prboom226_3.zip
(-) smooth movement: blinking in the second level of the Cchest2.wad
(-) smooth movement: lifts activated by lines of the generalized types 
    were not interpolated

prboom226_4.zip
(+) full mouselook and FOV in GLBoom (without compatibility loss)
(*) smooth movement: few changes in algorithm

prboom226_5.zip
(-) if a new game is started while a demo is playing the walkcam settings
    are carried over to the single player game

prboom226_6.zip
(-) smooth movement: doors activated by lines of the generalized types
    were not interpolated
(-) mouselook & fov: bugs in sky rendering

prboom226_7.zip
(-) smooth movement: "I_SignalHandler: Exiting on signal: 11" bug during 
    rendering of the first frames of heavy scenes (after opening doors)

prboom226_8.zip
(-) found another bug: run the game with the -nomusic parameter, start a 
    new game (via the menu) and either kill yourself or start a new game 
    again and the music will start playing. (Janizdreg)
(*) not drawing the player gun sprite in the freely rotatable view mode
    (Janizdreg)
(-) smooth movement: interpolation did not work for moving platforms after
    savegame load
(-) GLBoom bug: wrong display of a middle texture if it exceeds the 
    boundaries of its floor and ceiling

prboom226_9.zip
(-) bugs in the new algorithm of middle textures drawing

prboom226_10.zip
(+) GLBoom: detail texture support for walls and flats.
    Requires hi-end systems.

prboom226_11.zip
(+) demos: option for smooth turns during viewing of demos.
    It makes sense for TAS demos recorded with slowmotion.
(-) smooth movement: some flickers after menu closing.
(-) original prboom: prboom uses monster_avoid_hazards setting from 
    the cfg file when you are using -complevel 0 or -complevel 1.
    If you have this option set to 1 in your cfg, then you are at risk 
    of getting desyncs in demos that feature crushers. (Dashiva)

prboom226_12.zip
(*) smooth turns in demos: changes in algorithm. Now smoothing occurs 
    in a range [currtick-smoothfactor..currtick+smoothfactor] 
    instead of [currtick-smoothfactor..currtick]
(-) smooth turns in demos: turns did not smooth out if the option of 
    smooth movements has been switched off
(-) smooth turns in demos: problems when the demo includes very sharp 
    turns (Grazza)

prboom226_13.zip
(-) smooth turns in demos: bug arising after forcibly changing of the 
    player's viewangle by the engine at use of a saw or a fist (Grazza)

prboom226_14.zip
(*) smooth turns in demos: changes in algorithm. Now smoothing occurs 
    in a range [currtick-smoothfactor..currtick] 
    instead of [currtick-smoothfactor..currtick+smoothfactor]
(-) smooth turns in demos: wrong direction of a player sight after 
    respawn.

prboom226_15.zip
(*) full mouselook: a big increase in FPS if the viewpitch of the player
    is in the range from -45 to +45 degrees.
(*) smooth movement: minor changes.

prboom226_16.zip
(-) prboom226_15 bug
