ring' no longer displays if the object is behind the viewer
- Improved: Tunnel maker is better at handling unusually-aligned end points
- Improved: Quick-selection of sides now works in wireframe mode as well
- Improved: Diagnostics tool shows feedback for more object errors
- Improved: Closing the HOG manager without opening a level no longer removes the mission from the recently opened list
v1.11.82
- Fixed: Dynamic object lighting for segments with no walls didn't work right (some performance penalty but improves the accuracy of object lighting)
- Fixed: Glitches would cause Join Sides not to work in many cases
- New: Added capability to HOG manager to import multiple files at a time
- New: Added TunnelMaker capability to change the start side at both ends if no sides are marked
v1.11.81
- Fixed: dynamic object lighting for segments with no walls didn't work (some performance penalty but improves the accuracy of object lighting)
- Fixed: Removed glitches that would cause Join Sides not to work in many cases
- Fixed: Texture alignment angle updates again when changing sides in the mine view
- Fixed: msec/dot slider in texture light settings was inverted
- Fixed: A memory leak caused by failed attempts to display Vertigo robots occurred
- Fixed: Object rotation rate slider in editor settings did not work
- Changed: Disabled now-unused code in EffectTool.cpp that was causing crashes when the tab loaded
- Improved: Zooming in and out of a mine works better now
- Improved: Vertigo HAM loads more reliably now
- Improved: Tunnel maker now handles twist/granularity more predictably
- New: TunnelMaker can change the start side at both ends if no sides are marked
- New: HOG manager can now import multiple files at a time
v1.11.80
- Fixed: Texture alignment angle didn't update when changing sides in the mine view (Sirius)
- Fixed: msec/dot slider in texture light settings was inverted (Sirius)
- Fixed: Removed memory leak caused by failed attempts to display Vertigo robots, and improved load reliability for Vertigo HAM (Sirius)
- Fixed: Object rotation rate slider in editor settings didn't work (Sirius)
- Improved: zoom function works better now (Sirius)
- Improved: Tunnel maker now handles twist/granularity more predictably (Sirius)
v1.11.79
- New: Sirius has added a fabulous texture mapping tool offering various projections to avoid texture distortions when texture mapping irregular geometry!
- Improved: The texture dialog has been reorganized to make room for Sirius' texture mapping tool
v1.11.78
- Improved: DLE now launches even with a missing .ini
- Improved: Cube light should be set more accurately now
- Improved: All settings tabs should be able to save now
- Fixed: Tunnel maker granularity doesn't appear to 'lock' after pressing Alt-8/9 at valid range limits now
v1.11.77
- Fixed: Levels with custom textures should no longer accidentally lose them on switching to the Settings tab (Sirius)
- Fixed: Mod folder location is calculated more accurately now (Sirius)
- Fixed: Transparency/Supertransparency flags for custom textures should now be set correctly (Sirius)
v1.11.76
- New: Tidied the settings dialog by placing the various settings in tabbed sub-dialogs
- New: Enabled use of D1 reactor in D2 levels (automatically used when converting levels from D1; author: Sirius)
- New: toggle for 'coincident' object bumping on move/insert (author: Sirius)
- New: config file option for bump amount (author: Sirius)
- Fixed: Crash during D2-to-D1 conversion for levels with no walls or no triggers (author: Sirius)
- Fixed: Maximized window support for secondary display on multiple-monitor machines (author: Sirius)
v1.11.75
- Fixed: Removed various issues when joining two segment sides (author: Sirius)
v1.11.74
- New: Added a tabbed dialog in the object tool allowing to enter numerical object position coordinates and alignment angles (author: Sirius)
- Fixed: Secret level object had a 'multiplayer' checkbox which wasn't applicable
- Fixed: Clicking 'Move' on an object to return it to the centre of its current segment would offset it even if it was the only object in the segment (author: Sirius)
v1.11.73
- Fixed: Vertigo robots had the wrong textures or weren't rendered at all
- Fixed: The undo manager didn't work right
- Improved: The undo manager now is more efficient
v1.11.72
- Fixed: The undo function could cause excessive memory consumption
- Fixed: You couldn't change the undo buffer size
- Improved: Added consistency checks for the undo function
v1.11.71
- Fixed: Moving segment sides up, down, left or right didn't work properly in side mode
- Fixed: If files with the extension '.hog' were associated with DLE and DLE was opened by double clicking such a file, DLE crashed
- Fixed: DLE messed up and removed custom textures from levels containing custom textures with non power of two dimensions
- Fixed: DLE messed up wide RLE encoded textures (i.e. with row lengths >= 256 bytes), like the custom cockpits from 'The Enemy Within'
v1.11.70
- New: Added support for triggers to disarm and reprogram robots (to make them attack other robots instead of the player)
- New: Added support for a trigger to shake the mine (earth quake)
v1.11.69
- Fixed: Descent 1 textures got messed up when being imported into Descent 2 levels
v1.11.68
- Changed: Left clicking while in block mode will now change the current segment and not the current point
v1.11.67
- Fixed: Custom textures read from mods were stored in a mission's pog file when saving the mission
v1.11.66
- Fixed: Custom texture color and brightness values of Descent 1 levels were reset when loading such a level
- Fixed: Default texture color and brightness levels weren't set according to the type of the level being loaded, but according to the type of the level that had been loaded before loading the level
- Fixed: You often couldn't change the brightness of a texture
v1.11.65
- Fixed: Inserting objects in segments with triangular sides placed the objects outside the segment or even the level
v1.11.64
- Fixed: Some settings in the object tools combat data section didn't stick when tabbing to another section or dialog
- Fixed: A robot's circle distance couldn't be changed
v1.11.63
- Fixed: The join sides operation failed to work when the two sides were at a certain distance from each other, requiring DLE to insert a segment between them
v1.11.62
- Improved: DLE will now store all its temporary files in its application folder instead of littering the hard disk with them
v1.11.61
- Fixed: The hog manager didn't recognize level files when their extension wasn't completely lower case
v1.11.60
- Fixed: Faces of self illuminating segments usually were too dark
- Fixed: The program could hang when illuminating very small levels
v1.11.59
- Fixed: DLE didn't take a segment's "self illuminate" flag into account when computing a mine's illumination
v1.11.58
- Fixed: Selection the mission folder by selection a mission file inside the mission folder yielded an invalid mission folder
- Changed: Wireframe lines are be a bit finer now
v1.11.57
- Fixed: Tunnel sides sometimes were twisted by 90 degrees in relation to their predecessors
- Fixed: Tunnels sometimes weren't twisting smoothly
- Improved: When textured rendering is turned on, tunnels will be rendered textured and slighty transparent
v1.11.56
- Improved: Tunnel start sides do not need to be connected (only at an angle of 22.5 degrees or less to the current side)
v1.11.55
- Fixed: The tunnel generator could fail at certain tunnel twist angles due to minuscule floating point errors
v1.11.54
- Fixed: Tagging sides by plane or texture didn't work right anymore
v1.11.53
- Fixed: Tagging sides didn't work right
- Fixed: A tunnel's start sides and the corresponding sides of the tunnel's first segment didn't have common vertices
- Improved: Made the tunnel generator numerically more stable
v1.11.52
- Fixed: The tagging rubber band didn't work well with the new selection UI
- Improved: The tunnel generator now supports multi segment tunnel cross sections
- Improved: When moving the current segment or side or the tunnel end vertices, the tunnel will be recomputed accordingly on the fly
v1.11.51
- Fixed: Wireframe lines don't get hidden by textured sides anymore (fixed stitching)
- New: DLE can now move tagged vertices into a plane parallel to the current side's plane (or into the current side's plane if the current side has tagged vertices itself). If no vertices are tagged, the current side will be made coplanar. Access the function via the mine view's context menu's 'Make Points Parallel' option
v1.11.50
- Improved: When changing the current or other segment or side in tunnel creation mode, the tunnel will automatically be updated accordingly
- Improved: You can increase and decrease the amount of segments used for a tunnel by pressing ALT+8 and ALT+9 while in tunnel creation mode
- Fixed: The keys rotating geometry worked inverse to what they should (the 'rotate left' key rotated the geometry right and vice versa)
- Fixed: When inserting a segment, the new segment didn't become the current segment
v1.11.49
- Fixed: The tunnel generator didn't work anymore.
v1.11.48
- Fixed: Tagging vertices with the rubber band didn't properly tag segments and sides in segment and side selection mode
- Improved: Sirius improved the texture alignment code again
v1.11.47
- Fixed: Selecting a segment in 3rd person mode reset all vertex tags
- Fixed: 'Quick Selection' wasn't really enabled at program start even if it was set
- Changed: Selecting textures in the texture view will now put the texture on the current plus all tagged segment sides
- Changed: Adding a segment will now add the segment to current plus all tagged segment sides that aren't connecting to another segment
- Changed: The 'paste marked' function has been replaced by a 'tag plane' function which beginning with the neighbours of the current side will tag all sides that are at an angle of 20 degress or less to any of their tagged neighbours
- Improved: DLE doesn't merely rely on tagged vertices anymore to determine tagged segments and sides (so even if all of a segment's vertices are tagged because of tagged adjacent segments, that segment isn't automatically tagged, too)
- New: Similar to D.E.V.I.L., DLE can now tag all sides in the same plane (which beginning with the current side consists of all sides at an angle of 22.5° or less to a neighbour side in that plane)
- New: DLE can now tag all segments bearing the same base and/or overlay texture (depending on the texture tool's 'use 1st' and 'use 2nd' check boxes)
- New: DLE can now insert multiple segments (these will be added to all tagged sides that don't have an adjacent segment)
v1.11.46
- Fixed: The program crashed when the quick copy function was used
v1.11.45
- Fixed: Setting the rotation center to a segment center or object didn't work
v1.11.44
- Changed: To enable exclusive selection of textured sides, you now need to turn on 'Enable Quick Selection' in the mine view's context menu (this will enable RTT and MRT)
- Improved: Texture side only selection and the new selection UI aren't mutually exclusive any more - left clicking w/o Shift will select a textured side, while left clicking when the selection UI displays the selection candidates will select the currently highlighted candidate
- New: The selection UI can be set to only show the current selection candidate, additional selection tags (circles), or all candidates using dashed lines by toggling the 'Show selection UI' option in the mine view's context menu
- New: In 1st person mode, DLE can now align the viewer with the currently selected side. The currently selected line determines the horizontal orientation
v1.11.43
- Fixed: The arrows showing the movement direction of flowing textures pointed to the wrong direction
- Changed: Reintroduced the 'Select only textured sides' switch in the mine view's context menu (as long as it is enabled, the new selection UI will be disabled)
v1.11.42
- Fixed: At certain positions, DLE filled the screen with dotted lines from the selection UI
- Changed: DLE will no go into selection mode when you press SHIFT while moving the mouse
v1.11.41
- Improved: DLE will now correctly draw wireframes for partially visible segments and sides
- Improved: Segment and side selection lines are (hopefully) less obtrusive now
v1.11.40
- Fixed: Moving geometry in 1st person view and in point mode didn't always move the selected vertices, but only the current (circled) vertex instead
- Fixed: When moving a line in perpendicular to the reference side, the line moved in an arc
- Improved: Similar to DEVIL, DLE will now tag all selectible points, edges, sides and segments with a dotted line/cross and a circle in its middle. The segment/side that will be made current when left clicking will be tagged with a golden cross and circle
- Changed: The numpad key mapping for editing geometry in 1st person mode has been changed (8: up, 2: down, 4: left, 6: right, 7: up, 9: down, 1: rotate counter clockwise, 3: rotate clockwise, 5: inflate, 0: shrink)
- New: Added an option 'Use Viewer Orientation' to make DLE move mine elements along the viewer axis and not relative to the current side (only active in 1st person mode and on by default)
v1.11.39
- Fixed: All textures were shown vertically flipped
v1.11.38
- Fixed: The renderer didn't work right in release code because some vital statements had been left debug only
- Fixed: The tool pane frequently got minimized by the program when it shouldn't
- Changed: DLE-XP has been renamed to DLE. Please rename your local 'dle-xp.ini' to 'dle.ini' and change the tag in the first line of the file from '[DLE-XP]' to '[DLE]'.
