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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() and checkFloorHit().
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 from sw_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.