gzdoom

GZDoom is a feature centric port for all Doom engine games, based on ZDoom, adding an OpenGL renderer and powerful scripting capabilities

GPL-3.0 License

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gzdoom - GZDoom 4.12.0

Published by madame-rachelle 6 months ago

gzdoom - GZDoom 4.11.0

Published by coelckers about 1 year ago

Highlights

  • Several new languages: Danish, Norwegian, Swedish and Turkish
  • cleanup of Doom's and Chex Quest's small font to use proper character heights for international support.
  • extended all fonts to be capable of handling all European languages which are in common use.
  • First stage of DSDHacked support. Tested only with crusader.wad for now.
  • The build system was transitioned to optionally use vcpkg, which allows building GZDoom on Windows by running a single batch file.
  • WebP and QOI support for textures.
  • sanitized the light mode selection to make it a first class mapping feature by separating map dependent light mode setup from performance related user preferences for the default setting.
  • Linux: GTK startup now offers all the options of the Windows variant
  • lots of new ZScript features.

Bugfixes

  • screen size settings are now properly saved.
  • fix UMAPINFO boss action clearing.
  • MBF21's BOSS flag now implies NORADIUSDMG.
  • remove memory leak in A_ChangeModel
  • fix OpenGL ES selection on the windows startup dialog

Details

  • Changed the variable type of Crossed3DWater. Seems like there was some kind of oversight. Crossed3DWater is an F3DFloor pointer, not sector_t.
  • Add ZScript constants used by FallAndSink
  • Switch to miniz from zlib
  • fix for Genesis of Descent E1M2, which is impossible to complete on ITYTD/HNTR. I had to decompile the ACS script to figure out what was going on, basically at one point you get locked into a room and have to kill exactly 3 enemies with TID 215 for the door to unlock. One of these is a Baron tagged for only Medium and Hard, in his place is an Imp #1184 that has all the right script setups but is not set to appear on any difficulty. The fix is to simply have this imp appear on Easy.
  • fixed the overlapping sector handler in hw_fakeflat.cpp. This picked the wrong plane as the proper texture cutoff.
  • fixed: The UDMF loader did not adjust the floor/ceiling overlap state after processing UDMF sector plane properties.
  • fixed: EV_DoDonut checked the wrong compatibility variable and missed all map specified flags.
  • Fix gameinfo load from same directory as file containing gameinfo lump
  • validate partner seg index in LoadGLZSegs before using it
  • added compatibility handler for Phocas Island 2 MAP01.
  • fixed doublebind check with automap. For the automap C_DoKey gets called twice, once with the automap bindings and once with the regular bindings and doubleclicks.
  • clear the Dehacked string table after passing it to GStrings. For some reason std::move does not work here so make sure it won't stick around.
  • stop all cutscenes before the ENDOOM screen.
  • fixed: Boom's generalized crushers must stop 8 units above the floor. This required changing the special, so a new one was added to avoid altering Generic_Crusher.
  • Fix a very rare crash with complex Polyobjects
  • add support for not localizing some text functions, and modify menu text fields to use this
  • let Dehacked set the implicit missile flags.
  • fix ammo consumption of powered up Phoenix Rod.
  • add unexplored secret color for overlay automap to the menu
  • made all FileReader implementations 64 bit capable.
  • added a nomirrors compatibility handler and applied it to Conf256's CONF55 map. This is for disabling broken plane reflection setups.
  • When compat_floormove is enabled prevent sector floor from lowering if a thing is stuck in the ceiling (vanilla behavior)
  • fixed M_GetSavegamesPath for Linux.
  • Add Inventory::ModifyBob and Inventory::ModifyBob3D
  • Expose OF_Transient to actors as bNoSaveGame
  • add StartGameDirect function
  • fixed: MBF21's BOSS flag implies NORADIUSDMG.
  • fixed: For Dehacked, A_CPosAttack needs to use a hard coded attack sound. This discrepancy is ancient, so the approach used for the shotgunner does not work here and some hacks are needed to remap the function only for Dehacked.
  • implemented the remaining dynamic structures of dsdhacked
  • dsdhacked: Allow dynamic creation of new actors
  • dsdhacked: allow dynamic creation of new states.
  • add float.equal_epsilon and double.equal_epsilon
  • Allow building gzdoom with Vulkan with either X11 or Wayland WSI integration through CMake options
  • use stb-image for JPEG decoding because the old library provides no advantage over it.
  • Allow disabling colors for NameAllKeys
  • avoid high stack usage in anmtexture.cpp
  • added DSDA's passover/nopassover keys to the MAPINFO parser.
  • use a string pool to store all filenames and in the file system. this avoid lots of small allocations for data that will released in bulk later.
  • use the lump cache directly for FileData. This was the final puzzle piece to allow using memory mapped files in the future.
  • use better hash function in the file system. This is djb2 which is supposedly one of the best string hashing functions around.
  • rewrote dir CCMD using ScanDirectory and avoiding I_ChDir entirely.
  • use ScanDirectory in all places where the findfile API was used.
  • WebP image support
  • added safeguards against very early access to console variables in Cocoa backend
  • Add support for QOI image formats
  • block the centerview CCMD if the player has TOTALLYFROZEN. This is deliberately done this way, instead of placing the check inside PlayerPawn::CheckPitch, because there may be other situations where we don't want to block the centering function (APowerFlight::EndEffect being one such case)
  • replaced zstrformat with stb_sprintf.
  • A_Chase CHF_DONTLOOKALLAROUND
  • Add Weapon::ModifyBobLayer , Weapon::ModifyBobLayer3D and Weapon::ModifyBobPivotLayer3D
  • allow explicit casts between vectors of different underlying types
  • Fixed BlockingLine giving erroneous results
  • add CountSectorTags/CountSectorTags/CountLineIDs/GetLineID
  • Exported reflection functionality. Localized reflection code to a single function. Fixed an error where NOSHIELDREFLECT was being checked on the wrong Actor. Fixed an oversight where MIRRORREFLECT was checking for valid target despite not needing one.
  • Added ShadowAimFactor and ShadowPenaltyFactor. These properties allow to specify how much an actors' aim is degraded when shooting at a shadow actor. And how much the shadow actor itself affects the shooters' aim, respectively.
  • Added MF9_SHADOWAIMVERT. This flag causes the vertical aiming of monsters to also be affected when they aim at shadow actors.
  • Added MF9_SHADOWBLOCK. Actors in the line of fire with this flag trigger the MF_SHADOW aiming penalty. The shooter needs to have MF9_DOSHADOWBLOCK to check for actors with this flag.
  • Added MF9_SHADOWAIM. This flag allows actors with MF6_SEEINVISIBLE to still get an aim penalty by trying to shoot at a shadow actor.
  • Added damage property to earthquakes.
  • Added damage and thrust multipliers to quakes.
  • Added QF_DAMAGEFALLOFF. This flag makes it so that the damage and actor thrusting of earthquakes fades with distance like the screen shake effect does.
  • Added (XF/RADF)_CIRCULAR. This flag makes explosions use a spherical radius, instead of a cubic one. Only took almost 30 years.
  • Added (XF/RADF)_NOALLIES. This flag allows explosions to not harm any actors that are friendly to its' source.
  • Added (XF/RADF)_THRUSTLESS. This flag allows for explosions that do not thrust any of the actors caught in the blast.
  • Allow custom MessageBox menu selector
  • Individual Joystick Enable/Disable Toggles
  • add QualifiedName to VMFunction and allocate these static names from the class data memory arena instead of using FStrings.
  • null pointer type checks in the VM added to avoid crash on bad codegen.
  • Expanded Service's Get functions to pass in name parameter.
  • Added GetName(UI/Data) to Service class.
  • make all legacy light modes except 'Doom' and the software rendering emulation MAPINFO only. A CVAR still exists for testing but its value won't be saved to the config.
  • MAPINFO can not enforce any of the two software light modes, as low end users require the option to change this to the 'performance' setting.
  • changed lightmode menu options: user can only select between "performance', 'software' and 'vanilla'. 'performance' is the old 'Doom' mode which is still needed to speed things up on low end hardware.
  • fix the ammocount parameter in Weapon.CheckAmmo
  • fix UMAPINFO boss action clearing. This did not handle the case where the actions were cleared without adding new ones and also did not clear the MBF21 boss action flags.
  • remove memory leak in A_ChangeModel
  • made some changes to vectors.h so that it can be used without the floating point function replacements.
  • Add Voodoo Zombie Compatflag
  • remove vid_gpuswitch and all its handling; it is only as of now useful in old versions of Windows 7/8/10 which are no longer supported
  • added MaxEffectTics field to Powerup
  • adapted font system to properly handle Turkish. Those i's are really messy, especially when dealing with allcaps or pure lowercase fonts.
  • made D_WriteUserInfoStrings memory safe.
  • Fix TArray allocating 0 bytes in constructor
  • Add dynamic lights to software slope drawer
  • use uniform buffers for dynamic lights everywhere. Branching on SSBO content does not work that well on NVidia so it is better disabled. So far only implemented for OpenGL Vulkan needs more work.
  • Fix Software Slope Rendering for non-1.2 pixel ratios
  • add the flags MINVISIBLE and MVISBLOCKED
  • Extend pseudo-generics system used by maps to dynarrays
  • add RedirectCVAR directive for loading alternate maps based on a Bool CVAR setting
  • Fixes bones when using OpenGL 3.3 (UBO bone data)
  • validate the buffer size in HWViewpointBuffer::Set2D.
  • Fixed a bug where calling an invalid virtual function would cause a crash.
  • Add cvars to sprite shadows progressively according to thing <-> floor distance
  • Added OnEngineInitialize() for static event handlers
  • cleanup of the Doom and Chex Quest small fonts' discritical characters
  • Implement antialiasing for automap lines
  • Map::GetIfExists and Map::CheckValue
  • Fixed global TerrainDef array not being exported correctly
  • alt HUD: use NewSmallFont for drawing player's coordinates if ui_generic is enabled
  • Increase slider precision for mouse sensitivity settings
  • Use a slider to allow specifying max FPS with more precision
  • Check all ACS functions for minimum number of arguments.
  • Fixed SpawnForced not respecting the minimum declared in zspecial.acs. (https://forum.zdoom.org/viewtopic.php?t=77027)
  • Exported LinePortals to ZScript
  • cleaned up the pitch management in the sound backend. This now treats all pitch methods equally instead of the preferential treatment of Doom's original pitch hack. Most importantly, the sound channel now stores the pitch as a floating point value instead of 9.7 fixed point.
  • snd_pitched now also gets checked in the sound engine, not the low level interface.
  • Fix Y position of characters in monospace fonts
  • Added all of the missing player cheats to the SetPlayerProperty special.
  • Added APROP_WaterDepth.
  • Converted A_Quake(Ex) intensity parameters from ints to doubles.
  • Add missing error for mapinfo tonemap
  • Add Tonemap support for Unclamped lighting mode
  • Add Alternate Light Blending Options
  • gldefs: update Freedoom definitions.
  • CCMD listmaps: Colorize maps loaded from pwads in blue text
  • Fix MapIterator<X, String>::GetValue
  • Fixed a bug where static events would fail to halt propagation.
  • Fix diffuse-only material shaders not applying.
  • Add sv_noplayerclip to allow players to walk through and shoot each other (only in coop)
  • optimized sheet font texture generation. Instead of reloading the base image over and over again, let's cache it so that less time is needed for each single character.
  • changed CreatePalettedPixels to allow return of static pixel data without reallocation and copying.
  • fixed buffer size checks for raw textures.
  • Prevent important messages from being accidentally filtered.
  • Updated the WOPN banks collection
  • Added FlyBob Multiplier for Player
  • Added WaterClimbSpeed Property to Players
  • Fixed custom screen height and width not saving.
  • Additional lock-related ZScript functions.
  • Key.IsLockDefined: returns whether a lock number is valid (can be unlocked) or belongs to a "does not work" door.
  • Key.GetMapColorForLock: returns the automap color for a lock number (or -1 if the lock isn't valid).
  • Key.GetMapColorForKey: likewise, but for a specific key.
  • Fix FxMultiAssignDecl type
  • fix OpenGL ES selection on the windows startup dialog
  • Multi-Assign Declarations
  • Fixed the ACS PLAYERINFO_FVIEWBOB to be a bool instead of a double.
  • Add vulkan pipeline cache
  • Update and clean up UE1 model loader.
  • Expose StripLeft and StripLeftRight to ZScript
  • Fix StripLeftRight
  • Error out instead of crashing for vector out variables
  • optimizations for the sound system and texture manager.
  • Added FOV Interpolation
  • Added toggle control for weapon bob while flying
  • add BobWeapon3D
  • Exposed Box and PointOnLineSide
  • Add support for Vector types as properties
  • removed bogus errno check from Dehacked parser.
  • Fixed IsActorPlayingSound's default argument
  • Fix wrong assumptions about actor initialization in Map/MapIterator
  • fixed GC::FullGC not collecting everything anymore.
  • extended all fonts to contain all characters used by European languages
  • Fix Quicksave Rotation
  • Add all the functionality from the win32 startup window to the GTK version
gzdoom - GZDoom 4.10.0