v1.11.37
- Fixed: You couldn't manually resize the tool and texture panes in mine view full size mode
- Improved: Selecting only textured sides now works more reliable
- New: In 3rd person mode, the mine view context menu is available with Shift+Right click
v1.11.36
- Fixed: Vertigo models were rendered using the wrong textures
- Fixed: Model texture alignment was wrong
- New: DLE will now read the improved robot and weapon models from D2X-XL.hog when they are present
- New: Added quick block and segment collapsing operations to the mine view's context menu
v1.11.35
- New: Added a context menu for the mine view in 1st person mode allowing to quickly chose the selection mode
v1.11.34
- New: Added a space saving vertical layout with dialogs and texture picker in a single window pane
v1.11.33
- Fixed: DLE wrote its ini file in whatever the current folder was instead of the application folder
v1.11.32
- Fixed: TGA textures were rendered upside down
- Fixed: Skybox segments were dark when loading a level until the illumination function was executed
v1.11.31
- Fixed: DLE didn't read custom robot data from a mod's global hxm files
- New: DLE can now also render OOF format (Descent 3) custom robot models
v1.11.30
- Fixed: Splitting a segment in 7 sub-segments still didn't work right
- Fixed: Aligning textures didn't work right anymore
v1.11.29
- Fixed: The segment splitting functions didn't work anymore
- Improved: DLE will now make the mission folder the current directory at program start and when the mission folder is changed
v1.11.28
- Fixed: ASE model textures were distorted
v1.11.27
- Changed: In wireframe mode, 3D models and object icons will only be shown for the selected object
v1.11.26
- Fixed: The new backup function crashed the program
- Fixed: Changing a control in the settings tool reset the viewer position
v1.11.25
- New: DLE will now create a backup when loading a level (mission.bak.1 -> mission.bak.2, mission.hog -> mission.bak.1)
v1.11.24
- Changed: Removed the type specific segment count limits; users will merely be warned when exceeding the maximum segment count for the type of level they are creating
- Changed: Converting D2 levels to D1 will not remove excess segments, walls and triggers any more - this is now entirely in the responsibility of the level author
v1.11.23
- Fixed: Texture alignment preservation didn't work right
v1.11.22
- Fixed: The mine view didn't get updated when selecting a new segment or side in 3rd person view
- Improved: Left-clicking in the mine view will now generally only select visible sides
v1.11.21
- Fixed: Pressing the home key in first person mode placed you anywhere but in the current segment
- Improved: D2X-XL will now display a light bulb icon for variable lights close up
- Improved: When moving vertices, DLE will automatically adjust the texture alignment of all affected faces
- Improved: When selecting sides with the mouse in 1st person view, DLE will try only to select faces that are visible at the mouse position (and not hidden behind other faces there)
v1.11.20
- Fixed: Level specific mod custom textures and models weren't recognized anymore
v1.11.19
- Fixed: The program crashed when trying to read binary ASE model data
- Fixed: The program didn't load ASE player ship models
- Fixed: ASE models weren't rendered in the proper location and orientation in 3rd person view
v1.11.18
- Fixed: The mine center didn't move with the viewer when panning the view horizontally or vertically in 3rd person view
v1.11.17
- Improved: Object models and sprites are now rendered up to a greater distance from the viewer
- Improved: Object models and sprites will now be rendered in 3rd person view too
v1.11.16
- New: DLE now renders custom ASE models from mods
- New: DLE will render symbols for effect objects showing their type
- Fixed: POG files got messed up by the version 1.11.15 of DLE
- Fixed: Standard (hxm based) custom models weren't always processed properly
v1.11.15
- Fixed: DLE stored robot and equipment generator in a wrong format, leading to D2X-XL not properly recognizing all producer segments in a level
v1.11.14
- New: DLE now renders custom models from hxm files
- Fixed: DLE could crash when loading a level containing segments with triangular faces
v1.11.13
- New: DLE properly displays textures from a mission's mod if the mission has a mod
v1.11.12
- Fixed: The new illumination code had a bug that made it work slower and occasionally produce wrong results that could crash the program
- Changed: Renamed the check box 'fast illumination' to 'classic illumination'
v1.11.11
- Fixed: Textures with a height different from their width weren't rendered right in the alignment view and texture pane
- Fixed: Child texture shapes weren't rendered right in the alignment tool
- Fixed: Texture movement arrows didn't always point to the right direction
- Fixed: Transparent faces often were rendered opaque
v1.11.10
- New: Added a more precise method to calculate a level's illumination
- New: Added a 'fast illumination' check box to the light tool (checked: old illumination method, unchecked: new illumination method will be used for illumination)
v1.11.9
- Improved: Illumination calculation results are more compatible with previous DLE versions now while preserving the increased internal precision
- Improved: Shadow casting and light smoothing yield better results
v1.11.8
- Fixed: Calculation of light difference for variable light sources was broken
- Fixed: Animating variable lights didn't work with the OpenGL renderer
v1.11.7
- Fixed: Aligning textures across boundaries between sides with 3 and with 4 corners didn't work
- Fixed: The illumination function was broken
v1.11.6
- Improved: When adding segments in extend or mirror mode, the new segment will get the same texture coordinates as their parent segment
v1.11.5
- Fixed: Resizing segments didn't work right
- Changed: Turned off the software renderer
v1.11.4
- Fixed: Overlay textures rotated by 90 or 270 degrees were rendered with the opposite alignment (90 -> 270, 270 -> 90) by the OpenGL renderer
- Fixed: The software renderer always rendered rendered overlay textures without rotation towards their base texture
- Changed: 'use texture colors' has been renamed to 'face light settings: apply globally'
- Changed: 'face light settings: apply globally' now is on by default
- Changed: Changes to the 'face light settings: apply globally' setting are valid per session only (and not persistent across program launches anymore)
- Info: 'face light settings: apply globally' controls whether changes made to brightness and color of a given segment side are applied to all segment sides with the same texture in a level (on), or only to the current side (off)
v1.11.3
- Fixed: Tagged segments weren't highlighted
- Fixed: When clicking on a diagnostic message in the diagnosis tool, the mine view could stop responding
v1.11.2
- Fixed: Some movement keys worked in reverse
- Changed: Key mapping for collapse edge: ALT+E, create wedge: ALT+W, create pyramid: ALT+P
- New: Added entries for collapsing edges and creating wedges and pyramids to the edit menu
v1.11.1
- Fixed: Texture alignment didn't always work right anymore
- Fixed: Pasting textures didn't always work right
- Fixed: Selecting segment edges in the mine view didn't always work right
- Fixed: Spinning triangular segment sides around one of their edges didn't work right
- Fixed: Moving elements of collapsed segments could make the segments too small
v1.11.0
- New: DLE now supports triangular segment sides
- Improved: The diagnostic tool now checks variable lights
- Fixed: When joining two sides, the joined sides' texture coordinates were all set to zero
- Fixed: Navigating the 1st person view with the arrow keys (shift / control / alt + arrow) didn't work
- Fixed: Rotating the mine didn't work right
- Fixed: DLE didn't show any light for standard levels after program start until the illumination function was called
v1.10.6
- New: You can toggle perspective (1st / 3rd person) by pressing F12 now
v1.10.5
- Fixed: You couldn't deselect tagged vertices with the rubberband (shift + mouse movement) anymore
- Fixed: You could tag skybox vertices with the rubberband even if skybox display was turned off
- Fixed: Zooming with the mouse wheel in OpenGL 3rd person mode changed the view point
- Fixed: Toggling the current and the other segment didn't always work right
- Fixed: Equipment generator info got messed up when reading it from a level
- Improved: Zooming in and out with the mouse (left click + mouse movement) works better now
- Improved: Zooming in and out with the mouse wheel is more responsive in 1st person view now
v1.10.4
- Fixed: DLE selected sky box segments even if skybox viewing was disabled
- Fixed: Mine rotation was generally broken
v1.10.3
- Fixed: The 1st person navigation and element selection style was applied to the 3rd person view, too
- Changed: The OpenGL renderer will now support various depth perception modes, too
v1.10.2
- Improved: The first person interface is now more intuitive (navigate with the arrow keys, select elements by mouse click depending on the selection mode set)
v1.10.1
- Fixed: The program crashed when it couldn't find the required data files, not allowing the user to enter the proper folders in the preferences tool
- Fixed: The texture view wasn't rebuilt when textures were loaded after the user had entered a new descent data folder
v1.10.0
- Fixed: Converting Descent 1 levels to Descent 2 produced gray walls between the segments
- Fixed: The texture tool's painting utility didn't work
- Fixed: Custom TGA textures were corrupted when loading them in non-D2X-XL levels
- New: DLE can now render levels using OpenGL
- New: DLE now offers a first person view (OpenGL only)
- New: DLE now renders player ships and robots as textured 3D models and powerups as sprites (OpenGL only; limited by distance from viewer)
- New: DLE can now mix textured and wireframe view (OpenGL only)
- New: DLE will now render colored light (OpenGL only)
v1.9.18
- Fixed: Removed a bug from program initialization that could cause program crashes
- Improved: The (software) renderer is significantly faster now (particularly on multi-core CPUs)
- New: Added a 64 bit program version (in the subfolder 'x64')
v1.9.17
- Improved: Objects will now placed in a 3D cross shape when being added or moved to a segment
v1.9.16
- Fixed: You couldn't set lightning style to 'automatic'
- Fixed: The trigger tool's 'delete all' command didn't work
- Improved: 'Delete all triggers' will now delete all triggers with the same type as the trigger on the current side; if the current side doesn't have a trigger, all triggers will be removed from the level
v1.9.15
- Fixed: The texture alignment across different segment planes now works right (int by Sirius)
- Improved: The texture alignment code to be more precise (improvement by Sirius)
v1.9.14
- Fixed: Custom texture and robot files weren't properly read from hog files with mixed short and long level file names
v1.9.13
- Fixed: You couldn't add reactor segments to D1 levels
v1.9.12
- Fixed: Level files exported from a hog file were broken
v1.9.11
- Fixed: The program hung when moving blocks in D2X-XL levels
v1.9.10
- Fixed: Editing a text field that was associated with a slider and or spinner didn't update the associated controls
- Fixed: You couldn't change lighting effect properties
