Fulltext results:
- 1.9.0-beta6 @version
- * Algorithm used for determining the position of automatically calculated lights and halos on sprites was broken. This resulted i... ewports of all local players. * Redesigned [[lumobj]] management (dynamic lights). * lumobjs are now projected using a new t... r of visible lumobjs to be depth sorted. * lumobjs for the current renderframe now generated once and used for the viewpo... world units (was 1500). * Combined [[cvar]] //rend-light-decor-plane-far// and //rend-light-decor-wall-far//, renamed to [[rend-light-decor-f
- 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... rectly ([[batman_tc]], wall torches). * fixed: mobj shadows sometimes rendered above the object casting the shadow. * fix... ites and masked walls with hard edges * cvar [[rend-dev-mobj-bbox]]: debugging aid - render mobj bounding boxes (sized to match the box used for collision detection) for debug. * cvar [[rend-dev-cull-subsectors]]: disable non-visible subsec
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- same equation for calculating shadow darkness for mobjs as used with fakeradio. Default value for [[:rend-shadow-darkness]] is now 1.2 * Use a slightly larger offset for mobj shadows to help avoid z-fighting. * Long walls no long... es ====== ===== Engine ===== * [[:cvar]] [[:rend-hud-nostretch]] 1=Disable automatic stretching of the HUD to fill the screen at ... to the original game. * Monitor vsync is used automatically on Windows and Mac OS X for smoother scr
- model @assets
- ts normal maps, specular reflections, and emitted light. It is possible to render the model with a different shader, and also use multiple rendering passes with different shaders. By default, ... } </code> Use the ''material'' variable in the ''render'' block to specify which material is used for rendering. The material can also be changed from timeli
- 1.9.0-beta5 @version
- ndered full-bright. * [[state]] flag "statef_noautolight": if set, a [[mobj]] in this state (that also has the "statef_fullbr... day_control_panel]]. ==== Renderer ==== * [[rend-mobj-light-auto]]: [[cvar]] enable automatically calculated lights for mobjs. * [[rend-sprite-alpha]]: [[cvar]] enable var... er the sky as a solid surface (for debug). * [[rend-dev-tex-showfix]]: [[cvar]] render surfaces which Doomsday has automatically fixed for missing textures (HOM fixes) using the "missing" texture (for debug). * [[rend-tex]]: [[cvar]] added render mode 2 to aid lighting debug. ==== Linux/Unix ==== * Added [[-g
- 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 ... ger handling unknown flats.” {{:sfbug|1070}} * Mobjs outside the playable map should not emit light. {{:sfbug|945}} * Logging of missing materials... ng of the old State frame fullbright "flag". * Auto-loading of DEH patches in PK3 containers. * De
- generator_syntax @ded
- this stage. ^ Identifier ^ Description | | line |Render particle as a line. The length of the line is determined automatically according to the speed of the particle. | |point |Render particle as a point. | |texNN |Render the particle as a point-sprite using a texture loaded from the ... ple: ''"tex01"'' → //particle01.png// | |modelNN |Render the particle as a model using the definition wi
- 1.9.0-beta6.9 @version
- ===== ==== Engine ==== * Changed [[cvar]] [[rend-dev-mobj-bbox]] Draw bounding boxes for all mobjs, not just those which are sector-linked. * Ch... 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 box
- 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... 0x20) ==== skintrans ==== (Value = 0x40) ==== autoscale ==== (Value = 0x80) ==== movyaw ==== (Val
- detailed_list_of_changes_in_doomsday_version_1.12 @version
- d Tech 1 map hacks (holes in the floor, incorrect lighting, ...). * **BSP Builder:** Failed partitioni... with overlapped single-sided lines. ===== {{tag|Renderer}} ===== * Light decorations disappear instantly at distance. * Malfunctioning secondary lens... w easily accessible via the "gauge" popups in the renderer and audio settings dialogs. * Settings can
- detailed_list_of_changes_in_doomsday_version_1.13 @version
- tate in a clear way. * Crash attempting to use autocompletion. ===== {{tag|Console}} ===== * A dismissed autocompletion popup can be reshown by pressing Tab ag... {{tag|All Games}} ===== * Links to deceased mobjs retained in the Blockmap resulting in various vi... intact savegame with no ASEG_END | ===== {{tag|Renderer}} ===== * Float-bobbing of objects now a
- gl2_model_renderer @modding
- having its own textures. * Texture images are automatically collected onto atlases for rendering. * There is currently one general purpose OpenGL shader that does per-pixel lighting. * There can be 4 types of texture maps per... lor and sharpness * Emission map: additional light not affected by external light sources * Providing the diffuse color map is required, other maps are
- 1.9.0-beta6.8 @version
- p_id=74815&atid=542099) * Clipping issues with mobjs vs T_MovePoly-type polyobjects (e.g., the pushin... 99 * Uninitialized variable in [[ccmd]] [[spawnmobj]] which would result in mobjs always being spawned at the ceiling height. * "Blank map titles no lon... e player's viewheight would be set at zero. === Automap === * "Updating whilst fading away". http:
- 1.15 @version
- e_HTML~2015-06-05,1.15.0,build1616~@# ===== Highlights ===== {{ file:custom_episode.jpg?320x0}} **Cust... me selection menu, alert notifications are hidden automatically after a couple of minutes (so you don't ... e used to open the task bar. The binding is added automatically after you upgrade. You can still use the... the format used for packaging [[modding:gl2_model_renderer|3D models in the future]]. However, we will a