PrBoom-plus is a Doom source port based on PrBoom.
Quote:
2.5.0.4.test @ 2009-Sep-20 18:09 - win32 build, sources
[+]Added -nocheats command line parameter and deh_apply_cheats config variable to disable applying cheats from dehacked files.
[+]Full support for wide resolutions. Aspect will be detected automaticaly, but you can force an any from GUI or with helps of new config variable "render_aspect" (0: 4:3, 1: 16:9, 2: 16:10, 3: 4:3, 4: 5:4).
[+]Added key-bind for mouse look.
[+]Added a "map_grid_size" config variable. [*]Less aggressive check for correctness of a patch. Makes sense for OBITUARY. There is no column which begins exactly at the end of the column directory for some patches there. [*]New cheats handler for non-Boom complevels. It works correctly with the following deh cheats:
No Clipping 1 = !@#$%^&*() - you can´t move in Boom with such cheat
No Clipping 1 = bb - works incorrectly in Boom
No Clipping 1 = b/b - does not work at all in Boom, but works in vanilla
Also now if you make a short sequence on a cheat with parameters (idclevXX), this will not work in vanilla (0..6) and lxdoom (10) complevels like original engines do. [*]Ignore sprite lumps smaller than 8 bytes (the smallest possible) in size - this was used by some dmadds wads as an ´empty´ graphics resource. Now you can play 22ventry.wad. [*]Boom DEH parser is restored. You can force it only for demo playback with -boom_deh_parser command line switch.
[-]Fixed crash on wads with incomplete REJECT table. (introduced in 2.5.0.2)
[-]Fixed incompatibility with BOOM if you have player_bobbing 0 in cfg. (introduced in PrBoom 2.2.2) There is no more synch on sewv12r-2135.lmp. -emulate 2.2.2 .. 2.5.0.2 for old buggy behavior.
[-]Fixed crash related to A_BFGSpray with NULL target when using dehacked patches - discovered with insaned2.deh (thanks CSonicGo and fraggle). Certain functions assume that a mobj_t pointer is non-NULL, causing a crash in some situations where it is NULL. Vanilla Doom did not crash because of the lack of proper memory protection.
[-]Fixed crash (division by zero) in Boom HUD code for "Max ammo = 0" in a DEH.
[-]Fixed flats drawing on Mac in case of render_precise 1.
[-]Fixed overflow of mapnames array (-iwad tnt.wad -file ht.wad -warp 33)
[-]Avoid z-fighting between grid and walls on automap in GL mode. (introduced in 2.5.0.3)
[-]Fixed vanilla automap grid bug: losing grid lines near the map boundar. (from EE)
[-]Fixed everything-fullbright-close-up issue. Added a "render_old_lightmaps" config variable for 16 (old) or 32 (new) lighting levels.