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Releases: ZDoom/gzdoom

g4.12.2

28 Apr 13:58
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GZDoom 4.12.1

21 Apr 14:32
10a8a61
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GZDoom 4.12.0

21 Apr 08:05
f156abc
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GZDoom 4.11.3

26 Oct 20:22
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GZDoom 4.11.2

25 Oct 17:19
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GZDoom 4.11.1

11 Oct 18:27
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GZDoom 4.11.0

25 Sep 18:32
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Highlights

  • Several new languages: Danish, Norwegian, Swedish and Turkish
  • cleanup of Doom's and Chex Quest's small font to use proper character heights for international support.
  • extended all fonts to be capable of handling all European languages which are in common use.
  • First stage of DSDHacked support. Tested only with crusader.wad for now.
  • The build system was transitioned to optionally use vcpkg, which allows building GZDoom on Windows by running a single batch file.
  • WebP and QOI support for textures.
  • sanitized the light mode selection to make it a first class mapping feature by separating map dependent light mode setup from performance related user preferences for the default setting.
  • Linux: GTK startup now offers all the options of the Windows variant
  • lots of new ZScript features.

Bugfixes

  • screen size settings are now properly saved.
  • fix UMAPINFO boss action clearing.
  • MBF21's BOSS flag now implies NORADIUSDMG.
  • remove memory leak in A_ChangeModel
  • fix OpenGL ES selection on the windows startup dialog

