Latest GZDoom Changes

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Unofficial development builds at DRD Team

Older commits

25-Jul-2021 (Sunday) at 16:28:15 EDT by Major Cooke
Commit e91485c50 (HEAD -> master)
Parents: a4c8fbcc5

Added GetString/Int/Double/Object(UI) functions to Service. - These functions serve to deprecate (UI)Get and allow for reducing string translations, as well as passing in objects for maximum flexibility.

25-Jul-2021 (Sunday) at 07:49:24 EDT by Rachael Alexanderson
Commit 347324eed (tag: g4.6.1, 4.6)
Parents: 8d15947f7

  • language update

25-Jul-2021 (Sunday) at 07:49:24 EDT by Rachael Alexanderson
Commit a4c8fbcc5
Parents: b4fe16419

  • language update

25-Jul-2021 (Sunday) at 07:12:56 EDT by Christoph Oelckers
Commit 8d15947f7
Parents: bfd4f7cbb

  • version bump to 4.6.1.

13-Jul-2021 (Tuesday) at 05:54:25 EDT by Christoph Oelckers
Commit bfd4f7cbb
Parents: 15dfe3116

  • 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.

Conflicts:

src/gamedata/g_mapinfo.h

12-Jul-2021 (Monday) at 06:27:49 EDT by alexey.lysiuk
Commit 15dfe3116
Parents: c5f321b55

  • do not precache unreferenced textures

https://forum.zdoom.org/viewtopic.php?t=72649

09-Jul-2021 (Friday) at 07:50:26 EDT by Rachael Alexanderson
Commit c5f321b55
Parents: c60e09cc0

  • add player setup to simple options menu

06-Jul-2021 (Tuesday) at 04:35:09 EDT by Christoph Oelckers
Commit c60e09cc0
Parents: b262e45b6

  • fixed brightmap definitions for the SpiderMastermind.

02-Jul-2021 (Friday) at 03:12:26 EDT by Christoph Oelckers
Commit b262e45b6
Parents: f68883858

  • 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.

02-Jul-2021 (Friday) at 02:54:15 EDT by Christoph Oelckers
Commit f68883858
Parents: c2158da4a

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

02-Jul-2021 (Friday) at 02:47:58 EDT by Christoph Oelckers
Commit c2158da4a
Parents: bf3b3ae01

  • 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.

02-Jul-2021 (Friday) at 02:16:29 EDT by Christoph Oelckers
Commit bf3b3ae01
Parents: 0dd3a1611

  • fixed: splashes need the MOVEWITHSECTOR flag.

01-Jul-2021 (Thursday) at 06:19:18 EDT by alexey.lysiuk
Commit 0dd3a1611
Parents: eda47beb5

  • fixed format specifier compilation warnings

src/common/engine/serializer_internal.h:241: warning: format specifies type 'long long' but the argument has type 'int64_t' (aka 'long') [-Wformat] src/common/engine/serializer_internal.h:250: warning: format specifies type 'long long' but the argument has type 'int64_t' (aka 'long') [-Wformat] src/common/rendering/vulkan/system/vk_device.cpp:364:29: warning: format specifies type 'unsigned long long' but the argument has type 'uint64_t' (aka 'unsigned long') [-Wformat] src/common/rendering/vulkan/system/vk_framebuffer.cpp:701:57: warning: format specifies type 'unsigned long long' but the argument has type 'VkDeviceSize' (aka 'unsigned long') [-Wformat]

30-Jun-2021 (Wednesday) at 03:19:08 EDT by alexey.lysiuk
Commit eda47beb5
Parents: d8640d011

  • prevent appearance of dangling pointers in corpse queue

A dangling pointer in corpse queue may appear if actor is added to the queue when GC is in propagation state. Enqueued corpse actor remains white, and if it’s destroyed and garbage collected before dequeue, a dangling pointer will be accessed during its removal from the queue. In console, do summon CorpseSpawner and gc now with the following script loaded. Without a write barrier, it will crash in two seconds.

class TestCorpse : Actor
{
    States
    {
    Spawn:
        POSS U 1 A_Die;
    Death:
        POSS U 1 A_QueueCorpse;
        Stop;
    }
}

class CorpseSpawner : Actor
{
    override void Tick()
    {
        A_SpawnItem("TestCorpse");
    }
}

https://forum.zdoom.org/viewtopic.php?t=69842

28-Jun-2021 (Monday) at 16:21:27 EDT by Christoph Oelckers
Commit d8640d011
Parents: 9e60613df

  • 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!

