Every release, newest first. Beta versions are opt-in previews; the
Latest stable version is what snapmap-plus update installs.
v0.2.1-beta.18
Beta
Build demon navigation from the editor’s Start menu
Rebuild the paths demons use from the editor’s Start menu. Build Navmesh sits beside Save and does not save your map or require a player start.
New
Build Navmesh shows in-game progress and a completion message. It also works in Blueprint mode and with the green preview turned off.
Improved
Navigation previews refresh on map open or with Update Navmesh in the View menu. Relevant box edits mark the preview out of date.
Play rebuilds navigation for the current map when it has changed since the last update.
Fixed
Every rawmap save now respects the formatting setting. Use sh_pretty_on 1 to save these editable map files with line breaks and indentation.
Fixed a freeze when first activating certain packaged sounds.
**Build demon navigation from the editor's Start menu**
Rebuild the paths demons use from the editor's Start menu. **Build Navmesh** sits beside **Save** and does not save your map or require a player start.
### New
- **Build Navmesh** shows in-game progress and a completion message. It also works in Blueprint mode and with the green preview turned off.
### Improved
- Navigation previews refresh on map open or with **Update Navmesh** in the **View** menu. Relevant box edits mark the preview out of date.
- Play rebuilds navigation for the current map when it has changed since the last update.
### Fixed
- Every rawmap save now respects the formatting setting. Use `sh_pretty_on 1` to save these editable map files with line breaks and indentation.
- Fixed a freeze when first activating certain packaged sounds.
Older map text loads correctly, and compatible mods combine
Maps containing older text characters now open without the UTF-8 error. Compatible editor changes combine, while broken or conflicting packages no longer disable unrelated mods.
Improved
Packages can move an editor property between pages while other packages edit that property or add different properties.
Editor actions and event responses added by packages now combine with built-in entries.
Supported lists recover incorrect counts, numbering gaps and identical duplicates without changing your package files.
Fixed
Maps with older text characters no longer fail to open with “invalid UTF-8 in string.” Their text remains unchanged when saved.
Broken packages are skipped individually. Packages making incompatible changes are skipped together, while unrelated packages and built-in editor support remain available.
**Older map text loads correctly, and compatible mods combine**
Maps containing older text characters now open without the UTF-8 error. Compatible editor changes combine, while broken or conflicting packages no longer disable unrelated mods.
### Improved
- Packages can move an editor property between pages while other packages edit that property or add different properties.
- Editor actions and event responses added by packages now combine with built-in entries.
- Supported lists recover incorrect counts, numbering gaps and identical duplicates without changing your package files.
### Fixed
- Maps with older text characters no longer fail to open with "invalid UTF-8 in string." Their text remains unchanged when saved.
- Broken packages are skipped individually. Packages making incompatible changes are skipped together, while unrelated packages and built-in editor support remain available.
Supported legacy packages embedded in maps now convert during loading. You do not need to enter the map first or export a rawmap, and the original saved map stays untouched. The installer and map loader share conversion rules for declarations, resource paths and package policies.
New
The map loader reconstructs supported older embedded packages, including their legacy requirements, strings and manifest resource imports, before normal compilation.
The guide explains each kind of package-related DOOM prompt and what happens to the map and installed files.
Improved
Package IDs accept uppercase letters and surrounding whitespace automatically. Display names keep their capitalization, asset files stay untouched, and the installer backs up corrected descriptors. UTF-8 byte-order marks in package.json are also accepted.
Loose override migration uses my-overrides, adding a numeric suffix if necessary. Existing packages keep their grouping, and fresh installations include an empty starter package.
Original SnapHak onboarding and older Snapmap+ packages use the same conversion rules as map-carried content; disk migration retains backups of the originals.
Installation continues to ask for consent only when required resources are missing, installs complete bundles and resumes the same map request without restarting DOOM.
