You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This commit was created on GitHub.com and signed with GitHub’s verified signature.
0.9.6.0
Features:
Enable trimming (reduces file size of release artifacts)
Allow interpolation to finish when game is paused and on level exit for smooth transitions
Fade sprites into max distance
Autosave timer that automatically writes a quicksave every x seconds
Frustum culling for the automap
Controller gyroscope support (tested with PS DualShock 4, should work with other SDL-supported controllers)
Emulate boom behavior that let player move out of one-sided lines
Controller rumble feedback
Add option for berserk intensity
Add option to disable crosshair shrinking on target
Add use command to allow for separate bindings for shotgun/super shotgun [bind x "use shotgun"] [bind y "use supershotgun"]
Add custom weapon groups similar to the ones found in Woof!, with the added bonus of being assignable to any button.
Add order independent transparency to fix issues with multiple transparent sprites causing transparent textures not to render
Support texture filtering with sprites
Refraction effect for spectres
Added nearest to bilinear and nearest to trilinear texture filter options
Updated save game management to read save files on startup to fix load time of the load/save menu when there are a large number of save files to read
Improved quick save performance to reduce large stutters when saving
Add Boom RNG method with option to toggle between Boom and Vanilla Doom RNG
Add save game thumbnails and summary details (kills, secrets, elapsed time) to save/load menus
Updated styling of save/load menus
Add sky render modes dynamic and vanilla. Dynamic is the original version and similar to GZDoom. Vanilla to better match vanilla sky drawing
Bug fixes:
Fix per ammo values for box ammo and backpack amount from dehacked patch
Fix crash from bad colormaps (Fixes Necromantic Thirst)
Fix sight and shoot traverse functions to correctly handle resizes (Fixes Junkfood MAP98)
Fix A_WeaponSound not functioning when called from the flash state (Fixes Junkfood pistol firing sound)
Fix block player lines blocking friendly monsters (Fixes TWOGERS MAP31)
Fix generalized crushers to not slow down with fast and turbo speeds to match boom behavior
Fix two-sided lines drawing in the automap when back and front sector ceiling and floor values match
Fix allocation issue with automap rendering that could cause slowdown
Fix friendly enemies in closets not setting target to player even when not in sight
Fix monsters teleporting from monster closets playing sight sound
Fix translation flags using incorrect colormap indices (fixes kdikdizd)
Fix colormaps for transfer heights not setting on two-sided lines
Fix cases where lines were being marked for automap when they weren't visible
Fix sprite x offset rendering (fixes small red torch and burning barrel twitching)
Fix issue with bump use breaking on maps with voodoo dolls
Fix issue with emulating vanilla behavior that didn't clear velocity when stuck in walls causing issues with slide moving code
Fix custom map name not taking priority and entertext for changing clusters with mapinfo
Fix minimum x/y velocity to match vanilla behavior
Added sprites and sounds for mbf helper dog
Fix label clear in UMAPINFO
Fallback to status bar background texture (borderflat) defined in gameinfo
Fix issue with two-sided middle walls and texture filtering causing edge pixels to render incorrectly
Fix spawn ceiling being incorrectly applied after initial map start
Fix ordering to set flags first when something dies before setting the death state to match original behavior
Fix index check on setting death state to match original behavior. Fixes 0x0.wad spawn fall objects not being removed.
Fix one-sided walls and flats with null texture rendering (fixes 0x0.wad)
Fix ranodomization for new map starts starting with the same value
Fix two-sided boom generic door specials not being trigger by monsters when blocked (fixes Going Down Turbo MAP10)
Fix flood rendering where flood sides would have gaps
Fix box segment intersection to check for epsilon. Fixes Going Down Turbo MAP12 red key not falling.
Fix door compatibility to always allow clipping through floor regardless of vanilla movement physics setting (fixes Going Down Turbo MAP23 Invulnerability not spawning)
Fix No Rest for the Living to be loaded as a PWAD with Doom 2 IWAD from the IWAD selections screen
Fix weapon offset interpolation to reset when modifying offsets through dehacked (fixes Doom Zero pistol and shotgun jittering)
Set SLIDE and INFLOAT flags correctly for MBF21 flag functions
Fix path reporting of loaded files that were not added with a full path
Fix not being able to search current working directory when launching Helion outside of it's executing directory
Fix various id24 skydef rendering for midtexel and scaling. Sky render mode automatically changed to vanilla when skydefs is encountered
Fix transfer sky specials 171 and 172 to apply Y offset from line
Fix map options not being set from default map (nojump nofreelook etc)
Fix issue where moving sectors may not render when inside a misclassified voodoo doll closet
Fix dehacked weapon ammo use amount
Fix music changes not persisting through successive save games
Fix scrolling floors/ceilings stopping when completes a move special
Fix mouse focus issue when loading/reloading a map
Fix default intermission background images and music for UMAPINFO
Fix bex string parsing for mnemonics that have more than two strings
Fix incorrect dehacked state mapping from cacodemon ball to baron ball (522-526)