v1.9.9
- Fixed: The drop count and probability sliders in the object tool's death properties tab were exchanged
- Improved: DLE now supports levels with up to 20.000 segments
- Improved: DLE can now read standard D1/D2 levels with more than 800/900 segments (but will not allow to save them)
v1.9.8
- Fixed: DLE could crash at program start (preferrably in floating layout mode)
v1.9.7
- Fixed: DLE didn't load 64x64 TGA custom textures in standard levels (these should have been loaded and converted to bitmaps to stay compatible)
- Fixed: Transparent areas of custom textures were rendered white
v1.9.6
- Fixed: When the program was started in floating layout mode for the first time, tool dialogs were placed in the upper left screen corner instead of the screen center
v1.9.5
- Fixed: The advanced object data tool didn't work
- Changed: The advanced object data dialog is now a tab inside the object tool
v1.9.4
- Fixed: Loading a level via the mission tool's level list didn't work anymore
v1.9.3
- Fixed: The program could crash when reading long text lines from mission files
v1.9.2
- Fixed: The tunnel generator messed up the tunnels it created
v1.9.1
- Fixed: Saving a level in a hog file containing more than just that level duplicated that level instead of replacing it
- Fixed: Deleting a file from a hog file messed the hog file up
- Fixed: The tool dialogs weren't properly updated in floating layout mode
v1.9.0
- New: DLE has a new layout mode 'floating' where all dialogs and can be placed anywhere on the desktop independently from the main window
v1.8.116
- Fixed: The mission manager will make level names fit to the 8.3 filename convention for standard D1, D2 and Vertigo levels
- New: DLE now supports long filenames in hog files containing D2X-XL levels
v1.8.115
- Fixed: With the vertical tool layout, sound effect properties couldn't be changed
- Fixed: Enabling and disabling effects didn't work
- Fixed: You could call the undo function while the tunnel maker tool was active (showing a blue wireframe tunnel)
v1.8.114
- Fixed: Dialog elements of the object tool's tabs weren't fully displayed in horizontal tool layout mode
v1.8.113
- Fixed: The diagnosis function changed all robots to red spiders
- New: DLE can now split a segment into 8 proportionally sized smaller segments
v1.8.112
- Fixed: Descent 2 robots were offered for Descent 1 robot makers
- Fixed: You couldn't create a robot maker in standard D1 and D2 levels by simply changing a segment's type to 'robot maker'
- Fixed: When creating a robot maker, you had to select another segment and then the robot maker segment again to make the list of available robots appear in the segment tool
v1.8.111
- Fixed: Adding secret levels in the mission tool didn't work
- Fixed: Descent 1 level names weren't stored properly (and hence not displayed by D2X-XL)
- Improved: Variable light info will now be stored in extended format block files
v1.8.110
- Fixed: When deleting objects, object triggers could get messed up
- Fixed: Target segments of object triggers weren't properly updated when segments got deleted
v1.8.109
- Fixed: When deleting excess segments while converting a level to Descent 1, no segments containing players, reactors, bosses, or exits will be deleted
- Fixed: When converting a level to Descent 1, robots and powerups spawned by other robots weren't properly converted
- Improved: when deleting excess walls while converting a level to Descent 1, the corresponding opposite wall will be deleted (instead of completely randomly deleting walls)
v1.8.108
- Fixed: Various robot settings weren't handled properly by the new tabbed object tools
v1.8.107
- Fixed: Controls in tabbed sub-dialogs weren't always fully visible
v1.8.106
- Improved: Added spin controls to the light tool's sliders
v1.8.105
- Fixed: Custom light and color information wasn't properly converted when converting a D1 level to D2 or vice versa
- Fixed: The lightning tool's life time and delay fields were a bit too small for the values that could be entered there
v1.8.104
- Fixed: Clickion a button in a tabbed dialog (effect and object tools) could freeze the program
- Improved: Smoke and lighting effect colors can now be selected via a color dialog
v1.8.103
- Fixed: You couldn't select 'Vertigo' as type of a new level although the Vertigo data were available
v1.8.102
- Improved: The effect and object tools now host their controls in several tabbed sub-dialogs for better usability
v1.8.101
- Fixed: The variable light timer controls didn't work right
- Fixed: The texture tool's light color control wasn't updated when a texture's brightness changed from zero to non-zero or vice versa
- Fixed: The mine view wasn't updated when a wall property was changed
v1.8.100
- Fixed: The rotate rate control (preferences) didn't properly correspond with the actual mine element rotate rate and was reset every time a mine element was rotated
v1.8.99
- Fixed: Loading a level could freeze DLE due to erroneous, extremely small values for mine and view move rate (preferences dialog)
v1.8.98
- Improved: After converting a level to Descent 1, DLE will automatically illuminate it and run a diagnosis for it
v1.8.97
- Fixed: Overlay textures weren't properly converted from Descent 2 to Descent 1
v1.8.96
- Fixed: Descent 2 only door animations weren't properly converted to Descent 1
- Fixed: Door textures weren't properly converted when converting a level to Descent 1
- Fixed: Descent 2 robots weren't properly converted to Descent 1
- Fixed: DLE could crash when loading a mission after a mission with custom textures not level intended (e.g. custom cockpit)
v1.8.95
- New: DLE can now convert Descent 2, Vertigo and DLE levels to Descent 1
v1.8.94
- Fixed: The splash screen, object sorting and undo buffer size settings weren't saved
- Fixed: Instead of the view move rate, the mine move rate value was used for panning and rotating the mine view
- Fixed: When having been used while editing a level, the undo function got messed up when subsequently loading and editing another level
v1.8.93
- Changed: The object tool's sort option is now persistent
v1.8.92
- Fixed: Rotation angles had the wrong values in the settings dialog
- Fixed: The diagnosis tool didn't always show the right maximum for the player count
- Improved: The diagnosis tool now displays an extra effect count and is better readable
- Improved: The rotate rate is now controlled via a slider and has a few extra values
- Improved: You can now control the view movement speed separately from the mine element movement speed
v1.8.91
- Fixed: Changing a value via a scrollbar in the effects tool had no effect
v1.8.90
- Improved: Added more twin arrow controls ('spin buttons') at places where I found them to come handy and had missed them a lot in the past
v1.8.89
- Improved: texture brightness (in the texture tool) and wall transparency (in the wall tool) can now also be controlled via a twin arrow control, which is more convenient
v1.8.88
- Fixed: The object tool's drop down box showing the list of powerups for items contained in robots of the type displayed now is sorted by powerup classes and not by their ids anymore, making it easier to navigate
- Changed: The control center filter in the preference dialog's object display filter has been renamed to 'reactors & bosses'; enabling it will now make DLE display both reactors and boss robots in the mine
- Improved: Enabling keys in the preference dialog's object display filter will now make DLE also display robots containing keys
v1.8.87
- Fixed: Pressing 'M' didn't toggle the selection for the current segment in block mode
- Fixed: Saving a block always added '.blk' to the block file name regardless whether it already had an extension
v1.8.86
- Fixed: Calculation of brightness difference for variable lights was broken (so flashing and destructible lights didn't produce the proper effect - only basic lighting affected in D2X-XL)
v1.8.85
- Improved: When importing custom TGA textures into standard levels, DLE will automatically convert them to 64x64 bitmaps using the current level palette
v1.8.84
- Fixed: The program crashed when the user tried to copy a block
v1.8.83
- Fixed: Blocks saved in extended block format couldn't be pasted anymore
- Improved: Block file format errors are reported more thoroughly
v1.1.82
- Fixed: DLE couldn't read very old D2X-XL type levels due to an incompatibility to the current D2X-XL level type format
v1.8.81
- Fixed: When reading legacy Descent levels containing segments of type 'repair center', these were converted to D2X-XL repair centers, causing an incompatibility with other Descent versions particularly relevant for multiplayer games
v1.8.80
- Fixed: Custom bitmap textures were flipped upside down everytime the level containing them was saved
v1.8.79
- Improved: Saving levels with large numbers of TGA custom textures is faster now
v1.8.78
- Fixed: The program could hang when saving levels with custom textures
v1.8.77
- Fixed: Level names got messed up when saving non-D2X-XL levels
v1.8.76
- Fixed: Light calculation could erroneously produce sharp contrasts between adjacent faces
v1.8.75
- Fixed: Converting a level to a D2X-XL level added darkgray fake walls between each segment
v1.8.74
- Fixed: Equipment generator information got messed up when saving a level
v1.8.73
- Fixed: Blocks couldn't be copied anymore
v1.8.72
- New: Added support for object way points
v1.8.71
- New: Added a with property controlling the thickness of the lightning bolts to lightning effects
v1.8.70
- Improved: Converting levels now works better
v1.8.69
- Changed: When deleting a block containing the first player's start position, instead of keeping the start segment, the start position is relocated to another segment
v1.8.68
- Fixed: The 'delete all walls' command didn't work right
v1.8.67
- Fixed: Settings were always set to their defaults when launching DLE regardless of what they had been set to during the previous DLE session
- Improved: Mine and object coordinates will now be recomputed so that the mine center always is at the coordinate system's origin (0,0,0)
v1.8.66
- Fixed: Light faces weren't lit properly and therefore often were too dark
v1.8.65
- Fixed: Mines weren't loaded properly if the view distance had been decreased (DLE will now reset the view distance when loading a mine)
- Fixed: Switching to the settings dialog overrode the current shading setting set with F5 to the value from the settings dialog (F5 will now properly update the settings dialog)
- Changed: Objects can now have strength 0 (making them indestructible). The range of the object strength slider has been changed to accomplish that. strength values > 0 will be transformed to the range [13 .. 20] (as before)
v1.8.64
- Fixed: Robot and equipment generators could still get messed up
- Fixed: Vertigo robots weren't rendered
- Fixed: Vertigo robot data got messed up
- Improved: Diagnosis tool will reliably int illegal player and coop ids
v1.8.63
- Fixed: Equipment generators could get messed up
- Fixed: Messed up equipment generator info wasn't properly repaired
v1.8.62
- Fixed: Robot and equipment maker info got messed up. The new version will repair such messed up info when loading an affected level
v1.8.61
- Fixed: Custom textures sometimes were shown upside down
- Fixed: The texture tools texture view displayed textures upside down