Fixed
Maps retain different complete bundles that share a package ID instead of letting one replace the other’s embedded content. Installing a missing variant also preserves other variants needed by that map.
Locked temporary files no longer block another map after their game resources have been released.
Unchanged declarations imported from the installed game may finish with the engine’s normal fallback instead of causing the entire map to be refused. Modified declarations still require successful activation.
An installation rollback no longer replaces the original error with a generic cancellation notice; normal cancellation does not show an error.
**Older maps convert as they open**
Supported legacy packages embedded in maps now convert during loading. You do not need to enter the map first or export a rawmap, and the original saved map stays untouched. The installer and map loader share conversion rules for declarations, resource paths and package policies.
### New
- The map loader reconstructs supported older embedded packages, including their legacy requirements, strings and manifest resource imports, before normal compilation.
- The guide explains each kind of package-related DOOM prompt and what happens to the map and installed files.
### Improved
- Package IDs accept uppercase letters and surrounding whitespace automatically. Display names keep their capitalization, asset files stay untouched, and the installer backs up corrected descriptors. UTF-8 byte-order marks in package.json are also accepted.
- Loose override migration uses my-overrides, adding a numeric suffix if necessary. Existing packages keep their grouping, and fresh installations include an empty starter package.
- Original SnapHak onboarding and older Snapmap+ packages use the same conversion rules as map-carried content; disk migration retains backups of the originals.
- Installation continues to ask for consent only when required resources are missing, installs complete bundles and resumes the same map request without restarting DOOM.
### Fixed
- Maps retain different complete bundles that share a package ID instead of letting one replace the other's embedded content. Installing a missing variant also preserves other variants needed by that map.
- Locked temporary files no longer block another map after their game resources have been released.
- Unchanged declarations imported from the installed game may finish with the engine's normal fallback instead of causing the entire map to be refused. Modified declarations still require successful activation.
- An installation rollback no longer replaces the original error with a generic cancellation notice; normal cancellation does not show an error.
Packages from earlier releases convert automatically
Installing or updating Snapmap+ now converts packages made for earlier releases to the current format before the new files are copied, keeping your originals byte for byte. A single broken package no longer stops the rest of your library from loading.
New
Install and update convert packages from earlier releases to the current format, including loose files, manifests and shader includes, before the new runtime files are copied.
The migrate-overrides command runs the same conversion for manually copied files and for older packages unzipped into your overrides folder later.
Originals are moved byte for byte into a separate backup folder that is never loaded or deleted automatically, so you can undo a conversion by hand.
Improved
Each package converts completely or not at all, and an interrupted run is finished or restored on the next attempt without ever overwriting a path that appeared in the meantime.
A package with a problem of its own is skipped on its own while every other package still loads, and sh_packages lists each skipped package folder with its reason.
A package that cannot be converted is reported with the reason and left untouched on disk, so you can fix it and run the conversion again.
Fixed
A failed modded-map load now restores local resources and rolls back its new packages, allowing another installation attempt without restarting DOOM.
Plus 2 smaller fixes and internal changes.
**Packages from earlier releases convert automatically**
Installing or updating Snapmap+ now converts packages made for earlier releases to the current format before the new files are copied, keeping your originals byte for byte. A single broken package no longer stops the rest of your library from loading.
### New
- Install and update convert packages from earlier releases to the current format, including loose files, manifests and shader includes, before the new runtime files are copied.
- The migrate-overrides command runs the same conversion for manually copied files and for older packages unzipped into your overrides folder later.
- Originals are moved byte for byte into a separate backup folder that is never loaded or deleted automatically, so you can undo a conversion by hand.
### Improved
- Each package converts completely or not at all, and an interrupted run is finished or restored on the next attempt without ever overwriting a path that appeared in the meantime.
- A package with a problem of its own is skipped on its own while every other package still loads, and sh_packages lists each skipped package folder with its reason.
- A package that cannot be converted is reported with the reason and left untouched on disk, so you can fix it and run the conversion again.
