- Reduce number of collectibles (some might come back in the future).
- Merge both DLC weaponsets into one, removing redundant weapons.
- Readjust prices of some items.
- Initial work on collectibles (currently Frispy Corn is done).
- Added bigfont for main menu, based on Source Han Sans.
- Reduced default HUD margin to 10.
- Added blob shadows.
- Added precise crosshair drawing.
- Tweaked decals, imported more stuff from UT.
- Swapped the Ynykron impact decal for something better.
- Fixes to slope alignment code.
- Implemented headpats for MBF Helper Dogs and Cacodemons.
- Implemented partial HDoom support, with love and headpats.
- Fix various string functions breaking on unicode.
- Added cracktro-style text scroll to Titlemap.
- Fixed handling of healthbars for friendly monsters.
- Workaround for maps that use the old author name hack (" - by: " separator).
- Fixed Silver Bullet not autoswitching on first pickup.
- Fixed misalignment of Silver Bullet zoomed aim.
- Silver Bullet is unchambered on first pickup, consistent with Candygun.
- Adjusted collision sizes of all items across the board.
- Implemented "Use To Pickup" to work around any issues introduced by the previous change.
- Swapped CHANF_LOOPING for CHANF_LOOP in many cases, this was a typo.
- Tweaked Biospark arc lengths, for balance and higher performance.
- Fix misaligned fire offsets of some weapons (most noticeable on Wallbuster).
- Prettified the loading disclaimers for BD and HDoom.
- Add pickup flash to all items.
- Add custom key models for Doom and Heretic.
- Fix blown kisses giving you "need key" messages.
- Fix worn armor and embiggeners not being removed on scripted inventory resets.
- Remove all references to the no longer planned Radio.
- Workaround for gzdoom devbuild quirk where MenuSound changed its argument type.
- Added timezone to fake clock.
- Fix some times and dates in said clock.
- SWWM blood now also hits ceilings.
- Added default properties to DLC ammo and weapon stubs.
- Lore entries for collectibles and dlc weapons (incomplete).
- Massive amount of typo fixes across the board.
- New fun options implemented (omnibusting, unlimited fuel, party time)
- Biospark Carbine gets a requested nerf
- Candygun combo fire has been buffed (watch out for that splash damage)
- All powerup effects are additive (stacc 'em)
- Automap hud respects gzdoom's cvars for toggling certain elements
- Automap hud shows stats and times in gold when 100% / under par
- Weapons and ammo are no longer affected by skill amount modifiers, for balance (and to avoid any weird glitches)
- Sorting improvements for menu (weapons by slot, ammo by weapons, other items by value, etc.)
- Grilled Cheese Sandwich now saves you from lethal falls properly
- Blown kisses instakill nazis
- Added non-violent Keen replacement (based on "Less mean-spirited Keen replacement" by SiFi270)
- Added gib deaths for hell nobles, pinkies, cacos, revs and viles (sprites by Amuscaria and Ryan Cordell)
- Blown kisses can activate use switches
- Gestures can be chained by pressing a gesture button while another is playing
- Fixed Grilled Cheese Sandwich not avoiding telefrags properly (now also works with voodoo dolls)
- More precise weapon kill tracking (fixes some ragekit quirks)
- Merge both DLC weaponsets, removing redundant weapons (see FuturePlans.md)
- Discarded some collectables for the next updates, to save time
- Preparation work for collectables update, including some (partial) lore files
- Remove ammo fabricators from store, makes no sense to have them when you can just buy ammo directly
- Cosmetic Boss Brain sprite replacements, just for fun
- 10 more intermission tips, because yes
- Added option to reduce distance at which enemy healthbars are picked
- Various minor bugfixes and adjustments (and also some tiny typo fixes)
- Ragekit now heals over time and with each hit (so it's more rewarding to go wild)
- PNG optimization pass (again lol)
- Fix crouched gestures having no facial animation
- Fix lore library being empty (oops! put '!=' where I should have put '==')
- Lore library entries are now alphabetically sorted in post, to prevent weird nonsense with localization
- Adjust various CheckSight() calls to prevent potential rare desyncs
- Adjust how FlashPlayer() calls work to potentially prevent desyncs too
- Fix player saying combat start lines when enemies aren't even visible
- Crouched gesture animations.
