Fulltext results:
- 1.9.0-beta6
- ites. * High resolution textures/flats/patches/model skins not affected by [[rend-tex-gamma]]. * Drawing Models whose skin is determined by cycling through a range over time, would co... xit, causing a leak. * Default shiny color for models left uninitialized for submodels four and above. * [[line_type]] iparam flag fields read incorrectly
- detailed_list_of_changes_in_doomsday_version_1.15
- Z-buffering was not enabled. This would cause sky models to be incorrectly rendered with regard to depth occlusion. * Value defined for a model's "Shadow radius" ignored in the GL1 model renderer. * Vsync controlled with a single Config v... g about it. This is used for instance for the new model renderer to store object-specific animation state data... nderer Appearance editor. * New, [[modding:gl2_model_renderer|alternative model renderer]] that uses the new GL classes from [[:libgui
- 1.9.0-beta1...4
- n't been touched yet. ==== MacOSX ==== * 3D model renderer is broken. Most models in =jdoom-resource-pac... ==== * fixed several [[endianness_issue]]s in model rendering, [[xg]], [[wav]] loading, buttons * fixed... ames (now compatible with Win + Linux) * fixed rendering of [[shiny_model]]s (multitex and non-multitex) * fixed many mi... xture reset after using the "lowres" ccmd ===== Renderer ===== * slightly more pronounced [[fake_r
- detailed_list_of_changes_in_doomsday_version_1.9.7
- Uri] * mismanagement of GL_TEXTURE_2D state in model renderer * Doom: Doom title screen displayed when p... map: missing "All marks cleared" message * sky models not rendered * [395] regression: HacX fails to start [m... oned exactly the same as the original games' * rend-dev-wireframe 1 will only affect player view; add... h_replacement]] system, the "break" directive was interpreted immediately when encountered. If the same p
- 1.15
- s only visible inside the engine. For example, 3D model animation state for the upcoming new model renderer is kept in this internal, object-specific data. **Convex map subspaces... exity and provide a unified representation to the renderer, while also encapsulating the BSP tree within... resources for map data and collates them into an internal list (associated with the URI), independent of
- 1.9.0-beta5
- te (state zero) or whose state really is a NULL pointer never get rendered. * Invisible monsters and objects. Clients... the client has acknowledged the old ones. ==== Renderer ==== * Fog broken under (*NIX). (http://s... enabled by default (if available) with the OpenGL renderer. Use [[-notexcomp]] to disable it. * When consoleplayer is a camera, freezing the render lists should ignore changes to the player's "in
- detailed_list_of_changes_in_doomsday_version_1.11
- tructs. * Fog was no longer being enabled when rendering the sky sphere/models. * Visual artefacts when combining debug rendering modes ([[:rend-dev-sky]], [[:rend-dev-tex-showfix]], etc...). * When drawing psprites the "static" weapon offset sc
- detailed_list_of_changes_in_doomsday_version_1.9.9
- ds (e.g., map 8) was not smooth. * Hexen v1.0: intermission texts don't display, "(text not found)" is... tioner resulting in small gaps in some maps. * Renderer: 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
- detailed_list_of_changes_in_doomsday_version_1.13
- g the ZDoom naming convention. * Removed fixed internal limit Model::MAX_LODS. ===== {{tag|API}} ===== * Input... ve bindings. * Map: Revised map element/object interception and block/path traversal mechanisms. *
- detailed_list_of_changes_in_doomsday_version_1.14
- ed game session model. * Unified saved session model. All games now utilize an internal savegame for tracking player progress. * Re... longer dependent on external LZSS module. ==== Renderer ==== * Added bloom as a new frame post-pr... essing effect. It can be configured with cvars (''rend-bloom'', etc.) or in the [[:renderer_appearance_sidebar]]. Bloom is enabled by default. * Oculus Rif
- 1.11
- }} In preparation for future work on the next-gen renderer this release also features a revised internal map representation, modelled with a [[half-edge_map_data_structure]] and geometry meshes. This new model combined with several significant bug fixes to the internal BSP builder has already greatly improved compa... h 1 format mapping constructs. In the future this model will be instrumental in improving map hack suppor... the efficient generation of map geometry for new rendering algorithms. As we approach [[version:2.0]],
- 1.9.0-beta6.9
- 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 li... a 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_1.12
- g **Astrostein** when firing the "BFG", due to misinterpretation of truncated Patch format images. * F... with overlapped single-sided lines. ===== {{tag|Renderer}} ===== * Light decorations disappear in... he UI framework. * Introduced an abstract data model to allow data to be used more flexibly with sever... w easily accessible via the "gauge" popups in the renderer and audio settings dialogs. * Settings can
- 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 rest of the view. This alleviates issues with weapon models not being drawn as the author intended, since one is free to alter the renderer’s FOV angle at any time. **Flatpak for Linux... rial#light_110|Light decorations]] were not being rendered. * Compatibility improvements to better sup... the game library. * Doomsday Script parser and interpreter were made more robust, incorrect behavior w
- 1.9.0-beta6.3
- g sections opaque. * Make use of the gltexture interface for model skins, model shiny skins, lightmaps and custom flare textures.