### Fixed
- A failed modded-map load now restores local resources and rolls back its new packages, allowing another installation attempt without restarting DOOM.
_Plus 2 smaller fixes and internal changes._
Complete mod packages travel with maps, with steadier editor previews
Author packages with one package.json and an assets/ tree using extracted engine paths. Maps carry their complete authored packages, reuse resources already installed on another player’s machine, and preserve their own gameplay values without changing that player’s local files.
New
Packages use package.json for identity, requirements, localized strings and supported presentation settings, with game resources under assets/. Package authors no longer need separate manifest files or hand-written mappings for every resource.
Maps carry the complete packages whose gameplay resources they use, including nested components and their editor support. When resources are missing, an in-game prompt installs the complete supplying bundles and continues loading without restarting DOOM.
Improved
Installation checks use available resources, so a different package name, grouping or local gameplay value does not by itself trigger another installation. Each map’s authored values remain active in Play and Edit without rewriting local packages or game archives.
Compatible changes from multiple packages and built-in overrides compose against the original resources, including supported MD6 collections and animation events. Conflicting edits report the resource and contributing packages.
Unchanged vanilla SnapMap resources and editor-only exposure do not cause packages to be embedded. Ordinary stock-entity authoring retains vanilla compatibility when it needs no additional gameplay resources or features.
Package discovery and delivery no longer impose fixed package-count or total-payload quotas; available memory, storage and engine limits still apply.
An interrupted or failed installation cancels the whole new install group instead of leaving part of a package behind.
Fixed
Packages installed from a map stay available in your library after you leave that map, so you can use them in new maps.
Package refresh preserves unchanged editor caches and restores World Text fonts, preventing the associated toybox disconnects. Custom entities and inherited Doors entries receive their intended editor properties.
Resource classification no longer creates declarations while inspecting them, preventing a crash caused by declarations retaining released skeleton data.
**Complete mod packages travel with maps, with steadier editor previews**
Author packages with one `package.json` and an `assets/` tree using extracted engine paths. Maps carry their complete authored packages, reuse resources already installed on another player's machine, and preserve their own gameplay values without changing that player's local files.
### New
- Packages use `package.json` for identity, requirements, localized strings and supported presentation settings, with game resources under `assets/`. Package authors no longer need separate manifest files or hand-written mappings for every resource.
- Maps carry the complete packages whose gameplay resources they use, including nested components and their editor support. When resources are missing, an in-game prompt installs the complete supplying bundles and continues loading without restarting DOOM.
### Improved
- Installation checks use available resources, so a different package name, grouping or local gameplay value does not by itself trigger another installation. Each map's authored values remain active in Play and Edit without rewriting local packages or game archives.
- Compatible changes from multiple packages and built-in overrides compose against the original resources, including supported MD6 collections and animation events. Conflicting edits report the resource and contributing packages.
- Unchanged vanilla SnapMap resources and editor-only exposure do not cause packages to be embedded. Ordinary stock-entity authoring retains vanilla compatibility when it needs no additional gameplay resources or features.
- Package discovery and delivery no longer impose fixed package-count or total-payload quotas; available memory, storage and engine limits still apply.
- An interrupted or failed installation cancels the whole new install group instead of leaving part of a package behind.
### Fixed
- Packages installed from a map stay available in your library after you leave that map, so you can use them in new maps.
- Package refresh preserves unchanged editor caches and restores World Text fonts, preventing the associated toybox disconnects. Custom entities and inherited Doors entries receive their intended editor properties.
- Resource classification no longer creates declarations while inspecting them, preventing a crash caused by declarations retaining released skeleton data.
Simpler map rendering and navigation on default boxes
Map Rendering no longer needs an enable switch: all seven settings stay editable, and leaving View Distance and Fog Strength at their defaults restores each module’s original environments automatically. AI Navigation now also works on Blocking Boxes that still use their inherited default dimensions.
