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- Patch Notes for Update #2 (1.9.5)
- --------------------------------------------
- Gargoyle Statues can be moved and bleed when shot,
- Ecto Skull Projectile is now transparent,
- Reflection effect appears on player when picking up the reflection powerup,
- Fixed bug with pressing use on wall sprites very close to the wall (fixes some issues in Death Wish),
- Crash fix for Bloody Pulp Fiction mod,
- Phantasm bleeds when shot,
- Fixed bug with pressing use on wall sprites with flip-y flag set. Fixes issue in DWE3M6,
- Support for unused dude actor types,
- INI parsing system now replicates Monolith's implementation (fixes numerous issues with user INIs),
- Full rendering support for wall type 501,
- Bug fix with Fat Zombies not seeing the player at the beginning of DWE3M2,
- Sounds played by QAV animations now assigns to channel 16 and up - fixes some problems with them cutting off Caleb's speeches,
- Reverse search order for linked sprites to sector stacks. Fixes DWE1M3,
- Reversed CanSee ray direction for CheckProximity - fixes proximity behavior,
- Fixed incorrect impact fx on vector firing on mid-textures via overpicnum,
- Jump Boots now protects against pummel type damage,
- Fixed crash when dropping items not defined in definition system,
- Fixed issues when interacting with usable walls and sectors marked as ‘pushwall’,
- RFF system is no longer case-sensitive when looking up data entries,
- Dude sprite types now activates when receiving the TOUCH or PUSH command,
- Dude sprite types now applies BLOCKING/HITSCAN/INTERACT flags on spawn,
- Player can now interact with stone statues,
- Corrected the bounceDamage factor for Spiders (was 1200 instead of 1600) which result in premature fall damage when they fall near the end of e2m7,
- New actor flag for not dropping items/keys (Cerberus fix),
- Various misc. Fixes involving Hitscan and Vectorscan,
- Start/End parameters for the CanSee function has been reversed - fixes MANY behavior problems,
- Fixed damage sectors not immediately damaging player on land impact,
- Fixed scroll floors/ceilings in wrong direction in E2M6,
- Fixed code to determine if wall should have decals (using proper logic now). Fixes decals not showing up in many areas in E1M1,
- Fixed up A LOT of the Cultists behaviors. Only use a 2D hitscan vector for determining sightlight checks instead of 3D. Fixes several problems,
- Cultists now play Gib SEQ based on type,
- Cultists and Earth/Axe Zombies now ignore damaged based sectors (fixes AI issue in DWE1M1),
- Proximity range for prox mines is now correct,
- Fixed issue with gib objects and other types from spawning two of the same item,
- Fixed a typo with Exp_Dynamite_Wall, resulting in no SEQ from playing when invoked,
- Minor bug fix with the CanSee function. Fixes an issue in DWE3M2,
- Art tile animation is now randomized for oscil,
- Fixed mouse not working on main menu after loading lower saves,
- Audio velocity option is now saved to config,
- Player no longer falls while dead in water,
- Camera no longer toggle chasecam while in menu,
- Map markers now show with an exclusive cheat (new cheat code: OAKISLAND),
- Can now switch weapons during any point of the gun's state that isn't lowering or holstering,
- Fixed a bug where explosion objects would persist due to bad underflow of xSprite's data1 and data4 members,
- Fixed hitscan wall detection and wall UV mapping,
- Added scale console variable for the weapon wheel. Set g_weaponWheelScale in the console to change it (defaults to 1.0),
- Changed player jump boot height to 24.0. Makes it easier to reach the rooms in BB1,
- Bug fix with wall unlock commands sending a ON command,
- Support for padlock actor,
- Allowed loading of all old (day-0 public build or later) saves.
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