Well it's time to explain what happened to the project recently, i released another version on december due to a couple of new critical bugs i found, these were showstoppers actually.
Fist i had applied a patch by Graf which was supposed to enhance Doom turbo stairs using the Stairs_BuildUpDoomCrush special from Eternity but actually it prevented them from working, this was a game breaking bug and was fixed a few days later but somehow i missed the fix. This was pretty common and i usually check the next few days for commits after i apply a patch, well lesson learned. I've been applying the patches in waves and that's why it happened.
The another one was even worse, i ignored Graf's warning about an ASM routine being broken (R_DrawColumnHorizP_ASM after the floatification) so the engine crashed in software on really old CPUs (it crashed on P3 and even on P4). On more modern machines it worked fine so i assumed it would there, clearly i was wrong.
My asm is very rusty and i don't think Randi would come back and fix it so it's disabled (but hey no performance difference at least on P4 cpus).
I don't think there are more problems now, i will review all the stuff from last year for the 2.9.0 release i'm planning to do. My intention is to port back as many features as i can such as DECORATE stuff (as far as modding capabilities the engine is one year old). I don't plan to add ZScript support since i think it would add some overhead and it was not production ready back when it was merged into ZDoom. It would require even more work anyway and for that there's GZDoom, i want this to be a lighter version for old machines.
I'm also going to at least limit the logfile CMD and consider to blacklist some MENUDEF CMDs as _mental_ suggested. The ACS patch will be in very soon as well (probably for LE too). As a side note i think i will also change the hqnx scaler for LE from google code (looks worse) to the _mental_ version.
The new ordering for the savegame list is there (by slot number as in original Doom and not alphabetically), the difference is that there are no empty savegames and you must create the slots first but then you can save wherever you want.
The old ZDoom32 branch without the GL renderer is still being maintained actually and i'm going to start the upgrade there.
A major roadblock for 2.9.0 it's that 3D floors are broken in truecolor and i've got no idea why (at least i had an interesting theory). The key could be in cortlong50's map (is really that a BIG download?). Not that it's a major thing but it's ugly. I've tested the LLVM renderer on a modern i7 CPU and yes it is clearly faster (138 vs 97 fps @1920) but the old renderer almost doubles its performance on 10 year old machines and it's still fast on modern CPUs.
I think very few people in the world could fix it and those are the ZDoom devs here. Of course Randi would also be welcome.
The renderer was properly merged but there's this nasty problem which also was in QZDoom alpha.
@_mental_: I hope you could have a look at this someday in the near future. Apparently cortlong50's map was rendered correctly so this could be related to the textures applied to the 3D floor (i know he sent you that map). Also as you can see i've added you to the credits section.