v1.8.60
- Fixed: The program crashed when trying to render an animated texture that had been overloaded with a custom texture
v1.8.59
- Fixed: No object images were displayed in the object tool
v1.8.58
- Fixed: The texture tool's texture display didn't correctly display see-through areas of blended textures (e.g. for gratings or opening doors)
v1.8.57
- Fixed: You couldn't add robot and equipment makers in the segment tool
- Fixed: D2 texture names were used in D1 levels
v1.8.56
- Fixed: When a level was read, all variable lights were stripped from it
v1.8.55
- Fixed: The program froze when trying to insert a robot maker via the menu (Insert -> Segment -> Robot Maker)
v1.8.54
- Fixed: The object tool's robot sound lists weren't properly populated
- Changed: The objec tool's object type list is now alphabetically sorted
v1.8.53
- Fixed: Coop player object id handling still wasn't right
v1.8.52
- Improved: The texture edit dialog will now propose a filename based on the texture name when saving a texture
- Improved: The texture edit dialog will work with the overlay texture if "use 2nd" is checked in the texture tool
v1.8.51
- Fixed: 3D object model orientation was wrong
- Fixed: The illumination function rendered skybox segments completely dark instead of fully bright
v1.8.50
- Fixed: Deleting walls could result in wall information getting messed up when saving a level
- Fixed: Valid coop player ids were flagged as invalid by the diagnosis tool
v1.8.49
- Fixed: Cleaning up unused custom textures also deleted custom textures that were in use in a level
- Improved: Renaming a level file in the hog manager will also rename all related files (clr, lgt, pog, hxm, pal)
v1.8.48
- Fixed: The program could crash when trying to read a mission file that contained text that was neither a comment nor a well-formed parameter, but contained an equal sign
v1.8.47
- Fixed: Using the tunnel generator disabled the undo function
v1.8.46
- Fixed: The program crashed when clicking into the editing area of the texture edit tool
v1.8.45
- Fixed: Object triggers weren't assigned to the current object, but to a non-existant one
- Fixed: Pressing 'M' toggled the vertex marks of the current point, line or side, but only set (and never toggled) the vertex marks of the current segment
- Fixed: Clicking the 'reset' button in the object manager flattened the player ship model
- Fixed: Sometimes when deleting a segment, the deleted segment was still considered the current segment
- Fixed: When deleting tagged segments and subsequently adding new segments, some of the new segments' vertices were tagged again
v1.8.44
- Fixed: Extending or shrinking a tunnel messed up the entire level
- Fixed: Some warning messages contained awkward text
- Fixed: Frequently, when moving around points in point mode, the wrong point was moved
v1.8.43
- Fixed: The program eventually crashed after deleting a wall via the menu (not via the wall manager)
v1.8.42
- Fixed: Dragging and dropping points still didn't always work
- Fixed: Newly added segments weren't automatically joined with existing ones when these were close enough
v1.8.41
- Fixed: Objects weren't saved in the proper format for D2X-XL levels, too
v1.8.40
- Fixed: When saving a Descent 1 or standard Descent 2 levels, Objects were stored using the wrong format, corrupting the level's object information
v1.8.39
- Fixed: Dragging and dropping points didn't work
- Fixed: When setting the coordinates of the currently selected point in the segment tool, another point's coordiantes were changed instead
v1.8.38
- Fixed: Standard levels were saved using a wrong format and hence were corrupted
v1.8.37
- Fixed: Reactor trigger data wasn't saved (this could cause crashes in D2X-XL and other Descent versions when the reactor was destroyed)
v1.8.36
- Fixed: The selection mode wasn't reset (to 'side') when loading or creating another level although it appeared to be
v1.8.35
- Fixed: When a block was pasted, the block's segments weren't connected anymore even if they had been before
- Fixed: The equipment generator item list was broken
- Fixed: Editing lines often moved the wrong vertices around
v1.8.34
- Fixed: Toggling the insertion mode by repeatedly pressing CTRL+I activated an invalid insertion mode
- Fixed: You couldn't change an object's type
- Fixed: You couldn't change a player object's id
- Fixed: Changing the shape of a tunnel end messed up the tunnel
v1.8.33
- Fixed: The undo manager didn't restore states where some resource was reset to zero (e.g. undoing adding the first wall didn't remove that wall, bringing the number of walls back to zero)
- Fixed: You couldn't add segments with a function in the segment tool
- Fixed: The wall manager didn't add fuel cells on the opposite sides of a fuel segment; instead it gave an error message
v1.8.32
- Fixed: You could add segments to sides of segments that already had a segment attached to that side
v1.8.31
- Fixed: Wall information wasn't always properly read from level files
v1.8.30
- Fixed: Saving TGA files from the texture edit tool didn't work (the textures were messed up)
v1.8.29
- Fixed: Instead of separating sides, lines or points, the current segment was subdivided
v1.8.28
- Fixed: .rdl/rl2 files weren't loaded any more ('invalid signature')
- Fixed: The texture display was rotated by 90 degrees
v1.8.27
- Fixed: Program could hang when saving or loading levels
- Fixed: The 'set both walls' option had no effect when deleting walls in the wall manager
- Fixed: Splitting segments was broken
- Improved: Levels with huge custom textures are saved significantly faster than before
v1.8.26
- New: Support for rain and snow particle effects
- Fixed: Object trigger info wasn't properly saved or loaded when the level had no geometry triggers
v1.8.25
- Fixed: Adding new objects didn't work
- Fixed: Object info often wasn't properly displayed in the object tool
- Fixed: Particle effect type wasn't properly saved
v1.8.24
- Fixed: Moving objects to other segments made them disappear
- Fixed: Undoing moving objects to other segments didn't work
v1.8.23
- Fixed: The program hung when saving a level containing robot makers
v1.8.22
- Fixed: When aligning tagged textures, the program didn't start with the current texture, so it wasn't used as reference, but often got realigned itself instead
- Fixed: Block tag got reset when saving the level
- Fixed: Sides of segments that were imported in a block weren't joined with nearby sides of the current mine segments
v1.8.21
- Fixed: Loading custom textures didn't work
- Fixed: Resetting custom textures to their default didn't work
v1.8.20
- Improved: You can now set segment properties for more than one segment by marking all intended segments and setting the desired property for one of these
v1.8.19
- Fixed: Pasting blocks didn't always work
- Fixed: Fixed: Reading blocks could mess up existing triggers
v1.8.18
- Fixed: The program crashed when saving palettized custom textures
- Fixed: The program could crash when changing the color of a transparent wall
- Fixed: The diagnosis tool erroneously reported triggers being attached to more than one wall
v1.8.17
- Improved: Transparent walls are now properly alpha blended
v1.8.16
- Fixed: Block operations could crash the program
- Fixed: Descent 1 levels weren't loaded and saved properly
- Fixed: Descent 1 textures weren't loaded properly
- New: You can disable depth testing in the preferences dialog (at the cost of render quality)
v1.8.15
- Improved: Depth value calculation is more precise and faster
v1.8.14
- Improved: The renderer uses depth testing and back-to front rendering for transparent faces when rendering geometry now
v1.8.13
- New: Mines can now converted from one version to another via a separate submenu of the file menu
v1.8.12
- Fixed: The recent file list was emptied instead of filled when loading levels
- Fixed: The trigger diagnosis was broken
- Fixed: Object trigger targets could get messed up when adding or deleting object triggers
v1.8.11
- Improved: DLE now correctly blends textures containing transparency information
v1.8.10
- Fixed: The program crashed when starting it using the layout style with the dialogs at the bottom
v1.8.9
- Fixed: The mine wasn't properly shaded when lighting was enabled
- Fixed: Wall info wasn't always properly read
- Improved: If DLE doesn't find the required texture file, it will switch to wireframe view and will not try to display texture thumbnails in the texture view
v1.8.8
- The program crashed when the data path was invalid. Instead, it will now try to load the proper texture data each time a data path is changed in the preferences dialog
v1.8.7
- Improved: The renderer now uses RGB instead of palettized textures, resulting in much better visual quality
v1.8.6
- Fixed: Making the current side's opposite side current by pressing TAB didn't work
- Fixed: D2X-XL levels were corrupted when being saved
v1.8.5
- Improved: DLE doesn't use intermediate temporary files when loading levels anymore
v1.8.4
- Fixed: Custom textures of the previous level weren't removed when loading another level
v1.8.3
- Fixed: Cleaning up unused textures didn't reload the original textures
v1.8.2
- Fixed: DLE messed up custom robot (HXM) information when saving a level containing some
v1.8.1
- Fixed: Variable light info didn't have the proper format, leading to corrupted variable light info when loading or saving a mine
v1.8.0
- Improved: The internal program structure has been almost completely rebuilt, resulting in improved performance and greater stability
v1.7.86
- Fixed: Texture cleanup could freeze the program
v1.7.85
- Fixed: Wall information wasn't properly saved (which could to broken levels and crashes when subsequently trying to load such a level)
- Fixed: The renderer didn't properly render light shading
v1.7.84
- Fixed: When loading a level, the palette of the previously loaded level was used
v1.7.83
- Fixed: The program could crash when saving a level that did not contain flashing lights
- New: Added a function to remove unused custom textures from a level (execute it via the texture tool's 'cleanup' button)
v1.7.82
- Fixed: Deleting blocks could cause program crashes
- Improved: Visibility of sky boxes will now be taken into account when fitting a mine to the view
- Improved: The tools will not be updated during long block operations, which will speed these up
- Improved: Long operations will now display a progress bar in the program's status bar
- Improved: Default textures will be loaded once at program start now
- Improved: I/O and resource handling have been encapsulated in classes, making the program more robust
v1.7.81
- Fixed: A few textures were displayed in the texture view even if none were enabled via the texture filter.
- Fixed: The diagnosis tool's error list couldn't be scrolled horizontally when error messages extended beyond its right edge
- Changed: DLE can now handle 512x512 pixel hires textures with up to 32 frames (hey Ben ;-).
- Improved: DLE now uses floating point vector math internally (minimizing the impact of compute precision related distortions during geometry editing).
v1.7.80
- Fixed: HOG component files bigger than 10.000.000 bytes weren't processed and caused an 'error reading HOG file' message. The limit has been increased to 100.000.000 bytes (beware of huge amounts of hires custom textures!)
