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