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  1. Aug 25, 2018
    • Monster Iestyn's avatar
      Merge branch 'lighting_fixes_plane_n_simple' into 'master' · 0b8c2319
      Monster Iestyn authored
      Lighting fixes? Plane and simple!
      
      See merge request !268
      0b8c2319
    • toaster's avatar
      Introduce a temporary measure to enable the old stuff, minus one of the most... · 85474e33
      toaster authored
      Introduce a temporary measure to enable the old stuff, minus one of the most obviously terrible bugbears of yesteryear. Let it be known that any downstream poirt will almost certainly toggle this ASAP.
      85474e33
    • toaster's avatar
      Continuing my recent streak of making random lighting/colormap-related fixes to long-standing bugs: · 973b3c3f
      toaster authored
      * Fix that thing where ALL transparent FOF planes were continuously fullbright unless encased in a fog which disables sprite fullbrightness, which was long-hated by many people in the community!
      	* For backwards compatibility, setting flag 1 in that fog field (which is probably the most common "in-the-wild" usage of this feature) will continue to make objects un-fullbright.
      	* For situations where you desperately want the behaviour to be enabled, you can apply fog flag 2.
      * Change the fadestart and fadeend range in which colormaps are generated.
      	* The problem HERE was that the darkest light level reached by generated colormaps was actually slightly brighter than the darkest level reached by normal colormaps.
      	* The typo I fixed does have SOME basis in fact - standard colormap lumps are 34 (33 in 0-indexing) long rather than 32 (31), but whoever wrote this didn't realise that the code for generating them didn't do it DooM style, just bright-to-dark with no extras on the end...
      973b3c3f
  2. Aug 21, 2018
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