Details

  • Changed the variable type of Crossed3DWater. Seems like there was some kind of oversight. Crossed3DWater is an F3DFloor pointer, not sector_t.
  • Add ZScript constants used by FallAndSink
  • Switch to miniz from zlib
  • fix for Genesis of Descent E1M2, which is impossible to complete on ITYTD/HNTR. I had to decompile the ACS script to figure out what was going on, basically at one point you get locked into a room and have to kill exactly 3 enemies with TID 215 for the door to unlock. One of these is a Baron tagged for only Medium and Hard, in his place is an Imp #1184 that has all the right script setups but is not set to appear on any difficulty. The fix is to simply have this imp appear on Easy.
  • fixed the overlapping sector handler in hw_fakeflat.cpp. This picked the wrong plane as the proper texture cutoff.
  • fixed: The UDMF loader did not adjust the floor/ceiling overlap state after processing UDMF sector plane properties.
  • fixed: EV_DoDonut checked the wrong compatibility variable and missed all map specified flags.
  • Fix gameinfo load from same directory as file containing gameinfo lump
  • validate partner seg index in LoadGLZSegs before using it
  • added compatibility handler for Phocas Island 2 MAP01.
  • fixed doublebind check with automap. For the automap C_DoKey gets called twice, once with the automap bindings and once with the regular bindings and doubleclicks.
  • clear the Dehacked string table after passing it to GStrings. For some reason std::move does not work here so make sure it won't stick around.
  • stop all cutscenes before the ENDOOM screen.
  • fixed: Boom's generalized crushers must stop 8 units above the floor. This required changing the special, so a new one was added to avoid altering Generic_Crusher.
  • Fix a very rare crash with complex Polyobjects
  • add support for not localizing some text functions, and modify menu text fields to use this
  • let Dehacked set the implicit missile flags.
  • fix ammo consumption of powered up Phoenix Rod.
  • add unexplored secret color for overlay automap to the menu
  • made all FileReader implementations 64 bit capable.
  • added a nomirrors compatibility handler and applied it to Conf256's CONF55 map. This is for disabling broken plane reflection setups.
  • When compat_floormove is enabled prevent sector floor from lowering if a thing is stuck in the ceiling (vanilla behavior)
  • fixed M_GetSavegamesPath for Linux.
  • Add Inventory::ModifyBob and Inventory::ModifyBob3D
  • Expose OF_Transient to actors as bNoSaveGame
  • add StartGameDirect function
  • fixed: MBF21's BOSS flag implies NORADIUSDMG.
  • fixed: For Dehacked, A_CPosAttack needs to use a hard coded attack sound. This discrepancy is ancient, so the approach used for the shotgunner does not work here and some hacks are needed to remap the function only for Dehacked.
  • implemented the remaining dynamic structures of dsdhacked
  • dsdhacked: Allow dynamic creation of new actors
  • dsdhacked: allow dynamic creation of new states.
  • add float.equal_epsilon and double.equal_epsilon
  • Allow building gzdoom with Vulkan with either X11 or Wayland WSI integration through CMake options
  • use stb-image for JPEG decoding because the old library provides no advantage over it.
  • Allow disabling colors for NameAllKeys
  • avoid high stack usage in anmtexture.cpp
  • added DSDA's passover/nopassover keys to the MAPINFO parser.
  • use a string pool to store all filenames and in the file system. this avoid lots of small allocations for data that will released in bulk later.
  • use the lump cache directly for FileData. This was the final puzzle piece to allow using memory mapped files in the future.
  • use better hash function in the file system. This is djb2 which is supposedly one of the best string hashing functions around.
  • rewrote dir CCMD using ScanDirectory and avoiding I_ChDir entirely.
  • use ScanDirectory in all places where the findfile API was used.
  • WebP image support
  • added safeguards against very early access to console variables in Cocoa backend
  • Add support for QOI image formats
  • block the centerview CCMD if the player has TOTALLYFROZEN. This is deliberately done this way, instead of placing the check inside PlayerPawn::CheckPitch, because there may be other situations where we don't want to block the centering function (APowerFlight::EndEffect being one such case)
  • replaced zstrformat with stb_sprintf.
  • A_Chase CHF_DONTLOOKALLAROUND
