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0.9.2.8

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@nstlaurent nstlaurent released this 30 Mar 09:54
· 959 commits to dev since this release

Fix for randomized blood states to offset using the hard-coded dooms state when using a dehacked file. This would cause modified blood states to render incorrect sprites.
Fix to not apply weapon offset to it's flash state.
Fix options text header when scrolling in the options menu.
Fix for dehacked frame parsing to support any word inside the parenthesis.
Fix for slide not clearing velocity on blocking line when using vanilla movement physics compat.
Fixed case where flat textures changing from to sky to non-sky would not correctly clear.
Fixed cases where sector movement would miss clearing flood filling.
Fixed get next lowest ceiling for sector movement incorrectly returning the current floor value when none is found.
Fixed friend flag to correctly look for enemies using count kill flag.
Fixed wind/push specials that were incorrectly ignoring when other sector effect flags were set.
Fixed to add max movement check for velocity. This would previously cause the player to move beyond 30 map units per tick on fast scrolling floors.
Added short when hitting a teleport to stop checking crossed special lines to match original doom behavior. Fixes twogers MAP04.
Added compatibility option for Doom 2 projectiles activating certain walk specials.
Fixed hitscan functions using zero damage as a test flag. Fixes twogers RNG generator things firing bullets with zero damage to activate lines.
Fixed mapinfo scroll speed to parse as decimal number.
Update flood filling to no longer ignore in a transfer heights sector.
Fixed small hud fonts to be fixed to the top instead of bottom.
Updated defaultmap from mapinfo to carry over music, titlepatch, partime, and sucktime.
Use Doom's original height for things with the spawn ceiling flag. Matches original behavior for things that are given the spawnceiling flag where their height is only 16.
Fixed stair builder issue with non-contiguous stair sectors and fixed save serialization and loading of active stair builds.
Fixed sector movement interpolation reset not working when a level is flagged to exit.
Fixed boom transfer sky specials rendering the sky backwards.
Fixed dehacked mapping to correctly map BFGEXP to BFGExtra.
Fixed status bar not showing pain face when damage count is exactly one.
No longer gib things that have health to match original Doom behavior.
Updated check for determining a thing's sector to not include zero in dot product checks.
Fixed issue where dehacked files were being skipped when not containing a valid header. Fixes map names for NEIS.
Fixed archvile fire to not be interpolated. Fixes archvile not being visible in certain cases especially when moving towards the archvile.
Added check for closet monsters to use their default movement speed if they failed to move. Fixes cases where they are in tight areas and will not trigger a teleport line.

Implemented check for OpenGL 4.4 to force using GL_MAP_PERSISTENT_BIT in glMapBufferRange. NVidia cards would automatically pin the memory. Certain AMD cards (Vega series) would not automatically do this causing FPS drops because of memory synchronization. Will fall back to OpenGL 3.3 if not supported by the GPU.
Optimized sound traversal for noise alert to prevent frame drops when firing.
Implement transfer heights logic for wind/push sectors to match boom behavior.
Implemented friendly flag in map things to be set.
Implemented the fuzz amount to be configurable. The fuzz effect is now uniform across screen resolutions and is projected across all distance from the camera. Previously it would appear more blocky as the camera is further away from the fuzz thing.
Implemented MUSINFO and music changes in maps.