Improved
All seven Map Rendering settings are always editable, with distance and fog each falling back to the module’s original environment at their default values instead of using a separate enable switch.
Blocking Boxes that keep their inherited default dimensions now support AI Navigation, including in maps created before Snapmap+ was installed, so you do not need to resize a box or recreate the map.
Fixed
A Fog Strength of zero now restores native fog, including a module’s built-in fog.
Maps saved with the former enable switch turned off load with native defaults instead of applying values that were never meant to be active.
**Simpler map rendering and navigation on default boxes**
Map Rendering no longer needs an enable switch: all seven settings stay editable, and leaving View Distance and Fog Strength at their defaults restores each module's original environments automatically. AI Navigation now also works on Blocking Boxes that still use their inherited default dimensions.
### Improved
- All seven Map Rendering settings are always editable, with distance and fog each falling back to the module's original environment at their default values instead of using a separate enable switch.
- Blocking Boxes that keep their inherited default dimensions now support AI Navigation, including in maps created before Snapmap+ was installed, so you do not need to resize a box or recreate the map.
### Fixed
- A Fog Strength of zero now restores native fog, including a module's built-in fog.
- Maps saved with the former enable switch turned off load with native defaults instead of applying values that were never meant to be active.
Map rendering controls and reliable Grid Room placement
Adjust view distance and fog per map, place objects inside tall Grid Rooms, and restore the game’s original environments when customization is off. Reset resized rooms and remove package-dependent content to return otherwise stock maps to vanilla compatibility.
New
DOOM’s Settings / Properties panel now offers Custom Rendering, with view distance and fog strength, range and color controls saved inside each map on OpenGL and Vulkan.
Improved
Turning Custom Rendering off restores each module’s original environment, while saved custom values remain available when re-enabled.
Restoring every Grid Room to its original dimensions and removing package-dependent content permits otherwise stock maps to load in vanilla after saving with Custom Rendering off.
Fixed
Objects can be placed inside tall resized Grid Rooms, and resizing refreshes the faint native placement grid.
Grid Room Size no longer inherits the Grid Offset field’s 0-63 input range; dimensions still clamp to the door and portal limits.
**Map rendering controls and reliable Grid Room placement**
Adjust view distance and fog per map, place objects inside tall Grid Rooms, and restore the game's original environments when customization is off. Reset resized rooms and remove package-dependent content to return otherwise stock maps to vanilla compatibility.
### New
- DOOM's **Settings / Properties** panel now offers **Custom Rendering**, with view distance and fog strength, range and color controls saved inside each map on OpenGL and Vulkan.
### Improved
- Turning **Custom Rendering** off restores each module's original environment, while saved custom values remain available when re-enabled.
- Restoring every Grid Room to its original dimensions and removing package-dependent content permits otherwise stock maps to load in vanilla after saving with **Custom Rendering** off.
### Fixed
- Objects can be placed inside tall resized Grid Rooms, and resizing refreshes the faint native placement grid.
- **Grid Room Size** no longer inherits the **Grid Offset** field's 0-63 input range; dimensions still clamp to the door and portal limits.
Resizable Grid Rooms, a rawmap File menu and steadier navigation
Resize individual Grid Rooms in DOOM’s Module Properties, open and export rawmaps through the File menu, and keep navigation previews steady after moving or duplicating boxes. Navigation baking runs in the background, with fixes for dense routes and rotated climb approaches.
New
Classic and modern Grid Rooms have independent X, Y and Z dimensions under Grid Room Size in DOOM’s Module Properties, including Blueprint mode. Doors retain their size and placed objects retain their local positions and sizes; built-in lighting, collision and navigation adjust to the room. Players need Snapmap+ to load maps with resized Grid Rooms; vanilla and console players cannot use them.
The File menu can load rawmaps and export the open map, including unsaved edits, with Save Rawmap and Save Rawmap As…. Opening a rawmap protects the saved map it opened over by default, and changing maps resets the export destination.
