Releases: STJr/SRB2
SRB2 version 2.2.3
Hey all
We’ve just added 2.2.3 as a patch update. Find it on the downloads page!
Highlights are:
- The console can now be used during menus
- The emblem hints and radar can now be used in Record Attack
- Continues can now be used infinitely in the vanilla game while using a save file; collecting tokens after obtaining all the emeralds rewards extra lives instead
- Added new laser effects for the Greenflower Zone 3 boss
- Many more features and fixes for modding purposes. See the full changelog here.
Linux users, binaries are available where they usually are. You can find that on the downloads page, they’ll be updated within moments of the post.
Mac users, we have a stable environment to make Mac builds in, we’re hoping to have a 2.2.3 build ready for you guys soon. Hold tight.
Windows users, you’ll notice that we don’t have a 64 bit build again. This is deliberate. The 64 bit build does not provide errorlogs, and those are becoming increasingly more important. The more people we have using those instead of 32 bit builds creates issues for getting reliable bug reports. And since there’s no benefit whatsoever to having a 64 bit build since Windows runs 32 bit applications perfectly fine, we’re not going to provide 64 bit builds until we can figure out what’s going on that is preventing errorlogs from being generated.
SRB2 Version 2.2.2 Patch Release
SRB2 Version 2.2.2. is now available. You can find the patch zip on the Downloads page. You will need to extract it to your 2.2.1 folder. It is mostly some bugfixes, and stuff for modders, though there are a few features that I think people will find beneficial.
We have also released an experimental 64-bit build for this. If you intend on using it, you must delete all existing DLL files from your 2.2.1 folder before extracting this patch.
We are still working on getting Linux and Mac updates for 2.2.1 as well as this. There will be an announcement when they are made available.
SRB2 Version 2.2.1 Release
Hey all!
We’re releasing an update to 2.2. 2.2.1 is here! Since so many things were changed, we decided it was correct to release this as a full install package, so you’ll need to redownload this. You should be able to install this into your SRB2 folder where 2.2 lives with no problems. Your save files from 2.2.0 will still be valid.
We’ve been meaning to get it out for a while, but one thing or another always caused a snag in the plans. There are a couple major changes we think people will be happy with (Objects now have shadows, and Fickle’s camera mod have been implemented, for example), but it’s mostly bugfixing. Also, we did neglect to add a name to the credits, so by way of apology, I specifically want to specifically acknowledge QueenDelta in this newspost for having made Dream Hill, a map that she made for 2.1, and was awesome enough for us to include in 2.2. She also made the new chip, enemy, and star assets for that map.
For right now, all we have is a Windows build for 2.2.1. As with 2.2.0, we will initially have a torrent available and update the page as we go. We’ll be periodically updating the download page and newsposts as builds for other platforms get added or otherwise made available.
Video with some noteworthy changes:
https://www.youtube.com/watch?v=-aEYuVhaVFI
Changelog Highlights:
(Detailed changelog here)
- Shadows have been added to the game.
- A slew of camera options originally known as the “ficklecam” mod (Made by fickle) from the forums has now been added to the game.
- Added the “Simple” play style, which automatically orientates the camera. It may prove easier for players using controllers.
- OpenGL batch files are included in this package.
- GIFs may be recorded under OpenGL.
- The renderer may now be changed while in game.
- Players now only uncurl from a ball after hitting the ground when using the Elemental Shield’s ability. This means you can break those monitors under the goop in THZ2!
- Added sixteen angle sprite support.
- Fixed the Fire Shield being extinguished by lava.
- Adjusted Tails’ flight to discourage mashing the jump button.
- Players no longer slide off polyobjects
SRB2 Version 2.2 Release
Hey all. 5 years. It’s been a wild ride for us, but we’re finally done.
I’m not going to bore you with an incredibly long post, so I’ll keep it super brief. I want to give a heartfelt thank you to all of you who stuck with us over the past 5 years, and to all of you who helped contribute along the way. This release is a major milestone for all of us. We’ve been hyping up that 2.2 is a massive upgrade in virtually all respects, and I hope that you won’t be disappointed. On behalf of the development team, enjoy!
General
- Slopes have been implemented into almost the entire campaign, including support for launching off of quarterpipes. No, before you ask, loops still aren’t possible.
- An enormous number of graphics and textures have been updated or redone. Highlights include the title screen, Sonic and Tails, with separate sprites of Tails’s tails for optimum mofumofu.
- Practically the entire soundtrack has been redone.
