[Bug] Line Portals + Ambient Occlusion

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Tormentor667
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Re: [Bug] Line Portals + Ambient Occlusion

Post by Tormentor667 » Sat Mar 11, 2017 21:35

Actually it's just a subtle way of reminding that there is already a long time passed since then :D

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Rachael
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Re: [Bug] Line Portals + Ambient Occlusion

Post by Rachael » Sun Mar 12, 2017 0:16

It was fixed today.

If you're impatient (as your title suggests) you can go ahead and grab a QZDoom build. ;) Otherwise if about 12 hours have passed between the time you are reading this message from when I posted it, it will probably be in a GZDoom dev build by now.
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