Improved
Navigation previews retain box shapes from the latest complete map snapshot instead of returning to stale spawn positions during live flag refreshes. Placement and module movement refresh the snapshot without requiring a save.
Preview baking runs in the background to reduce editor stalls. Refused bakes report their reason; route-limit diagnostics can mark affected volumes red, and sh_perf reports editing costs.
Fixed
Duplicated boxes sharing an ID retain navigation when their owning module is unambiguous. Until the IDs are unique, refreshes read the whole map; IDs assigned across modules still refuse the bake.
Dense bakes no longer hit the former 2,048-traversal candidate cutoff, and repeated path-search candidates cannot overflow the native queue. Engine route limits still apply.
Climb approaches clear the physical rotated box and select traversal animations for each anchor height, repairing blocked approaches without changing the authored surface.
**Resizable Grid Rooms, a rawmap File menu and steadier navigation**
Resize individual Grid Rooms in DOOM's Module Properties, open and export rawmaps through the File menu, and keep navigation previews steady after moving or duplicating boxes. Navigation baking runs in the background, with fixes for dense routes and rotated climb approaches.
### New
- Classic and modern Grid Rooms have independent X, Y and Z dimensions under **Grid Room Size** in DOOM's **Module Properties**, including Blueprint mode. Doors retain their size and placed objects retain their local positions and sizes; built-in lighting, collision and navigation adjust to the room. **Players need Snapmap+ to load maps with resized Grid Rooms; vanilla and console players cannot use them.**
- The **File** menu can load rawmaps and export the open map, including unsaved edits, with **Save Rawmap** and **Save Rawmap As...**. Opening a rawmap protects the saved map it opened over by default, and changing maps resets the export destination.
### Improved
- Navigation previews retain box shapes from the latest complete map snapshot instead of returning to stale spawn positions during live flag refreshes. Placement and module movement refresh the snapshot without requiring a save.
- Preview baking runs in the background to reduce editor stalls. Refused bakes report their reason; route-limit diagnostics can mark affected volumes red, and `sh_perf` reports editing costs.
### Fixed
- Duplicated boxes sharing an ID retain navigation when their owning module is unambiguous. Until the IDs are unique, refreshes read the whole map; IDs assigned across modules still refuse the bake.
- Dense bakes no longer hit the former 2,048-traversal candidate cutoff, and repeated path-search candidates cannot overflow the native queue. Engine route limits still apply.
- Climb approaches clear the physical rotated box and select traversal animations for each anchor height, repairing blocked approaches without changing the authored surface.
Navigation now follows the exposed surfaces of rotated and intersecting Blocking Boxes, with repairs for demons crossing bridges and returning to module floors. Editing refreshes the bake automatically, and the green preview is visible on both renderers. Existing navigation marks migrate without manual retoggling.
New
Weapon packages can select ammo presentation from the weapon’s capacity, including the existing infinity display, without changing ammunition or gameplay.
Improved
Rotated boxes, floating decks and intersecting structures bake from their exposed walkable surfaces. Shared supports retain contact, while buried surfaces are removed.
Moving, rotating, copying or deleting boxes refreshes navigation. Each placed module keeps its own bake, including maps with multiple Grid Rooms.
Platforms can connect directly, with gap leaps where the demon’s native traversal data allows them. Modules that already contain climbs can receive additional custom traversal links.
Fixed
Repaired bridge and ramp-to-floor transitions by preserving floor contact, rebuilding navigation visibility and keeping marked volumes out of the native avoidance obstacle list. This also applies to maps saved with the replacement AI Navigation marker.
Dense bakes respect the engine’s connection limits. Candidates that cannot fit are refused before loading, preventing the associated Play failure.
The green navigation preview now displays correctly in the OpenGL editor as well as Vulkan.
