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v0.1.8 — Weapon, HUD and power-up accuracy

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@Distortions81 Distortions81 released this 14 Oct 19:45

Modern camera bob now evaluates the classic phase formula continuously at any display frame rate. Modern Options adds independent camera-bob and weapon-bob switches, persisted across desktop and browser sessions.

Weapons and HUD now preserve classic fractional poses, attack/death positioning, patch sampling, lighting, key artwork, multiplayer player backgrounds and frag counters. Power-up rendering corrects PLAYPAL damage/bonus/radiation flashes, infrared and invulnerability priority, and invisible-weapon fuzz.

Modern rendering keeps its intended smoother motion and scaling while fixing resolution-dependent weapon brightness, native fullscreen weapon placement, and dark native crossfade edges. A normalized artwork comparison checks accuracy without demanding pixel-identical modern rasterization.

Validation: 3,401 classic presentation captures match exactly across Doom I/II; 1,224 Modern weapon comparisons pass the documented sampling allowance; 216 Modern CPU/GPU world views pass the existing error budget. Full Go tests, native HUD/power-up/gamma/lighting/crossfade checks, comparison-harness tests, and desktop/WASM builds pass. These checks have bounded coverage and do not certify every gameplay scene.

Multiplayer clients and servers must update together because the authoritative snapshot schema now retains weapon poses and skull-key variants. Save version 28 reads versions 26–27; keyframe version 15 reads versions 13–14. Reload an existing browser session before joining multiplayer.

Desktop packages use the standard Ebitengine renderer; the optional Raylib executable remains a separate source build.

Source: b0507f730dacc7e27baee6162deeff51af6ac0cd (clean main, tag v0.1.8).

Known validation issue: the separate vulnerability scan still reports the same ten Go 1.26.6 standard-library findings as v0.1.7, with no new finding IDs. Toolchain/dependency remediation is outside this presentation release.