From ZDoom: link to original post
Download (OpenGL 3.3/OpenGL ES 2.0 and higher required)This is a bugfix release addressing the following issues:- 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.
Statistics: Posted by Graf Zahl — Sun Jan 08, 2023 3:50 am — Replies 0 — Views 12
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