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0.9.6.0

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@github-actions github-actions released this 01 Feb 09:59
· 589 commits to dev since this release
b7d2310

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)