Releases: ZDoom/gzdoom
GZDoom g4.4.2
- fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists.
- added missing target check to A_RadiusDamageSelf.
- use a full ClearScreen when drawing fullscreen images.
- fix crash in nullptr access to DFrameBuffer object 'screen' if it is uninitialized
- add "restart" button to error pane in Windows
- add keyboard accelerator shortcuts to many Windows-specific dialogs
- fixed some issues with setup parts for ZScript in the wrong place.
- let blastradius work without an effect actor.
- fixed: AActor::GetModifiedDamage must account for the inventory items to get destroyed in its scripted subfunctions.
- fixed: FGameTexture's GlowHeight was not initialized.
- fixed: the attenuation flag wasn't passed to the shader if shadowmaps were disabled.
- fixed bad range check in shadowmap code.
- Fixed: check for bad sidedefs was not taking into account sidedef compression.
- backend update from Raze.
- fixed: The scale vector for detail maps was not passed to the shader.
- fixed: The flags for texture colorization were not passed to the backend.
- fixed: The scissor rectangle must be clipped to the upper left edge of the screen.
- fix missing terminator in vk_shader.cpp on #ifdef guarded line.
- made the new Build light mode operational
GZDoom g4.4.1
added a CCMD that lists all CVARS which don't have a description.
mapped "Smooth mouse" back to m_filter CVAR and removed smooth_mouse.
Fix compilation on DragonFly BSD
fixed code that deternines when to upscale a texture.
fixed fallback lookup for multipatch textures referencing themselves as patch.
fixed the burn shader.
do not allow playing sounds during PlayerFinishLevel.
added 3 more texture samplers to the shaders to compensate for the now always occupied slots for brightmap, glow and detail.
fixed calculation of allocated memory for garbage collection
since we already got lots of CVAR descriptions from the menu's content, let's use that as CVAR description if none is explicitly provided.
fixed bad bit operations when calculating the base palette remap.
fixed: The mutipatch texture builder did not set the source lump.
fixed: When reopening a lump, the full file name must be used.
fixed crash with texture upscaling in the truecolor software renderer.
Fixed crash rendering 3D floors without ceiling or floor textures in software.
Fixed wrong MINDEMOVERSION which was committed in 95f4479
Fix Bag of Holding not increasing Firemace ammo capacity
fixed compilation of non-x86 targets
GZDoom g4.4.0
Hotfix: LineTrace now reports the correct number of portal crossings.
fixed incomplete disabling of number field menu option
tighten rules for action functions called from Decorate
fixed: The full dotted lump filter string was never used.
fixed (un)morphing of more than one actor from ACS
fixed setup of JIT functions that require extra frame space
make various getter and pure-math methods clearscope, and where applicable, const
fixed offsets for hires replacements of already scaled textures.
Fix compilation on NetBSD
manually merged PR for kill count in Requiem MAP23.
there is no mace ammo in the bag of holding.
fixed texture sampler generation in the Vulkan backend.
added per pixel lighting for decals.
fixed incorrect offsets for textures in the hires/ folder.
advanced coordinate control for overlays over DTA_Fullscreen images.
fixed: the last frame of the intermission screen wasn't rendered.
added support for replacing the intermission backgrounds in Doom 1 with widescreen images.
fixed font selection on intermission screen.
fixed crash with texture upscaling in the software renderer.
Add option to disable SDL joystick support.
added a compatibility option for a bad teleporter in the final Strife map.
redid mouse control for the conversation menu.
fixed some double to float conversion warnings.
enabled CVAR descriptions.
Strife dynamic light tweaks by ReaperAA.
fixed: vertically mirrored textures should not be subjected to empty space optimizations because the algorithm cannot deal with the inverted case.
fixed: the 3D floor processing code in the renderer did not restore the render style after finishing.
made some changes so that material definitions can properly check automatic layers when determining their material type.
Fixed OpenAL regression with looping sounds with playing length 0.