**Connected navigation for custom bridges and ramps**
Navigation now follows the exposed surfaces of rotated and intersecting Blocking Boxes, with repairs for demons crossing bridges and returning to module floors. Editing refreshes the bake automatically, and the green preview is visible on both renderers. Existing navigation marks migrate without manual retoggling.
### New
- Weapon packages can select ammo presentation from the weapon's capacity, including the existing infinity display, without changing ammunition or gameplay.
### Improved
- Rotated boxes, floating decks and intersecting structures bake from their exposed walkable surfaces. Shared supports retain contact, while buried surfaces are removed.
- Moving, rotating, copying or deleting boxes refreshes navigation. Each placed module keeps its own bake, including maps with multiple Grid Rooms.
- Platforms can connect directly, with gap leaps where the demon's native traversal data allows them. Modules that already contain climbs can receive additional custom traversal links.
### Fixed
- Repaired bridge and ramp-to-floor transitions by preserving floor contact, rebuilding navigation visibility and keeping marked volumes out of the native avoidance obstacle list. This also applies to maps saved with the replacement AI Navigation marker.
- Dense bakes respect the engine's connection limits. Candidates that cannot fit are refused before loading, preventing the associated Play failure.
- The green navigation preview now displays correctly in the OpenGL editor as well as Vulkan.
Marks take effect on Play, and the bake no longer crashes
Climb links are now placed to suit each demon, so more of your platforms are reachable, and marks ticked during a session reach the bake without a save-and-reload. Several crashes around map building and console commands are gone, and reports now say which renderer you were running.
New
Feedback and crash reports now carry which renderer version of the game you are running, shown as a Renderer line, so renderer-specific bugs can be told apart.
Improved
Climb links are placed along a ledge where each demon can actually stand, so a demon whose climb starts further out no longer loses the edge, and platforms that no demon could reach become reachable.
Six dash and meathook tuning settings that nothing could ever read are no longer offered, and the documentation no longer lists them.
Fixed
Surfaces you mark during a session now reach the navigation bake without saving and reloading the map.
The game no longer dies with a fatal error while building a map that has live navigation marks.
Console commands that edit game data now run on the game’s own thread, ending the crashes some players hit when using them.
Plus 6 smaller fixes and internal changes.
**Marks take effect on Play, and the bake no longer crashes**
Climb links are now placed to suit each demon, so more of your platforms are reachable, and marks ticked during a session reach the bake without a save-and-reload. Several crashes around map building and console commands are gone, and reports now say which renderer you were running.
### New
- Feedback and crash reports now carry which renderer version of the game you are running, shown as a Renderer line, so renderer-specific bugs can be told apart.
### Improved
- Climb links are placed along a ledge where each demon can actually stand, so a demon whose climb starts further out no longer loses the edge, and platforms that no demon could reach become reachable.
- Six dash and meathook tuning settings that nothing could ever read are no longer offered, and the documentation no longer lists them.
### Fixed
- Surfaces you mark during a session now reach the navigation bake without saving and reloading the map.
- The game no longer dies with a fatal error while building a map that has live navigation marks.
- Console commands that edit game data now run on the game's own thread, ending the crashes some players hit when using them.
_Plus 6 smaller fixes and internal changes._
Mark the Blocking Boxes you build in DOOM’s own object settings and Snapmap+ bakes navigation onto them at map load, so demons walk and even climb onto your platforms. Snapmap+ also now runs on both the Vulkan and OpenGL versions of the game.
New
An AI Navigation switch on any Blocking Box, in DOOM’s own object settings, marks its top surface as ground demons may walk on.
Demons now climb onto marked surfaces well above step height, using the animation that suits each one.
Improved
Snapmap+ attaches to whichever DOOM executable is running, so everything keeps working after you switch between Vulkan and OpenGL.
The installer now spots the game running under either renderer and asks you to close it instead of failing on a locked file.
Fixed
Marks made during a session survive pressing Play instead of being quietly discarded for the rest of the session.
