Latest Raze Changes
Latest 50 commits
Unofficial development builds at DRD Team
20-Mar-2025 (Thursday) at 06:04:51 CDT by Boondorl
You client-side flag instead of storing ACS controller
Prevents old save files from breaking if they were running ACS.
19-Mar-2025 (Wednesday) at 16:15:29 CDT by Magnus Norddahl
Add VMCallScript template for calling ZScript functions with type checking
16-Mar-2025 (Sunday) at 12:54:35 CDT by Magnus Norddahl
Fix memory leak in mixins
19-Mar-2025 (Wednesday) at 12:57:26 CDT by Boondorl
Added missing return values in VM calls
These are not supported by the JIT and must always be passed.
19-Mar-2025 (Wednesday) at 09:24:21 CDT by Boondorl
Fixed player respawning
Pass appropriate information to the VM
19-Mar-2025 (Wednesday) at 07:11:29 CDT by Boondorl
Added missing serializing for level script controller
17-Mar-2025 (Monday) at 11:53:10 CDT by Boondorl
Fixed crash with teamplay and the scoreboard
Now checks to make sure the player is on a valid team before fetching its info.
14-Mar-2025 (Friday) at 18:39:29 CDT by Boondorl
Fixed setinv cheat
13-Mar-2025 (Thursday) at 11:46:49 CDT by Boondorl
Exported episode and skill infos
12-Mar-2025 (Wednesday) at 07:15:19 CDT by Boondorl
Added cvar for cool downs on repeatable actions when playing online
Currently only applies to doors.
12-Mar-2025 (Wednesday) at 06:18:38 CDT by Boondorl
Fixed first consistency check
11-Mar-2025 (Tuesday) at 09:44:49 CDT by Boondorl
Slow down host if they're too far ahead of the world
Makes packet splitting recover more elegantly during rough net conditions.
11-Mar-2025 (Tuesday) at 08:19:57 CDT by Boondorl
Fixed clients after host not getting quitters
11-Mar-2025 (Tuesday) at 07:59:47 CDT by Boondorl
Auto split packets in packet-server mode
Avoid fragmentation by trying to keep data in each packet to <1500b. Helps avoid possible issues with fragmentation with large player counts and bad network conditions.
12-Mar-2025 (Wednesday) at 10:35:45 CDT by Boondorl
Move particle thinking back to server
These need to be ran before anything has spawned them but after the game's pause state has been confirmed
10-Mar-2025 (Monday) at 08:35:02 CDT by Boondorl
Use unique flag for clientside Actor handling in GZDoom
This offers different behaviors from Zandronum so should be made exclusive.
09-Nov-2024 (Saturday) at 21:18:04 CST by Boondorl
Added client-side Thinkers
Adds support for client-side Thinkers, Actors, and ACS scripts (ACS uses the existing CLIENTSIDE keyword). These will tick regardless of the network state allowing for localized client handling and are put in their own separate lists so they can't be accidentally accessed by server code. They currently aren't serialized since this would have no meaning for other clients in the game that would get saved. Other logic like the menu, console, HUD, and particles have also been moved to client-side ticking to prevent them from becoming locked up by poor network conditions. Additionally, screenshotting and the automap are now handled immediately instead of having to wait for any game tick to run first, making them free of net lag.
10-Mar-2025 (Monday) at 16:50:48 CDT by Boondorl
Run net events on load barriers
09-Mar-2025 (Sunday) at 07:34:44 CDT by James Le Cuirot
Fix building with GCC 15
09-Mar-2025 (Sunday) at 14:57:28 CDT by Ricardo Luís Vaz Silva
fix non-void forward declarations as well
09-Mar-2025 (Sunday) at 14:54:41 CDT by Ricardo Luís Vaz Silva
remove K&R C function declaration bullshit from lemon.c
should be enough to fix GCC15 compilation without fucking up size_t/etc
08-Mar-2025 (Saturday) at 14:14:53 CST by MajorCooke
Added particle rendering to VisualThinkers.
To activate, use SetParticleType(int type)
. To deactivate, use DisableParticle()
.
Types are:
- PT_DEFAULT (default value; uses
gl_particles_style
) - PT_SQUARE
- PT_ROUND
- PT_SMOOTH
While in this mode:
Texture
&Translation
are ignoredScale.X
sets the sizeSColor
sets the color
Misc changes:
- Removed warning on textureless destruction
08-Mar-2025 (Saturday) at 08:33:58 CST by dileepvr
Remove bitwise opeartion on bool
Visual Studio compiler was giving the warning:
warning C4805: '|=': unsafe mix of type 'bool' and type 'int' in operation
08-Mar-2025 (Saturday) at 08:10:59 CST by dileepvr
Update hw_portal OoB height clip
Hopefully the last bug squash.
08-Mar-2025 (Saturday) at 01:10:05 CST by Boondorl
Fixed default value of consoleplayer
Needs to be 0 since certain cvars will try and use it on initial callback when the engine boots up.
08-Mar-2025 (Saturday) at 00:47:12 CST by Dileep V. Reddy
Handle sectors within sectors for stacked portals and plane mirrors (affects OoB only).
07-Mar-2025 (Friday) at 22:57:10 CST by Dileep V. Reddy
Forgot to account for when both floor and ceiling of a sector are portals.