Allow dialogs to be displayed on other Unix-like OSs
fixed floorclipping checks for 3D floors.
Strip out any color escape sequences before setting a window title.
reject all 0-special lines for activation.
use modulo, not bitwise and-ing to check the damage delay for terrain based damage.
fixed: Copying a texture's size must also copy the offset.
fixed scale setup for multipatch textures.
fixed missing custom shader setup in cases where a shader got used more than once.
make sure that incomplete multipatch textures are technically complete.
Add a cvar to control weapon bobbing while firing
Fixed crash on maps with out of range sidedef and sector numbers, adapted from PRBoom.
removed redundant TextureFilterChanged method from DFrameBuffer.
texture sampler cleanup.
don't let CHANF_AUTO hijack other channels.
more descriptive message for server CVAR change attempt in netgame
removed entry for non-functional linear tonemap.
fixed fullscreen toggle via shortcut
fixed space calculations for oversized episode and skill menus.
fixed: The size parameters for automap sprites are floats, so they need the matching tag.
fixed setup for translated textures in Vulkan.
Single image fonts do not use translations.
fixed: texture upscaling was disabled by default.
fixed shader building.
fixed: V_GetFont must load the translations once the game has been set up.
fixed: TRF_ALLACTORS did not consider actors without any flag being set.
added missing range check to section code.
fixed use of Powerup.Strength in PowerInvisibility.
fixed bad Heretic light definitions.
fixed missing sound for Polyobj_MoveTo.
Add mapinfo option to disable merging of identical pickup messages on same tic
attenuated lights for Strife.
fix "'Dictionary' is freed outside the GC process" warning
fixed map things erroneously treated as polyobject anchors/spots
restored warning about missing aiming camera target
Fixed an issue where multiple invulnerability powerups could cancel each other out from just one expiring.
export common formulae to functions instead of copy-pasting them
screen bevel now enlarges also when screenblocks <= 11
make intermission and status bar scaling game-specific in the config
add scaling customization for classic ui flat scaling
make screen border flat scale up
inter_classic_scaling now defaults to true
fixed: last commit I accidentally left hardcoded testing values and did not change them back to check for the texture's original size
implement cvar 'inter_classic_scaling' to render the intermission flat as if it were 320x200
force player respawn to call up the player's default class settings before determining where to respawn the player
Add optional direction parameters for SprayDecal and its A_SprayDecal zscript counterpart
Revised Serbian characters Ћ/Ђ
fixed: screen resolution changes did not notify the 2D drawer.
fixed secondary ammo display in strife status bar
Fix bouncing missiles not dealing damage when hitting top/bottom (#1068)
Add option to invert mouse x
Add an alpha parameter to StatusBar.DrawBar
moved benchmark fps output to the custom part of it because it depends on game data.
fixed ZScript compiler crash with dereferencing null pointers
moved the frame rate drawer out of DFrameBuffer.
did a bit of cleanup on DFrameBuffer, most notably taking GetCaps out of it. With the old softpoly renderer and OpenGL 2.x being gone there is no more need for such complex handling, it is now a single function in d_main.cpp.
Added MTF_NOCOUNT to spawn flags
split voxels.cpp into a backend and a game dependent part.
made FModelRenderer game independent - the 3 functions in question may just be global functions instead.
changed shadowmap setup so that the AABB tree is owned and controlled by the map, not the renderer.
changed the light parameter of ShadowTest to a position vector.
cleaned up the dependencies in the model rendering code and separated it into game-independent and game-dependent parts.
clean separation of vertex creation from map data and the buffer object.
made the portal state global, outside the framebuffer, because it is pure logic state without dependencies on the backend.
took the setup functions out of FDynLightData - there is no need to have them as members and they age game dependent.
moved RenderView out of the framebuffer classes to complete the consolidation of the renderer's entry points.
reworked canvas texture updater to avoid passing game data to the render backends.
consolidated the savegame picture code.
