- FString fixes.
- call FullGc twice, because once does not seem to be sufficient anymore when the object system is shut down
- respect i_pauseinbackground setting
- SW: cleaned up SlopeBounce and fixed some bad math.
- Exhumed: account for rounding errors in MoveSectorSprites
- ignore executable files in a zip's main folder when checking for mod content in a subdirectory.
- Duke: Fix bad setup for stopping Duke's scream when putting the jetpack on.
- Duke: Additional fixes for
alterang()
. - Blood: Fix bad spawned actor angle for
actFireMissile()
. - Blood: Ensure actor's XY pos is updated before calling Z slope utils.
- SW: do not double interpolate sectors that are both part of a sector object but also have a global interpolation attached.
- Default initialise
g_nextskill
to-1
so maps loaded directly from the command line load with the game's default skill. - fixed autoload setup for the full Duke World Tour version.
- Fixed custom height and width not saving.
- Ensure the viewport's aspect ratio is factored into the HUD's aspect ratio.
- Blood: Fix some nullptr issues in
checkHit()
andcheckFloorHit()
. - SW: Fix tank track velocity.
- SW: Fix tank tracks not working.
- SW: Fix issue with RC tank in $seabase.
- SW: Add inertia correction to
PlayerWarpUpdatePos()
. - Add support for Blood: Cryptic Passage via
CRYPTIC.SSI
file. - SW: Repair whoopsie in
BunnyCheat()
. - Duke: Ensure that the expander hitscans when autoaim is "hitscan only".
- SW: Restore two original cheat codes lost long ago.
- SW: Remove
CVAR_SERVERINFO
flag fromsw_ninjahack
and take them out of the global space. - SW: Only bring the weapon back up after doing chops if not on a vehicle with a weapon.
- SW: Fix clipmove call within
DoPlayerMoveVehicle()
. - SW: Fix two bad calls to
pushmove()
where a fixed point adjustment was used. - fix math error on ARM architectures
- Blood: add all statically stored EventObjects to the GC processor.
- fixed: when deactivating the app, pausing the sound system should not depend on the game's internal pause state.
- fixed ESC pressing on Duke's monitors.
- Blood: relax range check in AlignSlopes. This now checks the full range of the wall array and if outside just does nothing. E2M6 has a bogus value for this feature that asserted with the old check.
- Blood: fixed blood splats being spawned in the wrong place.
- Blood: fixed 3 places where 3D distance was used but 2D should have been used.