There have been hundreds of bugs fixed since then as well as numerous enhancements:
- Added [wiki]Hacx[/wiki] IWAD support.
- Added text-format Strife conversation system with [wiki]USDF[/wiki] and [wiki]ZSDF[/wiki].
- A textured [wiki]automap[/wiki] is now available; automap graphics are now [wiki=map arrow]externalized[/wiki].
- Rewritten [wiki]menu[/wiki] system, which can now be defined with the [wiki]MENUDEF[/wiki] lump.
- Externalized intermissions to [wiki]MAPINFO[/wiki].
- Externalized [wiki]IWAD[/wiki] detection and gave each IWAD its own independent config section.
- Added [wiki]FluidSynth[/wiki] and [wiki=GUS]GUS emulator[/wiki] softsynths; fixed issues with [wiki]TiMidity++[/wiki].
- Added [wiki]VOC[/wiki] support and enhanced [wiki]MIDI[/wiki] playback with support for alternative formats such as [wiki]XMI[/wiki] and [wiki]HMI[/wiki].
- [wiki]Action specials[/wiki]: Added [wiki]Ceiling_LowerAndCrushDist[/wiki] and [wiki]Thing_SetConversation[/wiki]. Added [wiki]console command[/wiki] to execute specials.
- [wiki]ACS[/wiki]:
- Increased maximum script number from 999 to 32767.
- [wiki=Named script]Named scripts[/wiki] allow to avoid script number conflicts altogether.
- Added [wiki]StrCopy[/wiki], [wiki]CheckSight[/wiki], [wiki]SetActivator[/wiki], [wiki]SetPointer[/wiki] functions.
- Added [wiki=ACS actor properties]APROP_ScaleX/Y[/wiki] and APROP_Mass actor properties.
- Added temporary dynamic strings variables with [wiki]StrParam[/wiki].
- Scripts can now have up to four parameters.
- [wiki]DECORATE[/wiki]:
- Added [wiki]A_CheckFlag[/wiki], [wiki]A_FaceMaster[/wiki], [wiki]A_FaceTracer[/wiki], [wiki]A_RadiusGive[/wiki], [wiki]A_SetMass[/wiki], [wiki]A_SetScale[/wiki], [wiki]A_Warp[/wiki] and [wiki]A_WolfAttack[/wiki]...
- Enhanced [wiki]A_AlertMonsters[/wiki], [wiki]A_BFGSpray[/wiki], [wiki]A_Blast[/wiki], [wiki]A_CustomBulletAttack[/wiki], [wiki]A_FireBullets[/wiki], [wiki]A_GunFlash[/wiki], [wiki]A_PainAttack[/wiki], [wiki]A_RadiusThrust[/wiki]...
- Added an [wiki]actor pointer[/wiki] manipulation system with several new codepointers...
- Added [wiki=actor flags#DOHARMSPECIES]DOHARMSPECIES[/wiki], [wiki=actor flags#DONTCORPSE]DONTCORPSE[/wiki], [wiki=actor flags#SEEINVISIBLE]SEEINVISIBLE[/wiki] and [wiki=actor flags#INVENTORY.UNTOSSABLE]INVENTORY.UNTOSSABLE[/wiki]
- Increased [wiki]damage type[/wiki] flexibility in several ways with [wiki=Actor properties#DeathType]DeathType[/wiki] and [wiki=Actor properties#PainType]PainType[/wiki].
- Added customizable [wiki=Class:ArtiPoisonBag]fléchettes[/wiki].
- Made [wiki]accuracy[/wiki] and [wiki]stamina[/wiki] accessible through [wiki]DECORATE expressions[/wiki].
- Added [wiki=Actor properties#ProjectileKickback]ProjectileKickback[/wiki], [wiki=Actor properties#Inventory.RestrictedTo]Inventory.RestrictedTo[/wiki] and [wiki=Actor properties#Inventory.ForbiddenTo]Inventory.ForbiddenTo[/wiki] class-based properties.
- Backported [wiki=Actor properties#VisibleToTeam]VisibleToTeam[/wiki], [wiki=Actor properties#VisibleToPlayerClass]VisibleToPlayerClass[/wiki] and weapon [wiki=Actor properties#DropItem]DropItem[/wiki] feature from [wiki]Skulltag[/wiki], and enhanced them.
- Added "Fast" keyword for states and deprecated the unreliable [wiki=actor flags#FASTER]FASTER[/wiki] and [wiki=actor flags#FASTMELEE]FASTMELEE[/wiki] flags.
- Added a [wiki=SECRETS]secret hint system[/wiki].
- [wiki=3D floor]3D floors[/wiki] support.
- [wiki]FraggleScript[/wiki] support.
- [wiki]Voxel[/wiki] support.
- [wiki]SBARINFO[/wiki]: Ammo 1/2 capacities added to DrawNumber, support for color names in colored text.
- [wiki]SNDINFO[/wiki]: Added [wiki=SNDINFO#musicalias]musicalias[/wiki] and [wiki=SNDINFO#attenuation]attenuation[/wiki].
- Compatibility: fixed issues with Eternal Doom, [wiki]Happy Time Circus[/wiki], Phobos, vanilla compat, [wiki]Boom[/wiki] compat, light levels higher than 255, [wiki]Heretic[/wiki], [wiki]Strife[/wiki], [wiki]MUSINFO[/wiki], misnamed UDMF field.
- Fixed loading of [wiki]BMF[/wiki] palettes.
- [wiki=CCMDs:Other#restart]restart[/wiki] console command.
- Added [wiki]PALVERS[/wiki] lump for specifying alternate graphics to use with a paletted render, in case the graphics you really want to use look bad without true color.
- Custom [wiki=IWAD]IWADs[/wiki] no longer need to include a [wiki]COLORMAP[/wiki], as ZDoom will generate one automatically if it is missing.
- Fixed vertical tiling of non-power-of-two textures.