Published by coelckers almost 2 years ago

  • Italian language translation is now complete
  • Make the new scaled angle changes at frame rate opt-in behind new flag SPF_SCALEDNOLERP.
  • Set up interpolated camera angle changes to occur at framerate when all conditions in P_NoInterpolation() are met.
  • Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.
  • Map<K,V> and MapIterator<K,V> for ZScript
  • Structified A_SpawnParticle/Ex
  • Look up named frames using the Animation ID (if any).
  • Allow Disabling of XY Billboard for Particles
  • Added Method For Getting Portal Group Count
  • Allow Getting Portal Group Offsets
  • Fixed A_Changemodel crash from invalid modeldef names
  • Fix SNDINFO $rolloff always changing global rolloff
  • Fix GC ignoring DynArrays inside fixed Arrays
  • AST debug cleanup
  • fixed: The raw texture caching in the texture manager did not work. This erroneously checked for FrontSkyLayer.
  • Allow assigning IQM frames by animation name plus frame offset.
  • Added animation support for OptionMenus
  • Fix crash if Animation is not explicitly assigned in MODELDEF.
  • internal cleanup of sound code
  • allow SNDINFO to declare sound mappings by using 'sound = soundfle' syntax.
    • process events every frame as well to ensure that menus can run at any framerate
  • Fix incorrect pixelratio handling on rotated models.
  • Added Font and TextureID types to Option and Image Scroller items (List items already have these)
  • Added "Class" instruction for Image Scrollers
  • Added ability for Option items to read in their OptionMenuDescriptor (List and Image Scroller items already have this)
  • Added "ForceList" instruction for Lists so that skill, playerclass, and episode menus don't get overridden
  • Fix checking of wrong variable in String..Float concatenation
  • Clearscoped getters for map data
  • CustomMessageBox
  • fix colormap remapping when colormap entries may have fullbright entries which should not be considered duplicates
  • stop all sound before showing ENDOOM.
  • disabled shortcutting the intermission code if no summary screen is wanted. This also disabled all cutscenes being attached to the completed map.
  • added 'foreach' loop to ZScript.
  • implementation of Quaternion type in ZScript
  • GLES: Added IQM bone support.
  • SendConsoleEvent function for EventHandlers
  • Future-proof particles by resetting them completely when replaced.
  • added PlusZ intrinsic to Vector3 and ToVector intrinsic to numeric values. These just mirror features of the internal vector classes.
  • added LengthSquared and Angle intrinsics for all vector types, also allow calling VectorAngle with a full vector as a single parameter.
  • Add PushSound property and Slide state
  • Added PS_REPLACE flag for A_SpawnParticle(Ex). When used, new particles that spawn when the limit is reached will replace the oldest particle.
  • add Vector4 to ZScript
  • avoid infinite portal recursion.
  • fix uncaught exception that rarely occurred with the intermission screen that would vm-abort out from any attempt to enter a level
  • Exposed LevelLocals' LookupString functionality
  • Improved Slam functionality.
  • Normalize angle in AngleToACS. Fixes GetActorAngle returning negative or large values with no range limit.
  • Enable ANIMDEFS for particles
  • add some more blacklisted cvars to defcvars
  • fixed background setup for intermissions to apply tiling only where intended.
  • removed the unused BaseBlend* variables and the testblend CCMD.
  • added a compile option to fully disable the software renderer. This is mainly for new games which have been designed for hardware rendering.
  • add the following command line parameters:
  • -noextras: disable loading of any extras (lights, brightmaps, widescreen)
  • -nolights: disable loading of lights
  • -nobrightmaps: disable loading of brightmaps
  • -nowidescreen: disable loading of included widescreen assets
  • fixed bad index check in CanWipe. This can be called with index == -1, which should check the first element of the intermission.
  • GC: Have a real finalizer stage for destroying objects instead of mixing them in to the sweep stage.
  • GC: Base GC rate on a running average of the allocation rate instead of basing it on the amount of time taken since the last sweep started.
  • More GC stats for better tweaking.
  • added characters U-0404 and U-0490 for Ukrainian language support.
  • reworked all accented characters of Doom's SmallFont. Also adding a few new ones that were easy to do
  • when converting to a portable install, flag the current session accordingly.
  • changed CalculateBones to receive the bone component data directly instead of the owning actor.
  • fixed FileExists check for -loadgame. This was done before the current savegame path was known so it always errored out.
gzdoom - GZDoom 4.9.0

Published by coelckers almost 2 years ago

Inportant note to Windows users:
GZDoom 4.9.0 changes where gzdoom.ini is stored. Unlike older versions this one will always prefer the system's user folder and place the INI in Documents/My Games/GZDoom if no INI is found. This was done to bring handling in line with current guidelines and to make it easier for commecial games that often get installed into a folder without write access. If you still want to store the INI in your game folder you have to create an empty file called GZDoom_portable.ini there before launching. If you still have an old INI in your folder, GZDoom will ask what to do with it, you can either move it to the user folder or convert to a portable install.

Change of savegame storage
This version introduces per-IWAD savegame folders. If you have old savegames you still intend to use, please wait with the update until you can safely delete them.

