Fulltext results:
- 1.9.0-beta6
- n of automatically calculated lights and halos on sprites was broken. This resulted in halos which suggest... origin was always in the top left quarter of the sprite. * Filters and special filter drawing, affecti... n use. * Dynamic lights for palette-translated sprites were coloured according to the original (un-translated) sprites. * High resolution textures/flats/patches/mod
- detailed_list_of_changes_in_doomsday_version_1.13
- it applies an inverted monochrome palette on the frame. Internally, libdoom uses {{:cmd|postfx}} to do t... g the mouse for accessing both the left and right frames. * A Key Grabber utility was added into the I... * Wrapped old GL1 rendering code into a new GL2 framebuffer system and OpenGL state management (partial... se of shaders and drawing of GL2 objects over the frame. * GL shaders are able to access the color and
- detailed_list_of_changes_in_doomsday_version_1.9.7
- * Hexen: no music beyond title * replacement sprites scaled to dimensions of iwad original * serve... Menu|Hexen: character selection menu draws player sprite in wrong pos * Game Menu: main page objects no... the same as the original games' * rend-dev-wireframe 1 will only affect player view; added mode 2 for ... with a simple nearest neighbor. * When loading sprites add an additonal 1 texel border around the graph
- 1.9.0-beta5
- &atid=542099&aid=1496666&group_id=74815) <code>Cl_Frame2Received: Unknown delta type 5.</code> * Incorrect sprites drawn on clientside (e.g. bullet puffs appear as... --Yagisan ==== Renderer ==== * HUD weapons sprites are now lit similarly to world sprites. * It is no longer necessary to manually [[texreset|reset text
- detailed_list_of_changes_in_doomsday_version_1.9.9
- to play add-ons using invalid Patch lumps to hide sprites. * Categorization of "addon" textures in PWAD... ps. * Renderer: applying color translation for sprites. * Renderer: take middle wall section materia... "normal". * DED: Mishandling of the old State frame fullbright "flag". * Auto-loading of DEH patch... , leading to shorter map setup times and less per-frame calculations. * Addressed inefficiencies relat
- 1.9.0-beta6.3
- incomplete definitions or which reference unknown sprite frames. * SIGSEGV when attempting to prepare a model... definition which requests the automatic scale-to-sprite feature but the sprite it references can not be found. * Remote vulnerability in Cl_ReadSoundDelta2 du
- detailed_list_of_changes_in_doomsday_version_1.11
- nd-dev-tex-showfix]], etc...). * When drawing psprites the "static" weapon offset scale used for preven... es issues with keys repeating spuriously when the frame rate is very low. ===== Renderer ===== * ... ased graphics code is used for drawing the new UI framework. (The rest of the graphics are still drawn us... o]] file that defines GLSL shaders used in the UI framework. * Map geometry now modelled with meshes,
- 1.9.0-beta6.9
- 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... the screen shown whilst busy and the destination frame. Implemented three effects: 1) basic crossfade 2)
- 1.9.0-beta6.1
- * Fixed: [[material]] definitions referencing [[sprite]] [[patch]]es not working (http://sourceforge.net... ors are now linked into the world once per render frame and used for all viewports. Plus various other mi
- 2.1
- dio Settings). **UI internals.** The Doomsday UI framework was improved to support runtime DPI changes, ... 16:9 or wider aspect ratio.) Hexen player weapon sprites were not obeying the configured texture filter s
- detailed_list_of_changes_in_doomsday_version_1.9.10
- ng a new map). * Incorrect world dimensions of sprites with high-resolution texture replacements. * ... ipped. ===== Doom ===== * Incorrect texture frames for the FIRELAV animation. * Missing "been th