Raze 1.3.1
This is a bugfix release addressing a few issues found with 1.3.0
- SW: fixed sound listener angle for the remote control case. It was taking the angle of the rotating sector object instead of the angle from the listener's position to it.
- Blood: make sure that invalid face sprites don't get rendered at all.
- fixed: in palette emulation mode, assume all textures to be non-translucent.
- Exhumed fixed bad parameter to getzrange causing player fall through sprite bridges.
- fixed logic for discarding walls in new renderer.
- fixed OOB write in section splitting code.
- Add OpenGL ES to the backend options in the menu.
- fixed triangulation via node builder for sectors with invalid walls causing spurious crashes.
- GLES: Fix depth bias state
- GLES: Fixed palette emulation mode and interpolation
- reordered the init calls in engineLoadBoard. Sprite lists must be done after preparing the arrays, otherwise important bits get overwritten.
- Duke/RR: Fixed sprite validation checks in animatesprites.
- Duke: Ensure all weapon variables used for interpolation have the
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values set when CON updates them. - Duke: Fix lotag signedness issue affecting SE10 (door auto-close).