Highlights

  • IQM bone model support
  • textured particles

Details

  • added target check to A_MaulerTorpedoWave.
  • fixed: P_SpawnMapThing may not call playsim code.
  • added PARAM_NULLCHECK to the block iterator creation functions.
  • added [[noreturn]] to several functions that always throw exceptions.
  • Particle Rolling
  • Add Textured Particles
  • Add GFF_NOEXTCHANGE to Phasing Zorcher flash. The Plasma Rifle does not light the player's sprite, so we must assume the Phasing Zorcher also should not.
  • Fix HUD models not drawing if MODELDEF has been changed with A_ChangeModel
  • Fix inconsistent distance and hit position on traces that skip everything.
  • Fix canvas textures getting clipped by wrong scissor box
  • Fix vulkan backend clearing the canvas textures to undefined contents
  • made DMover and subclasses non-abstract so they can be inherited from.
  • added option to show hub and episode names on the alt HUD.
  • reworked CVARs to not use a linked list and to be initialized manually.
  • marked a few Printf calls in critical error paths as PRINT_NONOTIFY.
  • fixed: R_LoadVoxelDef did not fully initialize the voxel descriptor it creates.
  • don't crash on null pointers in V_GetFont.
  • zero the velocity of crunched sprites. Since their size is zeroed, they are no longer subject to collision detection and may slide out of the level otherwise.
  • don't crash when destroying incomplete textures. This can happen during TEXTURES parsing in case of an error.
  • try to keep the engine stable for as long as possible if a VM exception occurs in OnDestroy while running a cleanup. This will still crash, but run long enough for the exception message to be visible.
  • fixed F2DDrawer::SetClipRect.
  • added vanilla donut handling to compat_floormove.
  • Fixed: voxel models pitch/roll properties weren't initialized correctly
  • Added QF_SHAKEONLY. The QF_SHAKEONLY flag changes the behavior of earthquakes with a damage radius, so that they only shake actors around, without also harming them.
  • Added QF_AFFECTACTORS. The QF_AFFECTACTORS flag makes the thrusting and harming of damaging earthquakes also affect monsters. Monsters with DONTTHRUST will not be flung around by earthquakes.
  • Added the QF_GROUNDONLY flag. The QF_GROUNDONLY flag makes earthquakes only shake the player while they are standing on the ground.
  • fixed DrawLine commands by giving them a consistent floating point interface.
  • heretic: e2m7 - missing texture
  • fixed direct native interface for Draw(Thick)Line.
  • fixed: The main loop never checked the cutscene flag for disabling wipes.
  • Sync movie video playback to the audio, when possible
  • Fix washed out colors in Vulkan HDR mode
  • normalize the timer with the app start, not the epoch. This ensures smaller values and less wraparounds with integer values in scripts.
  • un-deprecated the integer MSTime variant. Due to undefined downconversion rules from double to int, there is no way to safely downcast the return from MSTimef, meaning the function is completely useless for retrieving integral time stamps.
  • added Harmony ENDOOM screen.
  • added a config getter to the interface.
  • moved language CVAR to backend.
  • handle menu customization via callbacks.
  • move hud scale CVARs to the backend.
  • handle autoload flags in startup through function parameters instead of directly accessing the CVARs.
  • handle Build tiles via explicit callback to the init function.
  • add a system interface for CheckCheatmode and moved some sound code to the backend.
  • Exported GetDisplayTopOffset for font characters to ZScript
  • added missing obituary for Strife's turret.
  • Added support for BLOCKLANDMONSTERS in Line_SetBlocking.
  • Added APROP_FriendlySeeBlocks to Set/GetActorProperty
  • Fix planeval; add direct sector slope manipulation
  • Modify to have one GetVertexZ rather than IsVertexZSet / GetVertexZ
  • Add vertex height manipulation functions to LevelPostProcessor
  • Add sv_noextraammo. When set to true, disables that weird hardcoded behavior from original Doom that gives extra ammo when picking up weapons in deathmatch
  • fixed: all script methods adding an object to a dynamic array must perform a write barrier.
  • add freezetics actor property
  • allow notification of actor goal is reached inside of a SECF_NOATTACK sector
  • GLES2: Fix anistropic filtering
  • disabled discord-rpc debug info for configurations without it
  • fixed sky cap color handling
  • fix arti teleport and arti teleother not respecting useplayerstartz mapflag
  • UE1 models now handle frame index -1 properly.
  • Add support for the GOG releases of the Unity versions of Doom and Doom II.
  • carry over the tiling flag from the finished to the entering screen
  • Prevent Keyconf from adding duplicate playerclass
  • Add detection for the Final Doom WADs that were recently added to the Steam version of Doom II.
  • new method to define obituaries without modifying actors.
  • remove latch flag from sv_cheats
  • add openscreenshots opensaves and openconfig console commands on Windows and Linux and Mac
  • use consistent index types for array function return values.
  • pass clip rect as pointer to F2DDrawer::AddLine.
  • Export FindLumpFullName to ZScript.
  • Add support for nested user types
  • made adjustments for proper int type promotion to allow internal ZScript to compile with it on.
  • ZScript: fixed integer type promotion for shift operator
  • version-restrict int to uint promotion. Some mods depend on this not happening.
  • fixed: The compile context for constant evaluation did not initialize its Version member.
  • Don't throw away unsignedness when passing unsigned constants to the codegen
  • Add signed->unsigned promotion for binary operators
  • fix menu commands with semicolon separated commands
  • get rid of M_Malloc call in WriteSavePic
  • Fix definition order of ZScript structs. Do a first pass over the Structs array in CompileAllFields() to reorder them such that if a struct uses other structs, those structs will be resolved first.
  • Fix viewpoint buffer not getting cleared when in the menus
  • backported KDE detection from Raze.
  • removed the Softpoly backend.
  • Add a 2d drawer to canvas textures
  • Fix incorrect mapping of texture indices for UE1 models.
  • Added PitchFromMomentum, UseActorPitch and UseActorRoll to VOXELDEF. Behaves exactly like their 3D model counterparts. Hardware renderer only.
  • removed some redundant chaaracters from the Doom SmallFont.
  • Added IQM bone model support
  • Added A_ChangeModelDef
  • fixed return values of FTextureAnimator::AddAnim
  • add longsavemessages to simple menu. set longsavemessages default to false.
  • DirectInput cleanup. Removing ancient code that's only useful on pre-XP OSs.
  • also allocate FDoorAnimation's frame table from the texture manager's memory arena.
  • optimized storage for animation definitions.
  • Fixed vulkan crash when multisampling is enabled
  • add a method for filling a shape2d instead of using a texture (#1661)
  • add stencil buffer support for 2d drawing (#1660)
  • add a system for setting all of 2D drawing's transform, not just shapes
  • Expose ConsoleState to scripts
  • rewrote Windows console code for Windows 10's new terminal.
  • fixed and consolidated artifact check in cheat code.
  • removed volatile type punning for clipping against line portals.
  • fixed handling of *dive and *surface sounds.
    -let A_FireProjectile pass through the second return value of SpawnPlayerMissile.
  • fixed PoisonCloud's looping animation count.
  • weapons are not artifacts.
  • rename PrintString to PrintfEx and make it a vararg function
  • Expose Print Flags to ZScript
  • fixed names for A_PlaySoundEx
  • ENDOOM is not Windows only anymore.
  • fixed background tiling for summary screen. Since the background object gets recycled it must clear this flag before loading a new background.
  • let the "abort" button on the network pane of the startup screen do a hard exit on Windows.
  • make sure ticdup is initialized.
  • Add +ONLYVISIBLEINMIRRORS and +INVISIBLEINMIRRORS actor flags. The former makes the actor only visible in reflections, while the latter makes the actor not cast reflections in mirrors.
  • cleanup and refactoring of Vulkan backend
  • Improve vk_debug output a lot by throwing away the useless parts of the message and limit the callstack to the first 5 gzdoom calls
  • validate fountaincolor before using it.
  • added detection of macOS Ventura
  • ZScript: don't allow multiple assignment syntax with only one element.
  • fixed type of third argument of MBF21's MonsterMeleeAttack function. This is a sound, not an int.
  • added an override for NOTAUTOAIMED flag when using P_AimLineAttack for informative CCMDs.
  • allow taking screenshots in cutscenes.
  • fixed JIT target function for GetTimeFrac.
  • fixed: For cutscenes the alternative clean scaling factors need to be activated.
  • fixed setup of ready state with Dehacked. This needs to emulate the hard coded chainsaw sound when weapon states get reassigned.
  • Fix the discolored sky bug
  • check point pushers/pullers by inheritance, not absiolute match
  • added FailSound property to PuzzleItem
  • add i_pauseinbackground to the menu. note: please pull the language file for this
  • set i_pauseinbackground to match !(i_soundinbackground) for all configs before this commit.
  • fixed division by zero with unvalidated ticdup values.
  • reinstated con_scale.
gzdoom - GZDoom 4.8.2

Published by coelckers over 2 years ago

  • fixed names for A_PlaySoundEx
  • ENDOOM is not Windows only anymore.
  • fixed background tiling for summary screen.
  • text update that was missed in 4.8.1
  • add a few maps to the rebuildnodes compatibility block
  • Fix FVector to Vector comparison
gzdoom - GZDoom 4.8.1

