Latest Raze Changes
Latest 50 commits, skipping 50
Unofficial development builds at DRD Team
29-Jan-2023 (Sunday) at 10:56:14 EST by Emile Belanger
GLES: Fix first wipe
29-Jan-2023 (Sunday) at 02:51:56 EST by CandiceJoy
Added scroll bar for wad picker to Linux.
Min height is set to 150 for GTK3, or none for GTK2.
Signed-off-by: CandiceJoy candice@candicejoy.com
28-Jan-2023 (Saturday) at 08:16:57 EST by Christoph Oelckers
- extended the 5 remaining fonts to cover all relevant European languages.
27-Jan-2023 (Friday) at 12:25:13 EST by Christoph Oelckers
- validate the buffer size in HWViewpointBuffer::Set2D.
This was causing crashes in Dragon Sector when writing past the buffer's end.
26-Jan-2023 (Thursday) at 08:39:58 EST by CandiceJoy
Fixed a bug where calling an invalid virtual function would cause a crash.
25-Jan-2023 (Wednesday) at 17:43:27 EST by Christoph Oelckers
- new characters for Hexen's BigFont and all of Strife's fonts.
23-May-2021 (Sunday) at 15:42:14 EDT by Hugo Locurcio
Add cvars to sprite shadows progressively according to thing <-> floor distance
This also adds the r_actorspriteshadowalpha
and r_actorspriteshadowfadeheight
cvars for greater control (only effective in hardware renderers).
These are set to 0.5 and 0 by default, which means this fading behavior
is disabled by default.
When enabled, this has two benefits:
- It becomes easier for the player to judge an entity's height since the shadow opacity now gives this information.
- Entities that are far high above the ground no longer cast a shadow, which looked strange.
20-Jan-2023 (Friday) at 17:05:42 EST by Boondorl
Added OnEngineInitialize() for static event handlers
24-Jan-2023 (Tuesday) at 17:06:28 EST by Ricardo Luís Vaz Silva
Change CheckValue
to multi-return, due to unsupported out int/bool
24-Jan-2023 (Tuesday) at 15:23:04 EST by CandiceJoy
Added check for invalid class on in-VM instantiation
Signed-off-by: CandiceJoy candice@candicejoy.com
24-Jan-2023 (Tuesday) at 15:05:56 EST by Christoph Oelckers
- Greek characters for Hexen's BigFont
24-Jan-2023 (Tuesday) at 14:58:51 EST by Christoph Oelckers
- fixed bad character indices.
24-Jan-2023 (Tuesday) at 13:12:15 EST by Christoph Oelckers
- Greek characters for Heretic's BigFont
24-Jan-2023 (Tuesday) at 12:22:14 EST by Christoph Oelckers
- new characters for Heretic's BigFont.
24-Jan-2023 (Tuesday) at 11:20:40 EST by Christoph Oelckers
- more characters for Doom's BigUpper font.
24-Jan-2023 (Tuesday) at 11:04:30 EST by Christoph Oelckers
- Greek characters for Raven's small font.
24-Jan-2023 (Tuesday) at 10:38:52 EST by Christoph Oelckers
- renamed a few files.
19-Jan-2023 (Thursday) at 20:31:19 EST by CandiceJoy
Added GitHub CodeSpaces development environment.
23-Jan-2023 (Monday) at 21:01:26 EST 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 17:49:21 EST by Christoph Oelckers
- one more new font character.
23-Jan-2023 (Monday) at 11:51:39 EST by Christoph Oelckers
- more new font characters.
22-Jan-2023 (Sunday) at 20:06:46 EST by Ricardo Luís Vaz Silva
Add missing methods (GetIfExists/CheckValue) to Map pseudo-generics
22-Jan-2023 (Sunday) at 14:19:21 EST by Christoph Oelckers
- text update
21-Jan-2023 (Saturday) at 15:29:45 EST 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 18:16:42 EST 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 19:05:47 EST by Ricardo Luís Vaz Silva
Add Missing Read Barriers to Map Get Functions
17-Jan-2023 (Tuesday) at 14:33:41 EST by Ricardo Luís Vaz Silva
Fix iterator invalidation for Map::Get
17-Jan-2023 (Tuesday) at 14:27:52 EST by Ricardo Luís Vaz Silva
Mark non-modifying map functions as const
17-Jan-2023 (Tuesday) at 14:14:53 EST by Ricardo Luís Vaz Silva
Map::GetIfExists and Map::CheckValue
20-Jan-2023 (Friday) at 17:23:50 EST by Christoph Oelckers
- convert characters to Doom patch format.
19-Jan-2023 (Thursday) at 22:06:38 EST by Ricardo Luís Vaz Silva
Add internal
variable support to files outside gzdoom.pk3
19-Jan-2023 (Thursday) at 22:04:12 EST by Ricardo Luís Vaz Silva
rename CheckWritable to IsWritable, and invert its output since it's always negated
19-Jan-2023 (Thursday) at 22:03:49 EST by Ricardo Luís Vaz Silva
Add mDefFileNo to Fields
19-Jan-2023 (Thursday) at 21:58:16 EST by Ricardo Luís Vaz Silva
Add mDefFileNo to Classes/Structs
20-Jan-2023 (Friday) at 16:09:20 EST by Boondorl
Fixed global TerrainDef array not being exported correctly
20-Jan-2023 (Friday) at 15:03:21 EST by Christoph Oelckers
- 4 non-letter characters for Chex.
20-Jan-2023 (Friday) at 13:43:18 EST 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 22:59:11 EST by Blue Shadow
- alt HUD: use
NewSmallFont
for drawing player's coordinates ifui_generic
is enabled
17-Jan-2023 (Tuesday) at 02:35:42 EST by Rachael Alexanderson
- indicate in the startup window title when GZDoom is compiled for ARM64 Windows
17-Jan-2023 (Tuesday) at 00:55:32 EST by Rachael Alexanderson
Update README.md
16-Jan-2023 (Monday) at 22:32:59 EST 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 17:51:48 EST 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 17:31:16 EST 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 23:58:38 EST 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 15:29:23 EST by Boondorl
Exported LinePortals
Added helper functions for lines related to portals
15-Jan-2023 (Sunday) at 08:01:37 EST 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 03:21:01 EST 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.
15-Jan-2023 (Sunday) at 02:54:54 EST by Christoph Oelckers
- tab cleanup in shader code.
15-Jan-2023 (Sunday) at 02:34:32 EST by Christoph Oelckers
- pass colormap to MakeGoodRemap as parameter.
Removes a Doom dependency and avoids double reading of the COLORMAP lump.
15-Jan-2023 (Sunday) at 02:20:50 EST by Christoph Oelckers
- removed backend dependencies on game data.