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Optimizations have been made to further improve the overall performance and stability of DOOM Retro, particularly in the handling of large numbers of blood splats.
DOOM Retro’s splash screen has been redesigned.
Minor changes have been made to text that is output to the console.
The CVARs in doomretro.cfg will no longer be reset if DOOM Retro quits with an error during startup in some rare instances.
A bug has been fixed whereby in some rare instances objects would get suspended in midair when the sector they were on lowered.
The last WAD to be opened now prepopulates the File name field in DOOM Retro’s WAD launcher.
The r_shakescreen CVAR has been renamed to r_shake_damage and is now 50% by default.
The screen will now shake when the player is near enough to an exploding barrel. This feature may be disabled using the new r_shake_barrels CVAR.
The following changes have been made to the vid_showfps CVAR:
When both the vid_showfps and vid_vsync CVARs are on, the frames per second displayed will be red if less than the display’s refresh rate.
If the frames per second drops too low, a warning will now be displayed in the console.
If the CVAR is disabled in the console, the minimum and maximum FPS since the CVAR was enabled will now be displayed.
An exec CCMD has been implemented that allows a series of commands stored in a file to be executed at once as if they had been typed in the console individually.
Textures that have patches with negative offsets (such as TEKWALL1 and STEP2) now appear correctly.
A bug has been fixed whereby monsters would continue to fire at the player’s corpse after killing them in some instances.
When the r_dither CVAR is on, multiple translucent wall textures are now visible through each other.
Further improvements have been made to the support of DEHACKED lumps.
Aliases can now be created using the new alias CCMD. These aliases can be entered into the console to execute a string of commands, and are saved in doomretro.cfg.
Small amounts of damage to the player are now more evident.
The total amount of ammo, armor and health picked up in the current map that is displayed by the playerstats CCMD is now correctly reset when the map changes.
The map CCMD now has a random parameter that will warp the player to a random map.
All sky textures with a height other than 128 pixels will now be ignored if specified in a MAPINFO lump.
A freeze CCMD has been implemented that toggles freezing of gameplay while still allowing the player to move around.
A bug has been fixed whereby the , key couldn’t be bound nor unbound in the console.
The bound controls displayed by the bindlist CCMD are now enumerated correctly.