v1.7.79
- New: Added new segment properties 'shield damage' and 'energy damage' (units/sec)
- New: Added support for directed exits (which allow to forward the player(s) to an arbitrary level of the mission)
- Improved: The segment types 'water', 'lava', 'blocked', no damage' and 'outdoors' are turned into cumulative segment properties
v1.7.78
- Fixed: The program crashed when converting D1 levels to D2
v1.7.77
- Improved: The texture edit dialog will now remember the texture type that has been used last (bmp/tga) when loading textures
- Improved: The mission loader will now open the Descent installation's missions folder by default
v1.7.76
- Fixed: An error message was endlessly repeated when trying an invalid operation (like e.g. spinning a vertex) using the editor toolbar
- Fixed: An editor toolbar operation was executed infinitely when moving a rubber box corner through the editor toolbar
v1.7.75
- Fixed: Deleting all objects in the object tool still didn't work
v1.7.74
- Fixed: Deleting all objects in the object tool didn't work (this will delete all objects with the same type as the current object)
v1.7.73
- Fixed: Setting reactor targets didn't work right
v1.7.72
- Improved: Errors in robot and equipment generators are fixed better by the diagnostics function
v1.1.71
- Fixed: The diagnosis function didn't handle coop players right
v1.7.70
- Fixed: The object ids in the object tool hadn't been sorted anymore
v1.7.69
- Improved: DLE now supports up to 16 players in D2X-XL missions
v1.7.68
- Changed: DLE now supports levels with up to 8000 segments
v1.7.67
- Fixed: When the trigger tool was open and object triggers were selected, you couldn't change the object selection
v1.7.66
- Fixed: Diagnosis tool messed up sound objects, equipment generators and triggers targetting objects
- Fixed: Adding objects as trigger targets didn't work properly
- Fixed: Deleting objects didn't work properly
v1.7.65
- Improved: Diagnosis tool works better for triggers
v1.7.64
- New: DLE will now support semaphoric counters for master triggers
v1.7.63
- New: Added support for waterfall particle effect
v1.7.62
- New: Added support for robots with boss behaviour that do not end a level
v1.7.61
- New: Added support for regular triggers pointing to objects (currently only to allow enabling or disabling of effects)
v1.7.60
- Fixed: The program crashed when scrolling to the end of the texture list while editing a Descent 1 level
- New: Added support for fire particle emitters
v1.7.59
- Improved: Visibility of effect objects in the mine view can now be toggled separately
v1.7.58
- Fixed: The program crashed when saving a texture
v1.7.57
- New: Added 'no sound' flag for Descent 2 triggers which will suppress any sound effects played as a result of the trigger being operated
v1.7.56
- Fixed: Automatic wall creation added normal (opaque) instead of open (invisible) walls for many trigger types
v1.7.55
- New: Added sound effect objects
v1.7.54
- Fixed: The program crashed when saving a newly created a new level
v1.7.53
- Fixed: The program crashed when creating a new level
v1.7.52
- Fixed: The program crashed when double clicking a mission in the mission list
v1.7.51
- Fixed: The program crashed when saving levels or missions
v1.7.50
- Improved: Static lighting calculation has been massively accelerated
- New: A DLE version for Intel CPUs that also uses multi-threading is available
v1.7.49
- Fixed: The multiplayer object flag didn't stick (regard that this feature only works in levels of type 'D2X-XL')
v1.7.48
- Improved: Moved the hog manager's delete button to a separate location to decrease the risk of accidental deletion of mission files
v1.7.47
- New: Added support for 'autoplay' triggers (i.e. triggers that are automatically operated by D2X-XL - is intended to be used in conjunction with timed triggers)
v1.7.46
- Improved: The segment, wall and trigger types are now alphabetically sorted in their dropdown lists
v1.7.45
- Fixed: DLE changed the types of some Descent 1 triggers
v1.7.44
- Fixed: Setting Descent 1 trigger types didn't work
v1.7.43
- New: Added support for Descent 1 open and close wall triggers
- Changed: Shield damage and energy drain triggers now allow values up to 1000 percent
- Fixed: Descent 1 trigger flag handling was broken
v1.7.42
- Fixed: Deleting the current 'time' value from the trigger tool resulted in an error message being infinitely repeated
v1.7.41
- New: Added delayed triggers (enter delay in ms in the time field)
- New: Doors can now be made to close even if a marker sits in them
- New: Objects can now be made to only be used in multiplayer games
- New: Added trigger types to enable and disable other triggers
v1.7.40
- Fixed: Using textures with a size of more than 256x256 pixels could crash DLE
v1.7.39
- Fixed: DLE couldn't read DBB generated block files and wrote incompatible block files
v1.7.38
- Fixed: Strength values for D1 shield damage and energy drain triggers weren't processed by DLE
v1.7.37
- Fixed: The diagnosis function could mess up equipment generators when trying to repair them
v1.7.36
- Fixed: DLE crashed when trying to display trigger related warnings in the diagnostics tools
v1.7.35
- Fixed: When creating a new D2X-XL level and adding a segment, the two segments' connecting sides were disconnected and a gray wall shown between them
v1.7.34
- Fixed: Robot and equipment makers could get messed up when deleting segments from a level
v1.7.33
- Fixed: Default color and brightness weren't always properly loaded (i.e. you could get the Descent 2 tables for a Descent 1 level)
v1.7.32
- Changed: Allowed object triggers for hostages and powerups
v1.7.31
- Fixed: A pretty ugly bug in the light brightness and color calculation
v1.7.30
- New: You can now specify the type of particle emitters (smoke/water spray/air bubbles)
v1.7.29
- Fixed: DLE allowed to add more than the maximum permissible amount of walls in Descent 1 levels (175)
v1.7.28
- Fixed: DLE erroneously flagged a lot of valid objects in Descent 1 levels as invalid and removed them when error fixing was enabled
v1.7.27
- Fixed: DLE crashed when reading the custom textures of level 23 from mission 'Descent: The Enemy Within'
v1.7.26
- New: DLE will now use the same default light brightness and color values as D2X-XL does
- New: You can reset light brightness and color values to their defaults in the light tool
- Fixed: DLE will not save light color tables for levels that use the default light colors anymore
v1.7.25
- Fixed: DLE sometimes crashed when differently sized textures were combined as base and overlay texture
v1.7.24
- Fixed: The texture view didn't always show all level textures if only level textures were to be displayed
v1.7.23
- Fixed: Selecting the player laser 1 as primary robot weapon is equivalent to assigning no primary weapon
- Fixed: The display of segment number and modified status in the objects tool didn't show all information
v1.7.22
- Fixed: Setting the Äend level' flag in the objects tool overwrote the boss AI setting
- Changed: Robot weapon selectors now also show player weapons
v1.7.21
- Improved: Setting light colors is now supported for all level types and is compatible with (i.e. will simply be ignored by) other Descent versions
v1.7.20
- Fixed: Changing the type of both a wall and its opposite wall moved the opposite wall to the same segment and side as the wall
v1.7.19
- Fixed: Using the paste all function for effect objects did nothing but messing all effects objects of other types up
v1.7.18
- Fixed: Flag for additive wall rendering was neither properly handled nor stored in the level file.
v1.7.17
- New: Added support for additively rendered walls ('additive' flag in the walls tool).
v1.7.16
- New: Added "static" AI mode.
- New: Added support for slow motion and bullet time powerups.
v1.7.15
- Fixed: When pasting a robot or equipment generator, it got linked to the current instead of the newly pasted segment.
- Fixed: Trigger data (strength, time) wasn't always properly stored.
- New: Added message, sound and master triggers.
v1.7.14
- Improved: Added Descent 1 trigger consistency checking.
v1.7.13
- New: Trigger type 'set spawn point'.
v1.7.12
- Fixed: Object triggers were only properly saved for the first 700 objects.
v1.7.11
- Fixed: Copy&Paste didn't work any more in the effects tool
- Fixed: You couldn't assign a side number to a smoke object anymore
v1.7.10
- Fixed: Object triggers type weren't always displayed properly in the trigger type combo box.
- Fixed: The diagnosis function issued wrong error messages about faulty object triggers.
v1.7.9
- New: Added segment type 'outdoor' (no light coronas in outdoor segments).
v1.7.8
- Changed: Made pan and rotate speed of mine in mine view independent from mine editing movement speed setting.
v1.7.7
- Fixed: Increased object count messed up object triggers, which has been fixed by a change in the level file format.
v1.7.6
- Changed: If a standard version mine's object count exceeds that version's object limit, a warning instead of an error is given and the extra objects are accepted.
- Changed: Increased max. object number to 2000.
- Fixed: Copy & paste for effect objects didn't work.
v1.7.5
- New: Added support for smoke emitting segment sides
v1.7.4
- New: Added copy & paste functionality to effect tool
v1.7.3
- Fixed: Smoke color settings always were reset to zero in the effect tool
- Improved: Settings of most recently selected smoke or lightning effect are used as defaults for new effects of the same type
v1.7.2
- New: Added support for smoke color
v1.7.1
- New: Powerups are preceeded by type indicators in the object tool's powerup list to make finding them easier (B: Bombs, E: Equipment, G: Gameplay, M: Missiles, P: Powerups, W: Weapons)
- Fixed: The diagnosis tool messed object ids up badly
v1.7.0
- New: Added effect tool allowing to edit smoke and lightning effect objects
- New: Added circular indicators for current (red) and 'other' (yellow) objects
- Changed: You can now select segments and sides that are not entirely visible
- Changed: Removed smoke triggers
- Changed: You cannot add smoke objects any more
v1.6.21
- New: Added a new trigger type allowing to adjust smoke brightness
v1.6.20
- Changed: Reversed the zoom direction of the mouse wheel in the mine view
v1.6.19
- New: You can now set the size of the undo buffer in the preferences tool (0 to 100)
- Fixed: Vertical scrolling textures with an overlay texture weren't displayed properly in the texture tool
v1.6.18
- Fixed: Objects didn't get sorted properly, leading to crashes of D2X-XL in levels with explosion objects
v1.6.17
- Fixed: The diagnosis tool issued warnings about monsterball and explosion objects being illegal
v1.6.16
- New: Added explosion objects
- New: Added feature to set the light of all tagged vertices to a certain value
v1.6.15
- Fixed: You couldn't set strength values for Descent 2 shield damage and energy drain triggers
v1.6.14
- Fixed: Average segment light wasn't computed correctly
v1.6.13
- Fixed: RLE encoded custom textures weren't handled properly, leading to distorted display of these textures
v1.6.12
- New: Added reactor countdown, robot spawn and teleport triggers
v1.6.11
- New: Added support for smoke objects and smoke object control triggers
v1.6.10
- New: Object triggers can now be attached to reactors, too
- Fixed: Equipment centers now displayed purple in wireframe view
- Fixed: You could not turn more than one segment into a reactor segment
v1.6.9
- Fixed: Robot triggers got messed up when deleting a robot trigger or a robot with robot triggers
- Fixed: Robot maker triggers pointing to equipment generators will not be reported as invalid by the diagnosis function anymore
- Improved: Equipment center segments will now be drawn purple in the wireframe view
v1.6.8
- New: Added robot trigger checkup to diagnosis function
v1.6.7
- New: Added texture changing switches
v1.6.6
- Fixed: The diagnosis function didn't properly detect and handle duplicate walls
v1.6.5
- Fixed: When deleting segments or walls, robot triggers weren't properly updated
v1.6.4
- Fixed: Equipment generators weren't handled properly when inserting them from blocks
v1.6.3
- Fixed: Program crashing during level diagnosis if the first player's object number wasn't zero
v1.6.2
- Changed: Increased max. segment count to 6000
- New: You can now hide the skybox in the mine view (see preferences tool)
v1.6.1
- Fixed: Program freezing when opening the missions tool
- Fixed: Robot generators got messed up
v1.6.0
- New: Powerup generators (similar to robot generators)
v1.5.55
- Fixed: Some Vertigo robot names were wrong
v1.5.54
- Fixed: Descent 1 triggers 'illusion on' and 'secret exit' weren't saved to disk
v1.5.53
- Fixed: Check boxes for Descent 1 triggers 'illusion on' and 'secret exit' were exchanged
v1.5.52
- Fixed: Descriptions for the Vertigo weapons were missing in the object tool's weapon selector controls
v1.5.51
- Fixed: Crash when trying to create a new D2X-XL level
- Changed: Replaced 'D2X-W32' with 'D2X-XL' in new level type selection dialog
- Changed: Increased max. number of fuel centers to 350 and of robot generators to 100 for D2X-XL levels
v1.5.50
- Fixed: levels containing object triggers were corrupted when saving them
v1.5.49
- Fixed: Minor flaw in saving and loading triggers
v1.5.48
- New: Added powerup type 'Monsterball'
v1.5.47
- Fixed: Pasting extended block files was aborted with an error message about an invalid side
v1.5.46
- Fixed: Not all Descent 1 trigger types were properly processed
v1.5.45
- New: Improved D2X-XL level format to support (a lot of) dynamic (blastable and variable) lights in huge levels
- Fixed: Version number in mission file always reset to 1.0 when saving to hog file with a single level inside
- Fixed: Not all blastable lights recognized
v1.5.44
- Fixed: Previous line command chose the next line
- Changed: Scrollbars removed from mine view pane
v1.5.43
- Fixed: Tagged wall textures' alignments weren't reset when applying the 'reset tagged textures' alignment' command
v1.5.42
- New: Support for large hires animations in pog files, where the total image height exceeds 4096 (e.g. the doors from the D2X-XL hires texture projects)
v1.5.41
- Fixed again: Object triggers could get messed up when deleting an object
v1.5.40
- Changed: Increased max. segment count to 5000
v1.5.39
- Fixed: Problems with custom texture handling
v1.5.38
- Fixed: Crash when loading levels containing custom textures
- Fixed: Mine not shown when scrollbar visibility changed
v1.5.37
- New: Undo function can be disabled in the preferences tool
v1.5.36
- Fixed: Mine sometimes not rendered
v1.5.35
- Fixed: Object triggers could get messed up when deleting an object
v1.5.34
- Fixed: Powerup lists for spawned and contained items weren't handled properly
- Fixed: You couldn't change the type and kind of item robots of a certain type contained
- Fixed: Editing wall properties did not reliably affect both of a pair of walls even if 'set both sides' was checked
v1.5.33
- Fixed: Wrong powerup images shown in object tool
v1.5.32
- Fixed: Paired walls weren't properly linked together, or unlinked if one of the walls got deleted
- New: Added a diagnosis/repair function for this type of problem
v1.5.31
- Changed: Rearward angle of a light source up to which dynamic lights are computed increased from 110 to 180 degrees
v1.5.30
- Changed: If a level has more vertices or segments than the level type allows, you can still load the level (and eventually convert it to another format)
v1.5.29
- Fixed: Allowed to many walls and triggers in Descent 1 and standard Descent 2 levels
- Fixed: Wrong powerup ids once more
v1.5.28
- Fixed: Partially wrong powerup ids potentially leading to D2X-XL hanging when running levels containing them
v1.5.27
- Fixed: Crash when displaying a secondary texture with dimensions > 64x64 that is rotated by 90 or 270 degree
v1.5.26
- Fixed: Descent 1 trigger handling
v1.5.25
- Fixed: Removed an artificial size limitation for files contained in a hog file that could lead to a level being rejected by DLE (e.g. if a POG file was extremely large)
v1.5.24
- Fixed: You couldn't scroll down when showing only used textures and these were overflowing the texture pane
v1.5.23
- Fixed: Program crash when selecting a color in the texture edit tool
v1.5.22
- New: New color data format with better cross-platform compatibility
v1.5.21
- New: Support for rotating cameras
v1.5.20
- Fixed: Cameras were sorted before players when reloading a level containing cameras
- Fixed: Diagnosis function couldn't handle cameras
- Fixed: No id was displayed for cameras in the object tool
v1.5.19
- Fixed: calling D2X-XL with levels located in a subdirectory of the missions folder failed
v1.5.18
- New: Support for camera objects
- Fixed: Running D2X-XL from DLE did not work when the D2 data was stored in the data subfolder
v1.5.17
- Fixed: Extended level format incompatible to Mac OS X D2X-XL version
v1.5.16
- Fixed: Texture tool not updated when changing the current side (I hope)
- New: You can now cycle through all segments selectable when clicking in the mineview by holding down the left mouse button
v1.5.15
- Changed: Hires textures will not be clipped at a fraction of their side length determined by standard side length (i.e. 64) any more
v1.5.14
- Fixed: Calling D2X-XL from DLE with a hog file or level name containing spaces failed
v1.5.13
- Fixed: Faulty handling of permanent and alternating trigger flags
- Fixed: Faulty handling of robot triggers
v1.5.12
- Fixed: Default transparency for non-cloaked walls was 50% instead of 0%
v1.5.11
- Fixed: Couldn't select light color from palette any more
- Fixed: Selecting an RGB color exchanged red and blue values
v1.5.10
- New: RGB color selection possible for D2X-XL levels.
