Fulltext results:
- 2.3
- on 2.3 ====== This release enhances vanilla DOOM render hack support and adds new Doomsday Script bindi... .0,build3650~@# ===== New features ===== **DOOM render hacks.** //TNT: Evilution// and //The Plutonia Experiment// use several render/map hacks to take advantage of quirks in the original DOOM renderer. Many of these effects are now supported (or
- 1.9.0-beta1...4
- 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-beta6
- ow be mixed freely, allowing a single sequence to blend between any texture types freely (e.g. flat to texture to sprite to flat). * Map building API allows [[plugin]]... enuation distance (default is 1024). * Added [[rend-dev-nosprite]]:[[cvar]] Disable drawing of sprites and masked walls (default is off), not archived. * Added [[rend-dev-surface-show-normals]]:[[cvar]] Enable drawin... mals (default is off), not archived. * Added [[rend-dev-vertex-show-indices]]:[[cvar]] Enable drawing
- detailed_list_of_changes_in_doomsday_version_1.9.7
- e graphic which is then scaled and clipped out at render time. This addresses various GL filtering issues where a sprite contains color information in the edge texels. ... 02 * New approach to drawing the player weapon sprites which aims to preserve the original aspect ratio... avior can be overridden with the new [[:cvar]] [[:rend-hud-nostretch]]. * Resolution independent aspe... objs as used with fakeradio. Default value for [[:rend-shadow-darkness]] is now 1.2 * Use a slightly
- detailed_list_of_changes_in_doomsday_version_1.9.9
- 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 in brilliant white auto-lights. * Renderer: incorrect logic in R_MarkDependantSurfacesFo