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0.9.2.7

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@nstlaurent nstlaurent released this 09 Feb 16:44
· 1022 commits to dev since this release

Implemented fixed point underflow emulation in physics to support mikoportals and KDiKDiZD.
Implemented compatibility for mid texture hacks that will automatically be applied to emulate the transparent floor/ceiling effects in KDiKDiZD.
Implemented detection for vanilla self-referencing sector hacks.
Implemented an experimental flood fill all flats option to not clip sprites with the floor/ceiling. Likely to cause rendering artifacts. Expect a 20-50% performance loss.
Support Boom colormaps for transfer heights.
Implemented Boom door light tag.
Implemented fuzz effect on player weapon sprite.
Implemented compatibility flag for vanilla movement physics. Emulates preserving momentum when running into other things.
Automatically apply compatibility flags from complvl lump.
Viewport is correctly pushed up with full screen HUD.
HUD now draws independently from virtual dimensions. The world will be draw at the virtual resolution and the HUD will be drawn at the window resolution.
Sector movement sounds are no longer played from self-referencing sources.

Fixes for intermission drawing offsets.
Fixed large HUD number rendering to be fixed width to match original position rendering.
Fixed crash that can be caused by single line comment characters inside quoted strings.
Fixed cluster text to be split by newlines in legacy mapinfo.
Fixed floor/ceiling movement specials when there is no adjacent sector to use default min/max values. Fixes Congestion 1024 MAP02 exit door.
Fixed fake contrast not being applied on the shader.
Fixed save game issue where on ground was not being serialized.
Fixed map info map names being overwritten.
Fixed randomize not being set if missile and a dehacked patch is applied.
Added skullfly velocity check in movement code to stop skullfly. Fixes KDiKDiZD bruiser fire.
Fixed A_SkullAttack to correctly add 8 to the start height and set velocity to the center of the target from it's bottom to match the original functionality.
Fixed A_PainShootSkull to properly ignore parent collision when dehacked has changed solid flags.
Added check for warptrans. Fixes KDiKDiZD episode start map.
Updated slide movement code to not include 0 and 1 hit times to match Doom's original side behavior. Fixes KDiKDiZD voodoo closets.
Fixed line id assignment for islands/monster closet detection.
Fixed monster closet assignment for loading saves/same map.
Fixed transfer heights rendering issue with transparent lines that were getting stuck in the cache that could cause them not to render.
Fixed idbehold strength.
Updated episode selection menu to support larger number of episodes.
Updated options screen title to use font instead of M_OPTIONS graphic as some custom wads clear the graphic.
Fixed UMAPINFO parsing to handle new episodes that do not exist in the IWAD.
Fixed dehacked lookups for BSPI_RUNx.
Fixed A_NoBlocking action being called on Command Keen death frame when it shouldn't.
Fixed UMAPINFO parsing to optionally read episode key.
Fixed UMAPINFO so that maps that do not exist in the IWAD are correctly added.
Fixed fast speed for demon and correctly apply fast speed to projectiles for Nightmare difficulty.
Fixed incorrect total time being written to levelstat.
Fixed shader issue that prevented compilation on Intel cards.
Fixed sky rendering to take configurable FOV into account.
Fixed gun sprite to correctly use transfer heights sector for light level.
Fixed shoot traversal to only check shootable.
Allow missiles to collide with things that only have the shootable flag.

Fixed issue in zdbsp where the splitter was creating vertices outside of the blockmap bounds causing an overflow crash.
Fixed zdbsp to correctly rebuild reject when removing unused sectors and use the new reject lump in Helion.