- Proper crouch-jumping (now always enabled).
- New fanart by Endie.
- Swimming animations (also used by flight).
- Hexen-style startup screen.
- More model cleanup.
- Prevent Wallbuster reload menu from opening on intermissions.
- Intermissions now only handle fire and use for advance, to prevent some lil' accidents.
- Holding altfire on intermissions hides ui elements, so the bg is fully visible.
- Begin writing lore for collectibles (these will come in a couple updates).
- Fix fuzz shader being affected by texture upscaling.
- Enemies with >=1000 starting hp also can drop golden shells.
- Explodium Gun no longer shows with a "1x" prefix on menus when single.
- Player animation transition tweaks.
- Quick Grenade function added.
- Blow Kiss gesture added (+score bonus).
- Fix Hellblazer not autoswitching ammo on empty reload.
- Fix Eviscerator chunk glows not dying with the chunk itself.
- Fix give cheat giving excess powerups/weapons inflating your score.
- Fix dashing over bridge actors.
- Fix dual Explodium Guns not autoswitching to single when dropping one from the inventory menu.
- Adjust manual reload priority for dual Explodium Guns (gun with less bullets left will be reloaded first).
- Add default binds for all actions.
- Extend enemy drops setting to add an ammo-only option (which is now the default).
- Add stats tracking for buttslams, plus a +300 score bonus.
- Add obituary for buttslams.
- Add stats tracking for total items and secrets found.
- Add stats tracking for teleport distance (not usable yet until next gzdoom).
- Refactor stats tab main section a bit to make it easier to extend.
- Prettified version string colors a bit.
- Increased width of intermission tip textbox to reduce line count and prevent overlap with the stats on certain resolutions.
- Turned the tag fallback string into a constant, for the sake of cleaner code. Now there's only one instance of AWESOME IT'S PENIS in the code.
- Adjusted classname beautification function, should handle very exotic names better now.
- Fix score being reset on coop respawn.
- Remove slight vertical offset of ground dash, not needed when we have NOFRICTION.
- Disable stair downstepping while dashing.
- Add crit sound for buttslams when they kill something.
- Clean up some more stuff on map transitions (e.g.: dash/stomp canceling)
- Korax messages show with a colored name now, for zazz.
- Removed hitscan parrying, as it's odd and unpredictable.
- Adjusted how wall detection works in dashes, should work better with stairs.
- Allow down-dashes in mid-air when jumping is disabled, so you can still groundslam.
- Lightweight Tick() for smoke and debris (has some glitches I gotta figure out).
- Add option for buckshot to gib (on by default).
- Clips are replaced by shells again.
- Increased look sensitivity when crouching with Silver Bullet.
- Fix 3D floor handling of nonsolids.
- Fix combat trackers not updating their position when an actor changes height while stationary (e.g.: crouching players).
- Tweaked health item values.
- Allow Sandwich to save you from the Ynykron (usually).
- Tweaked ammo availability again.
- Disable ammo and weapon drops from enemies (can be re-enabled).
- Adjusted refire behaviour of Biospark Carbine.
- Tweaked the sizes of some pickup models.
- Wallbuster gives only 5 ammo on pickup.
- Tweaked score values for more balanced progression.
- Overkill bonus also includes enemies that take twice their base health in damage (as was intended)
- Add a reminder for myself to add wall collision to dashing.
- Split off big code files for easier navigation.
- Moved DoExplosion and DoKnockback to the SWWMUtility class.
- Removed DoBlast as it is no longer used, having been replaced entirely.
- Finalized Mag Manager:
* Implemented partial mag loading for Silver Bullet and Candygun.
* Show spare bullets on ammo displays of Silver Bullet and Candygun.
- Rebalanced Eviscerator and Hellblazer damages.
- Adjusted Dragon's Breath damage and effects.
- Adjusted ammo spawns again.
* Reduced shell spawns, as they seemed to max out too quickly.
* Added "intermediate" bundle spawns for Eviscerator shells, Hellblazer missiles and Silver Bullet / Candygun rounds.
- Doubled max ammo of Biospark Carbine.
- Biospark beams no longer spawn arcs near their start point. This should reduce the likelihood of self-damage.