Releases: ZDoom/gzdoom
Releases · ZDoom/gzdoom
GZDoom 3.7.0
GZDoom 3.6.0
GZDoom 3.5.1
GZDoom 3.5.0
GZDoom 3.4.1
GZDoom 3.4.0
GZDoom 3.3.2
Major Highlights
- Fixed detection of
.ipk7
custom IWADs - Restored vanilla behavior of lightning for original Hexen
- Added loading of ZSDF lumps by full paths
- Disabled the survey code
- Exported
P_ActivateLine()
to ZScript along with constants for activation type - Increased size of the savegame comment area.
Full List
- Forbade dynamic array as the return type of a function
- Fixed detection of
.ipk7
custom IWADs - Reintroduced discarding of custom IWAD duplicates
- Updated zlib to 1.2.11
- Fixed potential crash on usage of Mystic Ambit Incant
- Fixed crash when
vid_setmode
CCMD is used from command line - Restored vanilla behavior of lightning for original Hexen
- Fix mid texture rendering for self-referencing sector lines
- Added zero initialization of implicit dynamic array items
- Added loading of ZSDF lumps by full paths
- Added message for absent explicitly referenced dialog file
- disabled the survey code
- Exports
P_ActivateLine()
to ZScript along with constants for activation type - Separated
P_ActivateLine()
ZScript export into two functions, one with and one without a vector parameter - Increased size of the savegame comment area
GZDoom 3.3.1
Major Highlights
- Better handling of defaults with some ZScript/DECORATE functions
- Many bug fixes since 3.3.0
Full List
- Fixed typo in libOPN error messages
- ADL&OPN: More setup: Chips count and Volume model
- Fixed applying of unsafe context in waiting command
- Fxed sprite having a picnum was not animating its image in the hardware renderer
- Fixed sidedef's sector and linedef references were writable.
- Fixed black pixels when subtractive lights are in range for PBR materials
- Fixed
FBuildTexture::CopyTrueColorPixels()
returned incorrect transparency information - Reverted inconsistent fix for 3D floor that extend into the real sector's floor were not clipped properly
- Changed the default settings for
fluid_patchset
,timidity_config
andmidi_config
to point to the default sound font - Fixed typo in linetrace flags checking.
- ADL&OPL: Added a fallback for a blank instruments in GS/XG banks
- Merged list of video modes for Cocoa and SDL backends
- ADLMIDI: Update latest update of DMXOPL3 bank
- Fixed crash when event handler class isn't derived from StaticEventHandler
- Set more suitable limit for sound velocity validation
- Fixed the blank banks list of ADLMIDI
- Fixed infinite loop with
None
class in random spawner - Fixed infinite loop with zero height fast projectile
- Fixed uninitialized members in
DPSprite
class - Fixed crash on accessing player sprite's state in software renderer
- Set default for
newradius
inA_SetSize()
- Fixed handling of default value in
Actor.Vec3Angle()
- Added ability to load any IWAD without extension
- Removed check for duplicate IWADs
- Localize the word “for” in Strife’s trading dialogs
- Fixed handling of default values in
String.Mid()
- Made all elements of
DehInfo
andState
read-only - Fixed excessive growth of ACS string pool
GZDoom 3.3.0
ZScript & Mapping Highlights
- Added dynamic spot lights, configurable in the UDMF map format
- Exported
GetChecksum()
function as part ofFLevelLocals
in ZScript - Mod-defined aliases no longer permanently change CVARs
- Added
FriendlySeeBlocks
actor property that allows a modder to expand the maximum radius that a friendly monster can see enemies. It's accessible from both ZScript/DECORATE and UDMF - Custom submenus are no longer removed from altered protected menu
- Exported
S_GetMSLength()
function to ZScript - Added
GetRadiusDamage()
function. It returns the raw calculated explosion damage falloff by distance only - Added
Screen.getViewWindow()
function - Exported
Trace()
interface to ZScript - Added
TeleportSpecial()
as an alias forTeleport()
in ZScript to deconflict fromActor.Teleport()
function - Added
Distance2DSquared()
andDistance3DSquared()
functions - Fixed skip_super application for ZScript
- Split off the interface part of DHUDMessage
- Exported sector effect pointers
- Fixed missing pointer assignment on Lighting effect creation
- Made left button down event available to UI event handler
- Exported
Inventory.AltHUDIcon
field to ZScript - Added
WorldLinePreActivated
to override line activation - Added
DI_MIRROR
flag to statusbar image drawing, useful for rearview mirrors - Enabled string and float user_ properties in UDMF things
Other Highlights
- Added in-game reverb editor using the menu system
- Improved French translations
- Fixed 'precise' rendering in OpenGL
- Added new Materials Shader system to allow textures to show new properties such as glossiness and specularity, affected by dynamic lights, or with PBR, reflecting their direct surroundings
- Added new rocket smoke sprites by Talon1024
- Embedded Timidity++ into GZDoom directly
- Added light definition for megasphere
- Fixed midtex nowrap clipping bug when 3d floors are in view (Software Renderer)
- Improved profilethinkers in various ways
- Added variables
am_unexploredsecretcolor
andam_ovunexploredsecretcolor
to mark undiscovered secrets differently in the automap - Added support for ADLMIDI and OPNMIDI libraries
GZDoom 3.2.5
This is yet another point release for GZDoom, which addresses a serious flaw that has appeared since its ACS implementation. Everyone is urged to upgrade ASAP, and no support will be provided for any version prior to this once the binaries for all platforms are available.