consolidated the 3 RenderViewpoint variants and took the function out of the framebuffer class.
consolidated the 3 virtually identical instances of DrawScene and moved the function to HWDrawInfo.
moved the render interface functions out of FGLRenderer into OpenGLFrameBuffer.
fixed: hwrenderer materials were nullptr checked but the pointers were not always properly initialized
fixed crash when loading saved game that has no music
added validation of game skill when changing a level
fixed potential crash on intermission cast screen
set all texture IDs after finishing the initial texture manager initialization. As it turned out, not all textures have a valid ID at that point so it needs to be redone.
block off the Substitute function by making it private to the 3 classes that really need it.
let TeleportSpecial universally map to Teleport when checking action special names.
apply aspect ratio compensation for all fullscreen images with a height of 200 and 400, and not just to 320x200 and 640x400.
fixed incorrect value range for particle's depth value, used for sorting.
made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special.
fixed keybinding reader - before trying to load DEFBINDS the lump index wasn't reset.
removed the "no IWAD definitions found" error message because the condition it checks for is not an error.
fixed setup of IPK3's where all content is in a subdirectory.
fixed texture layer management so that each material layer can decide for itself if it wants to allow upscaling.
rewrote the hardware texture precacher to use the new texture management to properly track the data to delete.
store the Vulkan descriptor sets in the material - where they belong! Having them in the base texture object was a major maintenance issue.
store the material layers in reference counted pointers in the FGameTexture object.
major refactor of texture upscaling control. All decisions were done deep inside the texture creation code, leaving zero options to the higher level code for controlling the feature.
moved the decision whether to upscale textures up one level in the function chain. Still not the perfect place, this should be decided before creating the texture, not in the middle of the process.
disabled the selective texture cleaning in the precacher. The logic here turned out to be a serious blocker and needs to be rethought.
allocate the sprite positioning info on demand only.
Moved the raw texture handling into the texture manager as well.
moved the front layer hack for Hexen's skies to the texture manager.
moved the handling for paletted replacements into the texture manager.
use FGameTexture instead of FMaterial for texture tracking in the hardware renderer.
moved the sprite positioning info out of FMaterial back into FTexture.
scale the automap parchment to clean 320x200 dimensions.
made 'supportRemap0' an image property so that the handling for this can be taken out of the actual texture class by just providing a replacement texture for the skies.
decoupled the software renderer entirely from FTexture - it will only look at FSoftwareTexture now, all access to the texture manager has been wrapped.
texture code refactoring to consolidate multiple textures referencing the same backing image.
handle brightmaps in the main shader instead of keeping separate instances around.
added detail and glow layers from Raze.
fixed material setup which could not guarantee that everything was initialized correc...
GZDoom 4.3.3
- fixed resetting of music volume after closing dialogue
- exposed Level.MusicVolume to ZScript
- fixed calling a function on string CVar
- added ability to filter VM disassembly dump
- add check for unity version of Nerve.wad
- infrastructure in place in case Nerve.wad changes again, this can be extended
- customized invulnerability colormap does not interfere with Powerup.ColorMap
- precache a few sounds being referenced in common game code.
- define misc/secret for Hexen, too. By now there are some mods defining secrets for the game so this sound should be present there.
- Implement special colormap support for softpoly
- Softpoly: Fix broken fixed camera light for walls
- make nosave standalone CVar flag, alongside server and user
- implemented screenshots in softpoly backend
GZDoom 4.3.2
- fixed Linux and macOS implementations of I_FindAttr()
- implement player setup background by Enjay
- fixed uninitialized variable in OPL song. Mono streams could be erroneously treated as stereo, doubling their playback speed
- compatibility workaround for using Scroll_Texture_Model with a line id of 0.
- store CVARs non-destructively in savegames.
- added missing render style constants to ZScript.
- fixed A_PlaySound() called from Dehacked
- fixed: The directory scanner for reading a directory into the WAD file system and ScanDirectory were not Unicode capable on Windows.
