in Engine, FPS

Raze 1.6.1 released

From ZDoom: link to original post

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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.

Statistics: Posted by Graf Zahl — Sun Dec 18, 2022 12:10 pm — Replies 0 — Views 8