Fulltext results:
- model @assets
- not support autoscaling. | | ''fov'' | Custom FOV angle for rendering a player weapon model. Not set by default (v... instead. Only affects player weapon models. | | ''alignment.yaw''| Yaw angle alignment mode. The allowed values are:<html><ul><li> ''False'' for no alignment (the default). <li> ''view'' for aligning the yaw angle so the object faces the viewer. <li> ''movement'' for aligning the yaw angle to the movement direction of the object. <li> ''r
- 1.9.0-beta1...4 @version
- ont format that supports RGBA bitmaps * cvar [[rend-sprite-mode]]: 1 = draw sprites 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
- 1.9.0-beta5 @version
- urce while the render lists are frozen. * View angle handling. Trembling etc. when fractional ticks are rendered. View locking. * Fixed bug with plane glow... 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]]: [[cva
- 1.9.0-beta6.9 @version
- 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 lightlevel delta smoothing (enabled by default). * [[cvar]] [[rend-dev-polyobj-bbox]] 1= Render polyobj bounding boxes (for debug). ==== Heretic ==== * Support for
- model @ded
- fset = 0.0; Offset XYZ { 0.0 0.0 0.0 }; Sprite = ""; Sprite frame = 0; Shadow radius = 0; Sub # A sub-model begins. 'Md2' can be used ... including all the submodels. ^ Name^ Purpose | | alignpitch| Aligns pitch rotation of the model with the camera. | | alignyaw| Aligns yaw rotation of the model