- Improved: Robot list in object tool now sorted.
- Fixed: Menu saying you can copy the current object by pressing Shift+Insert; now is Alt+Insert.
v1.5.9
- Changed: Level name will not be used as level file name any more.
v1.5.8
- New: Button auto repeat for toolbar buttons changing the mine view, mine geometry edit tool bar and texture edit tool.
v1.5.7
- New: You can now directly launch the level in the editor with D2X-XL; either over the file menu's run level option, or by pressing Ctrl+F5.
v1.5.6
- Fixed: Zooming out very far when loading a mine and depth perception activated.
- Fixed: Mine view not updated when editing side corner lights.
- Fixed: Setting depth perception to 'none' would still add some minor depth perception.
v1.5.5
- Fixed: '7' and '9' in the edit toolbar worked reverse to the '7' and '9' numpad keys.
v1.5.4
- Fixed: Reading blocks saved from new D2X-XL format levels did not work.
v1.5.3
- New: Support for alternating switches (will assume the opposite function after operation).
v1.5.2
- Fixed: Level conversion to new D2X-XL level format.
v1.5.1
- New: Support for permanent switches (won't get destroyed when shot and can be operated infinitely).
v1.5.0
- New: Support for robot triggers (multiple triggers per robot possible).
- New: Increased max. number of segments to 3600.
- New: Increased max. number of triggers to 254.
- Fixed: Pan in/out directions.
v1.4.41
- Fixed: Panning the mine center in and out was completely missing.
- Fixed: You couldn't pan in/out using the 'A' and 'Z' keys.
v1.4.40
- New: Mine center indicators (globe or crosshairs)
- Fixed: Display problems with pre-v1.4.38 levels (open segment sides were rendered dark gray)
- Fixed: Depth perception being reset when e.g. creating a new level.
v1.4.39
- Fixed: D2X-XL levels were corrupted by saving them.
v1.4.38
- New: D2X-XL levels can now have up to 1022 walls.
v1.4.37
- Fixed: Visibility test.
- Fixed: Invisible vertices were be tagged/untagged with rubberbox selection.
- New: Align children will now one by one use all tagged segment sides as base side for an alignment operation. That way a bigger part of a level can be more easily aligned.
v1.4.36
- New: Support for sky boxes added.
v1.4.35
- Fixed: Sometimes, textures that should have been shown in the texture view weren't displayed.
v1.4.34
- New: Made texture filters persistent.
- Fixed: When toggling shading and partial texture display with the keyboard (F4, F5), the settings weren't reflected in the preferences tool.
v1.4.33
- New: Added texture filters.
v1.4.32
- New: Textures will now be sorted by their type/function/appearance, i.e. first the rocks (gray, brown, red, blue, green, sand, lava, water), next steel, then concrete and wall textures, floors, ceilings, grates, fans, lights, signs, energy and force fields, tech stuff, doors. Next new feature will be a texture filter based on these texture properties.
v1.4.31
- Fixed: Issuing a 'previous line' command switched to the next line.
- Fixed: Unjoining points would destroy the level.
v1.4.30
- Fixed: Editing/displaying the strength of Descent 1 shield damage and energy drain switches.
v1.4.29
- Fixed: Crash when aligning textures and only using secondary textures.
- Improved: Texture alignment.
v1.4.28
- Fixed: Texture selection not working properly with partial texture display, if the texture list was bigger than what fitted into the texture view and was scrolled down.
v1.4.27
- Fixed: Overloaded textures that were reset to their defaults were still kept in the pog files, leading to D2X-XL not overloading them with their highres equivalents.
- Fixed: TGA custom textures displayed upside down.
v1.4.26
- Fixed: Level names from mission files containing whitespace characters (e.g. blanks) were mutilated
- Fixed: When creating a new level, no extension was added to the level file name
v1.4.25
- Fixed: DLE sometimes screwed up levels when splitting segments.
- Fixed: Joining the current side with the wrong segment.
- New: Support for custom palettes (RGB palettes with 256 1-ubyte color entries)
v1.4.24
- Fixed: Image type not properly stored when loading a TGA image with the same size as the overloaded default image. This would lead to transparency information loss for such images.
v1.4.23
- New: Transparency can now be set for every wall type.
v1.4.22
- Fixed: Render depth settings weren't handled properly in wireframe view.
- Fixed: Buggy TGA handling.
- Fixed: Display of textures where their height is larger than their width (i.e. textures containing animations).
- Improved: Hit test for segment selection.
v1.4.21
- Improved: DLE will now accept textures where width and height are different (this is targetted at textures containing animation frames where the height is a multiple of the width).
- Fixed: Display of textures where the height is greater than their width.
v1.4.20
- Fixed: Program hanging when having two or more (groups of) segments that aren't connected.
v1.4.19
- Fixed: Bugs in TGA file handling.
v1.4.18
- Fixed: Crash when restoring default texture if the replacement texture is a tga texture.
- New: Mine render depth slider.
v1.4.17
- Fixed: Undoing block movements undid one vertex position change after the other instead of reverting all tagged vertices to their previous positions at once.
- Fixed: Couldn't set primary or secondary textures using the texture tool's texture dropdown boxes.
- Fixed: Deleting a segment deleted walls in adjacent segments.
v1.4.16
- Improved: TGA processing (still cannot process compressed TGA images).
- Fixed: Couldn't process images >= 256x256 pixels.
v1.4.15
- Changed: Vertigo missions will now use the name 'zname' and D2X-XL missions will now use 'd2x-name' in mission files. That should take care of older program versions reading D2X-XL missions and crashing when trying to display them.
v1.4.14
- Fixed: Quad concussion missile pack images wasn't displayed in the object tool.
v1.4.13
- Fixed: Advanced object properties tool didn't work.
v1.4.12
- Fixed: Infinitely appearing error message when trying to edit TGA textures.
- Improved: Conversion routine creating temporary bitmaps from TAGs is way faster now.
v1.4.11
- Fixed: Mine rotation rate not depending on rotation rate setting in preferences tool.
v1.4.10
- New: Support for TGA textures w/o alpha channel.
- Fixed: Handling of TGA textures w/ alpha channel.
v1.4.9
- New: You can now set a transparent wall's transparency.
- New: You can now turn a transparent wall's transparency in a fly-through or a solid wall.
v1.4.8
- Fixed: Setting side colors from texture colors.
v1.4.7
- Fixed: Texture alignment sometimes bogus when adding a new segment.
v1.4.6
- New: Stretch to int aligment operation now works on all tagged sides, if any tagged (otherwise on the current side only).
v1.4.5
- Fixed: When saving a level under a different name, pog, hxm and lgt files got lost.
v1.4.4
- New: Split segment command, splitting a segment into 7 segments. The segment to be split will be shrunk and be surrounded by 6 new segments filling up the space previously occupied by the source segment.
v1.4.3
- Fixed: DLE couldn't handle textures > 128x128.
v1.4.2
- New: Segment type 'no Damage'. A ship in such a segment cannot be damaged, nor can it fire a weapon or drop a mine.
- Fixed: TGA textures not loaded properly from pog files.
- Improved: Transparent wall colors can now be set via the walls texture (assign a unique texture to all walls of a given color).
- Fixed: When saving/loading walls to/from extended block files, wall and trigger info could go bogus.
v1.4.1
- New: Assignment of colors to light textures and not single sides of the mine only. This allows to colorize all lights in a level by only setting the light color for each light texture used once. Chose the setting in the preferences dialog. Texture colors can be transferred to light colors when calling the illumination routine by checking 'create side colors from textures' in the Light Tool.
- Fixed: DLE will now preserve the alpha channel of TGA textures.
v1.4.0
- New: Support for TGA image files (max. size 1024x1024). DLE will actually store TGA images in POG files. DLE will create temporary bitmap representations of such images to display them during level editing. D2X-XL is capable of using TGA (RGB) images starting from v1.4.6.
v1.3.16
- New: Camera triggers.
v1.3.15
- New: Adjustable acceleration for speed boost triggers.
- New: Cube type 'speed boost' to support construction of speed boost areas.
- New: Cube type 'blocked' to create impassable areas that are also not used for spawning powerups (can support construction of speed boost areas, too).
v1.3.14
- New: Trigger type 'Speed Boost' to support speed boost areas.
- Fixed: Changing a wall's type detached any trigger attached to it.
v1.3.13
- Fixed: Cloak value wasn't computed properly (100% in DLE was about 80% in D2)
- Fixed: Cloak value wasn't remembered when adding several cloaked walls
- Fixed: Color index of new transparent walls was always set to 63 instead to 0 or the value of a previously added transparent wall.
v1.3.12
- Fixed: Color of transparent walls not displayed.
- Fixed: Deleting segments lead to errors in light color mapping.