- Character sprites now face the direction the player’s control inputs point instead of in the direction the camera is facing.
- Automatic braking, a new assist feature, has been added. While enabled, releasing the controls will cause the player’s character to attempt to stop instead of coasting forward.
- Tails’s AI has been significantly improved in Sonic & Tails mode, including allowing him to be commanded to fly you without using player 2’s controls.
- The attraction, elemental, and force shields now have a jump-spin ability like whirlwind and armageddon already did.
- Continuing the game after getting a game over now starts the player with more lives for each continue used.
- The intro cutscene has been revamped with brand-new art, and the game now has a short ending sequence.
Levels
- Arid Canyon Zone Acts 2 and 3 now exist.
- Almost the entire rest of the campaign has been remade from scratch or significantly updated.
- Several bosses have had their arena and behavior updated.
- The final battles have been adjusted to make losing not kick the player all the way back to the beginning of Eggrock.
- A short, optional tutorial stage has been added.
- Two stages previously from the OLDC have been included as unlockables.
- Cooperative mode now uses the old 2.0 special stages, which have been slightly updated to be more multiplayer-friendly.
Interface
- The menus have been massively revamped to both look better and be easier to understand.
- Controls, menus, and various other things have been renamed to make them easier to understand.
- Record attack now has HUD elements to display the buttons being pressed both during gameplay and while watching replays.
- Multiple accessibility features have been added, including closed-captioning and the ability to adjust the palette at runtime to add contrast to aid colorblind players.
Engine/Editing
- The palette has changed again to provide slightly more diverse color options
- Music no longer restarts from the beginning after an interruption, such as getting an extra life.
- Plugging in a controller during gameplay will allow that controller to be used instead of requiring the game to be restarted to recognize it.
- Added support for paper sprites, which allow the sprite to be rendered as if it’s on an upright piece of paper, becoming thinner when viewed at an angle and disappearing entirely when viewed from the side. Think Paper Mario.
- Textures can now be used as flats (but not vice-versa).
- Skybox rendering has been significantly optimized.
- PNG images can now be used as graphics, at any resolution (but not too high or you’ll run out of memory).
- Sprite rotation is now supported.
- libopenmpt support
- Added support for the MD3 model format.
- So many Lua changes we couldn’t possibly hope to list them all here.
Version 2.1.25 release
Hey all!
Sorry, this isn’t 2.2. We found a couple major issues that prevented certain mods from working, as well as patched over a few netcode exploits. We deemed these important enough to make a new patch for 2.1, because a fantastic mod was made that’s dependent on these. After you download the patch, you should head on over to the KIMOKAWAIII release thread and download that. It’s a massive mod made from various members of the community and has tons of new content for you to play through. It’s well worth your while.
As an update, we are working hard on getting 2.2 together and are building internal betas. We are not quite at the RC stage yet, but we’re getting there, and a whole bunch of stuff we didn’t think we’d actually polish has been getting some serious attention while we wait on the last few major components for the game. For anyone who hasn’t seen it yet, let me share this with you:
Also, because we always do this, changelog:
- Fixed APNG movies in OpenGL recording the game as completely black.
- Fixed FOF with slopes glitching very briefly at level load.
- Fixed PK3 folders being accidentally loaded as textures, which caused crashes sometimes.
- Fixed the game reading data from past the expected end of per-level colormaps, which could cause crashes somtimes. This happened if you made the colormap with some external program that decided to append some text to the end of the lump to tell you how it was made.
- In netgames, only the server or admins are allowed to skip credits now.
- Fixed several PolyObject physics issues:
- If you were standing on a PolyObject following waypoints, walking off its edge teleported you to the ground.
- Sometimes you could collide with thin air below or above some PolyObjects.
- PolyObjects spawned with the crush spawn point weren’t able to crush you properly sometimes.
- Fixed an exploit where players could steal the final hash of a login.
- Fixed ERZ3 and Pipe Towers Zone spitting console errors on being loaded.
Version 2.1.24 release
Hey all, 2.1.24 has been released! Find it on our downloads page! Unfortunately at this moment, there is no Mac installer, sorry. I will update this post when that has been resolved.
Update: The Mac installer is now available on the Downloads page.
I also want to take this opportunity to let you all know that this is most likely the last patch for the 2.1 version of the game, barring some major game-breaking bug we overlooked. We have been making very good progress on 2.2’s development front, and I can now, with a very high degree of confidence, confirm that version 2.2 will extremely probably be done before the end of the year (Well before then, most likely!). I would like to thank you all for your patience in waiting on this, we know that the time between 2.1’s first release and now has been quite long, but we genuinely believe that the wait will be worth it. By far is 2.2 the most drastic set of changes we’ve ever made to the game, and we’re all very excited for when we can finally share what we’ve been making with all of you. Sit tight just a little bit longer, we’re almost there!