Notable features since 3.2.4
- Externalize
DCanvas::DrawLine()
to ZScript - Implemented
i_soundinbackground
to continue playing sounds and music while in background - OpenGL rendering now continues even when losing focus if not running fullscreen
- Added
playerrespawn
skill flag to allow gameplay mods to retroactively enable player respawns in single player on all maps - Improved Advanced Sound Options menu - added option for FluidSynth chorus, removed fractional part from FluidSynth voices option
- Fixed applying of Doom 64 lighting to horizon portals
- Particles are now interpolated
More-complete changelog since 3.2.4:
- Externalize
DCanvas::DrawLine()
to ZScript - Fixed inconsistent color remapping via translation ranges
- Added bounds checks for colour translation indices
- Fixed VM abort when drawing from ZScript happens during 0 game tic
- Whitelist
reset2saved
,undocolorpic
,openmenu
inMENUDEF
- Fixed potential crash calling undefined function in ZScript
- Fixed crash after restart CCMD
- Added compatibility settings for Hanging Gardens
- Compatibility settings can now be applied for all map types (including UDMF)
- Fixed
take ammo
cheat - Implemented 'i_soundinbackground' to continue playing sounds and music while in background
- OpenGL rendering now continues even when losing focus if not running fullscreen
- Prevent level from exiting if no deathmatch starts are available in multiplayer
- Fixed tics to seconds conversion, now in ZScript - stat screens now display correct values
- Disabled modifier keys processing in UI by Cocoa backend - modifier keys no longer trigger bound actions in menu/console/chat
- Added
GetPixelStretch()
toLocalLevels
struct - Fixed binding og default framebuffer before testing whether hardware stereo 3D is supported. This allows NVidia 3D vision glasses to function correctly when gl_light_shadowmap is on
- Added "requires restart" to "enable quad stereo" option menu label, to help folks set up 3D
- Added ability to perform reverse fades with A_SetBlend
- Added 'playerrespawn' skill flag to allow gameplay mods to retroactively enable player respawns in single player on all maps
- Improved Advanced Sound Options menu - added option for FluidSynth chorus, removed fractional part from FluidSynth voices option
- Fixed applying of Doom 64 lighting to horizon portals
- Particles are now interpolated
- Fixed culling bug in SoftPoly
- Applied texture offsets and scales on animated doors
- Fixed rendering of wrapped midtex with sky ceiling
- The player set up menu 'Press Space' message can now be localized
- Better angle selection for rotated automap sprites
- Added optional angles to player's coordinates display
- Fixed boss special commands in UMAPINFO
- Fixed ammo limit for give cheat
- Applied vertical offset to transferred sky in OpenGL renderer
- Fixed initialization of
BlockThingsIterator
objects - Added
CheckMove()
function to ZScriptActor
class - Added vector diff functions to ZScript
LevelLocals
class - Added font characters for French and Portugese languages
- Add
gl_riskymodernpath
for computers that worked before the GL>=3.3 modern path enforcement - Fixed ACS stack checking