Restore weapon precaching.
Add precaching for gesture items.
Fix broken physics of light actors.
Add light actor physics to confetti.
Fix composite items not keeping their tracers on travel.
Fix ground distance reporting meters when it should be showing kilometers.
Reattach player shadow on travel.
Fix tip 37 erroneously listing slots from 6 and up as FOILINVUL when it should be 7 and up.
Frantic attempt at preventing desyncs by adding "FloatBobPhase 0" to a lot of actors.
Boss brains count towards kills (prevents players from getting an "all kills" bonus without having actually beaten the boss proper).
Befriended monsters activate their death specials, if they have any.
Add colored icons to monster tags to denote bosses and friends.
Minigames will be part of a second free DLC update.
- Fixes end cutscene in Spooktober, and other cases where the player would be frozen but made to autowalk.
- Also fixes preserving dash while frozen (this was definitely not intended).
- 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.
- Add models for debris, akin to DT chunks.
- Eviscerator chunks have a glow sprite like in DT.
- Fix potential palette light crash under very special circumstances.
- Double range of Ynykron altfire explosion.
- Reduce Ynykron vortex lifetime (grows quicker), and reduce mass gain from kills by 40% (allows it to suck in a couple more enemies in hordes).
- Adjust v-field compression formula for Ynykron vortex.
- Reduce max blockmap iterator range of Ynykron vortex, should perform slightly better (maybe) on large maps.
- Fix Ynykron altfire beam clipping through the world due to incorrect offsets.
- Adjust Golden shell explosion propagation math.
- Omnisight doesn't increase the item detection range (clutters screen too much).
- The people have spoken, build only PK3 for releases from now on.
- 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.
- Refresher heals 100 points on activation, regen gives another 100 spread out for 50 seconds.
- Refresher ONLY activates on critical damage.
- The other health items don't autoactivate if the player dies.
- Overhealing above 200 points will gradually lower (faster if above 500).
Other changes:
- Used DTA_WindowRightF where possible for smoother UI bars.
- 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.
Rebalanced Hellblazer.
Rebalanced Biospark Carbine combo.
Hellblazer Crackshot sub-grenades home in on bounce, as was intended.
Added zoom blur when dashing.
Added option to use a big font for targetter labels.
More robust ui<->play communication for Demolitionist menu actions.
Increase fuel regen rate.
Disable GZDoom's built-in back button on Demolitionist Menu, since in some cases it can render the top left of the menu inaccessible.