The Entity State tab accepts valid values again instead of rejecting them as unknown and suggesting ones the game refuses.
Plus 23 smaller fixes and internal changes.
**Demons walk and climb your own geometry**
Mark the Blocking Boxes you build in DOOM's own object settings and Snapmap+ bakes navigation onto them at map load, so demons walk and even climb onto your platforms. Snapmap+ also now runs on both the Vulkan and OpenGL versions of the game.
### New
- An AI Navigation switch on any Blocking Box, in DOOM's own object settings, marks its top surface as ground demons may walk on.
- Demons now climb onto marked surfaces well above step height, using the animation that suits each one.
### Improved
- Snapmap+ attaches to whichever DOOM executable is running, so everything keeps working after you switch between Vulkan and OpenGL.
- The installer now spots the game running under either renderer and asks you to close it instead of failing on a locked file.
### Fixed
- Marks made during a session survive pressing Play instead of being quietly discarded for the rest of the session.
- The Entity State tab accepts valid values again instead of rejecting them as unknown and suggesting ones the game refuses.
_Plus 23 smaller fixes and internal changes._
Each release now ships one short, hand-written entry instead of a wall of commit messages, shown the same way on the website, the releases page and in the mod’s own history command. Snapmap+ also tidies away a stale log file left behind by an earlier rename.
New
The history command lays its notes out for a terminal and can show any version you name.
Improved
Every release now comes with one short, reviewed summary shared by the website, the releases page and the mod itself.
Fixed
The leftover log file from the old naming no longer sits alongside the current one.
**Release notes you can actually read**
Each release now ships one short, hand-written entry instead of a wall of commit messages, shown the same way on the website, the releases page and in the mod's own history command. Snapmap+ also tidies away a stale log file left behind by an earlier rename.
### New
- The history command lays its notes out for a terminal and can show any version you name.
### Improved
- Every release now comes with one short, reviewed summary shared by the website, the releases page and the mod itself.
### Fixed
- The leftover log file from the old naming no longer sits alongside the current one.
A map that needs mod packs now installs all of them from a single prompt and plays straight away, instead of asking once per pack and sending you back to restart DOOM.
New
Install every mod pack a map needs from a single prompt.
Play a map’s mod pack straight after installing it, with no restart.
Improved
The mod-pack consent prompt uses a dialog that cannot delete anything.
Logs and crash records are rolled aside instead of growing without limit.
Fixed
Choosing Yes on the mod-pack prompt now actually installs the pack.
Plus 15 smaller fixes and internal changes.
**Mod packs install and play in one step**
A map that needs mod packs now installs all of them from a single prompt and
plays straight away, instead of asking once per pack and sending you back to
restart DOOM.
### New
- Install every mod pack a map needs from a single prompt.
- Play a map's mod pack straight after installing it, with no restart.
### Improved
- The mod-pack consent prompt uses a dialog that cannot delete anything.
- Logs and crash records are rolled aside instead of growing without limit.
### Fixed
- Choosing Yes on the mod-pack prompt now actually installs the pack.
_Plus 15 smaller fixes and internal changes._
An override package can now ship the pictures and names for the content it adds, so a mod that adds an entity no longer borrows another demon’s Toybox tile or asks you to hand-edit a file every other mod shares.
New
Packages can ship their own images and their own text.
Improved
Your own overrides move into a package you can name, share and uninstall.
An added entity survives a playtest and stays usable in the editor.
Fixed
Two packages whose names differ only in letter case no longer conflict.
Plus 3 smaller fixes and internal changes.
**Packages carry their own images and text**
An override package can now ship the pictures and names for the content it
adds, so a mod that adds an entity no longer borrows another demon's Toybox
tile or asks you to hand-edit a file every other mod shares.
### New
- Packages can ship their own images and their own text.
### Improved
- Your own overrides move into a package you can name, share and uninstall.
- An added entity survives a playtest and stays usable in the editor.