  • Add Weapon::ModifyBobLayer , Weapon::ModifyBobLayer3D and Weapon::ModifyBobPivotLayer3D
  • allow explicit casts between vectors of different underlying types
  • Fixed BlockingLine giving erroneous results
  • add CountSectorTags/CountSectorTags/CountLineIDs/GetLineID
  • Exported reflection functionality. Localized reflection code to a single function. Fixed an error where NOSHIELDREFLECT was being checked on the wrong Actor. Fixed an oversight where MIRRORREFLECT was checking for valid target despite not needing one.
  • Added ShadowAimFactor and ShadowPenaltyFactor. These properties allow to specify how much an actors' aim is degraded when shooting at a shadow actor. And how much the shadow actor itself affects the shooters' aim, respectively.
  • Added MF9_SHADOWAIMVERT. This flag causes the vertical aiming of monsters to also be affected when they aim at shadow actors.
  • Added MF9_SHADOWBLOCK. Actors in the line of fire with this flag trigger the MF_SHADOW aiming penalty. The shooter needs to have MF9_DOSHADOWBLOCK to check for actors with this flag.
  • Added MF9_SHADOWAIM. This flag allows actors with MF6_SEEINVISIBLE to still get an aim penalty by trying to shoot at a shadow actor.
  • Added damage property to earthquakes.
  • Added damage and thrust multipliers to quakes.
  • Added QF_DAMAGEFALLOFF. This flag makes it so that the damage and actor thrusting of earthquakes fades with distance like the screen shake effect does.
  • Added (XF/RADF)_CIRCULAR. This flag makes explosions use a spherical radius, instead of a cubic one. Only took almost 30 years.
  • Added (XF/RADF)_NOALLIES. This flag allows explosions to not harm any actors that are friendly to its' source.
  • Added (XF/RADF)_THRUSTLESS. This flag allows for explosions that do not thrust any of the actors caught in the blast.
  • Allow custom MessageBox menu selector
  • Individual Joystick Enable/Disable Toggles
  • add QualifiedName to VMFunction and allocate these static names from the class data memory arena instead of using FStrings.
  • null pointer type checks in the VM added to avoid crash on bad codegen.
  • Expanded Service's Get functions to pass in name parameter.
  • Added GetName(UI/Data) to Service class.
  • make all legacy light modes except 'Doom' and the software rendering emulation MAPINFO only. A CVAR still exists for testing but its value won't be saved to the config.
  • MAPINFO can not enforce any of the two software light modes, as low end users require the option to change this to the 'performance' setting.
  • changed lightmode menu options: user can only select between "performance', 'software' and 'vanilla'. 'performance' is the old 'Doom' mode which is still needed to speed things up on low end hardware.
  • fix the ammocount parameter in Weapon.CheckAmmo
  • fix UMAPINFO boss action clearing. This did not handle the case where the actions were cleared without adding new ones and also did not clear the MBF21 boss action flags.
  • remove memory leak in A_ChangeModel
  • made some changes to vectors.h so that it can be used without the floating point function replacements.
  • Add Voodoo Zombie Compatflag
  • remove vid_gpuswitch and all its handling; it is only as of now useful in old versions of Windows 7/8/10 which are no longer supported
  • added MaxEffectTics field to Powerup
  • adapted font system to properly handle Turkish. Those i's are really messy, especially when dealing with allcaps or pure lowercase fonts.
  • made D_WriteUserInfoStrings memory safe.
  • Fix TArray allocating 0 bytes in constructor
  • Add dynamic lights to software slope drawer
  • use uniform buffers for dynamic lights everywhere. Branching on SSBO content does not work that well on NVidia so it is better disabled. So far only implemented for OpenGL Vulkan needs more work.
  • Fix Software Slope Rendering for non-1.2 pixel ratios
  • add the flags MINVISIBLE and MVISBLOCKED
  • Extend pseudo-generics system used by maps to dynarrays
  • add RedirectCVAR directive for loading alternate maps based on a Bool CVAR setting
  • Fixes bones when using OpenGL 3.3 (UBO bone data)
  • validate the buffer size in HWViewpointBuffer::Set2D.
  • Fixed a bug where calling an invalid virtual function would cause a crash.
  • Add cvars to sprite shadows progressively according to thing <-> floor distance
  • Added OnEngineInitialize() for static event handlers
  • cleanup of the Doom and Chex Quest small fonts' discritical characters
    ...
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GZDoom 4.10.0

