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0.9.9.0

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@github-actions github-actions released this 22 Nov 14:22
· 56 commits to dev since this release

Features:

  • Simplify bit packing strategy on vertex data using floatBitsToInt. Decreases entity sprite vertex size and increase range on line ids for vanilla sprite clipping emulation from 65k to over 8 million and sector light index from ~500k to over 1 million.
  • Add support to initial loading to only load assets.pk3 once.
  • Weapon switch pickup preferences and priority configuration. Includes options for always, always except when attacking, never, priority, and priority except when attacking.
  • Add mouse support in main menu.
  • Support numbers for map command line (e.g. map 1 for MAP01 or map 12 for E1M2).
  • Small improvement on save performance in maps with a significant number of things.
  • Save game serilization improvements on memory usage.
  • Support doom UDMF namespace.
  • Improved performance with emulate vanilla rendering.
  • Vanilla movement physics compatibility option is now default.
  • Add video option to simplify setting true color/palette with vanilla rendering options.
  • Add randomly mirror corpses option similar to Retro/Crispy/Woof.
  • Add option to select laptop GPU mode (high performance, vs power saving). Helion will automatically set high performance (discrete) GPU to prevent Windows from defaulting to the power saving (integrated) GPU.
  • Add nextmap and previous map commands.
  • Add xscrollfloor, yscrollfloor, scrollfloormode, xscrollceiling, yscrollceiling, and scrollceilingmode for UDMF.
  • Add Teleport_NewMap and Teleport_EndGame for UDMF.
  • Add display custom endoom only option that will only show endoom screens from the pwads.
  • Improve hud autoscale.
  • Support mark.add and mark.remove commands for chasecam.
  • Update automap markers to be more visible and use the same render method as findkeylines/findkeys/findexits commands.
  • Add findinactivekeylines command.
  • Add endgame command.
  • Add quickload command.

Bug Fixes:

  • Fix sprite frames to correctly calculate when lowercase.
  • Fix dehacked frames loading incorrectly when a wad contains a dehacked patch and a dehacked patch is applied with the -deh parameter.
  • Fix NoBlockmap not working with scrolling floors and correctly ignore things with NoSector.
  • Fix MBF21 monster kill sector to kill monsters that are below the highest floor.
  • Fix A_CheckAmmo to be inclusive to fix check failing when player has exactly the correct amount of ammo.
  • Fix A_RefireTo to correctly check and set the flash frame state.
  • Fix touchy to not work with ripper projectiles.
  • Fix A_SpawnObject to clear velocity if object is spawned below floor or above ceiling.
  • Fix missiles not exploding on floors when floor hits the missile.
  • Fix MF_BOUNCES flag to account for mass and implement velocity modifications from Boom.
  • Fix dropoff check to work correctly MF_BOUNCES things and things on midtex3d lines crossing sectors.
  • Fix line of sight checks to ignore lines where floor and ceiling heights are equal (fixes Eviternity MAP26 chain breaking sound).
  • Fix reading pre-0.9.8.0 saves.
  • Fix one-sided scrolling lines not interpolating.
  • Fix borderless window option in Windows to not be promoted to exclusive fullscreen.
  • Fix holes in floors that can be caused by self-referencing lines. (Fixes BTSX E1 MAP02 exit).
  • Fix looping sounds with same sound limit feature not playing when coming back into player's sound range.
  • Fix issue with lower wall gap correction and sprites.
  • Fix UDMF upper scale scale calculation.
  • Fix rendering of walls with negative scale values with pixel gap correction and correct offset handling.
  • Fix A_BossDeath and A_KeenDie to exclude self. Fixes Tele-Direct Atlantic Doom blueprints not opening door.
  • Fix logging missing sound errors when config option is off.
  • Fix changing hud.scale from console to automatically disable hud.autoscale so it isn't modified on restart.
  • Fix friendly monsters passing through two-sided impassible lines.
  • Fix monsters attempting to move immediately after melee attack to match original behavior.
  • Fix issue with midtex clipping when upper/lower texture is missing that blocked sprite rendering with vanilla render option. (Fixes Blues Brothers 2025 MAP01 near megasphere)
  • Fix A_Lower not able to call A_Raise when no pending weapon is set through dehacked. (Fixes Blues Brothers 2025 weapon slot 4)
  • Fix A_FindTracer to ignore things when same owner and fix setting new tracer targets when killed. Better matches dsda behavior. (Fixes Blues Brothers 2025 weapon slot 4)
  • Fix A_AddFlags and A_RemoveFlag calls to correctly set based on properties for LOGRAV, SHORTMRANGE, HIGHERMPROB, and LONGMELEE.
  • Fix E3M8BOSS being incorrectly set from the E2M8BOSS flag.
  • Fix E4M6BOSS not being set.
  • Fix monsters not targeting player from sound target after killing another monster.
  • Fix A_Stop.
  • Fix RIP flag doing more damage when speed forces object into multiple smaller moves in one tick.
  • Fix A_CheckAmmo to not be inclusive.
  • Fix default args for A_MonsterBulletAttack, A_MonsterMeleeAttack, A_WeaponBulletAttack, and A_WeaponMeleeAttack.
  • Fix dehacked parser incorrectly clearing bits when encountering Bits2 and Bits3.
  • Fix teleport specials allowing player to be stuck above ceiling that keep height relative to floor (207-210, 268, and 269).
  • Fix titlepatch not being set in MAPINFO/ZMAPINFO.

Misc.

  • Updated .NET SDK to 10.0