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Releases: ZDoom/gzdoom

GZDoom 3.5.1

26 Aug 09:48
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GZDoom 3.5.0

30 Jul 05:13
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GZDoom 3.4.1

16 Jun 20:07
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GZDoom 3.4.0

07 Jun 04:27
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GZDoom 3.3.2

14 Apr 05:48
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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

02 Apr 04:19
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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 and midi_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 in A_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 and State read-only
  • Fixed excessive growth of ACS string pool

GZDoom 3.3.0

26 Mar 04:09
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ZScript & Mapping Highlights

  • Added dynamic spot lights, configurable in the UDMF map format
  • Exported GetChecksum() function as part of FLevelLocals 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 for Teleport() in ZScript to deconflict from Actor.Teleport() function
  • Added Distance2DSquared() and Distance3DSquared() 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 and am_ovunexploredsecretcolor to mark undiscovered secrets differently in the automap
  • Added support for ADLMIDI and OPNMIDI libraries

Complete list of changes

GZDoom 3.2.5

04 Jan 20:35
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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 in MENUDEF
  • 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() to LocalLevels 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 ZScript Actor 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

GZDoom 3.2.4

17 Dec 20:19
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This is yet another point release for GZDoom, which addresses a serious flaw that has appeared since version 3.0.0. 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 3.2.3

  • Added DMG_NO_PAIN for DamageMobj()
  • Fixed bright sprites in sectors with Doom 64 lighting
  • Added free space margin aka safe frame for automap
  • Fixed rotating sky & model smoothness
  • Implemented win_borderless CVAR for fake fullscreen in Windows

More-complete changelog since 3.2.3

  • Unified implementation of ’directory as resource file' for POSIX targets
  • Fixed sky scrolling is now stored in a higher precision data structure; is now smoother than in 3.2.3
  • Fixed model rotating is now calculated in a higher precision data structure; is now smoother than in 3.2.3
  • Fixed directory creation for POSIX targets
  • Fixed backslashes in MD3 skin names
  • Fixed overbright screenshots with hardware gamma off
  • Increased maximum particle lifespan
  • Fixed screen->FrameTime should use an adjusted frame start time
  • Implemented win_borderless CVAR for fake fullscreen in Windows
  • Fixed loading of external DeHackEd patches
  • Fixed inconsistent angle of spawned leaves
  • Fixed English localization issues
  • Added empty space margin aka safe frame for automap
  • Repaired the video scaling code in OpenGL for vid_scalemode 0 and vid_scalefactor not equal to 1.0
  • Fixed crash when loading saved game with missing ACS module
  • Added null check for probe in SectorAction.OnDestroy()
  • Fixed error check when saving GL nodes
  • Fixed AActor::UnlinkFromWorld() must also destroy all portal link nodes for the calling actor
  • Do not allow outside access to the variable storing the CCMD for OptionMenuItemCommand
  • Added whitelist for DoCommand ZScript command
  • Stop demo recording after ending game with menu_endgame CCMD
  • Fixed bright sprites in sectors with Doom 64 lighting
  • Added DMG_NO_PAIN for DamageMobj()

GZDoom 3.2.3

04 Dec 05:29
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Notable features since 3.2.1

  • New timer code, GZDoom now appears a lot smoother in interpolated frames
  • More bugfixes, including some for non-Windows platforms
  • Improve speed for ARMv7 processors by setting tuning options to the Cortex-a7 CPU (for Raspberry Pi 2)
  • Several ZScript extensions and fixes
  • Improved OpenGL profile selection on Linux
  • Rather than giving version info, GZDoom now displays the name of the game you are currently playing in the window title. This can be disabled via i_friendlywindowtitle
  • Implemented unicode handling in some functions
  • Improved handling of temporary files on TiMidity++
  • Added latch keyword to CVARINFO
  • Added new grenade and ice shard sprites and removed non-GPL copyrighted assets

Complete changelog