sorry, i somewhat exhausted right now, so no fancy quote or something. just a new public build for you all.
* added some accessibility options (mostly visual for now): you can control light flickering and such, and recolor HUD numbers
* added built-in option to relace vanilla hitscan attacks with fast projectile attacks (see gameplay options menu)
* use texture atlases for some internal fonts (console, menu, etc.)
* it is now possible to recolor fonts to any RGB color (use "\c[#rrggbb]" or "\c[!colorname]")
* oops! reverted destructive VStr "optimisations"; it's a miracle that it worked before (thanks, id0!)
* it is now possible to change default font for menus and help text ("ui_font_xxx" cvars); you can try "consolefont", for example. default is "smallfont"
* don't try to choose best sky portal by screen coords (some skies may disappear in this case)
* added optional underwater distortion shader (a-la Quake)
* added optional Contrast Adaptive Sharpening posteffect shader
* proper clearing weapon psprite offsets on weapon change (fixes rare bug with invalid weapon psprite placement)
* reset texture animations on map restart/reload
* fixed `A_SeekerMissile()` -- it wasn't working at all
* fixed possible infinite loop in texture releasing code
* fixed bug in pcx and paletted tga loaders: color 0 should not be transparent
* new experimental DoomDark lighting mode, it should be closer to Vanilla lighting (thanks, GZDoom!)
* added intermission for Ultimate Doom Episode 4 (from
forum.zdoom.org/viewtopic.php?f=4&t=28110)* switched to "DarkDoom" lighting mode by default
* switched default colormaps for invuln to gold, and for lightamp to green
* added support for DECORATE things like `A_Jump(256, user_variable)` (i.e. decorate uservars can be used to specify state offsets)
* fixed (i hope) recoloring fonts in RGB format (thanks, id0!)
* added several fuzz modes (thanks, GZDoom!); vanilla-like fuzz is default now
* changed masked texture reject alpha, to make bilinear modes look better (thanks, ENEMY!!!)
* added hack to keep last switch sound playing on map exit (thanks, forgettablepyromaniac!)
* non-lightmapped renderers now support overbright
* sounds will move with their respective sources (this fixes sounds of moving 3d pobjs, for example) (thanks, ENEMY!!!)
* better sound origin calculation for sectors and switches
* moved some accessibility-friendly options to separate menu; added options to control/turn off colormap and palette effects
* added accessibility option to control flickering/pulse sector lighting
* added accessibility options to control other light types
* added menu to recolor HUD numbers
* completely rewritten 3d pobj coldet/unstuck code; should be more reliable
* added new thing (9367) to easily create sequences of linked 3d polyobjects
* jumping from the moving 3d pobj will try to retain its velocity (i.e. jumping inside a cabin should work as expected most of the time)
* it is now possible to declare frame range in model definition xml with "end_frame" or "count" (thanks, Lobo!)
* model xml definitions are checked for unknown nodes and attributes
* cvar access from VavoomC code is as fast as accessing other vars now if cvar name is known at compile time
* added some VavoomC code optimisations for vector swizzling
* pinned threads to different CPUs, and switched to intergral timers to get more stable framerate
* fixed small bug in VavoomC parser (it could parse `arr[n]*varname` as array declaration)
* new floating point parser, much faster, and with round-trip guarantee (based on Ryu code)
* show save directory name (hash) in save/load dialogs
* fixed invalid present weapon number highlighting in statusbar (thanks, SilverMiner!)
* fixed invalid local sound position (slight distortion of shooting sounds when quickly moving/rotating)
* added option to select sound resamplter (you can trade sound quality for CPU time, or vice versa)
* more EDGE fixes (thanks, Lobo)
* default screenshot format is jpg now; you can change back to png with "screenshot_type png"; and you can control jpeg compression with "jpeg_quality n", where n is [1..100]
* added `Species` DECORATE property (r/o)
* added `A_CheckForResurrection()` and `A_CheckBlock()` DECORATE actions (`A_CheckBlock()` is prolly very buggy, tho)
* added `+NoInfightSpecies` DECORATE actor flag
* added "Legion Of Bones v1.05" detector (it should work without any additional efforts now)
* properly implemented "+DoHarmSpecies" and "+HarmFriends" DECORATE actor flags
* added built-in option to replace vanilla hitscan attacks with fast projectile attacks (see gameplay options menu)
* less strict number type checking in DECORATE (some int-only math operations will silently convert floats to integers)
* fixed recently introduced segfault with "-nosound", and added "-nosfx" CLI arg (thanks, Remilia Scarlet!)
* fixed wrong internal Z coords for 3D pobjs (thanks, Remilia Scarlet)
* changing floor/ceiling textures on 3D pobjs is working properly now (thanks, Remilia Scarlet)
* added handling of `MonsterHealth` and `HealthFactor` MAPINFO skill defines (done by Remilia Scarlet, thank you!)