04 Dec 14:58
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  • Italian language translation is now complete
  • Make the new scaled angle changes at frame rate opt-in behind new flag SPF_SCALEDNOLERP.
  • Set up interpolated camera angle changes to occur at framerate when all conditions in P_NoInterpolation() are met.
  • Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.
  • Map<K,V> and MapIterator<K,V> for ZScript
  • Structified A_SpawnParticle/Ex
  • Look up named frames using the Animation ID (if any).
  • Allow Disabling of XY Billboard for Particles
  • Added Method For Getting Portal Group Count
  • Allow Getting Portal Group Offsets
  • Fixed A_Changemodel crash from invalid modeldef names
  • Fix SNDINFO $rolloff always changing global rolloff
  • Fix GC ignoring DynArrays inside fixed Arrays
  • AST debug cleanup
  • fixed: The raw texture caching in the texture manager did not work. This erroneously checked for FrontSkyLayer.
  • Allow assigning IQM frames by animation name plus frame offset.
  • Added animation support for OptionMenus
  • Fix crash if Animation is not explicitly assigned in MODELDEF.
  • internal cleanup of sound code
  • allow SNDINFO to declare sound mappings by using 'sound = soundfle' syntax.
    • process events every frame as well to ensure that menus can run at any framerate
  • Fix incorrect pixelratio handling on rotated models.
  • Added Font and TextureID types to Option and Image Scroller items (List items already have these)
  • Added "Class" instruction for Image Scrollers
  • Added ability for Option items to read in their OptionMenuDescriptor (List and Image Scroller items already have this)
  • Added "ForceList" instruction for Lists so that skill, playerclass, and episode menus don't get overridden
  • Fix checking of wrong variable in String..Float concatenation
  • Clearscoped getters for map data
  • CustomMessageBox
  • fix colormap remapping when colormap entries may have fullbright entries which should not be considered duplicates
  • stop all sound before showing ENDOOM.
  • disabled shortcutting the intermission code if no summary screen is wanted. This also disabled all cutscenes being attached to the completed map.
  • added 'foreach' loop to ZScript.
  • implementation of Quaternion type in ZScript
  • GLES: Added IQM bone support.
  • SendConsoleEvent function for EventHandlers
  • Future-proof particles by resetting them completely when replaced.
  • added PlusZ intrinsic to Vector3 and ToVector intrinsic to numeric values. These just mirror features of the internal vector classes.
  • added LengthSquared and Angle intrinsics for all vector types, also allow calling VectorAngle with a full vector as a single parameter.
  • Add PushSound property and Slide state
  • Added PS_REPLACE flag for A_SpawnParticle(Ex). When used, new particles that spawn when the limit is reached will replace the oldest particle.
  • add Vector4 to ZScript
  • avoid infinite portal recursion.
  • fix uncaught exception that rarely occurred with the intermission screen that would vm-abort out from any attempt to enter a level
  • Exposed LevelLocals' LookupString functionality
  • Improved Slam functionality.
  • Normalize angle in AngleToACS. Fixes GetActorAngle returning negative or large values with no range limit.
  • Enable ANIMDEFS for particles
  • add some more blacklisted cvars to defcvars
  • fixed background setup for intermissions to apply tiling only where intended.
  • removed the unused BaseBlend* variables and the testblend CCMD.
  • added a compile option to fully disable the software renderer. This is mainly for new games which have been designed for hardware rendering.
  • add the following command line parameters:
  • -noextras: disable loading of any extras (lights, brightmaps, widescreen)
  • -nolights: disable loading of lights
  • -nobrightmaps: disable loading of brightmaps
  • -nowidescreen: disable loading of included widescreen assets
  • fixed bad index check in CanWipe. This can be called with index == -1, which should check the first element of the intermission.
  • GC: Have a real finalizer stage for destroying objects instead of mixing them in to the sweep stage.
  • GC: Base GC rate on a running average of the allocation rate instead of basing it on the amount of time taken since the last sweep started.
  • More GC stats for better tweaking.
  • added characters U-0404 and U-0490 for Ukrainian language support.
  • reworked all accented characters of Doom's SmallFont. Also adding a few new ones that were easy to do
  • when converting to a portable install, flag the current session accordingly.
  • changed CalculateBones to receive the bone component data directly instead of the owning actor.
  • fixed FileExists check for -loadgame. This was done before the current savegame path was known so it always errored out.