28-Jun-2021 (Monday) at 14:11:44 EDT by Cacodemon345
Commit 9e60613df
Parents: f679e88fe

Add Windows 11 detection

15-Jun-2021 (Tuesday) at 03:35:33 EDT by alexey.lysiuk
Commit f679e88fe
Parents: b409dab3a

  • report correct macOS version with older SDKs

When built against 10.15 SDK or earlier, macOS 11.0+ returns 10.16 for compatibility, and external process is needed to output the actual version for us

14-Jun-2021 (Monday) at 02:30:51 EDT by alexey.lysiuk
Commit b409dab3a
Parents: d0813f91d

  • fixed potential crash when sound sequence is destroyed

Level can be unset if sound sequence destruction happens after saved game loading failure

https://forum.zdoom.org/viewtopic.php?t=72551

14-Jun-2021 (Monday) at 02:00:08 EDT by Christoph Oelckers
Commit d0813f91d
Parents: d86df621d

  • fixed bad type in FxFontCast.

13-Jun-2021 (Sunday) at 03:41:45 EDT by alexey.lysiuk
Commit d86df621d
Parents: 06b88927c

  • added TVector2<> constructor from float*

As we seem to do not like explicit constructors, this will make temporary TVector3<> object creation much less probable

13-Jun-2021 (Sunday) at 03:27:41 EDT by alexey.lysiuk
Commit 06b88927c
Parents: 627b27c72

  • fixed parsing of 2D vectors in OBJ model loader

There is no TVector2<> constructor that accepts a pointer to float. However, there is such constructor in TVector3<>, so TVector2<> can be constructed from float* implicitly via temporary TVector3<> object.

11-Jun-2021 (Friday) at 09:08:58 EDT by Rachael Alexanderson
Commit 627b27c72
Parents: c753695b4

  • fix missing border flat on heretic shareware

10-Jun-2021 (Thursday) at 04:54:26 EDT by alexey.lysiuk
Commit c753695b4
Parents: 39ae9eb31

  • fixed initialization of model frames

Replaced loop arrays initialization and obvious comments with something more readable, I hope

https://forum.zdoom.org/viewtopic.php?t=72523

08-Jun-2021 (Tuesday) at 06:21:20 EDT by Player701
Commit 39ae9eb31
Parents: c8e4d287f

  • Fixed impassable exit line in 007ltsd.wad E4M7

08-Jun-2021 (Tuesday) at 03:31:45 EDT by alexey.lysiuk
Commit c8e4d287f
Parents: 771c83c69

  • prevent redundant string copying in Strife conversation parser

strifedialogue.cpp:110:22: warning: loop variable 'addd' of type 'const FString' creates a copy from type 'const FString' [-Wrange-loop-analysis]

08-Jun-2021 (Tuesday) at 03:19:43 EDT by alexey.lysiuk
Commit 771c83c69
Parents: dff9278a8

  • added detection of macOS 12 Monterey

07-Jun-2021 (Monday) at 02:16:53 EDT by Christoph Oelckers
Commit dff9278a8
Parents: 3d99ee439

  • fixed permission validation in OptionMenuItemCommand.DoCommand.

This was missing the InMenu check like the other critical menu functions.

07-Jun-2021 (Monday) at 01:45:31 EDT by Christoph Oelckers
Commit 3d99ee439
Parents: cc098f8a2

  • fixed explosive damage radius for clericflame.

This was fixed before but must have gotten lost somehow...

06-Jun-2021 (Sunday) at 06:11:42 EDT by emily
Commit cc098f8a2
Parents: 5acde7516

Make sprite shadows ignore float bob

03-Jun-2021 (Thursday) at 09:46:55 EDT by alexey.lysiuk
Commit 5acde7516
Parents: 8c58a7af4

  • fixed parsing of MAPxx par times in BEX lumps

https://forum.zdoom.org/viewtopic.php?t=72458

31-May-2021 (Monday) at 16:13:03 EDT by Christoph Oelckers
Commit 8c58a7af4
Parents: 1046dae02

  • 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.