Published by coelckers over 2 years ago

Mainly a bugfix release, but contains a major update of the Vulkan backend

- let the "abort" button on the network pane of the startup screen do a hard exit on Windows.
- Bugfix for software mode mirrors not working
- make sure ticdup is initialized.
- Add +ONLYVISIBLEINMIRRORS and +INVISIBLEINMIRRORS actor flags. The former makes the actor only visible in reflections, while the latter makes the actor not cast reflections in mirrors.
- Vulkan backend update
- validate fountaincolor before using it.
- ZScript: don't allow multiple assignment syntax with only one element.
- fixed type of third argument of MBF21's MonsterMeleeAttack function.
- added an override for NOTAUTOAIMED flag when using P_AimLineAttack for informative CCMDs.
- allow taking screenshots in cutscenes.
- fixed JIT target function for GetTimeFrac.
- fixed: For cutscenes the alternative clean scaling factors need to be activated.
- fixed setup of ready state with Dehacked. This needs to emulate the hard coded chainsaw sound when weapon states get reassigned.
- Fix the discolored sky bug on Vulkan
- check point pushers/pullers by inheritance, not absiolute match
- Implement FVector ZScript for Actor Scale
- added FailSound property to PuzzleItem
- add `i_pauseinbackground` to the menu. note: please pull the language file for this
- set `i_pauseinbackground` to match `!(i_soundinbackground)` for all configs before this commit.
- fixed division by zero with unvalidated ticdup values.
- reinstated con_scale.
- make sure the last notch on the start screen is rendered.
- fix relative include path when loading folders
- avoid storing texture pointers in longer lived data
gzdoom - GZDoom 4.8.0

Published by coelckers over 2 years ago

Highlights
- added Raze-style HUD scaling. Not exposed in the menu yet, Set hud_oldscale to 0 and use shift with the screen resize keys to scale the status bar.
- handle the start/endoom screens with the ingame renderer. They are now present on all platforms and use the full screen size of the game.
- Many MBF21 fixes.
- added the cutscene system from Raze

Details
- the chat should use the console's scaling, not the one for the messages printed with the small font.
- fixed auto-scaling for console.
- removed all vid_fps offsetting. To compensate there is now also a "stat fps" which displays the FPS rate in the lower left corner. This had to go because unconditionally altering positions was causing problems with custom HUDs.
- added Raze-style HUD scaling. Not exposed in the menu yet, Set hud_oldscale to 0 and use shift with the screen resize keys to scale the status bar.
- added a few more names to the reserved names for main folder detection.
- consider "fonts" and "models" reserved folder names.
- fixed undefined behavior with Dehacked's value parser.
- Rebuild nodes for 1024.wad MAP02 to fix invisible obstacle near the exit area
- fixed fast crushers going out of sync if something is being crushed by them.
- fixed: Vulkan descriptor sets must check the real translation, not just the translation ID.
- handle the start/endoom screens with the ingame renderer.
- Create a MainWindow class that manages the main win32 window of the application
- Added Actor::LightLevel. Setting it to any value > -1 will override the sector's light level.
- Implement virtual Actor.FallAndSink for scriptable falling and water physics
- Added Actor.WaterDepth to retrieve how submerged and actor is, in map units
- added cutscene data parser. This covers: game start, episode start, cluster start/end, level start/end.
- MASTERNOSEE flag (#1601) Makes it so that if an actor's master is invisible due to camera/mirror/portal shenanigans, then the actor will also be invisible. Name based off of an Unreal Engine flag that does the exact same thing.
- Made CanCrossLine opt-in by requiring the CROSSLINECHECK flag.
- Added CanCrossLine virtual for actors.Called last after all other line checks occur. Returning false means the actor cannot cross that line.
- Add WorldOffset field. Adjusts the thing's 3D position on render side. This allows for adjusting a thing's visual position without impacting their hitbox.
- fix bad MP start spot in 1024.wad, MAP05
- Enables shortcuts for option menus. Press a key to immediately jump to the next option menu entry which starts with this key. Hold Alt to jump backwards.
- DontLightOthers: Acts as the inverse of DontLightSelf, where it won't light actors that aren't the owner.
- DontLightMap: The light doesn't affect the map.
- Relative Includes for ZScript
- remove m_filter and simplify related code
- exclude keys from ‚artifact‘ cheats
- fixed MF_SHADOW handling for MBF21. This needs to alter the render style as well.
- fixed handling of automap sprites with negative scale.
- fix dynamic light setup. The level’s global flag is unreliable and cannot be used. The operation this was initially supposed to skip cannot be skipped anyway so the impact should be minor.
- Allow SendNetworkEvent during title level.
- add sv_ammofactor to change the skill adjustment for ammo
- extended the read buffer for the 'secret' CCMD.
- This is merely preparation - the actual loading is still in one uninterrupted piece.
- Fix that vk_debug doesn't output anything for newer versions of the vulkan sdk
- added JPEG YCCK decoding.
- Added MF8_SEEFRIENDLYMONSTERS. Non-friendly monsters with this flag on will be able to attack friendly monsters on sight.
- fixed mouse coordinate checks for Strife conversations. ypositions needs one entry per response, not one per line.
- fixed radius of BossBrain actor
- Added QF_3D flag for quakes. When used, the quake thinker will perform a 3D distance check instead of 2D.
- removed compat_soundcutoff from the menu. Handling for this was removed 14 years ago when ZDoom transitioned to FModEx 4.x
- add -compatmode for setting a compatibility mode on startup as a replacement for +compatmode not working as intended.
- activate Hungarian in the menu
- Fix off-by-one in Vulkan multisample sample count selection
- completed Hungarian translation.
- Fix co-op softlock in Heretic E4M8 due to multiplayer teleporter.
- added handlers to load Strife’s startup screen images as textures
- added image source handlers for Hexen’s special startup image types
- use the hex font for the Heretic/Endoom text screens.
- fixed setup of files to load on startup.
- fixed return type of MSTimeF script function.
- moved -rngseed init to D_InitGame
- pass ´hashfile´ to filesystem as parameter
- fix TArray::Append with rvalue parameter. This must clear the source array to obey move rules.
- fixed Playdemo and Timedemo check. The assumption that D_DoomLoop never returns does not apply anymore. Let it fall through to the end instead where this is properly handled.
- only check „allowduplicates“ for the final file system init
- added missing BLOCKF_ flags for ZScript.
- added ‚repeat‘ option to SetLineActivation ACS function
- made friendlyseeblocks writable.
- removed all remains of the corpsegibs flag and made vileghosts interactive. Ghosts are still off by default, but they will now be enabled when selecting the vanilla (strict) compatibility mode.
- restrict RealGibs for players only. All non-players will now always act as if the ‚corpsegibs‘ flag was set, regardless of the current setting.
- added Get/SetAmmoCapacity ZScript functions
- expose the ‚attenuatelights‘ map flag.
- added an option to delete a terrain type from a texture.
- add wipe transition support to the screenjob runner.
- migrated intermissions and summary screens to screenjobs.
- timer code fixes.
- added all the cutscene system from Raze
- added compat_nombf21 for cchest2.wad, map 19.
- Fix usage of -1 as OBJ model FrameIndex
- added zip64 handling
- added workaround to Dehacked so that „Doom“ only replaces the music name
- fixed some incorrect array allocation sizes in polyobj code
- added missing range check for scrolling down an option menu with the mouse wheel.
- do not clamp warped textures.
- disabled deletion of previous event handlers when using 'eventhandler' keyword in MAPINFO.
- fixed: decal things failed to spawn their decals on 3D floors.
- validate the index argument for GetSavegame and abort if out of range.
- don't let "give weapons" hand out abstract weapons.
- lock cvar shader uniforms behind a command line parameter for now
- fixed setup of PolyBSPs when the software renderer is active.
- Remain 3, MAP11 also needs compat_nombf21.
- fixed Dehacked drop items.
- added nombf21 compat setting for Heroes Tales MAP31
- fixed: The alt HUD's draw call did not use the virtual interface.
- fixed: group teleporters must always preserve orientation.
- don't move bad polyobjects in the savegame loader.
- cast arguments for fastcos/sinbam
- copy size info from defaults when starting a list menu block.
- handle cases of empty state labels in ZScript.
- GLES: Fix blend flags
- fixed bad color range check in ACS HudMessage code.
- fixed Dehacked check for A_ConsumeAmmo. This must use the internal function name.
- fixed y-offsets of bal7scr* decal images.
- let A_SpawnParticle respect the float bob offset
- separate message for disabling noclip2
- added a nullptr check for StatusBar when drawing „Paused“
- make menu scale adjustments for ultra-wide aspect ratios.
- treat PSP layer ID 0 as invalid. No PSprites with this ID may ever be created, as there is no means to find them again.
- fixed: The skill menu did not remember its last selection.
- allow artifacts that do not automatically activate to be given by the 'give artifacts' cheat
- added vertical bullet spread relative to ssg
- Fixed GUS Emulation with DMXGUS(C) lump conf.
- changed default value for midi_config to empty string since gus is not working with sf2 file
- fixed SetupDMXGUS not loading lump correctly, wrong use of CheckNumForFullName
- midi_config default to empty string, since lzdoom.sf2 doesn't seem supported (distorted sound)
- added absolute paths to FZipPatReader so we can add custom patches to resource files by using gus_patchdir and/or ULTRADIR variable (some custom maps has custom patches that can be added this way without putting them inside the resource file or in the same folder of the configuration file)
- set timidity_reverb_level min value to 0 in menudef.txt, set to 9 by mistake?
- Added the MF8_DONTFOLLOWPLAYERS flag, which allows friendly monsters to not follow their FriendPlayer when they have no target or goal left to head to.
- fixed Font struct export and removed the duplicate handler.
- fix detection for misplaced | when creating the small fallback font
- typo 'Yea' instead of 'Yes'
- implement proper GC handling for AActor::ViewPos.
- Add CHF_DONTIDLE for A_Chase
- fixed exittext definition for Harmony. This wasn't using the string table.
- add gl_satformula == 2 - an optional 'more accurate' desaturation
- fixed order of slope creation so that slope copies are the last thing being done.
- Discord RPC presence. Adds new IWADINFO and GAMEINFO keys: DiscordAppId - this should point to your AppId for your game. It will use a default GZDoom one if not found.
- remove default lost soul translucency
- Added 'ScaleWeaponFOV' flag to MODELDEF. Affects weapon models only; will scale the model along with the user's FOV to reduce distortion.
- Additionally, a 'cl_scaleweaponfov' CVar has been added to allow users to further fine-tune the weapon model scale with higher FOVs
- Terrain small splashes and splash bases now set their target to the thing that spawned them, allowing for extra customization.
- Added GetTerrainDef and Sector variant of GetFloorTerrain.
- Fix 3d floor-related crash in software renderer
- add duplication checking to file list, prevent loading the same file twice unless explicitly asked by the user
- initialize FSwitchDef::QuestPanel when reading a Boom SWITCHES lump.
- added a 'no MBF21' compatibility flag. Turns out that there's a few old maps that have the extended line flags set but not the guard bit that forces their clearance. Astrostein 1's first map is an example for this.
- Initialize some variables in FModelVertex::Set
- Fix wrong normal vector in the FModelVertexBuffer constructor
- virtualize player landing on thing sound
- fixed local vector array initialization.
- Fix func_paletted.fp to use alpha channel for index. This was needed due to GLES renderer change from Raze
- allow floats for uniform cvar defaults
- implement direct cvar linking to custom shader uniforms
- Add per-tier sidedef light levels to UDMF maps
- Add TexMan.SetCameraTextureAspectRatio. Allows ZScript to change the aspect ratio of a camera texture.
- Optimized P_TestMobjZ by not running the iterator if actor also has THRUACTORS.
- make m_quickexit a global CVAR
- Added A_SetViewPos(Vector3 Offset, int Flags = -1)
- apply WeaponScaleX/Y to all PSprites on a weapon
- fix logic error with shader compatibility layer
- add debug ccmds to manipulate custom postprocess shaders and their uniforms from the console
- fix mbf21 A_FindTracer fov cone being twice as big as intended
- add SMF_PRECISE flag to mbf21 A_SeekTracer, for accuracy
- fix mbf21 A_SeekTracer not working (arg type shenanigans)
- fix mbf21 A_ConsumeAmmo ignoring explicit amount arg if weapon's ammopershot field set
- fix mbf21 A_ConsumeAmmo taking 0 ammo instead of 1 if ammopershot field not set (need to amend the spec for this, argh)
- fix MBF21 A_WeaponMeleeAttack function name typo & args
- fix MBF21 A_WeaponProjectile spawn position
- fix MBF21 GetSoundArg off-by-one: sound indices are 1-indexed in args because Killough
- fixed logic error with depth bias state in hardware renderer.
- redid postprocessing shader interface to be free of the player dependency.
- separate i_pauseinbackground and i_soundinbackground - they probably should ultimately be moved out of the sound code
- Fix GC so collection rate is proportional to alloc rate
- fixed: the powerup item for respawn invulnerability was never given to the player.
- fixed MBF21's A_SeekTracer. This cannot directly call A_SeekerMissile because that has more parameters. It now maps to a wrapper that takes care of these.
- fixed Dehacked parsing issues with weapon properties.
- added proper range check to the main sound playing function.
- fixed potential infinite loop in Hexen-style stair builder.
- create new menu page for simple mouse options menu - remove advanced settings like the individual speed fine-tuning
- Fixed crash with Scroll_Texture_Offsets with non-zero tag
- Fixed: ActorMover was not changing its tracer's flags.
- Added NoTrim support for ANIMDEFS, same syntax as TEXTURES outside a definition.
- Added NoTrim for TEXTURES.
- Exported the "paused" global variable to ZScript
- ACS: fixed an old regression in which printing a map char array did not dereference the given array variable
- Fixed some issues with the scaling feature of DStatusBarCore::DrawString
- GLES: Load default shader if we try to load user shader to avoid crash
- D_ProcessEvents(): Delay EV_KeyUp events until any EV_KeyDown events for the corresponding key have been processed. This makes the mouse under SDL a lot better.
- add SDL hint to not minimize the window on focus loss
- apply clearscope to ApplyDamageFactor as well
- apply weaponscale relative to baseline
- add WeaponScaleX/WeaponScaleY properties for applying global scaling to a weapon's PSprites
- Fix upload and sampling bug for array textures in the vulkan backend
- apply clearscope for ApplyDamageFactor - https://forum.zdoom.org/viewtopic.php?f=15&t=73830
- add LoadBrightmaps, LoadLights, and LoadWidescreen directives for IWADINFO - these function exactly the same as their GAMEINFO equivalents.
- Fix abort with dir command and empty string on Windows.
- Fix vulkan validation errors for wrong image transitions and buffers used after destroyed
- Add a render style parameter to Screen.Dim
- Fix vulkan buffers not using the stream usage for the 2d drawer. Add BufferUsageType enum to clarify what kind of usage is expected by the buffer allocated by SetData
- fixed: menu delegate class error message referenced the wrong gameinfo property
- Added 'NoPerPixelLighting' flag to models to force it to not use per-pixel lighting. Main use case is for voxels that have been converted to models.
- add cvar r_skipmats - speeds up rendering on slower cards for mods that use a lot of specularity/pbr, effective on both the opengl and vulkan backends