- added ML_NOSKYWALLS and ML_DRAWFULLHEIGHT
- restored old values for CHAN_... constants
- add support for new Bethesda.Net Unity Edition wads
- added workaround for GLSL noise functions on macOS
- added ability to use static SDL2 library
- fixed invalid context warnings with Cocoa backend
- removed obsolete softpoly render modes from menu
- fixed resolving of music aliases with full filenames
- fixed erroneous override of default language strings
GZDoom 4.3.1
- fixes a couple of critical issues in 4.3.0 - moves colorization feature to correct file (gldefs) and disables default blocks in mixins since they currently do not work.
GZDoom g4.3.0
PLEASE DO NOT DOWNLOAD. THIS RELEASE HAS A SERIOUS ISSUE!!!
*vid_scalemode 1 now only goes down to 640x400 at minimum, instead of 320x200
*added Esperanto menu option.
*Support for MIDI on Linux via alsa sequencer
*rewrote the ZMusic interface so that it is free of C++ constructs.
*the timidity safe_malloc functions may not throw exceptions.
*added pixel ratio detection to supersampling detection for forcing linear scalingthis should likely make it so if there's ever an instance where a viewport pixel is smaller than a screen pixel, the screen should go to linear scaling now
*set sane limits for vid_scale_custompixelaspect
*added the Dehacked extensions from Crispy/Doom Retro.
*made linear scaling more user controlled
*do config migration for vid_scale_custompixelaspect
*allow custom pixel ratio scaling
*SW renderer: Fix wrong blend tables used when dynamic lights hits translucent lines
*implement 'defcvars'
*Fixed a regression in DoTakeInventory. (the C++ code just ignored the null pointer, but ZScript can't do that)
*Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
*Fixed: Invulnerability checking for rails was done before the various THRU actor flags instead of after, meaning actors could block shots regardless of those flags. This was never intended.
*Added STOPRAILS actor flag.
*export TMap<FString, FString> to ZScript
*let a sight check that gets lost return failure.
*fixed Harmony's end text's name.
*update window title with current level name
*removed symbols to fix zdoom.rc being modified after checkout
*reinstate 320x200 with the following caveat: it only functions outside of menus and console, and only when the dialogues and logs use the default font, the game will temporarily switch to 640x400 in these situations
*change IWAD startup dialog to allow selecting between OpenGL, Vulkan, and SoftPoly backends. (windows only)
*precache switch textures from ANIMATED lump
*upsample texture if width * height is less or equal to gl_texture_hqresize_maxinputsize squared
*added a few more texture coloring options to the shader.
*added minimal time profiling of texture precaching
*improved normalNx scaling performance by ~10%
*implement vid_scalemode = 6sets absolute minimum scaling to fill entire screenuseful for speeding up software rendering
*allow more than 8 sound channels per sound source. This requires a new function interface because the old one's combination of channel and flags in one variable cannot be changed anymore.
*renamed IsActorPlayingSomething to IsActorPlayingSound and made it clearscope.
*fixed VOC loader. Its 16 bit code did not work because it set the variable to -16 instead of 16.
*do not expect user input if stdin is redirected
*removed redundant call to S_StopAllChannels()
*More compat fixes for Swan Fox maps (#982)
*add line_horizon on HOM line in Sapphire.wad
*removed dead menu options
*Fixed the JIT's OP_VTBL check not checking if it's already at the start of the code.
*fixed typos in Doom lights definitions
*fixed wrong display of Hexen AC for SBARINFO
*added null check to the dialogue lines array so that it doesn't crash if the text is never word wrapped.
*fixed: AActor::Revive did not restore flags8.
*fixed monster teleportation on Ancient Aliens MAP23
*added ability to set custom alternative HUD
*add cvar 'cl_disableinvertedcolormap'changes the invulnerability… (#972)
*exported several Wads.GetLump...() methods to ZScript
*Compatibility fixes for Clavicula Nox
*cl_blockcheats added to 'nocheat' check
*changed secret message handling so that the debug output of the sector number is only printed to the console but not the centered message.
