- BEHAVIOR lumps successfully load & run from maps. Currently they do not get unloaded between maps, though.
- Print and Timer are the only implemented CallFuncs. All of the base language functions (Delay, etc) are already implemented by the VM though.
- ACS compiler files are included, for use with GDCC. (Picked instead of ACC because it's less ZDoom-centric)
- Additionally, also added the configs for Zone Builder to be able to compile it in editor. Syntax highlighting is very incomplete atm.
- Lines can be set to activate when crossing or bumping into them, with distinctions for players, enemies, and missiles+items.
- A new flag has been added to determine if a line special can activate more than once.
- Finish Line + Respawn Line are now handled like other specials. This means that:
- They follow the new line activation rules (so you can potentially have a finish line that you have to bump instead of cross)
- More importantly, they can be called as functions in ACS. (Player_FinishLine and Player_Respawn)
- Fixed linedef flags not being saved in save games.
- Support new map lump ordering (THANKS STEEL FOR FINDING THESE OPTIONS!!)
- Prevent rotating waypoints causing their IDs to become corrupted
- Rename to `D3R-Config.cfg`
- Synchronise with changelog-tracked resource
- Integrate relevant 2.2 changes
- Add new credits according to historical changelogs
- A whole bunch of other cleanup
* Flattened version of commits from SRB2 repository's flarn2006:multitagging_plus/merge request 1524.
* New linedef special 96: "Apply Tag to Tagged Sectors".
* New flags for linedef specials 97-99
* When activated, stops the timer in SP/MP.
* Applies to the mapheader countdowntimer as well.
* If you're playing Record Attack, also exits the level immediately.
* It has no special modes, no linedef flags, no parameters, nothing.
* Only not an innate property of A_BossDeath because people may want it to NOT happen sometimes, or make it happen with non-boss events too.
Also, skip over calling P_DoPlayerExit if the player isn't in game.
* Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode.
* Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well.
* Put diagonal blue spring in config.
* Red and yellow Boost panels!
* Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better.
* https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif
* Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes.
* Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability!
* Banpyura!
* A Crushstacean with a spring instead of a crushclaw.
* https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif
* Wanted this for a while, finally added it.
* Improved springs.
* Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground.
* Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity.
* Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well.
* Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN.
* Make directionchar "lag behind" a little bit in waterslides.
* Improved flame jets.
* They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1!
* Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!)
* Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode.
* Improved ZB config.
* Add above new types.
* Add Blue Diagonal Spring, which existed in the source but not the config.
* Re-order enemies in ZB config by zone (but keep them in the Enemies section only).