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0.9.3.0

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@nstlaurent nstlaurent released this 15 Jun 10:59
· 727 commits to dev since this release

Upgraded to .NET 8
Improved build processes. (#571)
Helion will attempt to read Steam registry path on Windows for IWAD detection. (#572)
Significant improvements to map reload times when reloading the same map.
Performance improvements in flat/line rendering calculations. Significantly improves performance for maps that have a lot of dynamic rendering.that includes moving sectors, scrolling lines and floors.
Performance improvements in sight and shoot traversal.
Performance improvements in sprite rendering.
Performance improvements on static geometry rendering where options are packed into a single float to get the size in a more optimal size range for GPUs.
Performance improvements with monster movement and improvement for 3D checks when things overlap in the 3D space, e.g. cacodemons stacking on top of each other.
Significantly improved sight checks for large maps where sight checks fail early (e.g. Doom 2 in City Only MAP23)
Implemented different crosshairs and options.
Implemented vile ghost, explosion, sector sound, and final doom teleport compatibility options.
Various improvements for allocations that were leaking to the garbage collector.
Sectors are linked to the blockmap by their island bounding box instead of the sector bounding box.
Added findkeys and findkeylines commands to highlight in automap.
Added complvl command to view/set the complvl, complvl none will reset to user defaults.
Added option to disable horizontal autoaim for projectiles.
Sound audio will automatically change when the default audio devices changes where previously only music would switch.
Improvements for loading and re-using skies if the map hasn't changed.
Added checks to support freedom iwads.

End game intermissions tile background using doom resolution.
Added checks for min/max pitch to fix jittering issues when attempting to look straight up or down.
Fixed missing check for fixed height when creating space character for fonts.
Update font scaling to work per character instead of using the maximum height that can cause issues with single characters having very large heights.
Fixed two-sided lines not seen on automap to match one-sided color.
Fixed dehacked text parsing to include newlines for text screens when the line was empty.
Gibbing damage set to 10000 to match doom behavior. Was causing performance issues in Smooth Doom 21 that would prevent gore from spawning when things were gibbed in this manner. (Fixes performance drop in Doom 2 in City Only MAP23 on start where monsters are in kill sector)
Fixed issue with endgame that would freeze the level if the cluster definition did not exist. (Fixes endgame issues with Die Rowdy)
Added check to skip endgame text display if there was no text specified (Fixes endgame issues. with Die Rowdy)
Added check to skip over bad textures for animations. (Fixes anmation issues with Die Rowdy)
Fixed missing A_FaceTarget call in A_SkelMissile.
Fixed STARMS to draw from hard-coded top offset to match doom behavior.
Fixed damage end to not exit unless it damages the player match doom behavior.
Fixed rendering issue where a sector is moving and the controlling transfer heights sector is also moving but completes first. (Archvile section in Doom 2 in City Only MAP23)
Fixed rendering issue with a moving sector that had upper flood filling and sky rendering that would cause the sky to stop rendering.
Fixed incorrect music in E1M6 of DOOM. (#576)
Fixed issue where a monster that was killed in a monster closet can spawn in from a scrolling floor but had incorrect flags set.
No monsters and fast monster options are serialized to save games.
Fixed monster movement issue where a monster would attempt to walk on top of another thing if the z values are equal
Fixed concurrency issue that could cause a crash when loading a map with the sound engine.
Fixed dehacked parsing to ignore the rest of the line when completed.
Fixed endgame text parsing to look for both \n and escaped \n.
Updated line rendering to use two-sided rendering path when a line is flagged as two-sided even if it doesn't have a back side to match doom rendering behavior.
Fixed initialization of sky animations that would incorrectly use translated textures from the animations.
Fixed non-solid touchy objects being ignored in physics overlap check.
Fixed sprite z-fighting check to correctly interpolate between current and previous view normal.