- A bug has been fixed whereby DOOM Retro would crash at startup when trying to run in a screen resolution that wasn’t widescreen.
- DOOM Retro will no longer crash after successive presses of ALT + ENTER to switch between fullscreen and windowed modes.
- Ceilings that use liquid textures will now render correctly.
- An error will now be displayed at startup if a WAD file contains DeePBSP or ZDBSP nodes.
- The
saturationsetting indoomretro.cfghas been deprecated. - A bug has been fixed whereby the shadows of dropped items weren’t also being mirrored when the
mirrorweaponssetting wastrueindoomretro.cfg. - Weapons spawned at the start of a map are now also mirrored when the
mirrorweaponssetting wastrueindoomretro.cfg. - Thanks to some excellent coding from Linguica, entryway and kb1, Vanilla DOOM’s “long wall error” has been fixed.
- Further optimizations have been made to improve the overall performance and stability of DOOM Retro.
- Teleporters in Back to Saturn X are now drawn correctly in the automap before they have been triggered.
- Whether the automap is active or not, and any automap marks, are now saved in savegames. (Note that this change breaks savegame compatibility with previous versions of DOOM Retro.)
- A header comment has been added to the top of
doomretro.cfg, with a note advising to “go to http://wiki.doomretro.com for information on changing these settings”. - The FPS counter displayed when
–DEVPARMis specified on the command-line now won’t be hidden when taking a screenshot, and will continue to update when in a menu or the game is paused. - Diminished lighting from the player has been enhanced.
- Bloodsplats are now only spawned at the same height as corpses as they slide.