G4U55

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May 15th, 2019
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  1. Update #1 (1.8.8)
  2.  
  3. • Fix video crash when switching from OpenGL to other renderers,
  4. • Fluidsynth now loads MIDI internally, resolving some instances of user crashes depending on the user's directory name,
  5. • Fix CD audio music not being present when reloading a level,
  6. • Fix MP monster settings not being respected,
  7. • Change "Show Player Weapons" to "Show Player Weapons Overhead",
  8. • Fix armour being affected by friendly fire if friendly fire was switched off,
  9. • Remove the three extra recoil SFX for Cultists,
  10. • Tesla blast projectile now renders as flat - adding custom definition entry for making it always pitch towards the viewer,
  11. • Bug fix with TNT/Spray can disappearing when exploding in hands while on the last ammo,
  12. • Removing the run glitch feature,
  13. • Fixed incorrect negative shade for candles, causing the sprite effect to appear brighter,
  14. • Removed the pre-fire animation for tesla weapon,
  15. • Removed the morphing animation for gargoyle statues,
  16. • Stone gargoyle now uses the correct recoil SFX,
  17. • Lightly Broiled is now always the default selected menu item when entering the difficulty menu,
  18. • Akimbo Napalm weapon now plays the correct firing animation as seen in DOS version 1.21 (was using the old 1.0 one),
  19. • Fix taunting when killing enemies with TNT not working,
  20. • Stop players using power ups when dead,
  21. • Disallow Quickloading if no saves are available to load,
  22. • Fix a bug that caused a crash at the start of Death Wish E2M1,
  23. • Autorun state is now saved between sessions,
  24. • Fix the FoV slider being uncapped when using the arrow keys or controller,
  25. • Key sprites now default to full shade values,
  26. • Importing updated extra voxels,
  27. • Major revision to virtual vram system and shaders. Height is now only padded for wall textures now. Fixes tiling issues with non power of 2 texture widths,
  28. • Padded textures and normal textures are now treated as separate virtual vram entries. Fixes issue with the monolith logo in the save game menu being distorted while in E3M2,
  29. • Concussion damage is now scaled against tick scale, making gibbing to occur more easily,
  30. • Changed jump height for getting out of water back to the original height. This broke E2M2,
  31. • Shade value for walls with back wall swap flag is now accounted for,
  32. • Proper shade and palette values are now inherited from sprite to voxels (they now appear correct in DWE3M1),
  33. • Texture UV mapping fixed for E1M1, E1M2, E1M3, E3M2, E1M8,
  34. • Fix a bug that would allow loading in multiplayer,
  35. • Fix issue when moving between menus if the current selected menu entry is too high or low,
  36. • Players are now always respawned with 100 health, regardless of what the level start has,
  37. • Spraycan and HellHound missiles now deal correct damage type and burn time,
  38. • Tesla weapon now fires one extra projectile at the end of its firing animation,
  39. • All TNT/Prox/Remote/dynamite explosions now play the correct sprite if not colliding with the floor first,
  40. • Fix players being able to cheat to acquire the E3M1 no-civilians-killed achievement,
  41. • Add support for private and friend lobbies,
  42. • Add missing Cerberus electrocution state,
  43. • Jumping boots now negate all pummel (includes fall) damage,
  44. • Make sure zombies are changed into dead actors on death, restores knockback force in the DOS version,
  45. • Add load screen messages when loading fails; allow loading from specific older versions. If, in this case, you want to load saves from the previous Fresh Supply version please type `developer 1` in console, load, save over your old save, then type `developer 0` in console.
  46. • Fixing timing of burn damage,
  47. • Enemies now correctly avoid water,
  48. • Fixing DWE2M1 bug with player start spawns,
  49. • Duplicate addon paths are now checked for,
  50. • Key 7 is now defined,
  51. • Remove a specific voxel on E2M2,
  52. • Scale voxels at the same ratio as sprites,
  53. • Show extra info in lobby list,
  54. • Pressing use now performs a standard hitscan operation. This resolves some issues in DWE1M9.
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