![]() complete transfer of vk_hdr fix from gzdoom (was missing the shader component).This simply works much better, transitioning from above water to underwater and vice-versa is interpolated, smooth and seamless. Duke: Call movetransports() before processing any player movement.Improved crosshair drawing that factor's in look_ang better I've had stashed away for a little bit.Duke: Increase the precision of the angle in handle_se00().try to address some occasional crash with chickens on the bowling lane.RR: initialize the bowling lane displays after loading a savegame.Draw crosshair at 1:1 scale when crosshairscale is 0, just like GZDoom.Make crosshairscale slider match GZDoom, including allowing it to slide down to 0 for unscaled.Fix IWADBoxCallback() and MENUDEF setup for GLES backend.I'm guessing the nWalls < -1 is a typo, and it should have been nWalls <= -1 all along. Exhumed: The ObjectList was not properly garbage collected.The same code was correct in the RR variant, so it just got copied over. Duke: fixed flames not being floor aligned.Duke/RR: fixed floor alignment of flames in sloped sectors.This also adds missing interpolation for this case. fixed bad direction setup for vertically moving SE 0.fix initialization issues with a few serializer functions.Exhumed: allow Anubis to get out of the walking state if he loses his target.The one for the gill beast was particularly bad. fixed velocity handling in a few enemy swimChase functions.This somehow get lost when the code was moved out of clipmove into a separate utility function. added a - sign to FindBestSector' default return.Fix pitch direction for controller input.Blood: fixed 3 places where 3D distance was used but 2D should have been. ![]() This is a bugfix release addressing the following issues:
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