Latest Raze Changes
Latest 50 commits, skipping 2600
Unofficial development builds at DRD Team
24-Jan-2023 (Tuesday) at 10:12:15 PST by Christoph Oelckers
- Greek characters for Heretic's BigFont
24-Jan-2023 (Tuesday) at 09:22:14 PST by Christoph Oelckers
- new characters for Heretic's BigFont.
24-Jan-2023 (Tuesday) at 08:20:40 PST by Christoph Oelckers
- more characters for Doom's BigUpper font.
24-Jan-2023 (Tuesday) at 08:04:30 PST by Christoph Oelckers
- Greek characters for Raven's small font.
24-Jan-2023 (Tuesday) at 07:38:52 PST by Christoph Oelckers
- renamed a few files.
19-Jan-2023 (Thursday) at 17:31:19 PST by CandiceJoy
Added GitHub CodeSpaces development environment.
23-Jan-2023 (Monday) at 18:01:26 PST by Emanuele Disco
refactor: add some logs to help understand what is happening during soundfont selection.
It helps understand what soundfont is currently used
23-Jan-2023 (Monday) at 14:49:21 PST by Christoph Oelckers
- one more new font character.
23-Jan-2023 (Monday) at 08:51:39 PST by Christoph Oelckers
- more new font characters.
22-Jan-2023 (Sunday) at 17:06:46 PST by Ricardo Luís Vaz Silva
Add missing methods (GetIfExists/CheckValue) to Map pseudo-generics
22-Jan-2023 (Sunday) at 11:19:21 PST by Christoph Oelckers
- text update
21-Jan-2023 (Saturday) at 12:29:45 PST by Christoph Oelckers
- cleanup of the Chex Quest small font.
This no longer bases its diacritcal characters on Doom's font, it also fills in all characters already present in Doom's small font.
05-Dec-2021 (Sunday) at 15:16:42 PST by Hugo Locurcio
Implement antialiasing for automap lines
This implements a bruteforce approach for 2D line antialiasing. It's not perfect by any means, but it seems to do its job well enough. Since it draws 9 lines instead of 1 line per segment, it's significantly more expensive but should still be usable on modern hardware (except on very complex maps).
Automap line antialiasing is disabled by default and can be enabled
with the am_lineantialiasing 1
cvar.
18-Jan-2023 (Wednesday) at 16:05:47 PST by Ricardo Luís Vaz Silva
Add Missing Read Barriers to Map Get Functions
17-Jan-2023 (Tuesday) at 11:33:41 PST by Ricardo Luís Vaz Silva
Fix iterator invalidation for Map::Get
17-Jan-2023 (Tuesday) at 11:27:52 PST by Ricardo Luís Vaz Silva
Mark non-modifying map functions as const
17-Jan-2023 (Tuesday) at 11:14:53 PST by Ricardo Luís Vaz Silva
Map::GetIfExists and Map::CheckValue
20-Jan-2023 (Friday) at 14:23:50 PST by Christoph Oelckers
- convert characters to Doom patch format.
19-Jan-2023 (Thursday) at 19:06:38 PST by Ricardo Luís Vaz Silva
Add internal
variable support to files outside gzdoom.pk3
19-Jan-2023 (Thursday) at 19:04:12 PST by Ricardo Luís Vaz Silva
rename CheckWritable to IsWritable, and invert its output since it's always negated
19-Jan-2023 (Thursday) at 19:03:49 PST by Ricardo Luís Vaz Silva
Add mDefFileNo to Fields
19-Jan-2023 (Thursday) at 18:58:16 PST by Ricardo Luís Vaz Silva
Add mDefFileNo to Classes/Structs
20-Jan-2023 (Friday) at 13:09:20 PST by Boondorl
Fixed global TerrainDef array not being exported correctly
20-Jan-2023 (Friday) at 12:03:21 PST by Christoph Oelckers
- 4 non-letter characters for Chex.
20-Jan-2023 (Friday) at 10:43:18 PST by Christoph Oelckers
- new characters for Doom's SmallFont and BigFont.
This covers all somewhat relevant languages using the Latin alphabet for these two fonts.
17-Jan-2023 (Tuesday) at 19:59:11 PST by Blue Shadow
- alt HUD: use
NewSmallFont
for drawing player's coordinates ifui_generic
is enabled
16-Jan-2023 (Monday) at 23:35:42 PST by Rachael Alexanderson
- indicate in the startup window title when GZDoom is compiled for ARM64 Windows
16-Jan-2023 (Monday) at 21:55:32 PST by Rachael Alexanderson
Update README.md
16-Jan-2023 (Monday) at 19:32:59 PST by Sally Coolatta
Fix two different portable names
M_GetConfigPath uses GAMENAMELOWERCASE_portable.ini, but IsPortable() checks for GAMENAME_portable.ini. Doesn't have much of an impact on base GZDoom since it's case-insensitive, but can matter for engine forks -- IMO it should just be consistent either way.
