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* Colors can npw be defined per sidedef, not only per sector. * Gradients can be selectively disabled or vertically flipped per wall tier. * Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts. The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently. |
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udmf.txt | ||
udmf_zdoom.txt | ||
usdf.txt | ||
usdf_zdoom.txt |