Fulltext results:
- 1.9.0-beta6
- |Beta 6 bug tracker]]. ===== Fixes ===== ==== Map format ==== * Support for packed sidedefs. Th... n subsectors/segs/sidedefs/linedefs read from the map data lumps are not assumed to be valid. Instead, ... here possible else output a warning and abort the map load attempt gracefully. * Infinite loop when ... ts. * Player's in-void status was not reset on map load. This led to HOM in the sky until the player
- 1.9.0-beta1...4
- s) ===== Definitions ===== * [[decoration]]:Light:Flare texture is deprecated. Use "Flare map" instead ===== Input/Controllers ===== * cc... nitions ===== * [[light]]:Halo radius * [[light]]:Flare map: the flare map to use for this light's halo. Either a path and [... lt-in_flare_resource_number]] * [[decoration]]:Light:Flare map: same as above for light [[decoration]]s. * [[... tisample factor used when determining sector to [[light_grid]] mapping. Larger values increase accuracy at the expense of map load times. * [[light_range_compression]]: inc
- detailed_list_of_changes_in_doomsday_version_1.9.7
- lient * player thing angle not updating in automap * [367] regression: missing/hidden automap [scale initialization issue] * Hexen: pottery explode... * -file arguments interpreted too late * -vdmap'd paths do not populate into resource namespaces ... * Hexen/Deathkings: game starts in regular Hexen Map01 * server needs to send material Id dictionar
- detailed_list_of_changes_in_doomsday_version_1.11
- concerned with id Tech 1 map hacks. * Bias [[:light_grid]] is now prepared JIT if enabled while a map is loaded. It is no longer necessary to restart the map/wait until the next map for changes to take effect. ===== Resources ===== * Removed the fixed u... fines GLSL shaders used in the UI framework. * Map geometry now modelled with meshes, a [[:half-edge
- detailed_list_of_changes_in_doomsday_version_1.9.9
- ” {{:sfbug|1070}} * Mobjs outside the playable map should not emit light. {{:sfbug|945}} * Logging of missing materials during map conversion. * Crash during engine reset when in a map with one or more glowing material. ===== Defini... menus ===== * HOM before an InFine script at map start. * Automap: Bug "Automap - secret line f
- 1.9.0-beta6.9
- of the intermission and the beginning of a before map briefing. ===== Fixes ===== ==== Engine ==== ... p_id=74815&atid=542099 * "Barracks.wad dynamic light anomaly". http://sourceforge.net/tracker/?func=de... ring artefacts on the hanging vines in Plutonia2::MAP01 * "Dynamic lights on unpegged walls". http:/... to the clipper. This manifested the symptom "Auto map drawing lines the player can't see at map start u
- detailed_list_of_changes_in_doomsday_version_1.12
- * Fatal error playing **Icarus: Alien Vanguard** MAP16, due to an oversight in the line-of-sight algor... images. * Fatal error playing **Eternal Doom** MAP10, due to mishandling of overlapped sectors in th... attributed sectors to BSP leafs around id Tech 1 map hacks (holes in the floor, incorrect lighting, ...). * **BSP Builder:** Failed partitioning a map with overlapped single-sided lines. ===== {{tag
- 1.9.0-beta6.3
- hread). ==== Common code library ==== === Automap === * "Map cheat behaviour change" (http://sourceforge.net/tracker/?func=detail&aid=2788317&group_... When playing an "After" InFine script (played on map exit) that does not cycle forever, the game would... when attempting to go to the intermission from a map whose logical id is greater than 32. * Drawing
- detailed_list_of_changes_in_doomsday_version_1.10
- emace spawning/repositioning. * Hexen: Missing map cluster ending intermissions (e.g., after Seven P... * Player's weapon disappears after completing a map and beginning another. * Kill, item, and secre... -op) intermission: the server was not sending the map's total kill, item and secret counts, which meant... etic: Server defaults to E1M1 ({{:var|server-game-map}} = 0). * Heretic: Activating the Wings of Wra
- 1.11
- ke changes also in the user-facing parts. The highlight of this release is the introduction of a complete... elect a game to play in [[ring_zero]]. The [[roadmap|road to version 2.0]] is still long, but this rel... rer this release also features a revised internal map representation, modelled with a [[half-edge_map_data_structure]] and geometry meshes. This new model c
- detailed_list_of_changes_in_doomsday_version_1.13
- * Links to deceased mobjs retained in the Blockmap resulting in various visual glitches. * Tiny m... n}} ===== * Fatal error attempting to load a map containing lines with no sides * Reading an in... ges. * Non-functional "texreset raw". * Automap: Missing glow on some key activated switch lines.... tch texture variants when precaching composite bitmap fonts. * Respect material groupings when cachi
- 1.9.0-beta5
- fixes), while playing jDoom with PWAD Icarus.WAD (MAP01). (http://sourceforge.net/tracker/?func=detail&... e glows not affecting models. * [[rend-ambient-light]]: [[cvar]] was being reset on level load. ====... r smoother mouse movement. ==== Misc ==== * Map load times have been further reduced. * Re-imp... ed full-bright. * [[state]] flag "statef_noautolight": if set, a [[mobj]] in this state (that also has
- detailed_list_of_changes_in_doomsday_version_1.14
- native font rendering routines. Normal, bold, and light fonts are all now correctly drawn. ==== Console... enderer ==== * Vignette effect drawn while no map is loaded. * Model particles were not affected... ave package metadata. * Improved {{:cmd|inspectmap}} output with more information about map state and configuration ==== Shell ==== * When starting
- 2.2
- ay update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not being rendered. * Compatibility improvements to better support [[http... ad gone missing in Heretic. * No music in Hexen Map 26. * Incorrect alignment for a wall’s lower te
- 1.8.5
- 8.5~@# ===== Fixes ===== * fixed: [[dynamic_light]] clipping in the case where lights are in the sa... in relation to Doomsday [[base_path]] (e.g. Shiny map = "Data/LightMaps/Shine") ==== Win32 ==== *