mono20, on 17 July 2015 - 04:05 AM, said:
3) The conveyor belt effector used to carry you over the edge and you fell down automatically in old versions. I think it's a major difference in gameplay.
That's due to
r4741:
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Fix up conveyor belts. This fixes breakage of the movement in general, as well as corrects the general behavior of the effect so that a player on a moving surface is moved at a constant rate, regardless of whether the player crouches, is shrunk, etc. DONT_BUILD.
The old behavior was to basically inject additional player velocity ("p->fric", set in G_MoveEffectors()) into player input. This presumably led to the issues described in the commit message (namely, the amount of it being dependent on e.g. crouching) and generally resulted in the additional velocity accumulating in p->vel, too. The new behavior is to add p->fric to the velocity for the player's clipmove() and "consume" it there (reset it to 0). This indeed changes gameplay somewhat, as seen in E1L4's sloped "water ride" around coordinates (20000, 0), which isn't so fast any more. Some thinking is necessary how to combine the best of two worlds.
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5) The screen sprite of the labtop jumps back to square size after being used.
Fixed in r5312.