Have you checked that no other similar issue already exists?
[X] I have searched and not found similar issues.
A clear and concise description of what the bug is.
By default, r_drawvoxels is set to 1 (true). I assume this CVAR's purpose is to turn off the voxels and revert them back to the original sprites.
However, when the CVAR is set to 0 (false), voxels are still enabled, which doesn't seem intended.
Steps to reproduce the behaviour.
Explain how to reproduce
Set r_drawvoxels to 0.
Sprites are still voxels.
Your configuration
https://gist.github.com/Fattyton/eb362559ba93cdcdacd3212e2f3bd743
(Note: r_drawvoxels seem to disappear from the config file when game is stopped.)
GZDoom version
GZDoom g4.11pre-712-ge618865ce
Which game are you running with GZDoom?
Doom 2
What Operating System are you using?
Windows 11
Please describe your specific OS version
Windows 11 Pro
Relevant hardware info
CPU: 13th Gen Intel(R) Core(TM) i5-13400F, GPU: NVIDIA GeForce RTX 4060
Have you checked that no other similar issue already exists?
A clear and concise description of what the bug is.
By default, r_drawvoxels is set to 1 (true). I assume this CVAR's purpose is to turn off the voxels and revert them back to the original sprites. However, when the CVAR is set to 0 (false), voxels are still enabled, which doesn't seem intended.
Steps to reproduce the behaviour.
Explain how to reproduce
Your configuration
Provide a Log
Not applicable.