Fulltext results:
- 1.9.0-beta6
- bindings subsystem. Axis controls can be bound to player controls in the same way as keys. There is a stack of binding contexts that allow... rosses a linedef whose type activation method is "player_cross" and one or more key requirements are set which the player does not ha... rawing the fullscreen HUD, only draw one icon per key colour regardless whether the player has multiple keys/cards of the given colour (e.g. if the player has both a red key card and a red skull key, only one icon will be drawn). 0= Draw al
- detailed_list_of_changes_in_doomsday_version_1.9.7
- counter-scale]] respectively. * Draw all owned keys on the statusbar if not [[:cvar]] [[:hud-keys-combine]] (e.g., if the player owns both the Blue Keycard and the Blue Skull they will both be drawn in slot 1). ===== Heretic ====... customization in mods. * Sequential cycling of player weapons using next/prev until the current weapon is fully lowered (for example, if the player owns weapons one through four and four is current
- 1.9.0-beta6.1
- awn if the render lists are frozen or if the view player is in the void. * Fixed: "jHexen: Savegame Cra... 099. * Fixed: "jHexen: Winnowing Hall (Emerald Key Room): Walls don't rise" http://sourceforge.net/t... side bolt projectiles not fired in line with the player's angle and lookdir when autoaim is disabled. *... atid=542099). * Fixed: "Low Damage with Timons Axe and Gauntlets" (http://sourceforge.net/tracker2/i
- detailed_list_of_changes_in_doomsday_version_1.12
- nds" (return to original height). * **Hexen:** Player spawning under 3D bridge object failed. * **XG... ommand line autocompletion (when pressing the Tab key) shows a popup with all the possible completions.... hing unambiguous to add to the command line. * Key modifiers can be used for word jumping. * The ... ings: by default the sensitivities of the X and Y axes are linked together so one doesn't have to caref