15-Jan-2023 (Sunday) at 14:51:48 PST by Hugo Locurcio
Increase slider precision for mouse sensitivity settings
On mice with high DPI settings, low values such as 0.1-0.3 typically need to be used to get a comfortable effective mouse sensitivity.
15-Jan-2023 (Sunday) at 14:31:16 PST by Hugo Locurcio
Use a slider to allow specifying max FPS with more precision
The minimum value was increased from 30 to 35 to reflect the lowest
value you can actually use in vid_maxfps
. Values lower than 35
are silently clamped to 35.
The maximum value is chosen to cater to the fastest commercially available display as of writing (500 Hz).
Being able to specify maximum FPS with a more precise slider has several benefits:
- This adds support for monitors with less common refresh rates (138 Hz, 165 Hz, ...).
- This adds support for monitors with very high refresh rates (240 Hz or more).
- This allows catering to variable refresh rate setups with a FPS cap chosen to avoid V-Sync input lag, while also avoiding tearing. For example, choosing a FPS cap of 117 on a 120 Hz display will prevent the display from reaching its maximum refresh rate. More information: https://blurbusters.com/howto-low-lag-vsync-on/
- The value no longer displays a "Unknown" if customized in the console
using the
vid_maxfps
cvar.
15-Jan-2023 (Sunday) at 20:58:38 PST by Marisa Heit
Check all ACS functions for minimum number of arguments. Also fixes SpawnForced not respecting the minimum declared in zspecial.acs. (https://forum.zdoom.org/viewtopic.php?t=77027)
15-Jan-2023 (Sunday) at 12:29:23 PST by Boondorl
Exported LinePortals
Added helper functions for lines related to portals
15-Jan-2023 (Sunday) at 05:01:37 PST by Christoph Oelckers
- 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.
15-Jan-2023 (Sunday) at 00:21:01 PST by Christoph Oelckers
- set lightblendmode to 0 when setting up a 2D viewpoint.
2D never uses dynamic lights so this should always be 0 - and eliminates another place in the backend referencing game data.
14-Jan-2023 (Saturday) at 23:54:54 PST by Christoph Oelckers
- tab cleanup in shader code.
14-Jan-2023 (Saturday) at 23:34:32 PST by Christoph Oelckers
- pass colormap to MakeGoodRemap as parameter.
Removes a Doom dependency and avoids double reading of the COLORMAP lump.
14-Jan-2023 (Saturday) at 23:20:50 PST by Christoph Oelckers
- removed backend dependencies on game data.
09-Jan-2023 (Monday) at 08:04:00 PST by Christoph Oelckers
- backend update from Raze.
14-Jan-2023 (Saturday) at 21:25:16 PST by Kevin Caccamo
Fix Y position of characters in monospace fonts
The issue was either a typo, or a false assumption that all monospace font characters would be in squares on the sheet. Fixes #1937
11-Jan-2023 (Wednesday) at 09:53:36 PST by Ricardo Luís Vaz Silva
expose WallMask and ignore actor, allow disabling Actor Tracing for LineTracer::Trace
04-Jan-2023 (Wednesday) at 15:10:15 PST by inkoalawetrust
Added flags to SetPlayerProperty.
Added all of the missing player cheats to the SetPlayerProperty special.
04-Jan-2023 (Wednesday) at 17:27:48 PST by inkoalawetrust
Added APROP_WaterDepth.
25-Dec-2022 (Sunday) at 14:14:57 PST by Major Cooke
Converted A_Quake(Ex) intensity parameters from ints to doubles.
14-Jan-2023 (Saturday) at 05:58:55 PST by Ricardo Luís Vaz Silva
Add missing error for mapinfo tonemap
07-Dec-2022 (Wednesday) at 07:12:57 PST by Ricardo Luís Vaz Silva
Add Tonemap support for Unclamped lighting mode
06-Dec-2022 (Tuesday) at 17:51:45 PST by Ricardo Luís Vaz Silva
Add Alternate Light Blending Options
14-Jan-2023 (Saturday) at 08:23:02 PST by Rachael Alexanderson
- manually reimplement pull request #1850
12-Jan-2023 (Thursday) at 21:37:33 PST by mc776
gldefs: update Freedoom definitions.
Armor was missing ARM2B0 light - reusing GREENARMOR2 since both of them have the blinky red thing.
Armor bonus shouldn't have "dontlightself" because it's not coming out from under an opaque helmet anymore.
Burning barrel has a yellow flame again.
Mega, invulnerability and blur spheres now match their respective colours.
Column is yellow now rather than green.
Tall tech lamp should be red, at least if you consider the light source to be the big red thing on top.
Blue keys now get their own definition instead of relying on the id blue health potion.
Serpentipede balls are less red before exploding and more red after.
Hatchlings have a distinct brighter glow when attacking.
30-Dec-2022 (Friday) at 19:02:23 PST by yqco
CCMD listmaps: Colorize maps loaded from pwads in blue text
Colorize maps added from pwads differently so they stand out better