Heap corruption due to a (single byte) buffer overflow in the console history buffer.
File names specified in DED definitions that include a file extension not working as expected. When locating a resource if a file extension is specified, first check for a file matching the whole name including extension. If not found, then check for other files named similarly but with a different extension (the extensions tried are determined by the class and type of resource being searched for, e.g., for graphics try png/tga/pcx) (http://sourceforge.net/tracker/index.php?func=detail&aid=2536942&group_id=74815&atid=542099).
Flags in Sky definitions ignored.
SIGSEGV when attempting to draw a world surface using a material whose primary texture has an alpha channel and also has a reflection defined.
SIGSEGV when attempting to set a map par time, if the search-by-map-name returns empty handed. Thanks yagisan.
Always force all non-middle seg sections opaque.
Make use of the gltexture interface for model skins, model shiny skins, lightmaps and custom flare textures.
Optimize: Adopted Lee Killough's method for LOS checks (using the bsp rather than the blockmap).
Ensure shiny textures are uploaded with texture compression disabled (banding is very noticeable).
Rather than draw an untextured quad if a texture for a given particle cannot be found, use the default “zeroth” texture instead.
Slight visual adjustment for busy indicator. The dashed ring is now in the middle of the two other rings.
Common code library
Use the standard ASCII codepage for fonts, remapping the existing character patches at start up.
Improved: Added some rudimentary mod authoring, debug aids to in_fine. If a referenced graphic is missing, it will now be reported in the console but the script will continue to play (objects using said graphic will be drawn without a texture).
Added sounds to the quick save/load message prompts.
Removed freedoom.wad from the list of recognised/supported IWADs (it depends upon numerous BOOM features which are not presently available).
Use the original STCFN* lumps for the small graphic font (desaturate and amplify at load time). Removed FONTA* lumps from jDOOM.pk3 Mods which replace this the small font (such as the Wolfendoom series) should now work as expected.
Allow any material on any world surface when loading DOOM/Hexen format maps.