EDGE-Classic 1.33 has been published, with a good combination of bugfixes and new features. As usual, downloads can be found on the project page in the OP.
CHANGELOG for EDGE-Classic 1.33 (since EDGE-Classic 1.32)
Bugs fixed
Fixed 1.32 secret sector fix not being preserved in save games; i.e. the same secret would increment the
secret counter when re-loading the game
Fixed jitter in Evil Eye and other animations
Fixed sprite frame overrides in DDFIMAGE not applying if they were Doom formatted images
Fixed SDL sound device frequency being allowed to be set far above intended values if OS doesn't report the ability
to use 48kHz sample rate
Fixed Boom tagged line effects also applying the effect to the control linedef (when a tag was present)
Fixed Boom vector linedef scroll directions for angles other than 0/45/90
Fixed Boom displacement scrollers not returning back to their exact original position
Fixed Boom scrollers tied to permanently moving sectors (i.e., Door Open and Stay Open) being ineffective
Fixed inanimate objects adhering to monster dropoff limits when being carried over a drop
Fixed overzealous oofing when falling or bumping into a ceiling
Doom2 Map05 bug fixed properly this time 😉
Fixed some new DDFSTYLE additions (entry and cursor alignment, etc) not working as intended with the Episode Select menu
Clip size was not being updated with RTS ReplaceWeapon and DDF weapon BECOME()
Fixed items with the HOVER flag still hovering when time is stopped
Fixed HUD and other non-game world animations unintentionally freezing during time stop
Fixed ENDOOM bytes that happen to match the value of a newline character being intepreted as newline characters
General Improvements
Improved model and unit rendering to thrash the GL state a bit less
DDFSTYLE text styles can now have their own individual X_OFFSET and Y_OFFSET values,
giving more flexibility for menu item placement i.e. TITLE.Y_OFFSET or TEXT.Y_OFFSET etc
Changed how LOSE_BENEFIT HEALTH is handled in RTS. Now it will simply subtract from current health and not
behave like DAMAGE_PLAYER(which reduces armour, causes pain states, respects immunity/resistence/invulnerable/immortal etc).
"Crosshair Size" option in Video Options menu will now apply to both the standard crosshair and custom weapon crosshair states
(previously this only affected standard crosshairs)
Monsters resurrected by Archviles will no longer count as kills.
Replaced WebSID SID backend with cRSID for easier compilation and better performance
Things no longer constantly trigger splashes when walking on a flat defined as LIQUID (and having an IMPACT_OBJECT defined).
They will only cause a splash when they step down onto the flat.
Unsupported BEX INCLUDE directive for Dehacked downgraded from a program-ending error to a warning with an appropriate console/log message.
Migrated from libXMP to Mod4Play (custom library) for portability/performance
Only the "Big 4" tracker formats are supported now (IT/S3M/XM/MOD)
Upgraded to AJBSP 1.04
Added support for ZGL3 compressed lumps to AJBSP and EDGE-Classic's node loading routines to conserve cache folder space. ZGL3 will now
be the default node format.
Replaced Gamma options with Sector Brightness for better results without affecting other windows on the same display
New Features
Added support for MDL (Quake 1) model format
Added support for KVX and KV6 voxel model formats
Ported MD3 model support from EDGE 1.32 codebase
DDFTHING:
New command: FALLPAIN_SOUND, which is the sfx to be played when the player is hurt from a big fall
New command: MODEL_ROTATE = <integer>, which for MDL/MD2/MD3/Voxels will rotate all vertices' x/y coordinates by the
given (positive or negative) number of degrees. Used to correct imported models whose rotations are wrong. Default is 0.
DDFIMAGE:
New command: ROTATE_HUE = <integer>, will rotate the hue of the given image while keeping other values the same. Valid range is -1800
to 1800, with a default of 0.
COAL:
C++ Interop: Can now retrieve and set individual vector elements with the VM_GetVectorX/Y/Z and VM_SetVectorX/Y/Z functions
COALHUDS: Can now access individual vector elements with .x, .y, or .z
Transition from GWA to XWA cache file format
Improved organization of AJBSP-generated XGL/ZGL lumps
Legacy GWA files will be purged from cache directory on startup