Fulltext results:
- 1.9.0-beta6 @version
- [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". * Removed [[setgamma]]: [[ccmd]] Is now obsolete, instead use cvar ... * Added multiplicative blending mode for "torch light" (brightens surfaces as the viewplayer approaches them).
- 1.9.0-beta1...4 @version
- lighting model for Doomsday. In this release bias lighting must be enabled manually (by setting ''rend-bias'' to one), and it has not been fully adjuste... accuracy at the expense of map load times. * [[light_range_compression]]: increase light in dark sectors/decrease light in bright sectors * cvar [[rend-fog-default]]: default fog algorithm * [[flaremap]]s: loaded from "Data/Flares" - used for [[custom_ha... n be used to accurately recreate [[doom64]] style lighting. * alpha'd/blended midtextures on [[two-sid
- map_info_syntax @ded
- e in Hexen). | | fog | Enable fog in the map. | | lightning | Enable thunder sound effects and random flashes of bright lighting in sky-lit sectors. | | nointermission | Do not show an intermission after leaving this map (no... Par time of the map, in seconds. ==== Ambient light ==== Minimum light level (0-1) for all sectors in the map. Note that this will only change how the map
- 1.9.0-beta5 @version
- bug with plane glows not affecting models. * [[rend-ambient-light]]: [[cvar]] was being reset on level load. ====... other [[mobj]]s. * [[state]] flag "statef_fullbright": if set, a [[mobj]] in this state is rendered full-bright. * [[state]] flag "statef_noautolight": if set, a [[mobj]] in this state (that also has the "statef_fullbright" flag set) will NOT receive an automatically calc... day_control_panel]]. ==== Renderer ==== * [[rend-mobj-light-auto]]: [[cvar]] enable automatically calculated lights for mobjs. * [[rend-sprite-alpha]]: [[cvar]]
- flags_reference @ded
- ==== fullbright ==== (Value = 0x1) The model is rendered with the maximum light level (corresponds sector light level 255) regardless of the sector it's currentl... n. ==== shadow1 ==== (Value = 0x2) The model is rendered with 33% (?) translucency. When using this fl... d. ==== shadow2 ==== (Value = 0x4) The model is rendered with 66% (?) translucency. When using this fl... value of the "Transparent" key is ignored. ==== brightshadow ==== (Value = 0x8) ==== movpitch ==== (V
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- 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. * Light source from the Rocket Launcher missile at the wro