Latest GZDoom Changes
Latest 50 commits, skipping 50
19-Mar-2021 (Friday) at 01:26:37 EDT by sgrunt
Move the modified behaviour to a new "resetvel" parameter
18-Mar-2021 (Thursday) at 09:19:00 EDT by sgrunt
Fix behaviour of VelIntercept's oldvel parameter
Previously Vel would be reset only if the target was moving. This change ensures that Vel is always reset, as seems to be the intent of the oldvel parameter.
19-Mar-2021 (Friday) at 12:21:14 EDT by drfrag
- Fixed crash with voodoo dolls in MP after players quit the game.
19-Mar-2021 (Friday) at 12:04:20 EDT by Blue Shadow
- account for KEEPDEPLETED flag when destroying items with InterHubAmount of 0 upon leaving a level
18-Mar-2021 (Thursday) at 18:29:19 EDT by James Le Cuirot
Fix camera texture aspect ratio in hardware renderer
It wasn't respecting the map's pixel ratio setting. This wouldn't have been very noticeable with the default pixel ratio of 1.2 but it was very obvious with 1.8.
18-Mar-2021 (Thursday) at 13:31:46 EDT by nashmuhandes
Add missing tag for Strife's KneelingGuy.
18-Mar-2021 (Thursday) at 07:29:11 EDT by K0stov
New letter И for Strife
The old one was a simple mirror of the letter N, switching around the proportions. The new variant is designed to look more faithful to the letter it’s based on.
15-Mar-2021 (Monday) at 16:55:03 EDT by nashmuhandes
Add missing tag for the sub-Entity bosses. This was missed in the previous commit.
15-Mar-2021 (Monday) at 16:03:32 EDT by nashmuhandes
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().
15-Mar-2021 (Monday) at 14:45:30 EDT by nashmuhandes
Add tag properties to Strife's enemies.
14-Mar-2021 (Sunday) at 09:01:51 EDT by alexey.lysiuk
- fixed cross-compilation support
Lemon's post build command aborts configuration step after CMake version bump to 3.1.0 in ba618d308c859f423cf67c8cb368e4b65c15c7bd When CMake version was 2.8.7 the same command produced a warning
CMake Error at tools/lemon/CMakeLists.txt:11 (add_custom_command): TARGET 'lemon' is IMPORTED and does not build here.
14-Mar-2021 (Sunday) at 03:50:42 EDT by Christoph Oelckers
- lower the step size for module master volume to adapt to the altered value range.
14-Mar-2021 (Sunday) at 03:44:30 EDT by Christoph Oelckers
- removed config updates for pre-GZDoom versions of ZDoom.
GZDoom 0.9 had config version 205, so the adapters for 202-204 are not needed.
14-Mar-2021 (Sunday) at 03:40:34 EDT by Christoph Oelckers
- adapt mod_dumb_mastervolume to the increased default volume in ZMusic.
13-Mar-2021 (Saturday) at 07:11:03 EST by Christoph Oelckers
- 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.
13-Mar-2021 (Saturday) at 06:21:35 EST by Christoph Oelckers
- print a message if saving the statistics file fails.
13-Mar-2021 (Saturday) at 06:21:07 EST by Christoph Oelckers
- moved EColorManipulation into the backend.
12-Mar-2021 (Friday) at 02:48:59 EST by Christoph Oelckers
- restore accidentally deleted 'testmusicvol' CCMD.
12-Mar-2021 (Friday) at 02:48:00 EST by Christoph OelckersMerge branch 'replaygain'
11-Mar-2021 (Thursday) at 09:47:05 EST by Christoph Oelckers
- default replay gain to 'off'.
10-Mar-2021 (Wednesday) at 18:20:19 EST by Christoph Oelckers
- fill in the MIDI defaults for generating the lookup string for replay gain.
Both synth and sound font can be very relevant here for the final volume so using the same song with different settings needs to create different strings.
10-Mar-2021 (Wednesday) at 17:06:21 EST by Christoph Oelckers
- 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.
10-Mar-2021 (Wednesday) at 05:17:43 EST by nashmuhandes
Show subtitles for the Entity's greeting lines in Strife.
10-Mar-2021 (Wednesday) at 06:59:07 EST by drfrag
- Fix crash with wind effect on special water sectors.
09-Mar-2021 (Tuesday) at 01:08:31 EST by nashmuhandes
Add SetSubtitleNumber(int num, str sound) ACS function. Works exactly like its ZScript counterpart. The activator of the script must be a player.
08-Mar-2021 (Monday) at 07:56:57 EST by Christoph Oelckers
- bumped CMake version to 3.1.0 in all projects to reduce warning spam in recent versions.
