Raze 1.3.0 has been released.
This new release contains several bug fixes and some major internal restructuring for getting better scripting capabilities into the engine at a later date.
Official release announcement:
https://forum.zdoom....php?f=1&t=74083
Download Link:
https://github.com/c...eases/tag/1.3.0
Shortened list of release notes:
• Blood fix some major issues rendering modern features largely inoperable in 1.2.x.
• Blood: Backport GDX fix for lighter just appearing when switching to the aerosol.
• Duke/RR: strip trailing spaces off strings parsed in CON.
• Blood: Fix TNT pickup accidentally equipping player with voodoo doll.
• enable depth clamping in GLES backend
• Duke/RR/SW: Fix several crashes when noclipping out of the valid map area.
• fixed camera textures breaking in SW when restarting a level.
• fixed bad sector being chosen for rendering in maps with sector overlaps.
• added .ssi to the list of known extensions for container files.
• Blood: don't play the same looped sound multiple times on the same actor. This caused some strong echoing on E4M6.
• fixed center aligned rendering of 2D content.
• fixed animated voxels in new renderer.
• fixed assignment of map hacks with multiple maps assigned.
• fixed translucent voxel rendering.
• fixed sky rendering in paletted sectors for Polymost.
• [Blood] Fix self collisions for lifeleech projectiles
• [Blood] Match view height clamping behavior to 1.21
• Change out of box default of `cl_runmode` to 0, which allows the bound run key to act like an autorun negator.
• SW: un-flag mirrors that got smashed.
• address issues with key down/key up events being sent in the same tic not having an effect on game actions.
• flush the network timer right after loading and before starting a level.
• Add launcher support for Duke Nukem's Penthouse Paradise.
• Patch in registry detection for Duke 3D Atomic + Expansions from Zoom on Windows.