Skip to content

1.0.0.0

Latest

Choose a tag to compare

@github-actions github-actions released this 25 Jul 09:51
· 10 commits to dev since this release
0b729b2

Features:

  • Added "Detailed" HUD
  • Ability to swap between multiple HUD layouts defined in SBARDEF.lmp (Options, or +/- keys)
  • Added Sector_Set3dFloor, Sector_SetFade, Sector_SetLink, and ExtraFloor_LightOnly
  • Added NoiseAlert, Thing_Activate, Thing_Deactivate, HealThing, Thing_Hate, Thing_Raise, Thing_Stop, Thing_Damage, Thing_Move, ThrustThingZ, Thing_ChangeTID, and Thing_SetSpecial
  • Added Light_RaiseByValue, Light_LowerByValue, Light_Glow, Light_Flicker, and Light_Strobe, and Light_Fade
  • Added Sector_SetRotation, Sector_SetCeilingPanning, Sector_SetFloorPanning, Sector_SetCeilingScale, Sector_SetFloorScale, Sector_SetDamage, and Sector_SetGravity
  • Added Line_SetBlocking
  • Added TeleportGroup and TeleportInSector
  • Added Floor_LowerInstant, Floor_RaiseInstant, Ceiling_LowerInstant, Ceiling_RaiseInstant
  • Added Radius_Quake
  • Added feature to show enemy's health in crosshair when targeted
  • Added sound resampler options
  • Added found secret color to automap
  • Added ACS support
  • Added TRAKINFO support

Bug Fixes:

  • Fix nextmap/previousmap breaking on WADs with maps that exit to the same map.
  • Fix thing specials activated on death to correctly target the killer thing.
  • Fix friendly monsters not targeting enemies.
  • Fix line pass through flag to not check line blocking to match boom behavior (fixes Tele-Direct MAP11 elevator).
  • Fix intermission font character width setting. (fixes Tele-Direct intermission font numbers).
  • Fix parsing both UMAPINFO and ZMAPINFO when present. ZMAPINFO takes priority. (fixes Crematomania MAP30 endgame).
  • Fix chainsaw/punch always using zero pitch when autoaim is on and there nothing to aim at.
  • Fix issue with software emulation that would cause issues with sprites rendering over lowers when a two-sided middle wall was set on the opposite side.
  • Fix lite amp goggles/render.fullbright not increasing the light level when using palette color with true color overlays disabled.
  • Fix sprites being generated and duplicated at runtime in true color.
  • Fix font coloring that was rendering dark in menus (fixes Antaresian Reliquary colored font rendering).
  • Fix sky texture not working when it's not in the texture namespace.
  • Right-extend "block" characters in ENDOOM to emulate VGA "line graphics enable" mode.
  • Fix A_Refire not calling noise alert.
  • Match Doom behavior in the thing tick function that wouldn't advance the state for zero duration frames and leave them in a -1 loop.
  • Fix PNGs with fully transparent pixels loading colors that causes rendering issues when used with texture filtering.
  • Fix spawn blood to use hard-coded vanilla frames when dehacked is present.
  • Fix tracer lines drawing over sprites with software emulation.
  • Fix to match boom behavior to parsing dehacked integers with failures defaulting to zero.
  • Fix SBARDEF crash when children element was explicity set to null.
  • Fix dehacked dropped ammo types only giving half ammo.
  • Fix "Compact HUD" (Tate/Portrait Window) behavior for SBARDEF.
  • Fix cycling order with SBARDEF.
  • Fix mono spaced font width rendering in SBARDEF.
  • Fix hud transparency config option not working with SBARDEF.
  • Fix monster closet setting for monsters resetting on map loads.
  • Support multiple boss death triggers. Fixes Crate Expectations MAP07.
  • Fix new dehacked definitions to default height to zero. Fixes Eye Juice ceiling light offsets.
  • Fix A_MonsterBulletAttack, A_MonsterMeleeAttack, A_WeaponBulletAttack, and A_WeaponMeleeAttack to use default parameters when not specified from dehacked instead of checking for zero to match other ports.
  • Fix rendering issue with vertical scrolling two-sided middle textures.
  • Fix line scrolling using boom accel model not loading correctly from save.
  • Fix monsters not activating secret door lines.
  • Add new specials to the end of the list to match Doom behavior.
  • Fix issues with negative Y scaling for middle textures.
  • Fix issue with berserk taking priority over damage when berserk intensity is zero with palettes.
  • Fix ZDoom brightmaps from GLDEFS not using the full path for map. Fixes bmplus_spritefix.pk3 incorrectly pulling Heretic sprites when using Doom1/Doom2.
  • Fix demos not saving.
  • Add mbf telefrag compat option. Fixes MBF maps in the MAP30 slot that expect things not telefrag when teleported.
  • Fix intermission considering wide patches as fullscreen (fixes doghouse MAP11 intermission offset).

Misc:

  • Refactor of old Status Bar renderer to data-driven SBARDEF format.
  • Add suicide message.
  • Add average scrolling for things in multiple scroll sectors to match UZDoom for appropriate UDMF namespaces.
  • Log config file path to console.
  • Add color to mark player special trigger lines in automap.
  • Verify file order in saves and include more detail on why a save is incompatible with the loaded files.
  • Update TBOs that use RGB32F to use RGBA32F for 3.3 cards that were never updated to support ARB_texture_buffer_object_rgb32.
  • Use colormap index one for lite amp goggles instead of zero to match original doom behavior.
  • Removed sprite overlap code from CPU and use sprite detph bias on GPU instead to fix z-fighting.
  • Add support for transparent rendering in static shader.
  • Add pool for entity sprite VBO/VAOs to fix stutter when encountering a new sprite to render.
  • Update order independent transparency weight to be more stable across a higher range.
  • Use ColorAdd render style for Revenant fireball to match UZDoom.
  • Always load Helion's minimal and detailed HUDs when loading a mod that loads an SBARDEF.
  • Replace checked-in binaries for SDL, OpenAL-Soft, ZMusic, and GLFW with Nuget packages built via GitHub pipeline
  • Update SDL dependency to 2.32.10
  • Update OpenAL-Soft dependency to 1.25.2
  • Update SDL controller database support file (for button mappings, etc.)
  • Improved performance for A_KeenDie and A_BossDeath functions for extreme cases like 100krevs.wad.
  • Add support for Always On/Always Off in compatibility options. These values will never be changed by Helion when setting a complvl.