GZDoom 4.9.0

05 Nov 18:42
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Inportant note to Windows users:
GZDoom 4.9.0 changes where gzdoom.ini is stored. Unlike older versions this one will always prefer the system's user folder and place the INI in Documents/My Games/GZDoom if no INI is found. This was done to bring handling in line with current guidelines and to make it easier for commecial games that often get installed into a folder without write access. If you still want to store the INI in your game folder you have to create an empty file called GZDoom_portable.ini there before launching. If you still have an old INI in your folder, GZDoom will ask what to do with it, you can either move it to the user folder or convert to a portable install.

Change of savegame storage
This version introduces per-IWAD savegame folders. If you have old savegames you still intend to use, please wait with the update until you can safely delete them.

Highlights

  • IQM bone model support
  • textured particles

Details

  • added target check to A_MaulerTorpedoWave.
  • fixed: P_SpawnMapThing may not call playsim code.
  • added PARAM_NULLCHECK to the block iterator creation functions.
  • added [[noreturn]] to several functions that always throw exceptions.
  • Particle Rolling
  • Add Textured Particles
  • Add GFF_NOEXTCHANGE to Phasing Zorcher flash. The Plasma Rifle does not light the player's sprite, so we must assume the Phasing Zorcher also should not.
  • Fix HUD models not drawing if MODELDEF has been changed with A_ChangeModel
  • Fix inconsistent distance and hit position on traces that skip everything.
  • Fix canvas textures getting clipped by wrong scissor box
  • Fix vulkan backend clearing the canvas textures to undefined contents
  • made DMover and subclasses non-abstract so they can be inherited from.
  • added option to show hub and episode names on the alt HUD.
  • reworked CVARs to not use a linked list and to be initialized manually.
  • marked a few Printf calls in critical error paths as PRINT_NONOTIFY.
  • fixed: R_LoadVoxelDef did not fully initialize the voxel descriptor it creates.
  • don't crash on null pointers in V_GetFont.
  • zero the velocity of crunched sprites. Since their size is zeroed, they are no longer subject to collision detection and may slide out of the level otherwise.
  • don't crash when destroying incomplete textures. This can happen during TEXTURES parsing in case of an error.
  • try to keep the engine stable for as long as possible if a VM exception occurs in OnDestroy while running a cleanup. This will still crash, but run long enough for the exception message to be visible.
  • fixed F2DDrawer::SetClipRect.
  • added vanilla donut handling to compat_floormove.
  • Fixed: voxel models pitch/roll properties weren't initialized correctly
  • Added QF_SHAKEONLY. The QF_SHAKEONLY flag changes the behavior of earthquakes with a damage radius, so that they only shake actors around, without also harming them.
  • Added QF_AFFECTACTORS. The QF_AFFECTACTORS flag makes the thrusting and harming of damaging earthquakes also affect monsters. Monsters with DONTTHRUST will not be flung around by earthquakes.
  • Added the QF_GROUNDONLY flag. The QF_GROUNDONLY flag makes earthquakes only shake the player while they are standing on the ground.
  • fixed DrawLine commands by giving them a consistent floating point interface.
  • heretic: e2m7 - missing texture
  • fixed direct native interface for Draw(Thick)Line.
  • fixed: The main loop never checked the cutscene flag for disabling wipes.
  • Sync movie video playback to the audio, when possible
  • Fix washed out colors in Vulkan HDR mode
  • normalize the timer with the app start, not the epoch. This ensures smaller values and less wraparounds with integer values in scripts.
  • un-deprecated the integer MSTime variant. Due to undefined downconversion rules from double to int, there is no way to safely downcast the return from MSTimef, meaning the function is completely useless for retrieving integral time stamps.
  • added Harmony ENDOOM screen.
  • added a config getter to the interface.
  • moved language CVAR to backend.
  • handle menu customization via callbacks.
  • move hud scale CVARs to the backend.
  • handle autoload flags in startup through function parameters instead of directly accessing the CVARs.
  • handle Build tiles via explicit callback to the init function.
  • add a system interface for CheckCheatmode and moved some sound code to the backend.
  • Exported GetDisplayTopOffset for font characters to ZScript
  • added missing obituary for Strife's turret.
  • Added support for BLOCKLANDMONSTERS in Line_SetBlocking.
  • Added APROP_FriendlySeeBlocks to Set/GetActorProperty
  • Fix planeval; add direct sector slope manipulation
  • Modify to have one GetVertexZ rather than IsVertexZSet / GetVertexZ
  • Add vertex height manipulation functions to LevelPostProcessor
  • Add sv_noextraammo. When set to true, disables that weird hardcoded behavior from original Doom that gives extra ammo when picking up weapons in deathmatch
  • fixed: all script methods adding an object to a dynamic array must perform a write barrier.
  • add freezetics actor property
