Initial support for editors: DETH, DCK, WadAuthor.
Working with editor authors on others. |
Bi-directional scrolling walls |
On conveyors, corpses and other non-solid objects
can pass monsters |
Floor, ceiling, and light level seen underwater or above fake
ceiling can be set independently of normal sector |
Scrolling walls, floors, ceilings, and conveyors can
accelerate up and down in speed in response to sector movement |
Sector floor height toggle linedef added for easy two-speed
scrolling |
Floor lighting can be set independently of the rest
of sector (e.g. lava floors) |
New linedefs for changing floor textures and sector type without
moving the floor |
Silent teleporters teleport monsters, barrels, and
any other objects now |
Scrolling walls, flats, and conveyors can be controlled remotely by
sector heights |
Independently adjustable real height versus draw
height for floors and ceilings, allowing true deep water and invisible platforms without
tricks |
Underwater player sees water floor, ceiling, and things can be
hidden underwater |
Translucency filter is customizable, and is
recomputed or cached automatically |
Scrolling floors and ceilings |
Object-carrying floors, e.g. conveyor belts, water
currents |
Generalized scrolling walls -- any direction and speed |
Translucency filter table generated automatically or
specified in pwad |
Elevators (floor and ceiling move together) with up/down to next
floor, summon to current floor |
Silent teleporter extended to support thing exits,
similar to regular teleporters |
Generalization of linedef types for floor/ceiling movers, by bit
manipulations (types # > 16384) |
HOM autodetection with TNTHOM cheat - flashing red
light |
Silent no-flash teleporter that preserves angle, height, momentum
and relative position on the line |
Addition of dozens of linedef types to fill out
W1/WR/S1/SR functions |
Native MIDI support |
Bringing up music from .MUS lumps |