Fulltext results:
- 1.9.0-beta6 @version
- world units (was 1500). * Combined [[cvar]] //rend-light-decor-plane-far// and //rend-light-decor-wall-far//, renamed to [[rend-light-decor-far]]. * Combined [[cvar]] //rend-light-decor-plane-bright// and //rend-light-decor-wall-bright//, renamed to [[rend-light-decor-bright]]. * Renamed [[cvar]] "rend-glow-fog-bright" to "rend-light-fog-bright". * Remo... enuation distance (default is 1024). * Added [[rend-dev-nosprite]]:[[cvar]] Disable drawing of sprites and masked walls (default is off), not archived. * Added [[ren
- 1.9.0-beta1...4 @version
- -visible subsector culling for debug. * cvar [[rend-glow-scale]]: multiplier for wall glow height ===== Resources ===== * new fixed an
- 1.9.0-beta5 @version
- or whose state really is a NULL pointer never get rendered. * Invisible monsters and objects. Clients... the client has acknowledged the old ones. ==== Renderer ==== * Fog broken under (*NIX). (http://s... enabled by default (if available) with the OpenGL renderer. Use [[-notexcomp]] to disable it. * When consoleplayer is a camera, freezing the render lists should ignore changes to the player's "in
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- rer: applying color translation for sprites. * Renderer: take middle wall section material opacity into account with sky-fix geometry. * Renderer: mishandling of all-masked textures resulting in brilliant white auto-lights. * Renderer: incorrect logic in R_MarkDependantSurfacesForDecorationUpdate(). * Renderer: lumobj => BSP leaf contact spreading. * L
- material_syntax @ded
- { 0 0 } Tics = 0 Rnd = 0 Glow = 0.0 Glow Rnd = 0.0 } } Light { Pattern offset { 0 0 } Pattern skip { 0 0 } ... ; Rnd : Random value to be applied to tics. ; Glow : Strength of the light emitted by this material (self-illumination). ; Glow Rnd : Independent glow strength randomization f