- Sound overhaul, migrated everything to A_StartSound, new sound channels, CHANF_OVERLAP where needed.
- Fancy titlemap (two variants, one based on the ps2 menu, one based on the v222 menu).
- Fully implemented ammo cubes.
- Fixed environment map shaders (incorrect texture coords were being used).
- HUD support for displaying Hexen keys.
- Fixed "has no ammo" messages displaying more often than they should.
- Fixed lack of footsteps with UT physics disabled.
- Sneaky initial Strife compatibility work:
- Impact Hammer will have reduced alert distance.
- HUD support for displaying Strife keys.
- Upstreamed GetClipAmount() from Doomreal, for inter-compatibility.
- Fix missing unique pickup messages for clips and single flak shell.
- Implement ice death support.
- Fix frictionless corpses sliding around.
- Add support for a Red Heretic key, should work with any custom maps that use it.
- Added anti-bd feature, thanks to Skerion for letting me use this hilarious video.
- Fixed missing drown sound for Female skins.
- Added missing Redeemer altfire sound.
- Fix damage scaling of Biorifle alt.
- Flak Cannon altfire has been adjusted so it fires faster and reloads slower, like in UT.
- Voodoo dolls can now produce liquid splashes.
- Pain and death sounds will always be overriden by drowning when underwater, like in UT.
- Add player portraits to each class for the settings menu.
- Adjust AmbientGlow shader to work EXACTLY like in UE1 (don't ask how I figured this out).
- Fix Enforcer sometimes reloading when reloading is disabled.
- Fix Enforcer pickups having no ambient glow.
- Fix Biorifle and Impact Hammer still being able to fire if player died while charging.
- Fix Minigun not shooting bullets immediately on refire.
- Fix Minigun playing unwind animation on death.
- Fix Minigun altfire not triggering while primary was previously held.
- Fix Rocket Launcher fire button handling. You can fire tight wads properly now.
- Corrected Biorifle Glob behaviour, now spawns an initial splash on impact, as intended.
- Rename some textures to fix a small map conflict.
- Prevent the hacky player select See state from being used ingame.
- Increase armor bonus amount per pickup to 5, like in Doomreal.
- Add BasicArmor amount to HUD, for compatibility in case it's ever used.
- Replacements now respect IsFinal.
- Fix alignment of custom usable item icons in HUD.
- Revert to vanilla physics if player is frozen/totallyfrozen.
- Correct water level checks for swimming physics.
- Allow crouch-jumping and crouching while swimming. This goes against vanilla
behaviour but it would break a lot of maps otherwise.
- Migrated screen projection code to libeye.
- Some pickups emit light, like in Doomreal.
- Backported map revealer item from Doomreal.
- Brand new Invulnerability and Night Vision powerups.
- Add option to allow Shield Belt and armors simultaneously.
- Backported armor bonus model from Doomreal.
- Added Dual Enforcers icon for HUD.
- Changed player class names to their character names, like in Doomreal.
- Terrain splashes.
- Translocator doesn't telefrag other players in coop.
- Reduced view shake from Impact Hammer.
- Various other updates and bug fixes.
Got rid of the deprecated Matrix4.GetAxes method. Next step is to get rid of more stuff by migrating to libeye.
Mirrored Translocator model so it shows the actually detailed side. At some point in UT's development it got flipped around for some reason.
Weapon code cleanup (most noticeable on states).
Backported scope shader from Doomreal.
Added optional "dummied out" Sniper zoom sounds from a dubious source.