28-May-2021 (Friday) at 07:01:49 EDT by nashmuhandes
Commit 1046dae02
Parents: bfe13da3c

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

28-May-2021 (Friday) at 05:25:01 EDT by Christoph Oelckers
Commit bfe13da3c
Parents: 924218140

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

It always reused the previous content of the 'Pos' field which was either undefined or an older position where the actor was located when last spawning a light.

28-May-2021 (Friday) at 00:03:27 EDT by nashmuhandes
Commit 924218140
Parents: e514a75ac

Fixed wrong parameter type passed into TryMove here

27-May-2021 (Thursday) at 23:34:04 EDT by Chronos Ouroboros
Commit e514a75ac
Parents: fc95a9880

  • fix DaggerAlert using FindState incorrectly.

25-May-2021 (Tuesday) at 23:02:16 EDT by Rachael Alexanderson
Commit fc95a9880
Parents: fef604a63

  • add missing break statement

25-May-2021 (Tuesday) at 23:00:12 EDT by Rachael Alexanderson
Commit fef604a63
Parents: 2fd05fd10

  • widepix update

25-May-2021 (Tuesday) at 04:12:51 EDT by Christoph Oelckers
Commit 2fd05fd10
Parents: 9dd304de4

  • 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."

23-May-2021 (Sunday) at 13:57:41 EDT by Rachael Alexanderson
Commit 9dd304de4
Parents: bfe1a4329

  • pull new widepix fix for hexen sprites

23-May-2021 (Sunday) at 12:23:15 EDT by Dasperal
Commit bfe1a4329
Parents: c320db66f

  • Fixed bug with BishopPuff moving in wrong direction

19-Jul-2021 (Monday) at 07:29:19 EDT by Cacodemon345
Commit b4fe16419
Parents: 8ac8e31a6

Search $HOME/.local/share/games/doom directory...

...for soundfonts, IWADs and WAD files.

This partially matches Chocolate Doom behaviour.

21-Jul-2021 (Wednesday) at 05:53:32 EDT by Jeroen de Baat
Commit 8ac8e31a6
Parents: 411b4976c

Fix typo in sw renderer comment

21-Jul-2021 (Wednesday) at 08:44:07 EDT by alexey.lysiuk
Commit 411b4976c
Parents: 65d9d83dd

  • fixed EBlastFlags enum definition

21-Jul-2021 (Wednesday) at 00:56:41 EDT by Kaelan
Commit 65d9d83dd
Parents: 1eeee98b6

Add 'BF_ONLYVISIBLETHINGS' Flag to A_Blast

Adds 'BF_ONLYVISIBLETHINGS' flag to A_Blast, and enables A_Blast to only affect actors that have a line of sight to calling actor.

19-Jul-2021 (Monday) at 06:48:22 EDT by drfrag
Commit 1eeee98b6
Parents: 2d0a876ab

  • Fixed typo in Heretic light definition.

18-Jul-2021 (Sunday) at 05:30:52 EDT by drfrag
Commit 2d0a876ab
Parents: d00c6e4ec

  • Fix wrong thiswad check for materials too.

17-Jul-2021 (Saturday) at 16:03:25 EDT by drfrag
Commit d00c6e4ec
Parents: 3f9a3a454

  • Added missing null pointer check.

16-Jul-2021 (Friday) at 13:12:56 EDT by Gaerzi
Commit 3f9a3a454
Parents: eb2646b61

Brightmaps fix

See https://forum.zdoom.org/viewtopic.php?f=2&t=72687 for more information.

16-Jul-2021 (Friday) at 13:12:56 EDT by Gaerzi
Commit 9acc0fcbf (refs/pull/1432/head, GLDEFS-thiswad-fix)
Parents: eb2646b61

Brightmaps fix

See https://forum.zdoom.org/viewtopic.php?f=2&t=72687 for more information.

13-Jul-2021 (Tuesday) at 06:32:38 EDT by Rachael Alexanderson
Commit eb2646b61
Parents: 0cffeef2c

Older commits