in Engine, FPS

Raze 1.6.2 released

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