Fulltext results:
- 1.9.0-beta6
- engine. Existing BSP and gl node data present in maps is now ignored, we opt to always build our own. ... |Beta 6 bug tracker]]. ===== Fixes ===== ==== Map format ==== * Support for packed sidedefs. Th... ef limit and at the same time, reduce the size of maps. Both DOOM2:Plutonia and DOOM2:TNT are once agai... ing to build sector line and subsector tables for maps with damaged/invalid data structures (e.g. STARG
- 1.9.0-beta1...4
- e obvious shortcomings in this release: * Per-map initialization of the bias lighting is extremely slow. Its performance will be imp... 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. * [[
- 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://sourceforge.net/tracker/index.php?func=detail&aid=2851
- detailed_list_of_changes_in_doomsday_version_1.11
- ]] is no longer concerned with rendering and uses lightweight variants of all core map data elements. * Incremented network protocol ... 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
- detailed_list_of_changes_in_doomsday_version_1.12
- attributed sectors to BSP leafs around id Tech 1 map hacks (holes in the floor, incorrect lighting, ...). * **BSP Builder:** Failed partitioni... BSP leaf clustering for the support of id Tech 1 map hacks. Revised map geometry generation and dynamic lighting to work at cluster level using the half-edge data structure. * Added sector plane mapping and separate physical/visual planes for clusters. Used in the support of id Tech 1 map hacks. * Batched surface redecoration by mater
- 1.9.0-beta6.8
- etail&aid=2897918&group_id=74815&atid=542099 * Map name strings from Plutonia and TNT could not be c... being spawned at the ceiling height. * "Blank map titles no longer blank". http://sourceforge.net/t... etail&aid=2871890&group_id=74815&atid=542099 * Map title and author info printed in the console upon entering a new map incorrect. * "-warp and -nomonsters". http://s
- 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
- detailed_list_of_changes_in_doomsday_version_1.9.7
- * Hexen/Deathkings: game starts in regular Hexen Map01 * server needs to send material Id dictionar... * [395] regression: HacX fails to start [missing mappoint font] * Doom|Heretic: Option to display k... by 98b889e2] * automap: default zoom level at map start [now closer to vanilla Doom; not identical,... ame endings * [402] regression: HacX: Password map object is broken [state lookup logic mismatches,
- 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
- 1.9.0-beta6.3
- an. * "Monsters become active at start of some maps" (http://sourceforge.net/tracker/?func=detail&ai... Common code library ==== === Automap === * "Map cheat behaviour change" (http://sourceforge.net/t... 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
- 1.9.0-beta5
- ) * Segmentation violation: in Doomsday (Decor lights on surfaces with HOM 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... set) will NOT receive an automatically calculated light and halo. This does not affect manually defined,
- detailed_list_of_changes_in_doomsday_version_1.9.10
- replacement. * Fatal error attempting to enter lighting debug mode ({{:var|rend-tex}} 2). ===== Plat... r’s transfer func). * All Games: centering the map title in a wide viewport (when entering a new map). * Incorrect world dimensions of sprites with hi... source lookup errors. * Sky models and various map properties invalid after an engine reset. =====
- detailed_list_of_changes_in_doomsday_version_1.13
- n}} ===== * Fatal error attempting to load a map containing lines with no sides * Reading an in... * Busy mode (e.g., during startup or loading a map) is now longer separate from the regular UI. Ther... Side-by-side stereoscopic rendering modes use a mapped input mode that allow using the mouse for acce... rtex_array'' were removed. * Optimized dynamic light contact spreading, avoiding unnecessary memory al
- 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 by dynamic lights. * Missing 3D models referenced by ID (partic... equent launch. * Stereo 3D: mouse wheel is now mapped to both left and right frames. * Console sh
- 1.9.0-beta6.1
- heir origin was not visible. * Fixed: "Dynamic lights bleeding through solid walls" (http://sourceforg... ap === * Fixed: If the automap is open when a map change occurs, the automap would be visible momentarily when the new map begins. * Fixed: "Full Map Code Works Incorrectly After Switching Resolutions" (http://sourceforge.