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Add adaptive rendering option. Automatically swaps between BSP and static rendering when beneficial. Largely beneficial for slower integrated GPUs.
Add Radsuit intensity.
Automatic blood color and fuzz blood options.
Initial support for MacOS ARM64 builds.
Add weapon fire bob option.
Bug Fixes:
Do not clear player velocity when slide movement fails. Matches vanilla doom behavior where players can move out of lines with enough momentum to pass clip checks. (Fixes Hellevator MAP06 start)
Fix paths where checkered null texture would be used for brightmaps on sprites with null texture option.
Fix scrolling floors/ceilings not rendering movement after loading a game in non-UDMF maps.
Fix sounds without attenuation playing at full volume when sound volume is zero.
Fix sounds randomly having old gain values when sound volume is changed.
Fix repeat switch behavior when it starts with the on texture (fixes E3M1 repeat door close switch).
Fix case where skies were excluded from dynamic rendering when sector moves.
Fix incorrect dehacked state lookup for arachnotron RUN7 and RUN8 states. Fixes KDIKDIZD suicide bomber scream.
Fix flats in dynamic render path that were flagged not to render.
Fix crash when trying to copy text to the clipboard in linux.
Fix cases where automap would mark lines that couldn't be seen.
Fix map load crash when trying to load a map with a zero length behavior.
Fix crash when using nextmap command and the next map has a ACS behavior module to load.
Fix A_JumpIfFlagsSet for MBF21 flags that modify entity properties. Fixes Abyssal Apocrypha MAP08 Totem of Resurrection.
Fix inconsistensies between static/dynamic rendering paths.
Add better checks for sprite clipping when not using software sprite emulation. (Fixes Eye Juice Arachnotrons/Medkits floating)
Match frame ticking behavior differences between player and non-player states.
Fix dehacked not setting randomize flag. Fixes Legacy of Rust Calamity Blade firing.
Fix status bars showing zero for chainsaw/fist.
Fix status bar weapon slot condition to correctly check against switched weapon instead of the weapon that's actively being switched to.
Fix status bar uses ammo condition.
Fix BufferSubData call that could write out of bounds on GPU resulting in corrupted/missing walls.
Fix sky geometry holding stale references on map reloads.
Fix rendering issue with lines when changing transfer heights views.
Fix width, speed, and mass properties to default to zero for dehacked instead of using default decorate values.
Fix dynamic sky rendering issues.
Fix full status bar hud in SBARDEF not ignoring offsets for STBAR and correct health/armor number and percent sign positioning.
Misc:
Use DrawArraysInstanced instead of geometry shader for sprite rendering (allows for MacOS support).
Use FramebufferSize in MacOS to fix windowed mode not rendering to the entire window for MacOS.
Add compat option for MbfPlayerMovement.
Improved rendering performance for upper/lower transfer heights views.
Minor improvements to CPU side sprite rendering.
Make RNG method persist in config.
Update ZMusic library
Add MD5 to loaded files in console, always log save file differences when loading incompatible saves.
Don't clear messages when drawing center HUD message.