Fulltext results:
- 1.9.0-beta1...4
- ion of manually-placed light sources and smoothed sector lights. Once finished, it is intended to be the n... ccurate line-of-sight tests and leaking of smooth sector light. To an extent these issues are insignifican... n certain situations (lots of moving planes, many sector light changes). The LOS test hasn't been touched ... == ==== XG ==== * fixed: bug that prevented sector chains from working correctly under certain circu
- 1.9.0-beta6
- ayable. * Fatal error when attempting to build sector line and subsector tables for maps with damaged/invalid data structures (e.g. STARGATE.wad http://sourcef... 1714610&group_id=74815). Relationships between subsectors/segs/sidedefs/linedefs read from the map data lu... oup_id=74815). * Game objects not drawn if the sector they are in is not visible (http://sourceforge.ne
- detailed_list_of_changes_in_doomsday_version_1.12
- al Doom** MAP10, due to mishandling of overlapped sectors in the BSP builder. * **BSP Builder:** Partitioner logic error which incorrectly attributed sectors to BSP leafs around id Tech 1 map hacks (holes i... d at incorrect height. * **Doom:** Behavior of sector type 10 "close in 30 seconds" (return to original... the same. ===== {{tag|Audio}} ===== * Use sector cluster granularity for environmental audio. Sect
- 1.9.0-beta6.9
- arguments. * Front facing segs in a visible subsector drawn even if occluded according to the clipper. ... 9 * Vissprites produced for mobjs whose origin sector is of zero height. * Opaque materials on twosi... n. * "General: Mobjs overlapping more than one sector". http://sourceforge.net/tracker/?func=detail&aid... ing boxes for all mobjs, not just those which are sector-linked. * Changed default mipmapping filter to
- detailed_list_of_changes_in_doomsday_version_1.9.9
- elf-referencing" lines when choosing a BSP leaf's sector. * Bsp Builder: precision issues in the partit... tions in the BSP builder. * More efficient map sector audio properties calculations, leading to shorter
- detailed_list_of_changes_in_doomsday_version_1.15
- texture class gives new flat a tint of 0. * XG sector ambient sounds not saved/loaded. * Broken stair build spreading algorithm. * XG line/sector types should override built-in types. ===== {{t
- 1.8.5
- ing in the case where lights are in the same [[subsector]] with a [[polyobj]] ==== Win32 ==== * fixed
- 1.8.6
- make the reflection visible even without regular sector light) ==== Mac OS X ==== * [[mini_start]]
- 1.9.0-beta5
- &group_id=74815&atid=542099) === XG === * [[sector]]s with floor/ceiling [[wind]] would incorrectly
- 1.9.0-beta5.1
- Violation caused by indexing past the end of a subsector plane's light links array when dynamic lights wer
- 1.9.0-beta6.1
- e Undead Warriors hidden behind a one-way wall in sector #83 were sometimes visible from the other side. T
- 1.9.0-beta6.8
- 099 * "S1 lower Floor - nearest floor adjacent Sectors". http://sourceforge.net/tracker/index.php?func=
- 1.12
- ted hacks include "deep water", "self-referencing sector" and "fake 3D bridge". {{ file:update_download.j
- detailed_list_of_changes_in_doomsday_version_1.11
- rroneously attributed some leafs to the wrong map sector (resulting in rendering glitches, particularly ar