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1.1.0.0 (Pre-release)

Features:

  • Add Radsuit intensity.
  • Automatic blood color and fuzz blood options.
  • Initial support for MacOS ARM64 builds.

Bug Fixes:

  • Do not clear player velocity when slide movement fails. Matches vanilla doom behavior where players can move out of lines with enough momentum to pass clip checks. (Fixes Hellevator MAP06 start)
  • Fix paths where checkered null texture would be used for brightmaps on sprites with null texture option.
  • Fix scrolling floors/ceilings not rendering movement after loading a game in non-UDMF maps.
  • Fix sounds without attenuation playing at full volume when sound volume is zero.
  • Fix sounds randomly having old gain values when sound volume is changed.
  • Fix repeat switch behavior when it starts with the on texture (fixes E3M1 repeat door close switch).
  • Fix case where skies were excluded from dynamic rendering when sector moves.
  • Fix incorrect dehacked state lookup for arachnotron RUN7 and RUN8 states. Fixes KDIKDIZD suicide bomber scream.
  • Fix flats in dynamic render path that were flagged not to render.
  • Fix crash when trying to copy text to the clipboard in linux.
  • Fix cases where automap would mark lines that couldn't be seen.
  • Fix map load crash when trying to load a map with a zero length behavior.
  • Fix crash when using nextmap command and the next map has a ACS behavior module to load.
  • Fix A_JumpIfFlagsSet for MBF21 flags that modify entity properties. Fixes Abyssal Apocrypha MAP08 Totem of Resurrection.

Misc:

  • Use DrawArraysInstanced instead of geometry shader for sprite rendering (allows for MacOS support).
  • Use FramebufferSize in MacOS to fix windowed mode not rendering to the entire window for MacOS.
  • Add compat option for MbfPlayerMovement.
  • Improved rendering performance for upper/lower transfer heights views.
  • Minor improvements to CPU side sprite rendering.
  • Make RNG method persist in config.