gzdoom - GZDoom g4.7.1

Published by coelckers almost 3 years ago

Mainly a bugfix release addressing the following issues:

  • Fixed: SBar_DrawTextureRotated was missing the angle parameter
  • Compat patch for misplaced items in Hexen MAP08.
  • fixed some imprecisions in font luminosity calculation. This was still going through the palette which could result in off-by-one errors.
  • fixed palette initialization for single lump fonts (FON2 and BMF)
  • push sprite shadows a little back for distance sorting
  • avoid multiple Dehacked mappings to the same function to fix MBF21 lookup issues.
  • disallow changing the line spacing for option menus.
  • be a bit more aggressive with the GC when not running the game loop.
  • fixed memory leak in DShape2DBufferInfo.
  • allow "INDEXFON" as an alias for "INDEXFONT".
  • fixed A_Punch having a short attack range (take 2).
  • GLES: Fix texture MapBuffer and AllocateBuffer create client side memory.
  • Fix "out of memory" errors when the vulkan backend is asked to create zero byte sized buffers
  • resolved a VM abort upon morphing while the tome of power is active
  • fixed particle processing in the main thinker loop. This may not be guarded by the dynamic light flags, only the light ticking may.
  • fixed handling of states with the 'light' keyword.
  • Fixed broken V_BreakLines.
  • treat "materials" as a known folder name for eliminating root folders in Zips.

New Features:

  • widescreen assets for all officially supported games. This version adds Hacx, Harmony and Chex Quest.
  • Allow WorldUnloaded events to know the next map name (if any).
  • Allow map markers to scale relative to automap zoom.
  • Add cvars to control automap line alpha and thickness
  • PreTravelled virtual for player and inventory.
  • Allow customization of pause screen.
  • ReadThisMenu / MenuDelegate overriding.
gzdoom - GZDoom g4.7.0

Published by coelckers about 3 years ago

The major new addition is a new GLES2 backend, meant to improve performance on low end hardware. This was written by emile_b for the Android port but backported to the mainline for old hardware support.
Please note that this backend removes some non-essential features to increase performance, like the entire postprocessing or advanced lighting features like specular or PBR.
Our tests show no performance gains on modern hardware capable of Vulkan, so is not recommended to run it on such systems - it is solely meant for old hardware that have performance issues with the modern GL backend.
On older hardware capable of supporting OpenGL 3.3 our measurements show that performance is generally on par with LZDoom.

Furthermore, to make the new backend available to 32 bit users as well, GZDoom 4.7 will exceptionally provide a 32 bit build as well, but please be aware that it depends on the survey's result whether this will see continued maintenance, as user share was already extremely low two years ago.

The survey has been re-enabled for this version so that we can get some information about how the state of systems being used for GZDoom has developed over the last two year. This is mainly due to the addition of the new GLES backend for old hardware, so we can get an overview of how much of this hardware still exists and how future support needs to be handled. We would like to ask as many users as possible to participate, so that we can make the right decisions based on the information we obtain. Like previous surveys this does not collect any private information - all it sends is basic info about the operating system, the number of CPU cores, the name of the graphics card and supported OpenGL/Vulkan versions.

Highlights:

  • Widescreen graphics for Strife
  • new GLES backend for better performance on OpenGL 3.3 and early 4.x hardware.
  • MBF21 support (still in beta and not fully tested yet, bug reports are welcome)
  • DEHEXTRA working properly now
  • various enhancements and fixes for ZScript.