- Fixed: Wall error checking reporting transparent walls as errors.
- Fixed: Light brightness maps reset to defaults when loading an existing level.
- Improved: Wall error checking and fixing.
v1.3.11
- Fixed: Replace function failing for certain (light) textures.
v1.3.10
- Fixed: Wrong textures when creating a new level.
- New: Wall type 'Transparent', allowing to create impenetrable, colored, transparent walls.
v1.3.9
- Fixed: Custom textures being reset when e.g. aligning a side with a custom texture
- Improved: Palette matching for custom textures
v1.3.8
- Fixed: Crash when exceeding a vertex count of 3600 (e.g. by adding segment #900 in a level consisting only of one straight tunnel made of 899 segments).
v1.3.7
- Fixed: D1 texture names not loaded in texture tool when loading/creating a D1 level.
v1.3.6
- Fixed: DLE still crashing if it doesn't find the proper texture file.
v1.3.5
- Fixed: Crash if DLE doesn't find the proper texture file (descent.pig or descent2.pig).
- Fixed: DLE constantly asking for a valid number in the reactor dialog if an invalid or empty input for count down or secret return are given.
v1.3.4
- Fixed: Couldn't set D1 trigger types or D2 trigger flags.
- Fixed: Crash when saving a level if light tool hadn't been called up at least once before.
v1.3.3
- Fixed: Preferences settings only applied when switching to the preferences dialog
- Fixed: Side brightness and alignment reset when changing segment types although default texture application was turned off.
v1.3.2
- Fixed: Program crashing when changing segment types.
v1.3.1
- Fixed: Program crashing when adding segments or walls.
v1.3.0
- Added support for high-res textures up to 1024x1024 pixels in size.
v1.2.10
- Fixed: Descent 1 trigger info wasn't saved properly.
v1.2.9
- Fixed: HXM data unknown to DLE (e.g. custom models) wasn't preserved when saving a level containing such data.
v1.2.8
- Improved: Handling of hog sub files (e.g. hxm) with invalid length entries (these can e.g. be created by programs modifying hxm files to add custom models).
- New: Light color edit controls in alternative layout.
v1.2.7
- Fixed: Vertex color blending still did not work correctly.
v1.2.6
- Fixed: Vertex color blending did not work correctly.
v1.2.5
- New: Per vertex colored lighting.
v1.2.4
- Fixed: Query Message Boxes did not offer a yes/no choice
- Improved: Texture alignment across side planes
v1.2.3
- New: Added a function to check matcen validity to the diagnostics tool
v1.2.2
- New: Increased max. # of segments for D2X-XL levels to 1800, max. # of objects to 700
- Fixed: Still setting default textures for repair and fuel centers if corresponding textur tool checkbox was unchecked
v1.2.1
- Blinking/exploding light values weren't compute
- Preferences tool's visibility settings weren't restore
v1.2.0
- New: Colored lighting
v1.1.4
- Fixed: Viewing options in the preferences tool couldn't be changed any more
v1.1.3
- Fixed: DLE did override fuel and repair center segment textures even if setting defaul textures was disabled
- New: When adding a trigger and auto-add wall is enabled, DLE will chose an appropriat wall type and texture
- New: Trigger type 'teleport'. Will send the player to one of the segments in the targe list. The destination randomly chosen when more than one target segment given. Th target side is ignored
- New: DLE will now save visibility settings from the preferences tool and restore the when launched
v1.1.2
- Fixed: DLE did not accept special D2X segment types if a level was of type D2X-XL
v1.1.1
- Added conversion to D2X-XL levels
- Limited segment group to [-1,127]
- Disallowed segment types not compatible to standard D2 for non D2X-XL level
v1.1.0
- Added new level type 'D2X-XL' allowing to assign team and group tags to segments as preparation for Entropy multiplayer game mode in D2X-W3
v1.0.82
- Added check and int for another wall problem in the diagnostics tool
v1.0.81
- Applied some more fixes to texture alignment across side plane
- Made 'align all sides' check box value stay when clicking any of the texture tool's alignment button
v1.0.80
- Fixed checking/unchecking 'align all sides' not affecting subsequent texture alignment operation immediately
- Fixed dynamic player ship/robot brightness calculation - again
- Improved alignment across side plane
v1.0.79
- Fixed dynamic player ship/robot brightness calculation more (results were still to dark)
- Fixed program crash when aligning texture
v1.0.78
- Fixed dynamic player ship/robot brightness calculation (results were to dark)
- Added horizontal and vertical texture flipping to texture tool
- Added texture alignment across side plane
v1.0.77
- Added dynamic player ship/robot brightness calculation (average of a segment's vertices' light values
v1.0.76
- Preferences weren't loaded at program start, but only when viewing the preferences dialog
v1.0.75
- Exploding light calculation didn't work anymore
v1.0.74
- When lines or points were split, the corresponding sides weren't split too, resulting in invalid child segment information.
v1.0.73
- Level name couldn't be changed.
- Object counts weren't always displayed correctly in the object tool.
v1.0.72
- Added new segment types 'blue team' and 'red team' to support D2X-XL's enhanced CTF mode.
v1.0.71
- Fixed grow/shrink geometry operations not working properly on blocks.
v1.0.70
- Relaxed tunnel generator limitiations.
- Fixed secondary texture getting undefined at certain occasions. DLE will automatically int such textures when loading a mine.
v1.0.69
- Joining the current side with the closest other side did not work.
v1.0.68
- Added shortcut key Ctrl+I to toggle the insert mode.
- Fixed some problems with lightmap detection and brightness rounding errors.
v1.0.67
- Cloaked and bright flags weren't editable in object tool.
- Removed superfluous 'Advanced' button from object tool.
v1.0.66
- changed internal lightmap handling.
- Fixed DLE erroneously placing lightmaps in hog files when no texture brightness was changed - again.
- Brightness setting will now affect the secondary texture if the 'use 2nd' check box is tagged and the 'use 1st' check box is untagged.
v1.0.65
- Fixed DLE erroneously placing lightmaps in hog files when no texture brightness was changed.
v1.0.64
- A few semantics fixes after conversion to MSVC++ .NET
- Added texture lightmaps, i.e. the basic brightness value of each texture can now be changed, allowing to make any texture a light texture. Using lightmaps goes per level, i.e. each level in a hog file can have its own lightmap. The corresponding lightmap files have the extension '.lgt'. They will only be evaluated by DLE. If a light map is changed, level lighting needs to be redone; DLE will not do that automatically.
v1.0.63
- Fixed bug, where a secret level number equalling the number of regular levels was rejected
v1.0.62
- Allowed fractional move rate
- Fixed texture layer selection not working when pasting textures
v1.0.61
- Fixed custom robots being persistent when creating new levels
- Fixed palette usage in level conversion dialog (D2 textures not painted properly)
- Fixed D1 textures not painted properly after calling up the level conversion dialog but cancelling the conversion
- When creating a new D1 level, the texture names in the texture tool were wrong (still D2 texture names)
- Improved the trigger tool's auto add wall feature
- Fixed delete all triggers function (did not work)
- Fixed delete all walls function (did not work)
v1.0.60
- Adding blastable doors (prison, guide bot) did not assign the proper door clips to these doors
v1.0.59
- Custom textures and robots did not get saved into newly created hog files in expert mode.
v1.0.58
- Wall tool displayed wrong side numbers (0 - 5 instead of 1 - 6).
- end of exit switch could not be added to segment sides not leading to another segment
- When adding player objects and then changing that objects' types to coop or vice versa, object ids weren't handled properly and you could add more than the maximum allowed number of that type of objects.
v1.0.57
- Fixed a problem with pasting and replacing 2ndary textures not working in all cases
- Fixed a problem with editing the blinking light control string
v1.0.56
- Improved texture alignment
v1.0.55
- Fixed a bug that lead to matcens being assigned invalid data when deleting some other matcens (matcens would not spawn robots anymore)
v1.0.54
- Fixed the infamous 'matcen bug' (most or all segments or level were turned into matcens when saving a level - only if the level had custom robots though) and added code to automatically int such levels (will not int fuel centers, reactor segments etc. lost due to segments being turned into matcens).
- Fixed some bugs related to changing segment types causing the mine view not to update any more.
v1.0.53
- Fixed a problem with naming new levels (could be 'new.hog', which was not desired)
- Added mine view manipulation toolbar buttons (for panning and rotating)
- Replaced the geometry edit tool bar by a small dialog like it was in DMB2
v1.0.52
- Added level name to mission tool
- Fixed some error messages
- improved some i/o operations
v1.0.51
- Fixed a recently introduced bug in the lighting routines
- Fixed DLE never overwriting existing mission files
- Fixed DLE not saving all descriptive data fields to mission files
v1.0.50
- Fixed selected side number in status line (was one off)
- rewrote the undo system due to occasional severe bugs and program crashes with the old one
v1.0.49
- Fixed DLE deleting custom polymodels etc. from HXM files when saving levels
v1.0.48
- Couldn't add secret levels in mission tool
v1.0.47
- Fixed 'add trigger' menu command not working
- Fixed setting segment type to blue or read goal not working
v1.0.46
- Fixed bot maker bot list not being properly stored and evaluated
- Fixed creating a standard D2 level when chosing a Vertigo level
- Creation of Vertigo levels denied if Vertigo extension not available
v1.0.45
- Fixed 'insert - segment - add reactor' adding a standard, not a reactor segment
- Added 'add reactor' option to insert object menu
- Removed error message when d2x.hog not found in the missions folder at program start
v1.0.44
- Added missing object behaviour edit field in object tool
v1.0.43
- Renaming missions didn't work
- Vertigo robot data will now be properly read from d2x.hog if present
v1.0.42
- level version (standard/Vertigo) wasn't handled properly
- Picking a texture in condensed view did not work when texture view was scrolled down far in uncondensed view
- Secondary texture alignment didn't work to well and produced illegal texture ids at times
v1.0.41
- Changed zoom mode (more intuitive now, so to say)
v1.0.40
- Removed superfluous screen refreshes when setting type of more than one segment
- Fixed undo function for changing type of more than one segment at a time
- Fixed crash in undo function when reverting from changing a segment's type
v1.0.39
- Cube types 'Water' and 'Lava' will now be applied to all tagged segments, if any tagged; if not, only the current segment's type is changed.
v1.0.38
- Deleting pairs of walls on adjacent sides did not work properly
v1.0.37
- Delta light calculation caused overflows under very rare circumstances (extreme number of flashing lights in a complicated level structure with many segments). Subsequent animated flashing light animation in DLE caused DLE to crash.
v1.0.36
- Added support for water and lava segments (currently only supported by D2X-XL).
- Fixed key and door flags not handled properly by wall tool.