  • allow notification of actor goal is reached inside of a SECF_NOATTACK sector
  • GLES2: Fix anistropic filtering
  • disabled discord-rpc debug info for configurations without it
  • fixed sky cap color handling
  • fix arti teleport and arti teleother not respecting useplayerstartz mapflag
  • UE1 models now handle frame index -1 properly.
  • Add support for the GOG releases of the Unity versions of Doom and Doom II.
  • carry over the tiling flag from the finished to the entering screen
  • Prevent Keyconf from adding duplicate playerclass
  • Add detection for the Final Doom WADs that were recently added to the Steam version of Doom II.
  • new method to define obituaries without modifying actors.
  • remove latch flag from sv_cheats
  • add openscreenshots opensaves and openconfig console commands on Windows and Linux and Mac
  • use consistent index types for array function return values.
  • pass clip rect as pointer to F2DDrawer::AddLine.
  • Export FindLumpFullName to ZScript.
  • Add support for nested user types
  • made adjustments for proper int type promotion to allow internal ZScript to compile with it on.
  • ZScript: fixed integer type promotion for shift operator
  • version-restrict int to uint promotion. Some mods depend on this not happening.
  • fixed: The compile context for constant evaluation did not initialize its Version member.
  • Don't throw away unsignedness when passing unsigned constants to the codegen
  • Add signed->unsigned promotion for binary operators
  • fix menu commands with semicolon separated commands
  • get rid of M_Malloc call in WriteSavePic
  • Fix definition order of ZScript structs. Do a first pass over the Structs array in CompileAllFields() to reorder them such that if a struct uses other structs, those structs will be resolved first.
  • Fix viewpoint buffer not getting cleared when in the menus
  • backported KDE detection from Raze.
  • removed the Softpoly backend.
  • Add a 2d drawer to canvas textures
  • Fix incorrect mapping of texture indices for UE1 models.
  • Added PitchFromMomentum, UseActorPitch and UseActorRoll to VOXELDEF. Behaves exactly like their 3D model counterparts. Hardware renderer only.
  • removed some redundant chaaracters from the Doom SmallFont.
  • Added IQM bone model support
  • Added A_ChangeModelDef
  • fixed return values of FTextureAnimator::AddAnim
  • add longsavemessages to simple menu. set longsavemessages default to false.
  • DirectInput cleanup. Removing ancient code that's only useful on pre-XP OSs.
  • also allocate FDoorAnimation's frame table from the texture manager's memory arena.
  • optimized storage for animation definitions.
  • Fixed vulkan crash when multisampling is enabled
  • add a method for filling a shape2d instead of using a texture (#1661)
  • add stencil buffer support for 2d drawing (#1660)
  • add a system for setting all of 2D drawing's transform, not just shapes
  • Expose ConsoleState to scripts
  • rewrote Windows console code for Windows 10's new terminal.
  • fixed and consolidated artifact check in cheat code.
  • removed volatile type punning for clipping against line portals.
  • fixed handling of *dive and *surface sounds.
    -let A_FireProjectile pass through the second return value of SpawnPlayerMissile.
  • fixed PoisonCloud's looping animation count.
  • weapons are not artifacts.
  • rename PrintString to PrintfEx and make it a vararg function
  • Expose Print Flags to ZScript
  • fixed names for A_PlaySoundEx
  • ENDOOM is not Windows only anymore.
  • fixed background tiling for summary screen. Since the background object gets recycled it must clear this flag before loading a new background.
  • let the "abort" button on the network pane of the startup screen do a hard exit on Windows.
  • make sure ticdup is initialized.
  • Add +ONLYVISIBLEINMIRRORS and +INVISIBLEINMIRRORS actor flags. The former makes the actor only visible in reflections, while the latter makes the actor not cast reflections in mirrors.
  • cleanup and refactoring of Vulkan backend
  • Improve vk_debug output a lot by throwing away the useless parts of the message and limit the callstack to the first 5 gzdoom calls
  • validate fountaincolor before using it.
  • added detection of macOS Ventura
  • ZScript: don't allow multiple assignment syntax with only one element.
  • fixed type of third argument of MBF21's MonsterMeleeAttack function. This is a sound, not an int.
  • added an override for NOTAUTOAIMED flag when using P_AimLineAttack for informative CCMDs.
  • allow taking screenshots in cutscenes.
  • fixed JIT target function for GetTimeFrac.
  • fixed: For cutscenes the alternative clean scaling factors need to be activated.
  • fixed setup of ready state with Dehacked. This needs to emulate the hard coded chainsaw sound when weapon states get reassigned.
  • Fix the discolored sky bug
  • check point pushers/pullers ...
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GZDoom 4.8.2

04 Jul 20:20
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  • fixed names for A_PlaySoundEx
  • ENDOOM is not Windows only anymore.
  • fixed background tiling for summary screen.
  • text update that was missed in 4.8.1
  • add a few maps to the rebuildnodes compatibility block
  • Fix FVector to Vector comparison