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Update releasenotes.md
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bradharding committed Oct 25, 2024
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* A bug is fixed whereby the player’s path would stop being drawn after the player teleported and the `am_rotatemode` CVAR was `off`.
* A bug is also fixed whereby the player’s path would display incorrectly at the start of a map in some instances.
* The fuzz effect from spectres and the partial invisibility power-up now:
* Doesn't cause the status bar to bleed into the player's view while the console is open.
* Doesnt cause the status bar to bleed into the players view while the console is open.
* Freezes along with everything else when freeze mode is enabled.
* Flying monsters no longer nudge corpses beneath them when the `r_corpses_nudge` CVAR is `on`.
* Scrolling textures are now smoother when the `vid_capfps` CVAR is a value other than `35`.
* The interpolation of moving floors and ceilings is now smoother in some instances when the `vid_capfps` CVAR is a value other than `35`.
* Semi-colons are now parsed correctly when using the `alias` CCMD in the console.
* All actions can now be bound to a second key using the `bind` CCMD in the console.
* If the key bound to the `+followmode` action is bound to another action, pressing that key now works outside of the automap.

![](https://github.com/bradharding/www.doomretro.com/raw/master/wiki/bigdivider.png)

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* If `extras.wad` is found alongside `DOOM.WAD` or `DOOM2.WAD`, it is now autoloaded, and [Andrew Hulshult’s](https://www.hulshult.com/) *IDKFA* soundtrack is played instead of the regular MIDI music.
* Minor improvements have been made to the support of [*REKKR*](https://www.doomworld.com/idgames/levels/doom/megawads/rekkr) and [*REKKR: Sunken Land*](https://store.steampowered.com/app/1715690/REKKR_Sunken_Land/).
* The `STTMINUS` lump used in the status bar and widescreen HUD when the `negativehealth` CVAR is `on` and the player is dead, is now positioned correctly in instances where its vertical offset is missing.
* A bug is fixed whereby a string CVAR couldn't be changed in the console to the same string but with a different case.
* A bug is fixed whereby a string CVAR couldnt be changed in the console to the same string but with a different case.
* The length of the `playername` CVAR is now limited to 16 characters.
* Blood splats now move with everything else on *BOOM*-compatible scrolling floors.
* If the `+alwaysrun` action is bound to the <kbd>CAPSLOCK</kbd> key, and the `alwaysrun` CVAR is `on`, the <kbd>CAPSLOCK</kbd> key is now toggled off when the console is opened, and then toggled back on when it closes.
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