3.1.0 is the highest minimum set in the existing subprojects so this will not exclude anything that hadn't been already.
08-Mar-2021 (Monday) at 04:44:14 EST by alexey.lysiuk
- escape double quotes in Cocoa IWAD picker's extra arguments
06-Mar-2021 (Saturday) at 05:32:31 EST by Christoph OelckersMerge branch 'master' of https://github.com/Chernoskill/gzdoom
06-Mar-2021 (Saturday) at 05:28:13 EST by Chernoskill
06-Mar-2021 (Saturday) at 05:27:23 EST by Chernoskill
06-Mar-2021 (Saturday) at 05:26:53 EST by Chernoskill
06-Mar-2021 (Saturday) at 05:26:31 EST by Chernoskill
06-Mar-2021 (Saturday) at 05:18:45 EST by Chernoskill
05-Mar-2021 (Friday) at 11:17:44 EST by Christoph Oelckers
- fixed: line portal rendering PR was missing handling for portals with z offset.
Since it used the back sector's height directly the needed offsetting was not applied to the upper and lower texture.
05-Mar-2021 (Friday) at 10:09:13 EST by Timothy Quinn
- Line_QuickPortal must check the partner line's special.
05-Mar-2021 (Friday) at 06:25:41 EST by Christoph Oelckers
- reinstated rendering of mid textures over two-sided wall portals.
This was removed in the last PR due to z-fighting problems which now have also been addressed
05-Mar-2021 (Friday) at 04:04:18 EST by Timothy Quinn
- fixed rendering of one-sided line portals in the hardware renderer
draw upper and lower textures when the back sector does not properly match
do not draw middle textures on portal lines
minor optimization to 'is***Portal' functions to avoid memory access in the most common case of no portal being present.
05-Mar-2021 (Friday) at 02:07:18 EST by nashmuhandes
Fix random crash when travelling between hub maps in multiplayer.
04-Mar-2021 (Thursday) at 15:16:01 EST by Timothy Quinn
- ported Eternity's Line_QuickPortal
04-Mar-2021 (Thursday) at 10:55:50 EST by Christoph Oelckers
- fixed memory leak in UDMF loader.
When the extsector allocation was moved, this hadn't been adjusted yet, it still allocated its own buffer which never got freed again.
04-Mar-2021 (Thursday) at 08:45:29 EST by Christoph Oelckers
- Backend update from Raze.
01-Mar-2021 (Monday) at 18:24:36 EST by Magnus Norddahl
Implement depth clamp
28-Feb-2021 (Sunday) at 20:24:15 EST by Magnus Norddahl
Fix portals not working in softpoly (#1323)
28-Feb-2021 (Sunday) at 12:13:36 EST by nashmuhandes
Add a null check in PlayerPawn::CheckFOV
09-Feb-2021 (Tuesday) at 08:48:43 EST by Chernoskill
The two TArrays of type FTextureID skinIDs and surfaceskinIDs no longer have any null elements. These elements will have a textureid (FTextureID.texnum) of 0.
Re-worded error messages which were unprecise or unfitting before (model index below 0 was not acknowledged at all, or grouped together with a "too many models" message).
modelIDs are given a default value of -1.
Important: A MODELDEF's FrameIndex lines can no longer refer to model indices that are beyond the number of models of that MODELDEF entry. There is in fact a check to avoid going beyond the number of an actor's models which would abort program operation at startup, but it never caught any such occurances.
surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES] Used TArray.Alloc to make TArrays have the correct size depending on the number of models.
Also removed MAX_MODELS_PER_FRAME. Edited skinSurfaceIDs access for one-dimensional TArray
Added MD3_MODELS_MIN To ensure compatibility with mods, all model-related TArrays (four in total) have a minimum size of 4, defined by MD3_MODELS_MIN.
26-Feb-2021 (Friday) at 04:37:55 EST by Christoph Oelckers
- 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.
26-Feb-2021 (Friday) at 04:35:10 EST by Christoph Oelckers
- language update.
25-Feb-2021 (Thursday) at 10:49:41 EST by Gutawer
- fix some crashes in the Shape2D VBO code due to unsound pointer usage (#1318)
25-Feb-2021 (Thursday) at 09:58:17 EST by Rachael Alexanderson
Revert "Dynamic number of models per frame instead of a hard limit of four. (#1298)"
This reverts commit 769d60a64fefc0c8d7260ebb6461c354ec478b11.
25-Feb-2021 (Thursday) at 03:19:43 EST by nashmuhandes
Don't make the switch that reveals the computer core in Strife MAP15 to be repeatable.