Hexen: movement of fog clouds (e.g., map 8) was not smooth.
Hexen v1.0: intermission texts don't display, “(text not found)” is displayed instead.
Hexen v1.0: allow warping to maps without a specified cluster (e.g., MAP41 in Hexen v1.0).
Hacx: Addressed compatibility issue “[Hacx] Terminatrix not resurrecting foes”. 930
Graphics and resources
Fatal error attempting to play add-ons using invalid Patch lumps to hide sprites.
Categorization of “addon” textures in PWAD TEXTURE1/2 lumps.
Plane glows were not drawn while a plane was moving (e.g., Hexen’s Guardian of Fire: rising lava floor in the starting room). The light origin Z coordinate and the plane height were not in sync.
Game’s color palettes reloaded after engine reset.
Doom: Failed to locate map data from Memento Mori add-on.
Hexen: loading of color translation class 2 (Mage) was broken (tried loading from the wrong lumps).
Hexen v1.0 and v1.1: Player color translations were applied incorrectly.
Bsp Builder: prefer non “self-referencing” lines when choosing a BSP leaf's sector.
Bsp Builder: precision issues in the partitioner resulting in small gaps in some maps.
Renderer: applying color translation for sprites.
Renderer: take middle wall section material opacity into account with sky-fix geometry.
Renderer: mishandling of all-masked textures resulting in brilliant white auto-lights.
Renderer: incorrect logic in R_MarkDependantSurfacesForDecorationUpdate().
Renderer: lumobj ⇒ BSP leaf contact spreading.
Light source from the Rocket Launcher missile at the wrong z-height.
Incorrect model skin selection during screenwipe/transition.
Mobjs outside the playable map should not emit light. 945
Logging of missing materials during map conversion.
Crash during engine reset when in a map with one or more glowing material.
Definitions
DED: Unknown Blendmodes in Reflection definitions default to “normal”.
DED: Mishandling of the old State frame fullbright “flag”.
Auto-loading of DEH patches in PK3 containers.
Deh Reader: Tolerate mid-file EOF characters in DeHackEd patches.
Multiplayer
Server: mobj flags got lost due to a bug when merging mobj deltas with existing ones in the pool (e.g., mobj color translation not changing when it’s supposed to).
Workaround for getting stuck in the Help screen: disabled the Help/Info screen for clients.
UI and menus
HOM before an InFine script at map start.
Automap: Bug “Automap - secret line flag and door glows.”
Automap: Polyobj lines are invisible.
Multiplayer Player Setup menu content placement.
Cannot alter menu option “Use custom automap colors.”
F11 does not toggle fullscreen if no game loaded, console is open, or in the control_panel (removed special-case event handlers, instead now using the binding_context_stack).
libcommon: fatal error attempting to shut down during a Finale (“GUI_MustFindObjectById: Failed to locate object with id 7”).
Game state change/notification messages should not be hidden.
Hexen|Automap: Attempted out-of-range playpal lookup with “reveal 3”.
Chex Quest: menus should not use Doom's skill level names.
Platform-specific fixes
Unix
More robust way to look for plugins (checking type of files to see whether they are shared libraries).
Windows
Toggling from fullscreen to windowed mode may position the window title bar outside the desktop.
Changes
Automatic updates: Doomsday will now automatically detect when a new version is available and can download it for you. Commands: updatesettings, update, updateandnotify, lastupdated. Note for Windows users:Snowberry (Doomsday Engine Frontend) must be closed when installing an update. You will be notified if the frontend is running when trying to install an update.
Relative paths on the command line are relative to the working directory at startup. Previously they were interpreted relative to the userdir.
iwad and all other options that use a path detect if argument is a directory and appends a slash if so (-iwad “some/dir” works now; previously had to be “-iwad some/dir/”)
Audio
Added command line argument noaudio (an alias of nosound).
Console
Command listlumps: list all lumps loaded from containers.
Gameplay and libcommon
Foundation for an autosave mechanism. The user interface part of autosaves is still under construction.
Additional default control bindings for answering game messages.
Enhanced console commands loadgame and savegame adding a new “auto” mnemonic for the autosave slot.
Removed fixed 24-character limit for game save descriptions.
Hexen v1.0 support: added game mode “hexen-v10” that has only four player colors and does not load intermission texts from the IWAD (they were hardcoded in v1.0).
Increased max number of particle generators to 512 (from 256).
Model skin fallback: if a model's skin is not found, automatically looks for a graphic named similarly to and in the same directory as the model file.
Save FSAA state persistently so it can be restored immediately at startup and the window can be created with the correct FSAA mode (removes flicker during startup).
DED: log a warning about unknown Blendmodes.
DeHackEd: Added support for [CODEPTR] DEH patches.
Multiplayer
If cheats are disabled, send a response to clients attempting to cheat.
UI and menus
Added a new game menu page for configuring game save options.
Deleting saved games from “SaveGame” and “LoadGame” pages using the Game Menu.
Added game-unpause-focusgained: by default do not automatically unpause when focus returns to window.
Optimizations
Faster map loading due to optimizations in the BSP builder.
More efficient map sector audio properties calculations, leading to shorter map setup times and less per-frame calculations.
Addressed inefficiencies related to per-frame Patch Replacement lookup.