05-Mar-2025 (Wednesday) at 16:52:13 CST by Boondorl
Lobby Overhaul
Rewrote lobby to unify common and Doom-specific packet structure, allowing for saner handling of in-game joining. Added a new per-client stage system that allows individual clients to be handled at a time when gathering and sharing info. Reworked lobby UI to display user info and added kick/ban functionalities. Bans are only a temporary per-game IP ban (use passwords to keep unwanted users out). Increased max player count to 64 and unified engine constant.
06-Mar-2025 (Thursday) at 18:41:40 CST by Boondorl
Updated ZWidget ListView
Added column support for consistent spacing between elements. Improved item adding functionality. Added Update and Remove item functionalities. Update ListView scrollbar on item add/remove.
07-Mar-2025 (Friday) at 14:22:24 CST by Ricardo Luís Vaz Silva
fix function-pointer cast parsing
06-Mar-2025 (Thursday) at 23:47:56 CST by nashmuhandes
Interpolate turning 180 degrees
06-Mar-2025 (Thursday) at 11:55:11 CST by Dileep V. Reddy
Revert using older stencil method for stacked sectors (and reflective flats) if viewpoint is not allowed OoB. There was some bug with nearby skyplanes otherwise.
06-Mar-2025 (Thursday) at 05:59:02 CST by Ricardo Luís Vaz Silva
Fix deprecation version checks on class fields/pointers
22-Feb-2025 (Saturday) at 21:19:16 CST by inkoalawetrust
Exposed DElevator to ZScript.
22-Feb-2025 (Saturday) at 21:02:10 CST by inkoalawetrust
Exposed more of the Floor thinker.
22-Feb-2025 (Saturday) at 07:07:45 CST by inkoalawetrust
Exposed more of the Ceiling thinker.
- Exposed the rest of the ceiling member fields and getters.
- Added an IsCrusher() method.
- Added getOldDirection() getter.
- Fixed Door direction enum.
- Forgot to make Plat readonly on previous commit.
22-Feb-2025 (Saturday) at 06:41:27 CST by inkoalawetrust
Exposed DPlat to ZScript.
22-Feb-2025 (Saturday) at 06:32:19 CST by inkoalawetrust
Exposed DDoor to ZScript.
Also added a ZScript-only enum for the movement direction..
17-Feb-2025 (Monday) at 21:18:33 CST by Dileep V. Reddy
Small correction to OoB viewpoint stacked-sector portal visibility. OoB is not the same as Ortho.
17-Feb-2025 (Monday) at 20:23:26 CST by Dileep V. Reddy
Stacked sector portals now render for OoB viewpoints.
15-Feb-2025 (Saturday) at 22:44:15 CST by Dileep V. Reddy
Reflective flats now work with OoB viewpoints, including ortho. Had to create a new type of portal stencil for the HWPlaneMirrorPortal. Stacked sector portals could be made to work the same way, but there are clipper issues, revealing out-of-view sections of the map on the other side. Hence sector portal rendering is still disabled in OoB viewpoints.
13-Feb-2025 (Thursday) at 22:54:36 CST by Dileep V. Reddy
Making 3D-floors respond to r_dithertransparency properly.
11-Feb-2025 (Tuesday) at 20:51:21 CST by Dileep V. Reddy
Added visual rendering for LinePortals and SkyPortals for OoB viewpoints. SkyPortals will be stenciled, and will always use perspective projection. Disabled interpolation when portalgroup changes (portal transition occurs) if viewpoint is OoB (was necessary for fog of war when r_radarclipper is set to true). Tightened up radar clipper by making it more aggressive. Voided walls wont' get filled in by a floor or ceiling sky (because of the stencil). Ceiling sky will be half-infinitely tall upwards, and floor sky will be half-infinitely tall downwards. Use only floor skies and a good GLSKYBOX for top-down/isometric cameras. Level.ReplaceTextures("F_SKY1", "SKY1", TexMan.NOT_FLOOR); (zscript) is a nice trick for WorldLoaded().
30-Jan-2025 (Thursday) at 23:10:45 CST by Dileep V. Reddy
3D floor flats now respect r_dithertransparency flag (how did this make it into vkdoom but not gzdoom?)
19-Jan-2025 (Sunday) at 18:19:54 CST by Dileep V. Reddy
Better flat visibility checks for Ortho projection.
24-Nov-2024 (Sunday) at 17:26:06 CST by Boondorl
Netcode Overhaul
Rewrote netcode to be more stable and functional. Packet-server mode has been restrategized and will now be the default netmode when playing with 3+ non-LAN players. TryRunTics has been cleaned up with older tick control behavior removed to account for the rewritten renderer. The main thread is now more consistent when playing online to prevent potential slow downs and lock ups. Load barriers are better accounted for to prevent spikes on level transition. Improvements to chat and lobby systems including a force start game button. Added a suite of new host options such as kicking and controlling who can pause the game. Max players increased from 8 to 16 since the new code can now handle it.
Note: Demo functionality is untested. This will be rewritten at a later time alongside improvements to GZDoom's playback features (e.g. freecam mode).
04-Mar-2025 (Tuesday) at 07:37:33 CST by Ricardo Luís Vaz Silva
stop game from getting stuck in chat mode if the main menu is open
04-Mar-2025 (Tuesday) at 07:25:02 CST by Ricardo Luís Vaz Silva
fix crash if chat key is pressed during the loading screen
04-Mar-2025 (Tuesday) at 05:59:03 CST by Ricardo Luís Vaz Silva
rename vm internal structs to make room for compilation-unit-internal structs/classes
04-Mar-2025 (Tuesday) at 05:36:13 CST by Ricardo Luís Vaz Silva
Allow >>
in parser for aggregate types
makes stuff like Array<Class