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Raze 1.6.2

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@coelckers coelckers released this 08 Jan 08:47
· 1915 commits to master since this release
  • FString fixes.
  • call FullGc twice, because once does not seem to be sufficient anymore when the object system is shut down
  • respect i_pauseinbackground setting
  • SW: cleaned up SlopeBounce and fixed some bad math.
  • Exhumed: account for rounding errors in MoveSectorSprites
  • ignore executable files in a zip's main folder when checking for mod content in a subdirectory.
  • Duke: Fix bad setup for stopping Duke's scream when putting the jetpack on.
  • Duke: Additional fixes for alterang().
  • Blood: Fix bad spawned actor angle for actFireMissile().
  • Blood: Ensure actor's XY pos is updated before calling Z slope utils.
  • SW: do not double interpolate sectors that are both part of a sector object but also have a global interpolation attached.
  • Default initialise g_nextskill to -1 so maps loaded directly from the command line load with the game's default skill.
  • fixed autoload setup for the full Duke World Tour version.
  • Fixed custom height and width not saving.
  • Ensure the viewport's aspect ratio is factored into the HUD's aspect ratio.
  • Blood: Fix some nullptr issues in checkHit() and checkFloorHit().
  • SW: Fix tank track velocity.
  • SW: Fix tank tracks not working.
  • SW: Fix issue with RC tank in $seabase.
  • SW: Add inertia correction to PlayerWarpUpdatePos().
  • Add support for Blood: Cryptic Passage via CRYPTIC.SSI file.
  • SW: Repair whoopsie in BunnyCheat().
  • Duke: Ensure that the expander hitscans when autoaim is "hitscan only".
  • SW: Restore two original cheat codes lost long ago.
  • SW: Remove CVAR_SERVERINFO flag from sw_ninjahack and take them out of the global space.
  • SW: Only bring the weapon back up after doing chops if not on a vehicle with a weapon.
  • SW: Fix clipmove call within DoPlayerMoveVehicle().
  • SW: Fix two bad calls to pushmove() where a fixed point adjustment was used.
  • fix math error on ARM architectures
  • 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 used.