[367] regression: blank screen on client
player thing angle not updating in automap
[367] regression: missing/hidden automap [scale initialization issue]
Hexen: pottery explode sound gets a channel but doesn't play [sf_dontstop]
Doom: Use Patch Replacement with the weapon slot indicators
fixed infinite loop when -iwad equals the Doomsday install dir
material subsystem causes fatal errors in dedicated mode
clientside InFine [with client skip]
resource namespace population issues [F_MatchFileName matching partial paths]
busy mode progress animation jumps arounds [anim logic]
-file arguments interpreted too late
-vdmap'd paths do not populate into resource namespaces
color palette not found [with model resource packs]
Hexen/Deathkings: game starts in regular Hexen Map01
server needs to send material Id dictionary to clients
[376] Chex Quest: unable to find a font at startup
getting stuck in monsters [prevent clientside overlaps]
[376] slow addon loading [with numerous zips]
Hexen: Bishop missiles need to be locally spawned (NetSv/Cl)
Hexen: skies do not scroll
Hexen: no music beyond title
replacement sprites scaled to dimensions of iwad original
server should send state/mobjtype dictionary to clients [resource mods]
Doom: Archvile resurrects something ⇒ engine shutdown [needs percent-encoded de::Uri]
mismanagement of GL_TEXTURE_2D state in model renderer
Doom: Doom title screen displayed when playing Doom II [resource search path order]
[381] regression: control panel slider/list buttons ineffective
[381] regression: control panel does not fade away
include man page in .deb
include readme.txt in Windows installer
bump minor game plugin versions
multiplayer: test with model resource packs loaded on client
compare ac/deceleration numerically vs. 1.8.6 (walk/run) [input-toggle-sharp]
increase netbuffer max size (up to 4
MB msgs now supported)
disable bindings for MP chat if there is only one player in game
aspect correct view window geometry
zero player control when receiving conflicting input (turn left & right at the same time)
automap: background does not cover entire view
segfault at startup [startup fonts not installed on Unix]
automap: player marker not smoothed/angle not updated
Doom: sound effect missing for screen resize
intermission: pressing Use doesn't move to the next stage
Snowberry: Chex Quest profile appears above “Shared Settings” [sorted by identifier]
Snowberry: default game mode selection for TNT and Plutonia incorrect
automap: missing “All marks cleared” message
sky models not rendered
[395] regression: HacX fails to start [missing mappoint font]
Doom|Heretic: Option to display kills/items/secrets huds only in automap
Unix: textures/flats not found from .pk3
[402] regression: dedicated server resource access failures [loads fonts; fails to find doomsday.ded; when installed to a non-system directory?]
Heretic|Hexen: view resize sounds (KEYUP; KEYS2A/PickupKey)
enforce ban on all GL/window access from busy worker
world time is not paused during game saves [commit 4b1a62ff]
game endings should loop forever [with NoSkip ⇒ script not stopped at end]
SDL: capslock behavior to match Windows: behaves like a normal key
menu buttons do not reflect the current state of their cvars (e.g., ctl-run)
prevent iterating through entire disk file tree during DD_LocateAllGameResourcesWorker() [e.g., -iwad (homedir)/some.wad; respect the NO_DESCEND flag; fixed by 98b889e2]
automap: default zoom level at map start [now closer to vanilla Doom; not identical, though]
input: track sharp input toggle states during busy mode (keys, buttons)
defer GL calls when not in main thread
Doom: missing enemies during the end game cast call
Heretic automap: font tracking state mismanagement [missing calls to FR_Push/PopAttrib in UI widget drawer]
finale events handled in the wrong order [Doom 2 cast call]
“shortcuts” binding context should be active during game endings
[402] regression: HacX: Password map object is broken [state lookup logic mismatches, DED Reader vs DEH Reader]
Doom: don't let floating monsters float into an invalid position after a valid XY move [verified in Doom 2 map30]
automap: panning in “follow off” mode is unusably slow
Hexen: falling scream not played in single-player games
[395] regression: movement controls stuck at map start
Hexen: standing on a mobj allows walking through walls
Hexen: no view bobbing when walking on mobjs [e.g., barrels in DK map17]
Enemies embedded in one another cannot separate [caused by game-mobj-fracepsilon]
Doom: Flying enemies get stuck on one another [mf2_passmobj]
multiple simultaneous “help” InFine scripts [rapidly tap F1]
update readme
WARNING: Phase 1 of game resource loading does not presently prioritize ZIP [no longer applicable]
-iwad failed locating iwads in root of Doomsday install dir
investigate possible dedicated server memory leak [disabled fast zmallocs]
memory zone functionality and performance: fixed memory zone fragmentation and excessive volumes; efficient test for a full volume
mobj ↔ polyobj collisions thrust mobj at an incorrect angle (+inconsistent damage) [polyobj seg→angle != linedef→angle]
Hexen: text mispositioned on the end game finale
Hexen: Korax's ghosts do not circle his corpse [removed FRACUNIT]
upon fatal error an attempt is made to return to ringzero [should simply shutdown; the implicit “unload” should not return to ringzero]
Game Menu|Hexen: character selection menu draws player sprite in wrong pos
Game Menu: main page objects not positioned exactly the same as the original games'
rend-dev-wireframe 1 will only affect player view; added mode 2 for wire framing the UI/fonts