Here are the changes...
Gameplay:
- Fixed enemies playing idle sounds instead of footstep sounds on every walk cycle.
- Ammo cannot be picked if there is already a maximum amount in the inventory.
- Fixed some non-spawning enemies on LotB.
- Double colt was playing mirrored animations in some cases. Fixed.
- For some reason, the Highlander Reptiloids spawned a small, green blood decal when killed, instead of the big red puddle as they did in SSHD (and their regular reptiloids do). Fixed.
- Pillars in the Khnum boss' room in LotB can be destroyed by the boss again.
- Fixed some items disappearing after load game in rare cases.
Multiplayer:
- Fixed enemies prefering the first player in the list in coop in some rare cases.
- Fixed multiplayer desync issues if vr_fVRWeaponPitchAdjustment used on clients.
Menus:
- Serious Sam games now have the Benchmark menu, just like Talos did.
- Moved graphics API selector to the top of gfx options.
- Enabled resolution and view mode options for VR games.
- Moved the refresh button in Join Game menu so it doesn't overlap the game list.
- Fixed wrong description of number of lives in Standard coop in some places.
- Fixed netricsa hud element being visible in game modes which do not support netricsa.
- Many various fixes in usability and readability in chat console, both for flat and VR.
Graphics:
- Updated GPU performance table for autoadjustments.
- Fixed bug with flickering on burning objects under OpenGL/ES. (Also fixed player appearing effect!)
- Fixed various cases where flamethrower flames didn't appear on some objects.
Editor/modding:
- Added Generic Script tool. This allows creating new Editor tools from Lua!
- It is now possible to easily change the difficulty in editor: instead of going through the simulation start params and clicking the difficutly, you can just set the gam_gdEditorDifficultyOverride cvar to desired difficulty (or none = 0 if you want to disable that).
- Deletion of animation envelope will now also delete its animation tracks.
- Animation clips/tracks from unselected envelopes are now dimmed in animation track editor.
- Skeleton editor: Added movable splitter between LOD and bone lists
- Animation editor: Added "Create channel" shortcut to Envelope list context menu
- Skeleton editor: Added one more movable splitter to the bottom panel
- Animation editor: Added one more movable splitter to the bottom panel
- Script Source Edit control: Added command to set cursor to a variable pointing at selected entity (Shift+F2)
- Text control: Fixed long strings not fitting the screen.
- Text control: Added automatic scrolling for left/right cursor movement using arrow buttons.
- Animation Editor: Fixed wrong order of animations when using Shift+Up/Down with no filter string
- Added ability to assign parent for the static sound entity form the script.
- Optimized saving non-world resource files from within the context of a world document.
- Starting a simulation on a world with a game title for which game title info doesnt exist should not crash the editor anymore. It will just refuse to run the simulation.
- Fixed several various small precision bugs with respect to how probe lights and prebaked lightmaps are generated.
- Meta Pointer control: Dialog for selecting targets now always shows all available targets
- Animation editor: When animations are changed using Shift+Up/Down, the currently selected envelope remains selected if possible.
- Script Source Edit control: Shift+F2/Ctrl+Shift+F2 to cycle variables (forward/backward) pointing at selected entity
- Created scriptable support for adding any kind of postprocessing layers to player view. Layers have some ID and can be added, modified or removed on demand.
- Interpolator Editor tool: Added shortcut (Tab)
- Copy Attachment Names tool: Added shortcut (Ctrl+Shift+C)
- Added mask texture to Zoom shader which specifies (in red channel!) how much zoom to apply at each given texel.