Oh, I guess I shouldn’t forget changelog:
- APNG recording should now work in the Linux/Mac versions.
- Added the “banip” command, for banning people by IP.
- Editing enchancements for music: song length, positioning, and fading features with Linedef Exec and Lua support (aka Digiku’s”MusicPlus”: see https://git.magicalgirl.moe/STJr/SRB2/merge_requests/447 for full documentation)
- Fixed dedicated servers timing out after the credits.
- OpenGL: Sprite billboarding can be enabled with the “gr_spritebillboarding” console variable. This just means they’ll always face the camera rather than looking flat as paper.
- “localhost” now works as a valid IP address to join again, after being broken since version 2.0. This means people can now join their own servers without needing to find out their local IP anymore.
- Flash palettes can now appear in screenshots.
- Fixed crashes in netgames that can occur in levels from PK3 files.
Fixed some elusive software renderer glitches that sometimes effected lighting on FOFs - An error message is now displayed if you mistakenly added a PNG graphic for a sprite or texture when you shouldn’t have.
The game should no longer be marked as modified if you added replacements for many HUD graphics, the game’s console font, or some of the graphics used in the menus. - Oh, yeah, and we doubled all the freeslots for editing resources, which was the whole point of this patch. =P
SRB2 v 2.1.23 Patch Release
Here's one more patch update to close out the year! Did we ever move this fast in SRB2's history?
Major impact changes:
- Campaign savegames are fixed: The two of you who play SRB2 have pointed out that Single Player savegames do not actually save your progress, even if you selected a save slot. We fixed this so that you can now get out of your chair and grab a cup of milk before you finish the game.
No big changelog this time. Have a Happy New Year!
SRB2 v 2.1.22 Patch Release
Merry Christmas, everyone, and we hope you enjoy this very special gift! It's not 2.2, but we'd say 2.1.22 sounds just as swell!
Major impact changes:
- Chat Windows: For multiplayer, we added the ability to display the chat in a small window by default. Fans of SRB2 Kart will feel right at home here -- now you can enjoy increased readability, spam filtering, and easy-to-use private messages between players!
- Addons Menu: We also got the beloved Addons Menu! With all of your favorite features from Kart, you may now easily find your addon files in-game without alt-tabbing and fumbling through Windows Explorer.
- Gamepad improvements: We have now added default gamepad buttons, so if you have a supported controller, you no longer need to dive into the options -- just pick up and play! If you are upgrading, the game will add those buttons to your controls as long as a slot is open for that action.
- 64-bit OpenGL fixes: A lot of you made it very clear to us that Eggman blew up a hole in GFZ2, so we made him pay dearly for it! All of the holes in OpenGL are now fixed for 64-bit. Additionally, we fixed a visual glitch with shields that you may have experienced in both 32-bit and 64-bit.
- SDL stability and sound fixes: Some people experienced glitchy sound effects due to our attempt to update SDL, the program library that runs our game. A few of you may have also experienced startup and stability crashes. We have now fixed the glitchy sounds, so we are now able to package the latest SDL libraries. By extension, some of the crashes should now be resolved.
Minor impact changes:
- PK3 sprite name fix: We realized that PK3 addons cannot name lumps with a backslash character, which prevented player skins and a few other objects from working properly. We fixed this by allowing you to use the plus character instead, so player skins can now be packaged as PK3.
To learn how to create PK3 addons, visit our PK3 wiki page.
- Camera tweaks: When you upgrade, you may notice that the camera view looks slightly different -- perhaps less claustrophobic. Also, if you specify custom camera values in the console, they will now be saved to your config.
- Cross-platform fixes: The macOS version was unable to write savegames for mods, so we patched that up and also fixed the path that script files are executed from. We also fixed a few music formats that did not play for that version. The Linux install packages now have
srb2
added to the PATH, so you can run the game just by typing insrb2
in the Terminal.
Changelog
Crashes
- There was a KIMOKAWAIII stage crash related to a remote viewpoint camera that would cut out of existence.
- Some SDL-related crashes have been fixed as a result of us packaging an old SDL version with v2.1.21. The new DLLs supplied with v2.1.22 should fix startup-related crashes and a few stability bugs.
