Raze 1.6.1
This is a bugfix release addressing the following issues:
- Blood: add all statically stored EventObjects to the GC processor.
- fixed: when deactivating the app, pausing the sound system should not depend on the game's internal pause state.
- fixed ESC pressing on Duke's monitors.
- Blood: relax range check in AlignSlopes. This now checks the full range of the wall array and if outside just does nothing. E2M6 has a bogus value for this feature that asserted with the old check.
- Blood: fixed blood splats being spawned in the wrong place.
- Blood: fixed 3 places where 3D distance was used but 2D should have been.
- Fix pitch direction for controller input.
- added a - sign to FindBestSector' default return. This somehow get lost when the code was moved out of clipmove into a separate utility function.
- fixed velocity handling in a few enemy swimChase functions. The one for the gill beast was particularly bad.
- Exhumed: allow Anubis to get out of the walking state if he loses his target.
- fix initialization issues with a few serializer functions.
- fixed bad direction setup for vertically moving SE 0. This also adds missing interpolation for this case.
- Duke/RR: fixed floor alignment of flames in sloped sectors
- Duke: fixed flames not being floor aligned. The same code was correct in the RR variant, so it just got copied over.
- Exhumed: The ObjectList was not properly garbage collected.
- fixed kill counting in Blood.