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  1. Aug 25, 2018
    • 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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