Editing
- The game now accepts '+' as substitute for '\' for sprite frames in both WAD and PK3. This is important for PK3 as backslashes are invalid name characters.
- The tiny font has been expanded to include symbols and lowercase letters. Thanks Golden!
- The timer behavior for remote viewpoint cameras was fixed. The bug prevented an isometric camera in SUBARASHII from functioning.
- Waypoint PolyObjects can now crush the player.
- SOC: New level header option
SAVEOVERRIDE
to set whether to force write a savegame or skip saving, per level. - Lua: FOF flat names no longer return trailing null chars ('\0')
- Lua: New function
G_SetMapOverride()
to set the next level and optionally skip the tally screen, while not exiting the level immediately a laG_ExitLevel()
. - Lua: Fix
G_ExitLevel()
always skipping the tally screen, even if you did not specify for it. - Lua: New function
R_TextureNumForName()
to get a texture name's internal index; andR_CheckTextureNumForName()
to check if a texture name exists.
Game
- The chat window feature is implemented from SRB2 Kart; thanks Lat! See the full list of changes.
- The addons menu from SRB2 Kart is implemented; thanks to toaster for the original code!
- New default joypad buttons have been added, as well as a feature to update the user's config with the new buttons.
- You can now assign Jump and Spin actions to a gamepad axis (such as analog triggers.)
- The player no longer moves from joystick or mouse input while the multiplayer system menu is open.
- In NiGHTS, you can now fly up and down by using the Look Up and Look Down buttons as well as the Look joystick axis.
- In CTF, a sound jingle will now play when the opposing team's flag is returned to base.
Renderer
- 64-bit OpenGL holes are now fixed! This was related to some floating point math that produced invalid results when using optimized instructions. This could have affected 32-bit users if we decided to release faster builds in the future. Thanks to our original progenitors, the Doom Legacy project, for inspiring our fix!
- Shields in OpenGL -- as well as any overlapping object -- no longer produce severe Z-fighting glitches for some users. Shields have never looked so good! Thanks Azeonus!
- The automap now renders in large levels, so you can map out your great escape from Egg Rock Zone!
- A few Software glitches were fixed, relating to horizontal planes. Thanks to our resident
catwizard Jimita for the following:- Ceilings no longer glitch when looking all the way up
- PolyObjects no longer cause slime trails on adjacent walls
- Sector flats no longer render twice when they are under a PolyObject
- Large rooms no longer produce glitchy artifacts.
Program
- SDL sound glitches were fixed, meaning that we can now ship SDL 2.0.9 with the latest stability fixes.
- In a multi-monitor setup, the program window will now snap to the center of its currently occupied display.
- In Windows, the mouse will be grabbed by the window automatically on program start as long as its use is enabled.
- Mod savegames now save with proper filenames on all OSes. Previously, their filename was being malformed. This was especially bad on macOS because the entire save location was invalid.
- When using a home folder outside of your SRB2 install (as is default for Mac and Linux), console scripts will now be found in the proper paths. We fixed EXEC, SAVECONFIG, and debugfile to consider home folders.
- The Ubuntu/Debian install package now has a symbolic link for SRB2 in the PATH, so instead of typing
/usr/games/SRB2/srb2
to run the game, you now just need to typesrb2
. - macOS builds can now play MP3 and FLAC music.
SRB2 v 2.1.21 Patch Update
It's 2.1-ception! When will it end?!?! We know you love us more than Smash Bros., so have a shiny new release on our backs!
Major impact changes:
- New default controls: We revised our default controls so that our new players may play more effectively. They default to first-person style movement controls using the W-A-S-D keys, while the camera is controlled using the mouse or arrow keys. Read How to Play for a short explanation of these controls.
If you are upgrading from an existing SRB2 installation, you will keep your old controls. - Improved Gamepad Support: It is now entirely possible to operate SRB2 on a gamepad alone. Analog sticks are now active on the menu. We improved their sensitivity to be less slippery in-game. We also allow you to map any button to pop up the system menu, take a screenshot, or make a GIF. Just don't forget to set your button controls in the Options.
- PK3 addons: SRB2 now supports PK3-format addons! PK3 is a compressed format that allows addon authors to use a folder structure that organizes graphics, Lua, SOCs, maps, and everything else into one package. Now addons can be smaller, more organized, and more future-proof for later requirements.
- First 64-bit release: We are now releasing SRB2 in both 32-bit and 64-bit formats. For the most demanding content, you may enjoy up to a 64% performance boost! Netgaming is compatible between 32-bit and 64-bit players. Most, if not all addons will work with the two versions.