*new zscript function 'SetLineVertexes(line, v1, v2)'
*added generic level post-processing script class
*improved handling of return value mismatches
*set meaningful defaults on initialization of BaseStatusBar
*add Vulkan to the startup box in Windows
*fixed missing fullbright for Berserk
*fixed source lump assignment for multipatch textures
*mixins.
*fixed bad variable name for lump filter
*fixed: IfGame else branch was ignored in MENUDEF
*fixed: lump filters without any dot in the name did not work.
*implement ccmd 'togglehud' for taking screenshots
GZDoom g4.2.4
This is a bugfix release addressing the following issues:
- Fixed stretching for 256 and 240 pixels tall skies in software.
- fixed broken walkthrough of Restoring Deimos MAP07
- Fixed a bug in the flagdef processing code.
- adjusted collision detection for item pickups. Use vanilla condition for a thing with MF_SPECIAL flag to fix inability to grab it when item's top is at the same height as sector's floor from it can be picked up
- fixed localization support for intermission texts
- fixed radius attack that may inflict damage twice
- sort CVAR output in config alphabetically instead of randomly dumping them in their internal order.
- Fixed ZScript's Screen.DrawLine using the wrong color when drawing pure black.
- fixed missing frames for Hexen's fighter's axe attack without mana
- fixed usage of uninitialized object in BlockLinesIterator
- removed hardcoded width limit for screenshots
- Fixed dynamic arrays as function arguments.
- added Visual Studio debugger visualization for several types
- do not accept read-only variable as out argument
- fixed variable's stack offset for implicit dynarray clearing
- Fixed Vector2/3 out parameters in the ZScript compiler.
- added explicit clearing of global VM stack. When exception is thrown from JITed code, VM stask isn't cleared during unwinding.
- fixed typo with D'Sparil's serpent attack in lights.pk3. https://forum.zdoom.org/viewtopic.php?f=2&t=66177
- fixed bad application of translucency in the software renderer
- Scythe MAP22 Compatibility fix
GZDoom g4.2.3
- fixed wrong offset on Fighter's Fist
- Added Armor to Hexen fullscreen display
- Export F3DFloor structure and related data.
- fix of checking for valid texture access, rather than checking whether it is null, when drawing fog boundaries in the software renderer
- Fixed crash with mock2.wad in software.
- Fix for LineTrace not setting its starting sector based on its offset.
- fixed: sector lights could access the sector before it was set.
- Fixed ancient ZDoom savegame slot selection bug. When creating new autosaves LastAccessed and LastSaved were not updated accordingly.
- Fix crash on vulkan with a large number of texture shaders.
- adapted the PSX XA decoder from EDuke32 as a music format in GZDoom.
- internal restructuring of music system.
- fixed inventory scroll arrows in alternative HUD
- add m_quickexit option for quick exit in game menu
- fixed a crash in the software renderer that caused wallsprites to crash
- cleanup of game exit code to be more reliable, as this could cause spurious crashes.
- Fixed capped tall skies not working (Heretic and Hexen).
- Fixed sky stretching for the new freelook limit.
- made GL nodes loader more resilient to broken data
- Fixed CheckBossDeath not checking for actor replacements.
- fallback to console font in case of missing small font
- fixed: pickup flash didn't fade out if player was killed by pickup
- fixed: The dynamic lights must be initialized before the first frame is ticked.
- fixed SPC music looping after update to GME 0.6.2
- fixed broken walkthrough of Restoring Deimos MAP03
- fixed broken walkthrough of Skulldash MAP04
- implicitly clear local dynamic arrays
- fixed crash with dynamic light manipulation through netevents.
- when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor.
- fixed GetLineX/GetLineY ACS implementation
GZDoom g4.2.2
Important note: This release has been shelved due to a serious last second bug. Please get 4.2.3 instead