Fulltext results:
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- 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
- model @assets
- metadata ^^ ^ Variable^ Description | | ''diffuseMap''| Path of the image to be used for surface color (RGB) and the overall opacity (A). | | ''normalMap''| Path of the RGB image to be used for normal vectors. The image must contain un... If not provided, Doomsday falls back to a normal map where the normals point straight up (RGB 128,128,... Z 0,0,1). Alpha component is ignored. | | ''heightMap''| Path of a height field image to be used for ge
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- d Wraiths, too. * Hexen: allow [[:warp]]/[[:setmap]] only to maps defined in [[:mapinfo_hexen]]. * Hexen: movement of fog clouds (e.g., map 8) was not smooth. * Hexen v1.0: intermission ... arping to maps without a specified cluster (e.g., MAP41 in Hexen v1.0). * Hacx: Addressed compatibil... d after engine reset. * Doom: Failed to locate map data from Memento Mori add-on. * Hexen: loadin
- gl2_model_renderer @modding
- es of texture maps per model mesh: * Diffuse map: surface color and overall opacity * Normal map / height map: surface normals ... e are planned for future releases: * Material opacity (in addition to opacity from the diffuse map). * Multiple model files representing a single
- detailed_list_of_changes_in_doomsday_version_1.13 @version
- * 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
- shader @assets
- ion | | ''uMapTime''| float | Time in the current map, in seconds since the map was started. Does not increase while the game is paused. | | ''uProjectionMa... ation-only matrix for orienting a reflection cube map around the model. | | ''uEyePos'' | vec3 | Model ... odify the texture UV, emission color, and surface opacity. defines $= {'PREDEF_TRANSFORM_UV(uv)': 'uv =