If you have a computer built after 2004, you can most likely run the 64-bit release. - Linux and macOS releases: Cross-platform is back in style! We have an APT repository link for Ubuntu and Debian users, while macOS users can download a DMG install package. Again, these versions are netgame-compatible and 99% of addons should work as intended.
However, these are experimental releases and we may not provide them in the future. Please give us feedback and submit bugs!
Minor impact changes:
- OpenGL performance: OpenGL has been made more performant and has received a few visual fixes. Large maps (such as Aerial Garden) now render more reliably. Screenshots and wipes now work correctly on non-native resolutions.
- Lua additions: Lua now has support for slopes, including P_GetZAt() to get the Z position of a sloped point. You can use searchBlockmap to look for objects within proximity. For HUD, hud.enabled() and v.getLocalTransFlag() are added. There is now a PlayerQuit hook, as well as a variable to check for Ultimate Mode.
- No more SRB2DD: As of this release, we are dumping the old srb2dd.exe. We have kept it for compatibility reasons in the past, but we did not support it. A significant bug has now prevented us from releasing it further. Please use srb2win.exe from now on -- it is more stable and it has the newest fixes.
Changelog
Editing
- New Feature: PK3 support added, go nuts!
- New Feature: Textures on FOF walls can now be skewed with respect to slopes.
- New Feature: To allow fullbright sprites to be displayed as fullbright under translucent FOF planes, you can now use particular settings on the middle texture of a colormap linedef to control this feature (best explained on the wiki really)
- Fixed Bouncy FOF and Space Countdown sector specials working on FOFs that don't have the FF_EXISTS flag
- Added support for multi-patch middle textures on two-sided linedefs with both invisible pixels and translucency in the Software renderer.
- Fix for Objectplace: Fixed NiGHTS bumper angles being reset when the "writethings" console command is used.
- Fixed bugs with alternative view points (Report 1, Report 2)
Lua
- New Feature: Added Lua support for slopes, as well as the function P_GetZAt to use them with.
- New Feature: Added searchBlockmap to look for objects within proximity of a point.
- New Feature: Added hud.enabled() and v.getLocalTransFlag() for Lua's HUD features.
- New Feature: Added the "PlayerQuit" hook for Lua's addHook function, called when the player leaves the game.
- New Feature: Added access to "ultimatemode" as a global variable for Lua, for checking if the game is in ultimate mode or not.
- Fix sector flat names in Lua scripts having hidden characters that mess up string comparisons and prints
Netgames
- New Feature: We now allow multiple admins for netgames. This support works the same way as in SRB2 Kart: server hosts can promote multiple clients as admins, or clients can login using a password.
- The "name" console variable no longer defaults to the computer's username, but instead "Sonic". (This was done due to concerns about users' real names (or dead names) being leaked without their permission or knowledge IIRC)
- Fix file names being truncated at the download screen when joining a netgame, if the file name or its full path was too long. Additionally, long file names are now handled better at this screen (show my gif here)
- Fixed error when passing an empty address to the "connect" console command
- Fix the maximum player name length in the multiplayer player setup menu being shorter than that of the "name" console command
- Security fix for admin passwords in netgames: Don't allow clever hackers to verify themselves as admins when you haven't even set a password! (This was due to the default being a randomly generated value, which can be predicted if you have the knowledge to do so; now it's just blank, and rejects any and all attempts at logging in)
- Several fixes to net commands in netgames, thanks to LJ Sonic once again
- Fix using "verify" causing issues with adding files later if you are the host
- Fix F12 (the switch player view button) not working sometimes; this can happen if you're playing in windowed mode, and use the left mouse button to return focus. This was because the left mouse button is one of the defaults for firing a ring in multiplayer, and the game never realises you let go in this situation.
- Server names should now be updated on the Master Server instantly
- Fixed servers sometimes disappearing from the in-game server list when you refreshed it.
- Fixed the game giving nonsense update alert messages if the Master Server was not working when attempting to view the server list.
- Fixed desyncs in netgames caused by toggling on analog.
- Fixed the game reading mapheader_t Lua userdata from $$$.sav incorrectly in netgames.
- Fix Thwomps triggering for spectators and when the FOFs themselves don't have the FF_EXISTS flag.
- Fix Mario block FOF textures desyncing in netgames.
- Fix Each Time + floor touch linedef executor setups retriggering in netgames for players who join a server.
- Fix the game's crash error messages for "SOCK_Send" being utterly unhelpful. While the crashes themselves haven't been fixed, the error messages should actually tell you what went wrong more clearly now!
