Fulltext results:
- 1.9.0-beta6
- for multiple things depending on the game and UI state (see [[listbcontexts]]:[[ccmd]]). * UI graphic... hen a mobj attempts to change to a undefined pain state (http://sourceforge.net/tracker/?func=detail&atid... hen a mobj attempts to change to a undefined pain state (http://sourceforge.net/tracker/?func=detail&atid... hen a mobj attempts to change to a undefined pain state (http://sourceforge.net/tracker/?func=detail&atid
- 1.9.0-beta5
- s was fixed by making sure that mobjs in the NULL state (state zero) or whose state really is a NULL pointer never get rendered. * Invisible monsters and objects. C... f frames in wall/texture animations defined via [[ded]] [[group]] definitions. The previous limit was 6
- detailed_list_of_changes_in_doomsday_version_1.9.7
- regression: HacX: Password map object is broken [state lookup logic mismatches, DED Reader vs DEH Reader] * Doom: don't let floati
- 1.9.0-beta_x
- and the game.}} In the status tables below, the state of each proposal is listed as it relates to that particular release, not the state of the entire proposal. Many proposals will be gr... e 2.0.0 ====== ===== Beta7 ===== ^ Proposal^ State^ Comments for this release | | [[internal_file_sy... | Planning| Transmission of game object and world state changes from server to clients. | | [[engine-cont
- 2.2
- .** Newly introduced scripting use cases are mobj state [[ded:state#action|action functions]] that execute scripts, and (for Heretic) an [[ded:thing#ontouch|“On touch”]] script that gets run when a mobj is touched. The latter could be used f... able menu labels, enhanced intermission screen, [[ded:values_for_heretic|Values]] for ammo per shot, su... for a Doomsday update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not b
- detailed_list_of_changes_in_doomsday_version_1.9.9
- Reflection definitions default to "normal". * DED: Mishandling of the old State frame fullbright "flag". * Auto-loading of DEH... d: Failed to locate object with id 7"). * Game state change/notification messages should not be hidden... same directory as the model file. * Save FSAA state persistently so it can be restored immediately at... FSAA mode (removes flicker during startup). * DED: log a warning about unknown Blendmodes. * DeH
- 1.9.0-beta6.2
- re. ==== Common code library ==== * Fixed: "DED Reader: Failing to locate State definition" (http://sourceforge.net/tracker/index... InFine === * Fixed: When clearing the InFine state stack before beginning a new game, always change the game state to GS_WAITING. This fixes the problem of "Before"
- detailed_list_of_changes_in_doomsday_version_1.15
- Misinterpretation of savegame data related to ACS state (de-serialization error). Existing **.save** file... model renderer to store object-specific animation state data. ===== {{tag|All Games}} ===== * Exter... * Added ''TitleImage'' property to [[:map_info_ded]] for specifying a title image in place of a text... efinition data on this path will be translated to DED during game init. ===== {{tag|Scripting}} =====
- 1.9.0-beta1...4
- tring containing a comment about this flag * [[ded]] reader: the "Copy"/"*" directive (used to initi... es of the last) can now be used with [[thing]], [[state]], [[line_type]] and [[sector_type]] definitions.... print a list of the mobj ids + names (if set via DED) to the console. * unknown/[[missing_texture]]
- 1.15
- custom_episode.jpg?320x0}} **Custom episodes.** [[ded:Episode]] definitions specify the structure of ga... efs]] module exposes many of the currently loaded DED definitions: <code>$ dir(Defs) ⇒ [ decorations, e... nside the engine. For example, 3D model animation state for the upcoming new model renderer is kept in th
- 1.9.0-beta6.3
- === Definitions === * File names specified in DED definitions that include a file extension not wor... n they should not be. * Subtle render list/ GL state issue which could result in shiny surfaces someti