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v0.1.3 — Classic spectre fuzz and browser VSync
Spectres now retain Doom’s 320×200 fuzz grain at every resolution, using the original offset table, column sequencing, neighbor feedback, and WAD COLORMAP row six. Fuzz shading runs on a small GPU layer before scaling to the framebuffer.
Sprites, masked textures, and spectres now interleave by depth. A spectre behind an enemy no longer blurs that enemy, and each spectre samples the scene behind it, including farther spectres.
Browser rendering now uses VSync by default. The separate 75 FPS WASM sleep throttle is removed; Doom simulation remains at 35 tics per second, and -no-vsync remains available.
Validation: full Go test suite; real GPU/software framebuffer comparisons for Doom and Doom II; regression checks for foreground enemies, alpha holes, overlapping spectres, palette/gamma shading, and fixed fuzz grain across resolutions. Feedback interrupted by wall clipping remains approximate.
Desktop downloads include the shareware IWAD and General MIDI SoundFont. The WASM archive includes the matching browser build, and SHA256SUMS covers every archive.