EDGE-Classic 1.53 is now officially released!
This is a relatively minor update to the 1.5x series, with some general bugfixes, tweaks, and a couple of new DDF/RTS/LUA features.
As usual, the example web player at edge-classic.github.io has been updated as well.
New Features
* New LUA/COAL function: player.time() which will return how much time has elapsed on the current map
* Bouncing objects with the IMMORTAL flag will not explode if they hit a thing. Not every bouncer is a grenade
Compatibility Fixes BOOM
* Fixed an issue where single-activation Displace-type scrollers would continually apply their offset, effectively becoming Accelerate-type scrollers
General Improvements/Changes
* Removed Tracy profiler integration; retained basic rendering status (set debug_fps to '3' to view)
* Removed "EDGE_CLASSIC" CMake option; all features are unconditionally compiled and included
* Removed Direct3D11 Sokol target; Sokol builds are now either GLES3 (Emscripten) or Core GL 3.3 (other platforms)
* Moved Legacy of Rust to a wadfix to reduce startup warnings
* RTS menus with only 1 option: pressing CANCEL will now behave as if USE was pressed. Both dismiss the menu
* Ignore missing secret sfx on startup
* Allow playsim to continue on camera-type Intermission screens
* Rolled deathcam view on player death
General Bugfixes
* Fixed dynamic light and floor/sector glow rendering artifacts where certain parameters conflicted with the "Max Dynamic Light Radius" performance setting
* Footsteps SFX no longer continue playing when game is paused
* Footsteps SFX no longer continue playing when player is dead
* Walkable switches do not play the switch activation sound even though they have a switch texture assigned
* Fixed potential crash at map start if a line action is triggered which causes a switch SFX to play i.e. a scroll sector or transfer brightness line action on a linedef which has a switch texture
* LUA/COAL functions which accept an attack number as an argument did not recognize 3rd and 4th attacks
* LUA/COAL: several of our text writing functions would not print text in certain combinations of font types and sizes. Fixed
* Corrected several misnamed LOR SFX entries
* Resolved FPS drop if the LIGHTING set via DDF was different to the Options->video->Lighting mode
* Bouncing objects could very rarely cause an infinite loop
* Suicide cheat was not setting health to zero
* Fixed potential CTD involving usable/shootable teleport lines when mutliple "spechit" lines were in play
* Fixed attempt to free garbage pointer when deleting images on shutdown
* Fixed projectiles occasionally damaging a mobj without exploding (regular projectiles, not tunneling/boring ones for which this is expected)
* Fixed Finale cast drawer not applying palette to recoloured monsters