Details

  • fixed vertex generation when splitting walls by planes on old hardware.
  • menu system update from Raze for better control of animated menus.
  • GLES fixed: The weapon sprite must be rendered with the fullscreen colormap on.
  • use explicit virtual screen sizes for the scripted intermission backgrounds to better cope with background replacements.
  • fix compatibility handler for KDiZD's Z1M3.
  • fixed: "Dialogue" in MAPINFO must clear all "AddDialogues" that came before.
  • fixed melee attack disance being off after adding MBF21 support.
  • fixed: Decal things did not spawn their lower decals.
  • fixed texture clamping for elements that are partially behind a slope.
  • fixed bad parameter order in MinoraurSlam.
  • Consider 'Program Files' a read only location without actually checking.
  • fixed: 3D floor model sectors were not added to the sector lists for precise rendering.
  • removed the redundant gl_render_precise CVAR.
  • fixed: colors from brightmaps and glowmaps need to be desaturated.
  • fixed: shaders with NO_LAYERS defined may not apply brightmap and glowmap.
  • Vulkan: Limit texture upload transfer buffers to roughly 64 MB
  • marked several invisible controller things to not show on the automap with the scanner powerup.
  • treat 'vid_adapter 0' as what Windows considers the primary monitor.
  • fixed: Brightmap application for horizons was undefined..
  • replaces "BS" and "ED" on the on-screen keyboards with the symbols normally found on the keyboard for these actions.
  • enable cvar blacklisting for defcvars for certain platform variables
  • demote unknown/invalid defcvars to warnings
  • split defcvars parser into its own file
  • fix options search when menus are defined recursively
  • exported STAYONLIFT flag.
  • added a modified version of MBF's stay-on-lift feature.
  • fixed crash on getting location description without a level
  • block user overrides for the logic module of core fragment shaders.
  • added missing MBF21 Dehacked keys "blood color" and "dropped item".
  • implemented MBF's monsters_avoid_hazards feature.
  • added a map flag to disable MF6_JUMPDOWN.
  • added a per-level AVOIDMELEE flag.
  • allow passing a remap table to BestColor.
  • hud models: add nullptr check for psprites without caller.
  • removed the unused palette parameter from the V_GetColor family of functions.
  • Add FOV slider to the display options menu
  • added a null check to CheckWeaponChange.
  • replaced the alt HUD's index font with a sheet based variant.
  • changed FString API to use ptrdiff_t instead of long for signed size arguments.
  • Fixed IsHUDModelForPlayerAvailable limitation.
  • Look up HUD models by referencing the psprite's caller, rather than player's ReadyWeapon.
  • Allow Strife hands psprite to be a model.
  • fixed: crushing stairs must use HexenCrush mode.
  • extended 2D buffer lifetime to the end of the frame
  • use RefCountedPtr to manage 2D shape buffer infos
  • added RefCountedBase without virtual destructor
  • made RefCountedPtr follow rule of five
  • make RenderCommands able to use Shape2D vertex buffers past the Shape2D's lifetime without crashing
  • fixed line color handling in V_BreakLines.
  • run the dynamic light recreation loop before calling the light ticker.
  • fixed: instead of checking gl_lights, better check Level->HasDynamicLights.
  • do not run the dynamic light ticker when lights are switched off.
  • ensure that shadowmap indices only get set when shadowmaps are enabled.
  • fixed file system's zip loader to not strip away a 'filter/' prefix.
  • do not perform shadowmap updates when dynamic lights are disabled.
  • moved the CheckForRestart call one level up so that it is within the Windows code and does not need #ifdefs.
  • delay the restart action from the error pane until after everything has been shut down.
  • use proper XMove for sheet fonts.
  • use original menu spacing for skill and episode menus if all elements are patches.
  • fixed: the software scene drawer must be deleted before calling ST_Endoom.
  • reorder evaluation for 'if' statements to handle the condition first. Otherwise this won't emit errors if a bad condition is used with an empty conditional part.
  • fixed exploding barrel animation duration.
  • fixed two vr_* CVARs not getting archived.
  • dim depleted inventory items in all games, not just Strife.
  • fixed: palette index 0 (transparent) was left uninitialized for BMF fonts.
  • fixed: P_RoughMonsterSearch did not pass the fov parameter to its worker functions.
  • fixed BlockThingsIterator to not reset its list of processed actors when traversing portals.
  • fixed patch version in compatibility implementation of macOS detection
  • destroy stale thinkers after change level failure
  • fixed crash after change level failure
  • SDL2: Properly print white bold text to the screen
  • merged gzdoom-gles2 backend
  • use proper music check in 'idmus' CCMD.
  • voc loader fix.
  • better prefix detection in Zip loader.
  • SDL Vulkan init.
  • disabling of shadowmap management when the feature is off.
  • Extend the changemap command to allow warping to next or nextsecret.
  • fixed crash after fatal error in SDL backend
  • fixed premature destruction of status bar
  • fixed EBlastFlags enum definition
  • Add 'BF_ONLYVISIBLETHINGS' Flag to A_Blast
  • Fixed typo in Heretic light definition.
  • Fix wrong thiswad check for materials too.
  • fix /0 error caused by having a completely black font character. this error was triggered by Return of the Triad.
  • MBF21 beta implementation
  • corrected the NUL checks in S_FindSkinnedSound.
  • moved Doom specific font init code out of the backend.
  • Fixed crash calling ChangeSky() with an invalid texture.
  • added APROP_Soundclass
  • added fallback to the parenthesis glyphs for the braces.
  • font system overhaul.
  • Add some new optional parameters to A_SprayDecal.
gzdoom - GZDoom 4.6.1

Published by madame-rachelle about 3 years ago

  • Fixed bug with BishopPuff moving in wrong direction

  • a couple important widepix fixes

  • fix for "Return to Phobos (return01.wad) has an ancient bug in map E1M2 where the switch to raise the exit bridge doesn't work in versions of Doom past patch 1.2."

  • add missing break statement in level_compatibility.zs

  • fix DaggerAlert using FindState incorrectly.

  • Fixed wrong parameter type passed into TryMove here

  • fixed: Actors did not set the position when spawning a dynamic light.

  • Add 'AddDialogues' in MAPINFO to additively add Strife NPC dialogs without overwriting each other.

  • let dynamic lights call UpdateLocation instead of just setting their position right after being spawned. This ensures that the position is correct and that everything gets set up properly.

  • fixed parsing of MAPxx par times in BEX lumps

  • Make sprite shadows ignore float bob

  • fixed explosive damage radius for clericflame.

  • fixed permission validation in OptionMenuItemCommand.DoCommand. This was missing the InMenu check like the other critical menu functions.

  • added detection of macOS 12 Monterey

  • prevent redundant string copying in Strife conversation parser

  • Fixed impassable exit line in 007ltsd.wad E4M7

  • fixed initialization of model frames

  • fix missing border flat on heretic shareware

  • fixed parsing of 2D vectors in OBJ model loader

  • added TVector2<> constructor from float*

  • fixed bad type in FxFontCast.

  • fixed potential crash when sound sequence is destroyed. Level can be unset if sound sequence destruction happens after saved game loading failure

  • report correct macOS version with older SDKs

  • Add Windows 11 detection

  • added an OnDestroy method to Shape2D so that its users can explicitly free the data it holds. In this case it is very important to care about management, because this class will hold GPU-side buffers!

  • prevent appearance of dangling pointers in corpse queue

  • fixed format specifier compilation warnings

  • fixed: splashes need the MOVEWITHSECTOR flag.

  • better sprite shadow control

    • exclude sprites which are not either opaque or use regular blended translucency from casting shadows.
    • exclude wall and flat sprites from casting shadows.

    In both of these cases the shadow math is unable to produce anything useful that doesn't look off.

  • fixed: shadow alpha for translucent objects was not correct in the hardware renderer.

  • tweaked shadow code a bit.

    • let CASTSPRITESHADOW act as an override for render style checks. If this is set we can assume that a shadow is desired regardless of style.
    • reordered code to do the more costly checks only when needed.
  • fixed brightmap definitions for the SpiderMastermind.

  • add player setup to simple options menu

  • do not precache unreferenced textures

  • added map option to disable shadowmaps. (Prompted by 'Hurt' which has > 4000 lights and runs into both performance issues and unpredictable light selection for the limited amount of shadowmap slots.)