Crashes
- Hotfix for a "LUA PANIC" crash for the host of a netgame when someone joins the game. This happened if the game attempted to archive Lua tables with certain types of data used as table keys that aren't allowed, e.g. functions or userdata keys.
- Fixes for Lua string archiving in netgames: Lua strings longer than 1024 chars no longer horribly crash the game, and embedded zeros are now properly supported
- Fix a netgame crash relating to Lua-made console commands, particularly if the host receives packets for them when they shouldn't be able to (i.e. if the game hasn't even loaded up Lua yet)
- Fix the game sometimes crashing when joining a netgame, due to the camera lacking a real subsector at map load.
- Fix Single Player savegame slots for nonexistent skins crashing the game when viewed.
- Fix a crash caused by ending a SOC file (e.g. MAINCFG) with a "State" (or "Frame") block with no newline at the end
- Fix crashes with SOCs if you put in lines with no " = " within certain types of SOC blocks.
- Skyboxes no longer break or crash the game after placing items in Objectplace mode.
- Fixed exploits with the "alias" console command that allowed the game to get stuck in recursion cycles, eventually crashing the game.
- (Debugging builds fix) Fix the game crashing when attempting to run the game in dedicated mode
Engine
- Fix totalplaytime being incremented duri...
SRB2 v 2.1.20 Patch Update
Belated happy new year, and thank you for your patience. There wasn’t going to be another of these, but then Windows decided to update and break all our 2.1.19 executables, so guess we’re just going to have to deal.
- Changes with major impact:
- IMPORTANT: SRB2 now detects mouse movement in a much better way. If you’ve been having issues since Windows 10 last updated, this is for you.
- Fixed downloads from servers being dropped whenever someone new attempted to join.
- Fixed several minor compounding issues with resynchronisation in netgames, which may have significant effect.
- Fixed a crash when removing thinkers (mobjects and the like) whilst running thinkers.iterate() in Lua.
- Fixed a crash caused by Lua scripts calling CV_RegisterVar on existing console variable names.
- Modified Lua’s “PlayerSpawn” hook to call its associated functions even if the player spawned at a checkpoint instead of a player start.
- Fixed Linedef type 414 crashing the game if an invalid sound number was supplied somehow.
- Linedef type 8 (Special Sector Properties)’s ability to trigger sector specials by touching sector edges (turned on by the “Peg Midtexture” flag) now works as intended.
- A restartaudio function is now available. If you change audio output device mid-game, run this command in the console and things should be taken care of.
- This isn’t really a code-side thing, but the person you should contact to get a Mod ID in future should be Rob.
*** Changes with minor impact:**
- Once AGAIN we have tamed the silly springs so they no longer try to jump with the player. They are now only solid to anything they can’t launch.
- Fixed Record Attack demos not recording changes to the player’s scale/size properly, which resulted in ghosts disappearing sometimes if they attempted to grow bigger.
- You can no longer kick or ban players outside of netgames. This means you can’t kick Tails out in Sonic & Tails mode in Single Player, sorry. =) Likewise with Player 2 in splitscreen mode.
- Fixed the Lua function P_FloorzAtPos not considering slopes for normal floors.
- Fixed save games for a custom mod not saving to custom home folder.
- Fixed Linedef types 305-307 (the Character Ability trigger linedef specials) being completely broken.
- Fixed FOFs causing Each Time effects on the ground below to fire.
- Fixed air-bobbing platforms’ undersides performing bizarre, undesired movements.
- Fixed sloped Quicksand and space countdown FOFs. Quicksand now also supports reverse gravity.
- Fixed a bug with being able to go under lava FOFs with slopes, due to the solid lava code not supporting slopes properly. The Lua functions P_CheckSolidLava and P_CanRunOnWater now also support slopes as a result.
- Fixed the TIME/SCORE part of the Single Player/Coop HUD moving position when the tally screen starts if you are using a non-green resolution. Also, the time display at the tally screen no longer limits the minute number to between 0 and 59.
- Fixed OpenGL screenshots appearing greyscale and distorted when taken in the 1366×768 resolution.
- Fixed a Software renderer-only glitch where PolyObject walls could sometimes be seen through level boundaries in other areas, turning anything above and below into HOM or skybox.
- Fixed some OpenGL-only glitches involving sloped FOFs with lighting.
- Fixed MD2 interpolation not working under certain circumstances (particularly if an object’s state has a finite duration normally, but the object has made it infinite instead).