Version 2.1 is out!
https://github.com/FishyClock/3Dplatfor ... s/tag/v2.1
New features for this release include:
- Land monsters are able to step up/climb a platform instead of "bumping into" and walking around it as if hitting a wall.
- The blockmap iterators are now created once per 35 tics (or in fewer tics for faster moving platforms); An option exists to bring back blockmap searches once per tic if it's really necessary.
- The platform's radius and height can optionally be scaled by the "Scale" values under the "Action / Tag / Misc." tab. Unlike other options, this one is a user variable that you can find under the "Custom" tab. It's default value is "true".
(This will not affect old maps, however, so pre-existing platforms won't scale their size.)
- Passengers are now able to cross from platform to platform. For moving platforms, an option needs to be enabled to allow this. For idle platforms, monsters/passengers can always go back and forth.
- As mentioned above, there are two new bitfield options:
65536 = Even if not idle, allow walking monsters to cross from this platform to other platforms and "bridge" actors.
131072 = Create blockmap iterators once per tic when looking for actors and unlinked (non-static) line portals.
Additionally, the ZScript code now makes use of some new features that came in GZDoom 4.11
Such as PointOnLineSide(), BoxOnLineSide(), checking the "linePortals" array and accessing the "LinePortal" struct.
Meaning this release will not run on 4.10 or any earlier version of GZDoom.