  • language update

gzdoom - GZDoom g4.6.0

Published by coelckers over 3 years ago

- Account for portals when spawning missiles in A_FireBullets/A_CustomBulletAttack
- fixed return type of Actor.GetCVarString()
- update widescreen submodule
- strip trailing spaces off the lines for intermission texts.
- gave the Raven invulnerability items the BIGPOWERUP flag to ensure proper respawning behavior.
- change switch checking back to vanilla order.
- use stb-image to handle PNGs with 16 bit color channels.
- do not use M_EPI1 and M_EPI2 in any Doom 2 context.
- fixed: explicit float to int casts should not emit truncation warnings.
- tweaked Hexen's weapon pieces so they do not floatbob into the floor with the hardware renderer.
- moved the handling of ending PowerWeaponLevel2 into PlayerPawn.Tick and restored the immediate weapon switch.
- never run the shader timer on the 0th frame. fixes this bug: https://forum.zdoom.org/viewtopic.php?f=2&t=62693
- backend update from Raze.
- fixed time positioning on stat screen.
- pick the proper dot for cutting off the extension in ExtractFileBase.
- added proper string labels for Doom 2 episodes.
- let the CSV parser for the string table handle hex escapes.
- added a few missing statusbar constants-
- don't display keys on the HUD in deathmatch.
- fixed A_CheckTerrain's check for instant death sectors. This was still checking the sector special even though this had been reactored 5 years ago.
- fixed: The PrisonPass's TryPickup method did not properly report successful pickup.
- make the title music only play once, unless a real demo is successfully played.
- SDL: Report Vulkan initialization errors
- give the first 16 DEHEXTRA states proper content.
- make `DI_ALPHAMAPPED` change the style to `STYLE_Shaded` in the status bar drawer
- missing key scan code constants added.
- Screen.ClearScreen and Screen.SetScreenFade script exports.
- PushV function for int and string arrays.
- change `vid_allowtrueultrawide` - -1 allows for any arbitrary ratio for hud aspects, 0 changed to old behavior (max 16:9), 1 changed to old behavior except at 21:9, 1 is now the default.
- `vid_allowtrueultrawide` is now placed in game-specific config, instead of global.
- Don't print the weapon tag if the game is paused
- Allow settable render styles for status bar drawing functions DrawTexture, DrawImage and DrawString
- Made OptionMenuSliderBase::IsGrayed virtual
- Default Heretic's, Hexen's and Strife's default screen wipe styles to match their original counterparts.
- Add sprite shadows for the hardware renderer
- Add sprite shadows for the software renderer
- Expose level_info_t to scripting + helper functions.
- Allow ACS SpawnDecal zoffset and distance args to be fixed point
- Add Polyobj_StopSound special
- handle empty command names when getting key binds
- Don't warn about UDMF comments or user fields
- allow AddPoly for 2D drawer without index buffer, treating the data as a list of triangles.
- filter out macOS resource fork data when loading Zips.
- added a A_SetFriendly function
- remove Vulkan button on startup if Vulkan compilation is disabled
- Fix crash with fog and software light modes.
- Removed depthClamp requirement (note: portals will not render correctly on such devices)
- set libADL and libOPN bank settings (only) to game specific
- A software implementation for gamma, brightness, contrast and saturation effects on SoftPoly. Based on original code by @dpjudas, thanks for the code.
- Bug fix in invulnerability in Doom Software Render Mode and True Color SW Render in SoftPoly.
- Don't let the game start if the saved game passed to -loadgame is invalid. the 	- improved multithreaded rendering for the software renderer.
- Make i_timescale cvar virtual. Changing i_timescale in a netgame would cause its callback to recurse
- into itself infinitely. CVAR_VIRTUAL prevents this.
- Fixed crash with voodoo dolls in MP after players quit the game.
- account for KEEPDEPLETED flag when destroying items with InterHubAmount of 0 upon leaving a level
- Fix camera texture aspect ratio in hardware renderer
- Add missing tag for Strife's KneelingGuy.
- New letter И for Strife
- Add GetCharacterName() to retrieve an NPC's name as defined in its dialogue script, if it exists. Otherwise it will just return the same output as GetTag().
- Add tag properties to Strife's enemies.
- removed config updates for pre-GZDoom versions of ZDoom.
- adapt mod_dumb_mastervolume to the increased default volume in ZMusic.
- do not sort level names in the statistics output when saving. Instead do this when creating the data to avoid trashing manual edits. The old sorter resorted all data loaded from the old file as well.
- print a message if saving the statistics file fails.
- implemented replay gain calculation and management. This is done entirely on the streamed sound data, unlike the old relative volume which uses the backend's volume setting.
- Show subtitles for the Entity's greeting lines in Strife.
- Fix crash with wind effect on special water sectors.
- Add SetSubtitleNumber(int num, str sound) ACS function. Works exactly like its ZScript counterpart. The activator of the script must be a player.
- bumped CMake version to 3.1.0 in all projects to reduce warning spam in recent versions.
- escape double quotes in Cocoa IWAD picker's extra arguments
- Fix random crash when travelling between hub maps in multiplayer.
- ported Eternity's Line_QuickPortal
- fixed memory leak in UDMF loader.
- DrawRotated function for status bar.
- Fix portals not working in softpoly (#1323)
- Add a null check in PlayerPawn::CheckFOV
- added m_swapbuttons CVAR for the Windows RawInput and DirectInput backends. The problem I discovered is that these backends do not respect the GUI-side system setting for swapping the buttons, so this needs to be done in-application so that swapped buttons can behave the same in the menu and the game.
- Don't make the switch that reveals the computer core in Strife MAP15 to be repeatable.
- fix: MBF's A_Spawn DEH codepointer should use misc2 as spawnheight, not distance
- adjust defaults for DEHEXTRA states to match other ports:
- Properly abort the program if the SDL window can't be created at all (#1296)
- Dynamic number of models per frame instead of a hard limit of four. (#1298)
- Made Strife NPC's dialog voice audible for all players.
- Fix player not being able to talk to a Strife NPC during netplay, if another player talked to that NPC first. (#1312)
- restored sound-related developer messages
- SoftPoly: Fixed the md3 models, you can now correctly display the frame of the model, in addition, interpolation is added to the model.
- Add missing ZScript constants for the Strife targeter PSprite layers
- SoftPoly: Fixed the screen turning white with invulnerability sphere in Doom and in Heretic avoiding color errors in some pixels when activating the "ring of invincibility". (#1307)
- Added a new intrinsic for class pointers to check if the class is abstract (#1308)
- remove doom2 from the wadsmoosh filter in iwadinfo
- Fixed sprites were not affected by dynamic lights on SoftPoly.
- fixed missing 'player left the game' message
- Softpoiy: Fix black wall sprites
- Softpoiy: Fix line portal clipping bug
- add `-noautoexec` command line parameter to disable the execution of autoexec.cfg files
- add Pi and some other constants to ZScript (#1304)
- Fix Additive Shaded renderstyle for UDMF things bugged
- backend update from Raze.
- another wallsprite crash fix: https://forum.zdoom.org/viewtopic.php?f=56&t=71450
- Add support for zero size buffers as the hwrenderer uses that!
- Fix crash when trying to open unreadable IWAD files
- Fix crash when following symlinks to nonexistent IWAD files
- fixed incorrect extension of overridden function prototype. Prototype of overridden function with optional argument(s) missing could extend unrelated prototype of previously defined function when their arguments and return value(s) match
- Fix dancing sprites regression
- fixed uninitialized global rolloff in sound engine. Depending on SNDINFO definitions, type of global rolloff could left uninitialized, and linear rolloff might be treated as logarithmic
- fixed: FTextureManager::ReplaceTexture did not calculate the upscale flags.
- add "hidepartimes" MAPINFO/GameInfo property
- Hitscan attacks can now hit SPECTRAL actors if the hitscan puff has SPECTRAL flag set
- Add progress bar for SDL backend
- Fixed "Messages ON" not being printed.
- added initialization of linked sectors. Resizing of linked sectors arrays during serialization could lead to processing of pointers to junk data
- Fixed nodes were not rebuilt after loading broken extended nodes.
- vid_aspect is now set to change to 21:9's ACTUAL aspect - 64:27
- screen elements now scale to 64:27 properly. to restore classic behavior, set cvar `vid_allowtrueultrawide` to false
- Fix ScriptCall missing default arguments
- Add alternate "Full" mode for PowerIronFeet that prevents leaky damage.
- Fix ALWAYSFAST actor flag.
- Side By Side Letterbox Display mode (#1255)
- add sv_instantreaction dmflag
- Fixed: Monster reaction time was always zero with fast monsters and not just on nightmare.
- fixed incorrect sound definition for DSMANATK in Dehacked.
- Fix the "Max" constant being incorrect for unsigned int types.
- add new detection hashes for newer versions of nerve.wad
- update $musicalias to allow iwad remapping when used from game_support.pk3
- add music aliases for the unity version of Doom/Doom2 for digitized game soundtrack
- Modify Shape2D so that it manages its own vertex buffer rather than using the draw list (#1249)
- add support for DEHEXTRA's extended sound range (#1258)
- Fix IfItem amount not being checked (#1262)
- Fix MAPINFO definitions for "enableskyboxao"
- Always allow skyboxes by default
- Add option to disable skyboxes through mapinfo
- Disable AO for skybox portals (can be forced back with MAPINFO flag).
- Add autodetection for GOG's releases of Heretic and Hexen. (#1259)
- Fix model normals being distorted by MODELDEF scaling.
- added check for M_IsAnimated to TryRunTics.
- added the option to look for music by using a truncated 8-character variant of the given name.
- fixed: strbin did not check for a terminating 0-character right after an escaping backslash.
- allow targeting ARM64 on Windows
- fix keyboard repeat events not being sent to menus if TranslateKeyboardEvents is true
- Fixed: RandomSpawner spawning another RandomSpawner spawning a missile could result in the second RandomSpawner being erroneously destroyed.
- Simplify manual sound rolloff handling
- change all optional game support archive loaders to scan the program folder
- allow drawing text using fonts with an external translation
- fixed: IceGuyFX2 set its owner too late.
- implement slider background color change - https://forum.zdoom.org/viewtopic.php?f=15&t=70616
- Fixed: If AbsorbDamage resulted in an item having been destroyed, the following items in the inventory chain were not processed.
- Fixed weapon bob jittering.
- fix missing SKILLP property in zscript code
- do not keep impact decal that fails to stick to a wall
- fixed inverted menu setting for 'Disable menu clean scaling'
- fixed crash when drawing status bar on automap
- fixed issue with parsing useowncoloradd UDMF flags
gzdoom - GZDoom g4.5.0

