Converted WADs using the old version will need to re-convert, as mappings have been swapped around.
- Un-fucked the DSFNT graphic set
- Added palette-converted SRB2 graphics (pretty much only those that would reasonably get used)
- Removed dropshadow
- Separated DOOM's strings from WADLoad
- Added Lite-Amp
- Added the Skull Keys
- Added the Mancubus
- Added the Arachnotron
- Separated the projectiles from Freeslots.lua
- Added (unfinished) roll call drawer
- More VSCode documentation shit
- Renamed MT_DOOM_BULLET to MT_DOOM_BULLETRAYCAST to support Doomguy better
- Exposed DOOM_HandleUseRayHit globally
- Gunshot line types are now functional
- Fixed "gameskill" vs "doom.gameskill" disparity in Actions.lua
- Weapons can now alert monsters
- Added A_DoomLightx actions
- The "doom_skill" command is now functional
- Internal methods now properly use "doom.gameskill"
- Added methods for
Doomguy
- The Brass Knuckles now make a sound when it hits something
- Added doPowerUp to methodset
- Commander Keen no longer hacks in anti-crush
- DEH Pointers have been updated
- added pw_infrared
- Demo'ing alternate Partial Invisibility effects, only applies to the HUD at the current moment
- DOOM mapping no longer reserves MAP40 and above for secret levels, should potentially be more extensible
- Added doom.midGameTitlescreen (please don't set this in multiplayer)
- Exposed doom1Pars and doom2Pars to the global `doom` struct
- Added "idclev" and "idmus" to potential cheats
- pw_ironfeet now works properly
- WADLoad can now check for TNT and Plutonia IWADs