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DOOM Retro v2.3.2

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@bradharding bradharding released this 21 Oct 20:52
· 13794 commits to master since this release
  • DOOM Retro now uses version 2.0.5 of the SDL (Simple DirectMedia Layer) library.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Both DOOM Retro’s icon and splash screen have been redesigned.
  • A bug has been fixed whereby the initialization of DirectInput gamepads was not being displayed in the console at startup.
  • The directional pad on DirectInput gamepads now works correctly and won’t interfere with the other buttons.
  • Invalid characters are no longer displayed in the console or the resulting text file of the condump CCMD.
  • “™”, “©” and “®” characters can now be displayed in the console.
  • Minor changes have been made to text that is output to the console.
  • The palette will no longer inadvertently change when exiting the menu in some rare instances.
  • The con_obituaries CVAR, which enables obituaries in the console, is now on by default.
  • Obituaries are now displayed correctly for monsters killed by a barrel exploding.
  • An obituary is no longer displayed when using kill player in the console.
  • A bug has been fixed whereby trying to change the gp_deadzone_left CVAR would in some instances change the gp_deadzone_right CVAR instead.
  • All sprites, including the player’s weapon, will now be lit correctly when in a sector whose light level has been transfered from another sector. (An example of this is directly beyond the first door in MAP01 of Sunlust.)
  • The following improvements have been made to HacX: Twitch ’n Kill support:
    • The arms background in the status bar is now positioned correctly.
    • There are no longer any green or blue blood splats.
    • Obituaries are no longer displayed.
  • The individual monster kill stats displayed using the playerstats CCMD are no longer incremented in either HacX: Twitch ’n Kill or Chex Quest.
  • Support has been added for Chex Quest 2: Flemoids Take Chextropolis.
  • A bug has been fixed whereby when the player tried opening a locked door that required all six keys, the message displayed would indicate that only three keys were required.
  • The external automap enabled using the am_external CVAR will now be recreated successfully when changing another CVAR that causes the graphics subsystem to be restarted.
  • The vid_motionblur CVAR now has a value of either on or off rather than a percentage, and is off by default. The motion blur effect it enables now better matches the player’s turning speed regardless of the control method used.
  • The additional motion blur effect applied when the player is injured and the r_shakescreen CVAR is on will now only be applied when the vid_motionblur CVAR is also on.
  • The gp_vibrate CVAR that toggles the vibration of XInput gamepads has now been replaced by two CVARs: gp_vibrate_damage for the amount of vibration when the player is damaged, and gp_vibrate_weapons for the amount of vibration when the player fires their weapon. Both accept a value between 0% and 200% and are 100% by default.
  • Gamepad buttons can now be bound to the +back, +forward, +left, +right, +strafe, +strafeleft and +straferight actions.
  • Bound controls are now saved in the correct order in doomretro.cfg.
  • “(BFG Edition)” is no longer added to the end of the window’s caption when playing a PWAD with the DOOM II: Hell On Earth (BFG Edition) IWAD.
  • A bug has been fixed whereby the window’s position wouldn’t be correctly restored at startup.
  • A texture has been corrected in MAP18 of doom2.wad.
  • Follow mode can no longer be disabled while the am_external CVAR is on.
  • When using an automap function while the am_external CVAR is on, its message is now shown on the external automap rather than the main display.
  • Pressing a gamepad button bound to the +clearmark, +followmode, +grid, +mark, +maxzoom or +rotatemode actions now works as intended in the automap.
  • The vid_scaleapi and vid_widescreen CVARs will now be reset correctly when using either the reset or resetall CCMDs.