Published by coelckers almost 4 years ago

  • For all of Doom's fullscreen images there's now widescreen versions provided. The other games are still being worked on and will be added later when they become available. All new images were created by Nash - this does not use any of the versions from the Unity port.
  • A simplified options menu is now available for quick setup of the important settings.
  • New keybindings presets. Users can now choose between the classic layout and a WASD-based one
  • Menu and intermission screen now scale to the original Doom.exe's layout by default.
  • major additions to the menu system - animated menu transitions, image slideshows and fixed size menus can now be created.
  • the console now uses the border flat as default background instead of the titlepic.
  • it is now possible to fully quit the fullscreen console and get back to the title loop.
  • various enhancements and fixes for ZScript.
  • Interpolate positions and angles in the automap for smoother appearance
  • Added $PitchSet for SNDINFO.
  • allow indirections in the string table by prefixing the language string with '$$' the remaining text is interpreted as another string label to resolve.
  • optimization of the patch texture checker - do not read in the entire file if checking the initial header is sufficient for rejecting it. This can speed up loading of large mods quite significantly.
  • MIDS-format MIDI support
  • OPUS support, courtesy of an updated libsndfile.
  • libADL/libOPN update
gzdoom - GZDoom g4.4.2

Published by coelckers over 4 years ago

- 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 - GZDoom g4.4.1

Published by coelckers over 4 years ago

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 https://github.com/coelckers/gzdoom/pull/360/commits/95f447927aee2350c1dd6bb8a317a69012890a33
Fix Bag of Holding not increasing Firemace ammo capacity
fixed compilation of non-x86 targets

gzdoom - GZDoom g4.4.0

Published by coelckers over 4 years ago

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 correctly.
for warped textures, warp all layers. With this brightmaps finally work on warped textures.
fixed detection of standalone IWADs
let FSkybox inherit from FImageTexture to simplify the redirection of the base image for the software renderer.
fixed text size calculations in the status bar.
fixed: Setting 'noallies' on the level cleared the player's friendly flag.
Moved TICRATE from Thinker to Object in ZScript so status bars have access to it.
fixed conditions with SND_PlayerReserve flag
added global variants of the main 2D-draw functions taking an F2DDrawer as their first parameter.
separated the Doom specific parts of the ZScript parser from the core into a subclass.
separated the Doom specific parts from the compiler backend into a separate file, these parts now get invoked via callback hooks.
put the state pointer serializer in a virtual function so that types.cpp can operate without any knowledge of Doom states.
split the serializer in two to keep the Doom specific parts out of the main file.
split the TObjPtr serializers into a separate file to avoid polluting everything that needs to use the serializer.
took InitializeDefaults out of PClass and moved it to PClassActor. Like so many other parts, this created a hard dependency of the low level code on very invasive game content.
moved most of the root marking out of the garbage collector, replacing it with callbacks.
use translation slot 0 for reserved content, like font translations.
major dependency reduction of the texture system.
moved some data needed by the texture system into palettecontainer.cpp.
split animation management out of the texture manager into a separate class.
moved game specific data out of the sound backend. In Raze I already had a user data array for that so this gets used here, too, now.
use a TMap to store music volume settings instead of using a homegrown linked list.
separated the game-dependent music lookup parts from the core player.
reduce backend's dependency on game state by using callbacks.
merged FPalette and PaletteContainer.
use an array to store the buttons. This puts a lot less knowledge about the game's features into the low level code.
made console notification scrolling independent of the global game ticker variable.
uncouple console's cursor blinking from the game ticker.
c_dispatch header cleanup and splitting of gamestate into a separate header, to avoid polluting low level code with game specific headers.
CCMD no longer uses copystring function.
ability to dynamically register CCMDs.
removed the 'caller' parameter from the CCMD dispatcher. This can never be anything but players[consoleplayer].mo, so there is no need to pass it through the interface.
separated the button code from c_dispatch.
replaced Travis and AppVeyor with GitHub actions
split off the console's command line class into its own file.
CVAR cleanup, in particular decoupling from game internals, which now get handled via callbacks.
removed a large batch of unused names.
File system refactoring to free this code of direct game dependencies.
renamed the file system related classes to actually use the term "FileSystem".
moved the file name management out of the single resource lumps.
moved the linkedTexture pointer up one level out of the resource descriptor into the file system record.
renamed fullscreen CVar internally to vid_fullscreen to make searching for it easier.
make DumpCPUInfo return a string instead of letting it print the info itself. Also consolidated I_Init, because both existing versions were identical.
major code refactoring to improve reusability of low level utility code
move SuperFastHash to its own set of files, instead of having this tied to the console.
replace swapvalues with std::swap globally.
added printf.h header to avoid including more dirty ones for the console printing functions.
cleaned up the includes in m_png.h, this file had far too many and far too broad dependencies.
moved the dictionary implementation into the 'scripting' folder where it really belongs.
copied some fixes for overlong config entries from Raze.
renamed basictypes.h to basics.h to keep the file name in line with Raze and make comparisons easier.
added some utilities to cmdlib.cpp and changed its license to BSD, because no original Quake code is left here.
avoid using plain char pointers to store script data for FraggleScript.
use FString to manage strings in bot code.
removed use of copystring in Dehacked code and cleaned up the list of includes in cmdlib.cpp
Added $OPTVAL_MBFSTRICT to menudef.txt, and added corresponding case 7 to the compatmode cvar in d_main.cpp
removed the obsolete Doomsday 1.8-style texture pack support. This poorly integrated into the texture system and wasn't compatible with modern texture packs anymore so its usefulness was questionable.
REQUIEM.WAD fixes (#1050)
Fixed sprites sunk into water on Carmack with HQ resize modes.
Fixed tutti-frutti and crash with liquid warp effects on the Carmack renderer when texture resizing was disabled. (#1063)
Fixed: SPECTRAL flag didn't check for DMG_FORCED before aborting DamageMobj.
removed detection of unsupported macOS versions
fix nullptr crash in player.camera reference when player.camera is nullptr
Don't draw weapon tags when player tries to switch weapons while they're dead
add warp2 shader to softpoly2
Added Actor.CopyBloodColor to copy another existing actor's blood color.
Opaque blood decals must be defined with 'OpaqueBlood' keyword in DECALDEF
Colorize opaque decals using the bleeding actor's blood color, if the 'Shaded' keyword is omitted from the DECALDEF.
remove assumption in DFrameBuffer::FillBorder that ultrawide screens will stretch an image, since it is no longer the case.
Fix compile error when using std::sort with Visual Studio 16.5.0
clear the screen before drawing content, not afterward.
fixed file existence check in TRNSLATE parser.
changed translation management so that the fonts also use translation IDs.
allow specifying full palettes in translation definitions.
implemented better aspect ratio control for fullscreen images.
Print weapon name tag when switching with "slot" command (#1048)
Add help messages for most of the deprecated stuff in ZScript.
fixed FLineTraceData scripting definition
replaced assert() in ZScript fields compilation code
added line break to 'No GENMIDI lump' message
fixed A_FireCGun.
fixed: player_t::GetPSprite cannot guarantee success. As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
added autonames for the shareware games
default terrain's DamageTimeMask to a reasonable value.
Add missing segment clipping clamps for decals, sprites and wall sprites
aggregate TMap into Dictionary instead of deriving from it
fix Dictionary and DictionaryIterator memory leaks
Added Pre(Un)Morph and Post(Un)Morph functions.
fixed infinite loop reporting '... before first state' errors
fixed: removed startTime from the wrong function internally.
add checking in S_StartSound for startTime length
Added A_StopSounds(int chanmin, int chanmax).
Added A_StopAllSounds.
fixed: Windows must call the wide version of _mkdir for Unicode support.
prohibit core shaders overriding for OpenGL renderer
stop all sounds after exiting level regardless of intermission screen
fixed comparison with uninitialized data in MAPINFO parser
use GAMENAMELOWERCASE macro for music config defaults
added Romanian to the language selection menu.
removed CD audio support. Mainly because this is an ancient deprecated feature on the system side that serves no good purpose anymore.
fixed wrong name assigned to dummy texture with zero ID
force Greek to use the standard font in Heretic and Hexen.
fix character substitution for mixed case fonts and text update.
Greek letters for Strife's Big and Mini fonts.
Greek characters for old console font.
reformatted getAlternative for compactness.
remap accented Greek uppercase letters to their base variant instead of directly to the Latin/Cyrillic replacement.
added the 7 Greek characters to Strife's SmallFont that cannot be done by remapping to existing Latin or Cyrillic letters.
SoftPoly only worked with Vulkan support on POSIX platforms (#1036)
fix vulkan crash when there are no textures in player's view
Fix vk_hdr looking for the wrong colorspace
backported a few sound code fixes from Raze.
use floats for sprite depth sorting in the hardware renderer.
Upgrade glslang to 8.13.3559 (stable release January 6, 2020)
Fixed a crash when trying to include a missing mixin.
Added source, inflictor and damage flags to AbsorbDamage.
transitioned engine to use ZMusic as a DLL.
Mixins now perform a deep copy of the AST. (Fixes default blocks in mixins)
Fixed colorization not being applicable to bottom wall textures.
autoload nerveunity.wad to doom2unity.wad
let freelook default to true.
Change updaterevision to a CMake script
fix for loading VOC files.
Remove the 'monoize' option from sound loading. Unnecessary with the AL_SOFT_source_spatialize extension, which has been available for over a year.
Remove the fallback for lack of AL_EXT_SOURCE_RADIUS. It's been available in OpenAL Soft for years and the fallback method wasn't very good.
fixed usage of floor sound with Plat_DownWaitUpStayLip special
fixed code generation for very special if+switch combination in ZScript
add Doom2f.wad support
add support for xbox 360 versions of Doom/Doom2
fixed sprite and particle colors when not affected by dynlights
Plutonia 2 Compatibility Fixes (#1026)