update changelog (#1527)

* Small changes to wording, spelling

* fix Color Keyed Doors choices order

* Update CHANGELOG.md

* priority of the main thread changes only on Windows

---------

Co-authored-by: ceski <56656010+ceski-1@users.noreply.github.com>
Co-authored-by: Fabian Greffrath <fabian@greffrath.com>
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**New Features and Improvements**
* Implement support for arbitrary resolutions. Inspired by the solution in Eternity Engine.
- Resolution scale slider. From 100% (original 320x200) up to native display resolution.
- Dynamic resolution scaling. Automatically changes the internal resolution to maintain a target framerate (display refresh rate by default).
- "Blocky Spectre Drawing" adapted to any resolution. Fixed some visual artifacts.
- Vanilla wipe at any resolution (from Diet Boom).
* Add adjustable field of view (FOV). This uses a 4:3 horizontal FOV that is scaled internally. The default value of 90 is correct for all aspect ratios.
* Integration of the voxel code by Andrew Apted. Support for models in KVX format. Recommended mod: [Voxel Doom II v2.3](https://www.moddb.com/mods/voxel-doom-ii/addons/voxel-doom-ii-with-parallax-textures). Load the ZIP/PK3 file using the `-file` parameter or place it in the autoload folder.
* Mouse controls overhaul.
- Fast mouse polling. Mouse input is sampled per frame instead of per tic. This lowers perceived input lag at high framerates, especially when using a high refresh rate monitor. Toggle with the `raw_input` config setting. Inspired by a similar concept in Odamex.
- Turn and look sensitivity are now consistent with each other (1:1).
- Smoother free look using a solution adapted from PrBoom+.
- Improvements to direct vertical aiming.
* Gamepad controls overhaul.
- Fast gamepad polling. See above mouse details.
- Response curve support. Configurable from 1.0 (linear) to 3.0 (cubed).
- Deadzone support. Stick magnitude is remapped properly for precise control. Two deadzone types are available: axial or radial (default).
- Independent adjustment of forward, strafe, turn, and look sensitivity.
- Optional extra sensitivity at outer threshold of analog stick, with a configurable ramp time.
- Optional diagonal movement correction. Remaps circular analog input to a square to account for Doom's unique diagonal movement.
- "Run" switches between two speeds for turning and looking, similar to existing forward and strafe behavior.
- Axes configuration is simplified to 4 presets (default, swap, legacy, legacy swap).
* Add auto "strafe50" option.
* Menu overhaul. Retains the classic Doom menu, supports original graphics and 320x200 in the revamped Boom/MBF options menu.
- Implement mouse controls for all menu elements.
- Tabs for fast page switching.
- Rearrange menu items for simplicity and faster navigation.
- Don't limit menus to 35 fps.
- Introduce Automap color presets - Vanilla, Boom (default) and ZDoom.
- Don't disable menu items during demo playback.
* HUD widgets improvements.
- Show smart kill count in stats widget (from DSDA-Doom).
- Remove kills percent from level stats widget.
- "Use" button timer.
- Add key binding to toggle level stats and time.
* Integration of the NanoBSP node builder by Andrew Apted. Run using the `-bsp` parameter to fix various problems, e.g. [slime trails](https://doomwiki.org/wiki/Slime_trail) (not demo compatible).
* Implement per-PWAD savegame directories and "Organize Save Files" QOL option. Will be enabled by default if no saves are found in the source port's directory.
* Fade in sounds to prevent clicking. Applies to sounds that start at a non-zero initial amplitude (e.g. all original Doom sounds).
* Apply brightmaps to translucent and translated columns (thanks to @JNechaevsky).
* Adapt Eternity Engine's smooth Automap line drawing approach.
* Add "Blink Missing Keys" option.
* Improve logging to terminal.
* Add ability to set SDL render driver (`sdl_renderdriver` in config).
* Don't autoload from doom-all folder for FreeDoom and miniwad.
* Increase main thread priority when window is visible and focused (Windows only).
* Bring back "Emulate Intercepts Overflow" option to the "Doom Compatibility" menu.
* Apply free look toggle to current input type only. Rename `input_mouselook` to `input_freelook` in config.
* Add `shorttics` config item.
* "Back" key/button also works in the main menu.
* Restore vanilla "Read This!" screens.
* Redo translucency options.
- Rename "Enable Translucency" to "Sprite Translucency".
- Instantly enable/disable translucency for things.
* Show preview of currently selected crosshair in the menu.
* "Run" key/button no longer affects gamepad turn speed.
* Change automap "Flashing Keyed Doors" to "Color Keyed Doors" with "Off", "On", and "Flashing" options.
* Remove conditional disabling of HUD menu items.
* Rename "Forward Sensitivity" to "Move Sensitivity".
* Use `M_OPTTTL` patch for "Options" menu title.
* In deathmatch show "Frags" widget instead of "Level Stats".
* Do not reset chosen player view across levels in multiplayer demo playback spy mode.
**Bug Fixes**
* Fix for Hexen flowing water from DSDA-Doom (fixes midtex bleeding in "Eviternity II RC5.wad" MAP18).
* Fix crash on Chex intermission.
* Report (and secure) `weaponinfo` overruns.
* Fix overflow hiding distant sprites (from DSDA-Doom).
* Fix level stats widget string overflow.
* `IDDQD`: fix reviving if god mode was already enabled (thanks to @tomas7770).
* UMAPINFO:
- Fix music when using `-skisec`.
- Behavior of `endpic` and `secretexit` are now compatible with PrBoom+/DSDA-Doom.
- Fix off-center level names on intermission screen.
- Update forgotten `nextsecret` map entry (fix secret exit in NERVE.WAD).
- Fix episode selection for nightmare skill.
* Automap:
- Do not highlight monster-only teleporter lines.
- Fix initial min/max automap zoom factor.
- Fix key-locked one-sided lines getting colored on automap.
* No horizontal padding for Vanilla HUD widgets.
* Fix `Max Health` setting in Dehacked using vanilla complevel.
* Optimize HUD widget erasing, avoid flicker when screen size is reduced.
* Fix MIDI looping with native macOS player.
* Fix framerate limiter in capped mode.
* Remove SDL renderer option from the config due to poor frame times with Direct3D11. The renderer can still be changed with the `SDL_RENDER_DRIVER` environment variable (works with any SDL2 application).
* Fix HOM line appearing when using various non-standard FOV and resolution values.
* Fix mouse controls in menu on macOS.
* Restore original fix for "garbage lines at the top of weapon sprites". This will help for weapons "wobble" issue.
* Fix status bar height calculation endianess issue.
* Prevent on-death-action reloads from activating specials (thanks @JNechaevsky).
* Fix `HOM` cheat crash.
* Fix drawing "unlimited" thermo values (mouse sensitivity).
* Fix translucent columns drawing.
* Fix `ENDOOM` crash.
* Fix main menu item hilighting for e.g. `hr2final.wad`.
* Fix bottom-aligned widgets being drawn one pixel too high.
* Fix mis-colored blood voxels after invulnarability.
**Miscellaneous**
* Remove non-functioning "interpolation fix" for multiplayer. The `-oldsync` parameter is recommended for uncapped mode at the expense of latency.
* Default player name is "Player". Change using `net_player_name` config setting.
* Limit auto aspect ratio to 21:9.