- Blood: instead of messing around with the damage factors when toggling god mode, let the game check the actual god mode flag itself.
- Blood: fixed cl_autorun affecting bobbing intensity even when no movement takes place.
- fixed model rendering.
- Duke/RR: Selecting the alternative weapon must set the proper bits in 'subweapon' to allow proper cycling. Fixes #182
- weaken the reverb in Duke. Unfortunately the entire thing is very poorly defined, not setting it for sectors but for sprites with a distance. But some of these sprites cover non-reverb sectors as well and this can produce some ugly sound field in spots where this isn't wanted at all.
- Exhumed: Use JSON for savegames.
- add back the missing secret hint notification calls for Duke/RR.
- Blood: There's some bugs that allow a secret to be triggered multiple times. However, since the hint system already knows which secrets were triggered, use that info to avoid retriggers. Fixes #206
- Blood: Force synchronised input while a revolving door is busy/in-use. Fixes #205.
- Exhumed: removed limits for most monster types by storing their work data in a dynamic array.
- use stricter checks when trying to levelwarp. If saving is blocked, so should changing the level. Fixes #204.
- added interpolation for texture scrollers and Duke's wave floor effect.
- make sector and wall panning variables floats and added some convenience wrappers to allow interpolation on them.
- cross-game, serialization-friendly and pointer free interpolation implementation.
- Blood: handle super secrets properly in the statistics display. Fixes #198
- SW: silence an apparently misplaced ambient sound in level 9.
- SW: Fix ladder angle issues. Fixes #197.
- Exhumed: added a countdown display for the magic spells in the fullscreen HUD.
- Exhumed: Switch sounds must use CHANF_LISTENERZ because they use no z-coordinate for their position.
- Exhumed: fixed typo in player taunt code making the taunts not play
- Exhumed: fixed positioning of the player's scream sound. This was played on the wrong actor - the calling code passed 0 instead of the player's actual sprite index.
- port from NBlood: Show all available powerups in HUD.
- Duke WT: attenuate sound volume when commentaties are playing
- SW: clear one-sided flag for certain items, like keys and medikits. Fixes #173.
- fixed weapon cycling in Exhumed. The sword was checked for ammo (and failed) and wraparound was not handled. Fixes #193
- RRRA: fixed progression from E1L7 to E2L1 plus a texture related crash. Fixes #189.
- Duke World Tour: Exiting E1L7 should go back to E1L5. fixes #187
- make sure that all of SW's sound function check SoundEnabled().
- RR: Give ammo for the secondary ripsaw mode when picking up the weapon in standard RR, too.
- Exhumed: Get GOG music playing without any user intervention required.
- Add registry detection for Powerslave/Exhumed from GOG.
- use JSON based savegames for Blood.
- Duke: fixed parsing of overlong CON identifiers. This makes Borg Nukem work again.
- fixed crosshair scaling in Exhumed & the other games.
- Duke: use original colors for inventory status display while retaining the percentage-based coloring.
- fixed hires texture replacements for 2D rendering.
- use correct CVAR for menu's statusbar scale setting. Fixes #169
- fixed crosshair setup. Fixes #168
- SW: fixed episode menu display. The subtitle needs to use the game specific drawer, not the generic one. Fixes #162
- Exhumed: Fixed issues with LEV20 energy towers in #159.
- c_notifybuffer.cpp: Center and pulse text for all RR games in
DrawNative()
. Fixes #163. - Blood: Don't let Caleb's voice overlap if spamming the use key on a locked door. Fixes #113.
- Exhumed: Add crouch toggle mechanism.
- Blood: Add crouch toggle mechanism. Fixes #151.
- Duke/RR: Completely revamped vehicle mouse/controller input.
- Original algorithm now used purely for keyboard input only.
- Mouse and controller input is no longer a scaled double version of the keyboard input.
- Mouse input is the square root of the base angle adjustment (20) multiplied by (mouse input divided by the input scale factor). As such, mouse input is completely consistent between synchronised and unsynchronised input.
- Controller input is base angle adjustment (20) multiplied by itself.
- Renamed
turnl
/turnr
variables tokbdLeft
/kbdRight
respectively. - Fixed issue where
p->TiltStatus
wasn't being backed up inboatApplyTurn()
.
CONTROL_GetInput()
: Reverse polarity of dx/dz and updateprocessMovement()
appropriately.- Exhumed: Skip over weapons owned but without ammo when doing
WeapSel_Next
/WeapSel_Prev
. Fixes #148. - Exhumed: Move bullet puff animations up by 4096 units to give the illusion of more accurate aiming. Fixes #149.
- Duke: Fix missing ammo counter on modern HUD for WT's flamethrower. Fixes #156.
- Exhumed: Fix issues on start of Level 20.
- RRRA: fixed vehicle collision with psychedelic cactuses.
- cap the frame rate of RRRA's cactus drug mode. This was running at full render speed and not synced with the game's play ticker.
- changed how RRRA's psychedelic cactus handles the projection. This fixes issues with occasionally passing a bad matrix.
- changed Duke/RR palette handling to only retrieve the currently active palette right before rendering.
- fixed some issues with WW2GI event calls.
- internal refactoring of Duke/RR code for later scripting export.