- Scrolling textures wouldn't scroll in the texture tool's texture display
v1.0.35
- You can now add repair centers to the mine. Repair centers are only supported by D2X-XL and will simply do nothing in other D2/D2X versions. Default texture is the blue goal texture.
v1.0.34
- You couldn't change spawned items in the objects dialog
- Improved lighting a little more
v1.0.33
- DLE temporary files will now be deleted when not needed anymore
v1.0.32
- Fixed join command shortcuts
- Fixed join segments command not updating the mine view on some occasions
- Lighting greatly improved by improving calculation accuracy (way smoother light transitions)
v1.0.31
- Tunnel generator had no option to select 'no' when asking whether to keep a tunnel
- Fixed erroneous dialog caption 'DLE'
v1.0.30
- DLE would still ruin POG files containing extraneous textures
- DLE was not writing HXM files properly
- Check tool would report to many unused triggers if unused triggers were found and deleted
- Improved spawned and contained objects display in object tool
v1.0.29
- Point coordinates weren't updated when changing them in the segment tool
- Weapon list boxes were empty instead of showing '(none)' when object had no weapon of that type
- Robot aim wasn't handled properly when changing robot properties
- Robot brightness wasn't handled properly when changing robot properties
- Added 'set to default' function to robot dialog (button was there, but did nothing)
- Changed robot settings will not be saved if no robot of the corresponding type present or robot maker product
v1.0.28
- fixed the wall tool crashing on certain operations when changes were to apply to both sides of a wall
- changed the block operation short cuts to the DMB2 settings
- Fixed DLE damaging pog files containing extra textures when saving levels
v1.0.27
- couldn't set segment type in segment tool
- couldn't add trigger targets
- wall type can now be changed if no wall selected (to allow for presetting it)
- robot makers had no bots to add
- segment type wasn't updated when selecting segments
- segment tool wasn't updated when adding segments
- mission tool wasn't always updated when loading a new mission
- operations that should have only worked on tagged segment (e.g. replace texture) sides affected the entire mine
- fixed various problems with the trigger tool
- fixed various problems with robot makers
- somewhat improved other segment's visibility
v1.0.26
- fixed POG and HXM files not being read anymore after last change
- DLE will now open files specified on the command line; this means you can associate it with Descent level files and double clicking on such a file (e.g. in the Windows Explorer) will launch DLE and open the file
- Fixed hog files being destroyed when saving a file while exiting DLE (i.e. closing DLE with a modified mine in it so that it asks 'save file' and chosing yes).
- Blinking light calculation didn't work any more due to an bad optimization.
v1.0.25
- texture light values weren't saved in the mine
- wall and trigger tool texture display weren't updated when the wall's texture was changed
- new files always were saved as 'new.hog' instead of <mission name>.hog.
- light tool toolbar button will now not only make the light tool visible, but illuminate the mine as well
- check tool toolbar button will now not only make the check tool visible, but check the mine as well
- Levels from a hog file can now be loaded by double clicking on the level name in the mission tool's level list
- level file browser will now show all Descent level file types as default file types
v1.0.24
- DLE will now remember the last docking position of the edit toolbar (in most cases, that is; if the edit bar was floating freely or closed, it will be restored in default state, i.e. docked right of the main tool bar).
v1.0.23
- Lava will now be treated as a light emitting texture in D1
v1.0.22
- Chosing a different level type than D2 when creating a new level had no effect.
v1.0.21
- Fixed block grow/shrink not affecting the very first vertex of the mine if it was tagged.
- Fixed reset tagged textures not working properly (would only reset the first segment if tagged)
- Fixed align button overlap in texture tool
- Pressing P/L/S/C will now first switch to point/line/side/segment mode if that mode isn't currently active and only change the current point/line/side/segment when pressed again.
v1.0.20
- Added short cuts to rotate view clockwise/counter clockwise
- Fixed wall tool crashing DLE
- Added display of texture alignment values in texture tool
- Adding a standard door will now use clip and texture of the last door added (default door if no door added yet)
- texture tool will now show a black texture window if the current side doesn't have a texture
- DLE will not attempt to create a POG file for D1 levels under certain circumstances any more
- Fixed 2ndary texture alignment not being updated when changing the current side
v1.0.19
- Added option to affect both sides to wall tool
v1.0.18
- Added texture views to wall and trigger tools
- Fixed occasional crash when aligning child textures
v1.0.17
- Fixed and improved window size, pos and layout management
v1.0.16
- Mine view will get the focus whenever it's updated. That means that you don't have to click in the mine view before issuing a DLE command, but that also means that the tool dialogs lose the input focus everytime you do something there that causes DLE to refresh the mine view.
v1.0.15
- Fixed object type for reactors being not selectable
- Fixed reactors not being selectable in the mineview
v1.0.14
- Fixed 'paste touching' crashing occasionally
- Fixed texture tool being redrawn unnecessarily
- Added tool tips to bitmap buttons in dialogs
v1.0.13
- Fixed split and join segments function
- Fixed having walls between adjacent segments in pasted blocks
- Fixed texture alignment edit controls reacting on every input
v1.0.12
- Added texture pane visibility toggle
- Fixed DLE crashing when pressing F12 (fit to view) by using Ctrl+F11 instead
- Added alternative layout
- Added 'B' for selecting block mode
- Added mouse wheel handling (mine view: zoom, texture view: scroll)
- Shading is now by default off
- Texture and tool pane will not be redrawn when inserting/deleting segments
- Added tool tips for the geometry editing toolbar
- Pressing 'P' will now properly update the segment tool
- Changing data paths in the preferences dialog will now take immediate effect
- Window size & position and screen mode are persistent now
- Diag tool setting of automatic bug fixing is persistent now
- When converting a mine in non-expert mode, DLE will now display the proper message
- Added curve generator spline handling
- About dialog will now display the nice new DLE logo
- Activated menu functions and added keys for rotating the mine
- Added splash screen
- Added a few toolbar tooltips
- Fixed a problem with restoring window pos and size (esp. when the ini file didn't contain these)
- Fixed the toolbars not re-docking
- Fixed closed toolbars not reappearing when chosing 'view toolbar' from the view menu
- Fixed 'save changes/discard changes/keep mine' dialog not working properly when chosing 'save'
- Fixed splash screen setting not being persistent
- Fixed undo buffer not being reset when loading or creating a new mine
- Added great new logo and icon made by Steve Chamberlain
v1.0.11
- Fixed DLE not adding missing backslashes to the game folders
- Fixed object list not being resorted when sort on and object id changed
- Fixed changing object ids not working
- Selecting prev/next point/line/side/segment/object will now automatically set the appropriate select mode
v1.0.10
- Added object count display to object tool
- Enlarged object tool to be able to display full robot ids
- Added function to sort objects and corresponding check box in object tool
- Fixed the mission manager overwriting the mission name with the current levels base name when saving a level
- Changed the temporary file names to 'dle_temp.rdl/pog/hxm'.
- Changed the default editor text for the mission file to 'DLE'
v1.0.9
- Fixed a problem where ship (player) poly model data would not be loaded properly
- Fixed a bug where the check tool messed up triggers when fixing trigger problems
- Fixed a bug where reactor triggers weren't properly read from the level file
- Fixed bug where DLE would not ask whether to save changes when loading another level with the file browser (not over the recent file menu)
- Added 2ndary texture alignment
- Added 'align all' function: Will align all sides with the same texture(s) as the current side relative to the current side
- Fixed the object tool (lotsa bugs ...)
v1.0.8
- Fixed bugs in mine diagnosis tool
- added delete all walls/triggers/objects function
- Fixed more bugs in hog file manager
v1.0.7
- Fixed bug where DLE would not write extended block files
- Added trigger data to extended block files
- Fixed 'Save as' function
- Fixed mission tool not being updated when reading a level
v1.0.6
- added 'auto bug int' check box to diagnosis tool
- added more automatic bug fixes to diag tool
- current segment/side painted with thicker lines
- fixed a problem with double backslashes in filenames causing dmb-xp to crash occasionally
- fixed an issue with the undo function in connection with texture tool operations
- improved DMB-XP info message handling (will be displayed in Diag tool problem report)
- Fixed mission tool not being updated when loading a new level if already visible
- Fixed mission data not being reset when loading a level w/o mission file or creating a new level
v1.0.5
- completed diagnosis function (check mine for problems)
- added level converter
- added extend block file handling
- fixed a bug in undo function
- fixed preferences handling
- fixed toolbar display
v1.0.4
- added undo/redo function
- fixed lighting again
- added mission manager
- added tunnel generator
- added advanced robot editor
- added diagnostics/statistics tool (diagnostics function not yet done)
- fixed problems with palette changes and texture reloads when switching- between Descent versions
v1.0.3
- added block manager
v1.0.2
- added hog file management - fixed a bug where non-level files (e.g. txb) got deleted from hog file when they had the same name as a level file - fixed a bug where saving a level into a hog file containing a level with the same name would not delete that level
v1.0.1
- fixed and expanded blinking lights animation
v1.0.0
- added blinking lights animation to mine view (toggle with F6)
v0.0.0.15
- added basic object editing functions
v0.0.0.14
- added 'add' macro functions to menu and dialogs
- fixed a view update issue with the trigger tool
- adding a trigger will now automatically add a wall of proper type if the current side doesn't have a wall
- fixed texture view not allowing texture selection when only showing used textures
- fixed texture view not being updated when changing the current side
v0.0.0.13
- added segment tool
- fixed minor wall and trigger tool bugs
- when adding a new wall or segment, the new sides texture alignment will now automatically be reset
- allowed variable lights on all light textures (1st or 2nd)
- more fixes to delta light calculation: delta lights are computed for - all sides with a variable light - all sides with a blastable light that do not also have a non-blastable light - all walls that have a light - all static lights that are targets of light on/off triggers
- fixed a bug in static illumination function not rendering to the full depth specified
- you can now make a segment a robot maker in the segment tool (why not anyway?)
v0.0.0.12
- completed wall tool
- putting a door texture on a door wall will now automatically set the corresponding wall clip
- added replace texture function to texture tool (will also take care of door textures and clips)
- added trigger tool
v0.0.0.11
- completed light editing
- removed a bug where you could add a variable light, and keep it even if removing the light texture
- improved window refresh when scrolling the texture view
- added texture editing
- partially implemented wall edit tool
v0.0.0.10
- some more fixes and enhancement to lighting
- fixed load/save file operation
- added texture display to texture tool
- added texture alignment editing
- added parts of light editing
v0.0.0.9
- added new level function
- added pog file saving
- fixed unknown textures being removed from pog file when saving
v0.0.0.9
- fixed CMineView::FitToView()
v0.0.0.8
- added selection functions (next/previous point, line, segment, etc)
v0.0.0.7
- more fixes to delta light calculation
- added current point drag&drop
- added lighting and delta light display
- completed preferences setting code
- added function to fit mine to view client area
v0.0.0.6
- fixed returning from fullscreen mode when manually resizing a window pane
- added and fixed delta light computation (proper resetting of depth info, handling of delta light data overflows)
- added preferences dialog and data path handling
v0.0.0.5
- fixed rubber box selection not updating tagged segments
- fixed partial line view
- added mouse zooming (ctrl+left click+mouse move)
v0.0.0.4
- fixed split screen toggling for tool dialog display
- added missing buttons to alignment tool
- added marking of mine elements
- added mouse selection of mine elements
- added rubber box and rubber box selection of mine elements
v0.0.0.3
- fixed texture picker scrolling
- fixed texture picker scrolling for filtered texture view
- added texture tool dialog (contains alignment and light tools)
- added vertical tool pane scrolling
- restricted vertical tool pane size
- added pog file processing
- added used textures view
- added texture name resource (thus fixing the animation frames being displayed in the texture picker)
- added bitmaps
- improved the toolbar
- added view toggle (full screen / split screen)
- added bitmap buttons to texture tool dialog
v0.0.0.2
- changed UI (3 panes for texture picker, mine view, tool dialogs)
- added texture picker
- added some tool dialogs (Cubes, Walls, Triggers, non-functional yet)
v0.0.0.1
- fixed secondary texture display (only shown if not rotated)
- added wall display
- added lights display
- added object display


