Fulltext results:
- 2.2
- r starting an enemy’s attack. **Separate FOV for rendering player weapons.** The FOV angle for weapon 3D models is now separate from the res... e author intended, since one is free to alter the renderer’s FOV angle at any time. **Flatpak for Linux.** https://deng... ay update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not being rendered. * Compatibility improvements to better sup... ic in Hexen Map 26. * Incorrect alignment for a wall’s lower texture under certain circumstances. *
- 1.9.0-beta1...4
- 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... blems with rendering shiny surfaces). * fixed: light & halo not centered to sprite correctly ([[batman_tc]], wall torches). * fixed: mobj shadows sometimes rend... ont format that supports RGBA bitmaps * cvar [[rend-sprite-mode]]: 1 = draw sprites and masked walls with hard edges * cvar [[rend-dev-mobj-bbox]]... -visible subsector culling for debug. * cvar [[rend-glow-scale]]: multiplier for wall glow height ===== Resources ===== * new fix
- 1.9.0-beta5
- urce while the render lists are frozen. * View angle handling. Trembling etc. when fractional ticks are rendered. View locking. * Fixed bug with plane glows not affecting models. * [[rend-ambient-light]]: [[cvar]] was being reset on level load. ====... day_control_panel]]. ==== Renderer ==== * [[rend-mobj-light-auto]]: [[cvar]] enable automatically calculated lights for mobjs. * [[rend-sprite-alpha]]: [[cvar]] ... ) using the "missing" texture (for debug). * [[rend-tex]]: [[cvar]] added render mode 2 to aid lighting debug. ==== Linux/Unix ==== * Added [[-g
- 1.9.0-beta6
- 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". * Removed [[setgamma]]: [[ccmd]] Is now obs
- 1.9.0-beta6.1
- heir origin was not visible. * Fixed: "Dynamic lights bleeding through solid walls" (http://sourceforge.net/tracker/?func=detail&ai... * Fixed: Only the last viewport is drawn if the render lists are frozen or if the view player is in th... ixed: "jHexen: Winnowing Hall (Emerald Key Room): Walls don't rise" http://sourceforge.net/tracker2/?fun... t projectiles not fired in line with the player's angle and lookdir when autoaim is disabled. * Fixed:
- 1.9.0-beta6.8
- vs T_MovePoly-type polyobjects (e.g., the pushing wall trap in Guardian Of Fire). Note that some issues ... rs in Winnowing Hall). * "Monsters see through wall/floor/ceil". http://sourceforge.net/tracker/?func... ned open when starting a new game. * "Rotation angle smoothing". http://sourceforge.net/tracker/index.... tions) are no longer case sensitive. * Revised lighting of [[psprite]]s when using the DOOM lighting m
- 1.9.0-beta6.9
- are lit more realistically when using the sector lighting model. Default value for [[rend-light-wall-angle]] is now 1.2f as the new smoothing makes this less noticeable. * [[cvar]] [[rend-light-wall-angle-smooth]] 1= Enable wall angle lightlevel delta smoothing (enabled by default). * [[cvar]] [[rend-dev-polyobj-bbox]] 1= Render polyobj bounding boxes (for debug). ==== Heretic ==== * Support for
- detailed_list_of_changes_in_doomsday_version_1.9.7
- mobj shadows to help avoid z-fighting. * Long walls no longer receive slightly larger [[:fakeradio]] shadows as this made lighting look very inconsistent in odd shaped areas. * Disabled lightgrid z-biasing as it does not work particularly well currently. * Renamed [[:cvar]] "rend-tex-filter-raw" to [[:rend-tex-filter-ui]]. * Removed [[:ccmd]] "smoothscr" - now unnecessary as the
- detailed_list_of_changes_in_doomsday_version_1.9.9
- 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