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v21.7.0 Stable

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@BLOODWOLF333 BLOODWOLF333 released this 27 Dec 03:49
· 1046 commits to master since this release
  • Brightmaps/Weapons/FlameCannon: Added brightmaps for the Flamecannon from Squig and TypicalSF
  • Sprites/Weapons/FlameCannon: Added new Flamecannon firing frames from Squig and TypicalSF
  • AmmoDroper.txt: Changed the end of the Deselect: state to Stop instead of Wait
  • ArtilleryTank.txt: Changed TankMissile2 DamageType to ExplosiveImpact
  • AssaultShotgun.txt: Removed A_WeaponReady()'s from Altfire state
    Weapon now remembers if slugs are loaded or not when changing weapons
  • BFG10K.txt: Changed BFG10K_Ball DamageType from extreme to desintegrate
  • Blood.txt: Added Mechanical Sanity's Janitor-fix feature
  • BlueGore.txt: Added Mechanical Sanity's Janitor-fix feature
  • Burn.txt: Added A_StopSound to the death states of actors that play the suffering sound
  • Cacodemo.txt: Added Mechanical Sanity's Janitor-fix feature
  • Doomdefs.bm: Added brightmap definitions for FlameCannon
  • DyingGuys.txt: Added A_StopSound to the death states of actors that play the suffering sound
  • Explosives.txt: Added -NOGRAVITY flag now that the Projectile property has been defined
    Changed EnemyTankShell DamageType to ExplosiveImpact
  • GLDEFS.txt: Added dynamic lights to MotherFire and MotherFireTrail actors
  • GreenGore.txt: Added Mechanical Sanity's Janitor-fix feature
  • Helicopter.txt: Changed enemy helicopter rocket DamageType to ExplosiveImpact
  • Labguy.txt: Added A_StopSound to the death states of actors that play the suffering sound
  • Limbs.txt: Added Mechanical Sanity's Janitor-fix feature
    Changed Death.SuperPunch to Death.ExtremePunches in SergeantHead Actor
  • Marines.txt: Set DamageFactors for Desintegrate, Explosive, and Normal to 0.0
  • Meat.txt: Added Mechanical Sanity's Janitor-fix feature
  • Mech.txt: Changed enemy mech rocket DamageType to ExplosiveImpact
  • Melee.txt: Removed Pick state and any jumps to the Pick state (Doesn't work anyways)
    Removed JumpIfCloser(88,"StealthAttack") lines and added StealthKill checks to Fire and AltFire states
  • Minigun.txt: Added A_WeaponReady()'s to Altfire state and button checks for if the fire button is held down during wind-up
  • Motherdemon.txt: Changed the sprites of her groundfire attack for more realistic-looking fire
    Changed death to wait 3 seconds before calling A_BossDeath
  • MP40.txt: Removed A_WeaponReady()'s from Altfire state
  • Railgun.txt: Removed A_WeaponReady()'s from Altfire state
  • Rifle.txt: Removed A_WeaponReady()'s from Altfire state
  • RocketLauncher.txt: Removed A_WeaponReady()'s from Altfire state
  • Shotgun.txt: Removed A_WeaponReady()'s from Altfire state
    Weapon now remembers if slugs are loaded or not when changing weapons
  • SpecialDoom1Bosses.txt: Changed deaths to wait 3 seconds before calling A_BossDeath
  • SSG.txt: Weapon now remembers if slugs are loaded or not when changing weapons
  • SubMachinegun.txt: Removed A_WeaponReady()'s from Altfire state