Fulltext results:
- 1.12
- roduced in [[version:1.11]]: new UI framework and internal map data improvements. The old [[guide:control pa... rd_library_modules|Doomsday Script bindings]] for engine functionality. ==== Progress on roadmap ====
- detailed_list_of_changes_in_doomsday_version_1.14
- t. * Log verbosity levels can be specified per engine subsystem. This is useful for instance if one is ... ied saved session model. All games now utilize an internal savegame for tracking player progress. * Recov
- detailed_list_of_changes_in_doomsday_version_1.9.7
- llow us to streamline the rest of the API and the engine-internal texture management). * New equalization algori... lscreen HUD. ====== New features ====== ===== Engine ===== * [[:cvar]] [[:rend-hud-nostretch]] 1=D
- 1.9.10
- has been to bring a new level of clarity into the internal structure of the engine while also preparing the next-generation incarnat... an work on [[unicode_strings]]: many parts of the engine's internal file system have been revised to use Unicode text... isplay config options as these are handled by the engine itself }} ===== Upgrading ===== If you are up
- detailed_list_of_changes_in_doomsday_version_1.9.10
- eployed alongside the engine binaries. * Moved engine sources to domain-specific subfolders, clarifying the internal structure and dependencies. * Moved common, generic-purpose code from engine to [[:libdeng1]]/[[:libdeng2]]. * Launcher: re... guring the display resolution (now offered in the engine itself). ===== Platform-specific ===== * T... ault placed to **AppData\Local\Deng Team\Doomsday Engine**. * Windows: deng2 version metadata contains
- 1.11
- of years have been mostly about revitalizing the internal parts of Doomsday. While this work is still ongoi... gen renderer this release also features a revised internal map representation, modelled with a [[half-edge_m... ombined with several significant bug fixes to the internal BSP builder has already greatly improved compatib... pproach [[version:2.0]], more and more of the old engine components will be replaced or enhanced. This bri
- 1.15
- been working to completely isolate games from the engine's internal workings. The benefit of this is that the engine can use more advanced data structures and mechanisms int... been "open" data that is fully shared between the engine the games. This is not ideal because the engine in many cases benefits from having object-specific data,
- detailed_list_of_changes_in_doomsday_version_1.11
- ersistent data (in [[:persist.pack]]) causing the engine to be reset to "factory defaults" (as far as [[:l... fig script is run when it has changed or when the engine has been upgraded. ===== UI ===== * Internal improvements in Doomsday's window manager, allowing ful... _structure|half-edge data structure]] and revised internal representations. Many shortcomings inherited from
- 1.9.0-beta_x
- g., [[doom_screen_wipe]]) if they affect both the engine and the game.}} In the status tables below, the ... Proposal^ State^ Comments for this release | | [[internal_file_system]]| Done| Used for locating and loadin... output. | | [[doomsday_script]]| Done| The script engine core. Used for deng2 config. | | [[unified_networ... world state changes from server to clients. | | [[engine-controlled_saving_of_the_game]]| Planning| Based
- 1.9.0-beta7
- * libdeng2 contains a new application core, new internal file system, new script engine, new network communications, and the old memory z... ==== **Dependencies.** Upgrade dependencies for engine and all plugins (DirectX/cURL/SDL/SDL_net/SDL_mix