Fulltext results:
- 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-beta5
- 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]]: [[cva
- 1.9.0-beta6
- ermining the position of automatically calculated lights and halos on sprites was broken. This resulted in halos which suggest... er a texture replacement was in use. * Dynamic lights for palette-translated sprites were coloured according to the original (un-tran... 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
- 1.9.0-beta6.1
- heir origin was not visible. * Fixed: "Dynamic lights bleeding through solid walls" (http://sourceforge... * Fixed: [[material]] definitions referencing [[sprite]] [[patch]]es not working (http://sourceforge.net... * Fixed: Only the last viewport is drawn if the render lists are frozen or if the view player is in th... ther side. This also fixes the problem of dynamic lights spreading under similar circumstances. * Optim
- 1.9.0-beta6.9
- e hanging vines in Plutonia2::MAP01 * "Dynamic lights on unpegged walls". http://sourceforge.net/tracke... il&aid=2941879&group_id=74815&atid=542099 * Vissprites produced for mobjs whose origin sector is of zer... 14&group_id=74815&atid=542099 * "Chicken beak psprite yoffset incorrect". http://sourceforge.net/tracke... ===== ==== Engine ==== * Changed [[cvar]] [[rend-dev-mobj-bbox]] Draw bounding boxes for all mobjs
- 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 materia... 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. * L