Fulltext results:
- 1.9.0-beta1...4 @version
- 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 subsector culling for debug. * cvar [[rend-glow-scale]]: multiplier for wall glow height =... and variable-width fonts (with normal, bold, and light variants) ===== User Interface ===== * cons
- 1.9.0-beta5 @version
- day_control_panel]]. ==== Renderer ==== * [[rend-mobj-light-auto]]: [[cvar]] enable automatically calculated lights for mobjs. * [[rend-sprite-alpha]]: [[cvar]] enable variable translucency on sprites. * [[rend-dev-sky]]: [[cvar]] render the sky as a solid surface (for debug). * [[rend-dev-tex-showfix]]: [[cvar]] render surfaces which
- 1.9.0-beta6.9 @version
- ===== ==== Engine ==== * Changed [[cvar]] [[rend-dev-mobj-bbox]] Draw bounding boxes for all mobjs, not jus... ng 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 lightlev... a smoothing (enabled by default). * [[cvar]] [[rend-dev-polyobj-bbox]] 1= Render polyobj bounding box
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- rols stuck at map start * Hexen: standing on a mobj allows walking through walls * Hexen: no view ... ed in one another cannot separate [caused by game-mobj-fracepsilon] * Doom: Flying enemies get stuck on one another [mf2_passmobj] * multiple simultaneous "help" InFine scripts... ve volumes; efficient test for a full volume * mobj <-> polyobj collisions thrust mobj at an incorrec
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- ire: rising lava floor in the starting room). The light origin Z coordinate and the plane height were not... all-masked textures resulting in brilliant white auto-lights. * Renderer: incorrect logic in R_MarkD... ntSurfacesForDecorationUpdate(). * Renderer: lumobj => BSP leaf contact spreading. * Light source from the Rocket Launcher missile at the wrong z-height.