world units (was 1500).
* Combined [[cvar]] //rend-light-decor-plane-far// and //rend-light-decor-wall-far//, renamed to [[rend-light-decor-far]].
* Combined [[cvar]] //rend-light-decor-plane-bright// and //rend-light-decor-wall-bright//, renamed to [[rend-light-decor-bright]].
* Renamed [[cvar]] "rend-glow-fog-bright" to "rend-light-fog-bright".
* Removed [[setgamma]]: [[ccmd]] Is now obs
rom inaccurate line-of-sight tests and leaking of smooth sector light. To an extent these issues are insignificant, but... blems with rendering shiny surfaces).
* fixed: light & halo not centered to sprite correctly ([[batman_tc]], wall torches).
* fixed: mobj shadows sometimes rend... -visible subsector culling for debug.
* cvar [[rend-glow-scale]]: multiplier for wall glow height
===== Resources =====
* new fix... and variable-width fonts (with normal, bold, and light variants)
===== User Interface =====
ng the sector lighting model. Default value for [[rend-light-wall-angle]] is now 1.2f as the new smoothing makes this less noticeable.
* [[cvar]] [[rend-light-wall-angle-smooth]] 1= Enable wallangle lightlevel delta smoothing (enabled by default).
* [[cvar]] [[rend-dev-polyobj-bbox]] 1= Render polyobj bounding box
xen: movement of fog clouds (e.g., map 8) was not smooth.
* Hexen v1.0: intermission texts don't displa... ire: rising lava floor in the starting room). The light origin Z coordinate and the plane height were not... anslation for sprites.
* Renderer: take middle wall section material opacity into account with sky-fi... derer: lumobj => BSP leaf contact spreading.
* Light source from the Rocket Launcher missile at the wr