Fix crash with wind effect on special water sectors. Show subtitles for the Entity's greeting lines in Strife. This is done entirely on the streamed sound data, unlike the old relative volume which uses the backend's volume setting. implemented replay gain calculation and management. print a message if saving the statistics file fails. The old sorter resorted all data loaded from the old file as well. Instead do this when creating the data to avoid trashing manual edits. do not sort level names in the statistics output when saving. adapt mod_dumb_mastervolume to the increased default volume in ZMusic. removed config updates for pre-GZDoom versions of ZDoom. Add tag properties to Strife's enemies. Otherwise it will just return the same output as GetTag(). Add GetCharacterName() to retrieve an NPC's name as defined in its dialogue script, if it exists. Add missing tag for Strife's KneelingGuy. Fix camera texture aspect ratio in hardware renderer account for KEEPDEPLETED flag when destroying items with InterHubAmount of 0 upon leaving a level Fixed crash with voodoo dolls in MP after players quit the game. Changing i_timescale in a netgame would cause its callback to recurse the - improved multithreaded rendering for the software renderer. Don't let the game start if the saved game passed to -loadgame is invalid. Bug fix in invulnerability in Doom Software Render Mode and True Color SW Render in SoftPoly. Based on original code by thanks for the code. A software implementation for gamma, brightness, contrast and saturation effects on SoftPoly. set libADL and libOPN bank settings (only) to game specific Removed depthClamp requirement (note: portals will not render correctly on such devices) Fix crash with fog and software light modes. remove Vulkan button on startup if Vulkan compilation is disabled filter out macOS resource fork data when loading Zips. allow AddPoly for 2D drawer without index buffer, treating the data as a list of triangles. Don't warn about UDMF comments or user fields handle empty command names when getting key binds Allow ACS SpawnDecal zoffset and distance args to be fixed point Expose level_info_t to scripting + helper functions. Add sprite shadows for the software renderer Add sprite shadows for the hardware renderer Default Heretic's, Hexen's and Strife's default screen wipe styles to match their original counterparts. Made OptionMenuSliderBase::IsGrayed virtual Allow settable render styles for status bar drawing functions DrawTexture, DrawImage and DrawString Don't print the weapon tag if the game is paused `vid_allowtrueultrawide` is now placed in game-specific config, instead of global. change `vid_allowtrueultrawide` -1 allows for any arbitrary ratio for hud aspects, 0 changed to old behavior (max 16:9), 1 changed to old behavior except at 21:9, 1 is now the default. PushV function for int and string arrays. Screen.ClearScreen and Screen.SetScreenFade script exports. make `DI_ALPHAMAPPED` change the style to `STYLE_Shaded` in the status bar drawer give the first 16 DEHEXTRA states proper content. SDL: Report Vulkan initialization errors make the title music only play once, unless a real demo is successfully played. fixed: The PrisonPass's TryPickup method did not properly report successful pickup. This was still checking the sector special even though this had been reactored 5 years ago. fixed A_CheckTerrain's check for instant death sectors. don't display keys on the HUD in deathmatch. added a few missing statusbar constants. let the CSV parser for the string table handle hex escapes. added proper string labels for Doom 2 episodes. pick the proper dot for cutting off the extension in ExtractFileBase. never run the shader timer on the 0th frame. moved the handling of ending PowerWeaponLevel2 into PlayerPawn.Tick and restored the immediate weapon switch. tweaked Hexen's weapon pieces so they do not floatbob into the floor with the hardware renderer. fixed: explicit float to int casts should not emit truncation warnings. do not use M_EPI1 and M_EPI2 in any Doom 2 context. use stb-image to handle PNGs with 16 bit color channels. change switch checking back to vanilla order. gave the Raven invulnerability items the BIGPOWERUP flag to ensure proper respawning behavior. strip trailing spaces off the lines for intermission texts. fixed return type of Actor.GetCVarString() 2 years ago - Account for portals when spawning missiles in A_FireBullets/A_CustomBulletAttack
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