Fulltext results:
- 2.2
- ay update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not being rendered. * Compatibility improvements to better sup... Other minor fixes and improvements, e.g., in the renderer. ===== Change log ===== [[https://tracker.d
- 2.1.1
- avior. There were a couple of regressions in the renderer such as white flashes with additively blended dynamic lights, and black walls appearing in the sky. A few bug
- 1.10
- terials in preparation for future work on the map renderer. Also, in this release we've completed a coup... mber for the first time in many years. ==== Highlights ==== * New tool added: [[multiplayer:Shell]
- 1.12
- being added to the [[guide:task bar]]. ==== Highlights ==== {{ file:map_hack_selfreferencing.png?350x... oomsday and maps that employ these techniques are rendered correctly. Map hacks are detected dynamically... g** files.) {{ file:sidebar_editor.jpg?350x0}} **Renderer Appearance sidebar editor.** There is now a n... for configuring how the game world appears. A new Renderer Appearance sidebar editor replaces the [[cont
- 2.0
- ease_HTML~2017-04-01,2.0,build2281~@# ===== Highlights ===== {{ file:home_screen_v2.jpg?320}} **Home S... {{ image:serpent_staff.jpg?320}} **New 3D model renderer.** Doomsday's graphics code is undergoing a t... ready completed this transition, however the game renderer itself has not. In version 2.0, the new version of the [[modding:gl2_model_renderer|3D model renderer]] has reached a state where
- detailed_list_of_changes_in_doomsday_version_1.14
- weight selection issues by utilizing native font rendering routines. Normal, bold, and light fonts are all now correctly drawn. ==== Console... (like "player-weapon-order8" in Heretic). ==== Renderer ==== * Vignette effect drawn while no map... * Model particles were not affected by dynamic lights. * Missing 3D models referenced by ID (partic... idgets that cannot be seen will be skipped during rendering of the UI; images shared by multiple widgets
- 1.8.5
- 8.5~@# ===== Fixes ===== * fixed: [[dynamic_light]] clipping in the case where lights are in the same [[subsector]] with a [[polyobj]] ==== Win32 ==== ... to Doomsday [[base_path]] (e.g. Shiny map = "Data/LightMaps/Shine") ==== Win32 ==== * crashes are ha... fects) * [[reflection]] definition * cvar [[rend-tex-shiny]]: enable surface reflections * [[mo
- 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... only the first beta release. Many features (bias lighting in particular) are still clearly unfinished. Y... release: * Per-map initialization of the bias lighting is extremely slow. Its performance will be improved in future beta releases. * Bias lighting suffers from inaccurate line-of-sight tests an
- 1.9.0-beta5
- 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-beta5.1
- a5.1,1.9.0-beta5.1~@# ===== Fixes ===== ==== Renderer ==== * Segmentation Violation caused by indexing past the end of a subsector plane's light links array when dynamic lights were disabled. ==== Audio ==== * The Mus and Ext interfaces can be
- 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
- 1.9.0-beta6.1
- heir origin was not visible. * Fixed: "Dynamic lights bleeding through solid walls" (http://sourceforg... * Fixed: Only the last viewport is drawn if the render lists are frozen or if the view player is in th... ther side. This also fixes the problem of dynamic lights spreading under similar circumstances. * Opti... generators are now linked into the world once per render frame and used for all viewports. Plus various
- 1.9.0-beta6.3
- 99). * Flags in Sky definitions ignored. === Renderer === * SIGSEGV when attempting to draw a w... imes visible when they should not be. * Subtle render list/ GL state issue which could result in shin... ure interface for model skins, model shiny skins, lightmaps and custom flare textures. * Optimize: Ado... , use the default "zeroth" texture instead. * Slight visual adjustment for busy indicator. The dashed
- 1.9.0-beta6.8
- tions) are no longer case sensitive. * Revised lighting of [[psprite]]s when using the DOOM lighting model to more closely emulate the original games. * D... s ===== ==== Engine ==== * Added [[cvar]] [[rend-dev-sky-always]]: 1= Always render the sky, even if there are no sky surfaces visible. For debug. ===
- 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