Releases: Helion-Engine/Helion
0.9.1.3
Implemented quick save (F6).
Implemented texture clamping for middle textures.
Fixed crash for reject index check.
Fixed teleport specials to search tag zero.
Fixed menu offsets.
Resolved issue where things were loaded in reverse order from saves (probably only affected boss brain targets).
Added PD_ANY, PD_ALL3, and PD_ALL6 dehacked strings.
Added check for no ammo type. Fixes dehacked weapons that should have no ammo checks or 'infinite' ammo.
Finished implementation of ZDoom skill definitions to be used in game.
Falls back on IWAD filename if not found in MD5 list.
IWAD now works with drag and drop.
Fixed stalagmite lookup for dehacked.
No longer rejects monster closets with plane scrollers.
Empty monster closets no longer show in monsterclosets command.
0.9.1.2
Implemented reject lump for line of sight checks if present.
Added dropped item for dehacked.
Updated cluster checks and added ability to load text from archive entry.
Virtual resolutions now available under the window.virtual options.
Middle view positions for transfer heights are now statically cached. Significant rendering increase for maps that use a lot of transfer heights.
Moved sprite interpolation on the shader. Significant rendering increase for maps with large amounts of sprites on the screen.
Implemented monster closet detection where monsters will run simpler AI routines.
Can be toggled with game.monstercloset.
monsterclosets console command will dump monster closet stats.
Optimized common state changes and lookups.
Cleaned up a lot of new allocations that will prevent garbage collection from causing large frame drops on maps with large amounts of monsters.
Optimized blockmap line checks for faster enemy movement linking.
Optimized box/line intersection functions and cache bounding box.
Optimized BSP lookups to use fixed pointers for ToSector and ToSubsector calls for movement linking.
Fixed A_CheckReload.
Fixed A_KeenDie for dehacked.
Fixed A_SposAttack mapping for dehacked.
Fixed EXPLODE state lookups for dehacked.
Fixed ammo usage for MBF21 WeaponProjectile.
Fixed accel scroller calcuation.
Fixed rendering issue with middle textures and transfer heights.
Fixed snapping issue when looking straight up or down.
Clear alpha pixels when drawing lines that are one sided.
Better automap zoom control.
Fixed issue where rendering buffers wouldn't clear while in automap.
Fixed physics issue when teleporting while sliding against a wall.
Fixed some issues with boom locked door specials.
Fixed issues with stair specials.
Fixed problems with transfer heights rendering with moving sectors.
Updated dehacked sprite lookup for when the sprite name is modified to fix dehacked pickups breaking that are dependent on the sprite frame.
0.9.1.1
Fixed attack sound for melee state.
Fixed sprite clipping issue.
Added dehacked misc1 for modifying weapon offsets. Fixes fast switching in 200 line massacre.
Fixed displacement scrolling special.
Added FOV (field of view) option (render.fieldofview).
Implemented drag and drop file on the exe.
Significant efficiency upgrades for wall scrolling and light changes.
Fixes for transfer floor light sector light changes.
Fixes for dynamic sector changes.
Sector movement that changes sky rendering.
Flood filling for missing upper and lower textures. Flood filling is currently an alpha feature. Can become very expensive on maps with a lot of missing uppers and lowers. Toggled via render.floodfill.
Fixed texture serialization to use name to prevent texture management changes from breaking older saves.
More efficient voodoo doll and inventory handling. Fixes performance issue in wads where voodoo dolls continually attempt to pickup items when the player's inventory is full.
0.9.1.0
Upgraded rendering:
render.staticmode - Enabled by default. Only uploads map geometry to the GPU when changed.
render.blockmap - Enabled by default. Uses the blockmap for rendering sprites and dynamic sectors. When disabled it will use the BSP tree.
render.maxdistance - 6000 by default. Stops rendering sprites and dynamic sectors past this distance.
render.staticlights - Enabled by default. This uploads light changes on the fly to the GPU. Some old integrated cards might hate this for maps that abuse light changes.
General fixes:
Fix for floor triggers not setting sector damage correctly.
Fix for negative blockmap iteration.
Fix for sky rendering case when no upper texture is set.
Updated menu code to use hard-coded item heights for vanilla.
Fixed sector movement bug to stop the movement in physics when past the destination to match vanilla.
0.9.0.0
First public beta