### Fixed
- Two packages whose names differ only in letter case no longer conflict.
_Plus 3 smaller fixes and internal changes._
Overrides become self-contained packages that can overlap without refusing each other, and the asset browser gains sound auditioning, pinning, folder trees and 29 new textures.
New
Add declarations DOOM never shipped, through override packages.
Pin a shortlist of assets, and browse sounds by soundbank as a folder tree.
Improved
Overlapping override packages compose instead of refusing each other.
Prefab previews are interactive, and the Studio workspace is unified.
Fixed
Every material is searchable, and a timeline larger than 1 MB opens.
Plus 57 smaller fixes and internal changes.
**Override packages and a real asset browser**
Overrides become self-contained packages that can overlap without refusing each
other, and the asset browser gains sound auditioning, pinning, folder trees and
29 new textures.
### New
- Add declarations DOOM never shipped, through override packages.
- Pin a shortlist of assets, and browse sounds by soundbank as a folder tree.
### Improved
- Overlapping override packages compose instead of refusing each other.
- Prefab previews are interactive, and the Studio workspace is unified.
### Fixed
- Every material is searchable, and a timeline larger than 1 MB opens.
_Plus 57 smaller fixes and internal changes._
The editor remembers your Entities menu and override-loading preferences between sessions, lists and dropdowns page from the keyboard, and text fields copy and paste.
New
Page through lists and dropdowns from the keyboard, and copy and paste in text fields.
Improved
Entities menu and override-loading settings persist between sessions.
Fixed
Recovering from a fault during a play transition no longer causes a second crash.
Plus 7 smaller fixes and internal changes.
**Settings that stick, and keyboard paging**
The editor remembers your Entities menu and override-loading preferences
between sessions, lists and dropdowns page from the keyboard, and text fields
copy and paste.
### New
- Page through lists and dropdowns from the keyboard, and copy and paste in
text fields.
### Improved
- Entities menu and override-loading settings persist between sessions.
### Fixed
- Recovering from a fault during a play transition no longer causes a second
crash.
_Plus 7 smaller fixes and internal changes._
The website gains a Community section backed by GitHub Discussions: sign in with GitHub to post, comment, reply and react, with search, sorting and tags.
New
Post, comment, reply and react in a new Community section, using your GitHub sign-in.
Browse the community with search, sorting, tags and a rich-text composer.
Improved
The site is redesigned, with a mobile menu and a Discord link in the nav.
Fixed
Console commands for Snapmap+ settings work without turning on developer mode.
Turning the user override layer off now sticks across restarts.
Plus 18 smaller fixes and internal changes.
**A community section on the site**
The website gains a Community section backed by GitHub Discussions: sign in with
GitHub to post, comment, reply and react, with search, sorting and tags.
### New
- Post, comment, reply and react in a new Community section, using your GitHub
sign-in.
- Browse the community with search, sorting, tags and a rich-text composer.
### Improved
- The site is redesigned, with a mobile menu and a Discord link in the nav.
### Fixed
- Console commands for Snapmap+ settings work without turning on developer mode.
- Turning the user override layer off now sticks across restarts.
_Plus 18 smaller fixes and internal changes._
The project is renamed Snapmap+, and your saved content moves into a folder of its own under your local app data.
New
Snapmap+ keeps your maps, prefabs and overrides in their own folder.
Improved
Existing content is migrated once, and the move is verified before the old copy is removed.
The installer carries a version resource and manifest, so fewer antivirus tools flag the download.
Plus 1 smaller fix and internal change.
**SnapHak becomes Snapmap+**
The project is renamed Snapmap+, and your saved content moves into a folder of
its own under your local app data.
### New
- Snapmap+ keeps your maps, prefabs and overrides in their own folder.
### Improved
- Existing content is migrated once, and the move is verified before the old
copy is removed.
- The installer carries a version resource and manifest, so fewer antivirus
tools flag the download.
_Plus 1 smaller fix and internal change._