While this was intended to be mostly a bug fix release. There are a few features thrown in here including move/weapon bob lifted straight from ZDoom. It also includes an initial implementation of mouse look via y-shearing (use Tab+M in debug mode to enable), but there's still no z-axis.
The documentation is being updated as I have time (if anyone is willing to help please contact me for a wiki account), but in the mean time here's an interpreted version of the Mercurial log:
- Fixed: Dogs could not walk through open doors.
- Fixed: Angel of Death animation was all wrong.
- Fixed: Angel of Death sounds.
- Fixed: Ubermutant did not sight the player.
- Fixed: Spectres tried to play the wrong sound in Spear of Destiny causing a crash.
- Fixed: Mouse Y axis movement was not clamped resulting in noclip like behaviors.
- Fixed: Use case insensitive file lookups on all platforms.
- Fixed: Offsets in TEXTURES can now be negative.
- Fixed: Clipping of tall weapon sprites.
- Fixed: Sprite mirroring didn't work.
- Fixed: Errors with sounds in The Ultimate Challenge.
- Fixed: Having over 100 health resulted in a crash.
- Fixed: Widescreen display artifacts when too close to a wall.
- Fixed: View window size needs to be even. This fixes some resolutions like 1366x768
- Fixed: Weapon switches were not cancelled at death resulting in possible finite loops.
- Fixed: --file read the second argument after it.
- Fixed: Action pointers now keep track of owner so jumps work properly on weapons.
- Fixed: Monsters that had both a missile and melee attack would not perform the melee attack.
- Fixed: The angle variable in decorate wasn't converted to degrees.
- Fixed: Projectiles didn't play their seesound when spawned.
- Improved VGAGRAPH loading code to guess when finding bogus data.
- Improved location of base data ("IWAD") files.
- Slightly changed the depth fog so that it doesn't fade to black quite so fast. Still doing something completely wrong here.
- The save directory is now configuration directory unless overridden by --savedir.
- Added WolfensteinMonster actor which, if inherited, sets the defaults approprietly for Wolfenstein style monsters.
- Added mouse look. It's a cheat for now since the implementation isn't finished (no z-axis). Use Tab+M to enable it.
- Added weapon and movement bobbing code from ZDoom.
- Added support for binding keys to next/previous weapon.
- Added GAF_NOAMMO for A_GunAttack and duplicated WAF_NORANDOM as GAF_NORANDOM.
- Added A_JumpIfCloser, A_JumpIfInventory, A_TakeInventory, and A_ChangeFlag.
- Added chance parameter to A_ActiveSound (0 = never, 256 = always (default)) use ASP_CHASE to have the same probability as A_Chase. This is useful for Wolfenstein style monsters so the active sound plays correctly. Use A_ActiveSound(ASP_CHASE) A_Chase("*","*",CHF_NOPLAYACTIVE).
- Added meleerange property.
- Added minmissilechance property.
- Added ALWAYSFAST flag since Wolfenstein monsters resemble fast monsters in Doom.
- Added RandomSpawner class.
- Added messagecolors, messagefontcolor, and menuwindowcolors to MAPINFO.
- Added flat and finaleflat support for art screen backgrounds.
- Added entertext, entertextislump, and extertextismessage.
- Notify the user if there are any undefined, but referenced actor types.
- Notify the user if a map is in an unknown format.
- Removed flags from DECORATE that shouldn't be set by the user.
- Removed missilechance (use missilefrequency with a conversion rate of 0.005).