Releases: team-eternity/eternity
Release list
Eternity Engine v4.06.00 "Nidhogg"
Massive bugfix and improvement release. See the changelog here: https://github.com/team-eternity/eternity/blob/master/changelogs/changes-since-4.5.4.txt
Citadel Update 1
This is a zero-day update over 4.05.03 "Citadel", fixing a bug in SetLineActivation ACS function discovered during documentation.
Updates from 4.05.03 are as follows:
Bug fixes and quality of life improvements
-
New linedef parameterized special: Sector_ChangeFlags. Only the flags supported by Eternity are available.
-
The ThrustThing linedef special now uses its third parameter: "nolimit" to allow speeds greater than 30.
-
New ACS function: SetLineActivation.
-
Added support for spray type, num rays, damage count, field of view, and maximum distance to A_BFGSpray.
-
Automap improvements: now you can zoom in with the mouse wheel on the automap. You also have the option to hide all
stats from both the automap and the overlay HUD, and hu_hidesecrets only hides secrets. Special thanks to
SarahCosmosys for the contribution!- New console variable for this purpose: hu_hidestats.
-
Now the 'gib' state of the crushed corpses is customizable in EDF in the following ways:
- in EDF
thingtype, using thecrunchstateproperty; - in EDF
thingtypeDECORATE-stylestatedefinition, using either theCrunch:orCrush:label (the latter is on
par with the name from ZDoom).
If unspecified, it will default to the game mode behavior: change to S_GIBS in Doom, or do not change in Heretic.
Thanks to sink666 for the implementation!
- in EDF
-
Frames with dehackednums 1085-1088 are now defined as placeholders just like the DEHEXTRA set, because some mods would
error out in Eternity but not in other ports. Thanks to aaaqqqddd for the heads-up. -
EDF startup warnings are now always displayed, no more need for -edf-show-warnings.
-
Added EDF startup warning in case of missing skinsprite, or one which user didn't add to spritenames.
-
macOS: now all the files available in the "add file" dialog box are available for drag-dropping or "opening with" from
Finder. -
Minor improvements with portal error messages.
Bug fixes
- Fixed crash happening when changing multithreaded rendering number of threads before demos start.
- Fixed sprite glitching shortly followed by crash when starting with multithreaded renderer on a small view, and then
increasing the view. - Fixed strange failure to start, happening on some Windows installations because of changes in the runtime.
(issue here:
https://stackoverflow.com/questions/78598141/first-stdmutexlock-crashes-in-application-built-with-latest-visual-studio) - Fixed crashing on maps with more than 65535 segs.
- Fixed bug with UDMF attached surfaces happening on unrelated sectors.
- Fixed elastic collisions being far more common than expected.
- Fixed sudden termination due to "texture not cached" when playing back multiple level demos, or when the r_precache
cvar was off. - Dehacked patch Frame omitted Args* fields didn't resolve to defaults, but 0. This was wrong compared to how ports such
as DSDA-DOOM should handle it. - Fixed A_ConsumeAmmo bug when specifying 0 (ammo per shot) ammo.
- A_BFGSpray no longer crashes when used on a non-projectile thing which didn't acquire an enemy yet. This makes it
compatible with vanilla DOOM Dehacked mods which can use this codepointer liberally. - Fixed bug with player melee attacks not being portal aware when adjusting angle towards target.
- Fixed slopes blocking access when on the other side of one-sided linedef wall portals.
- Fixed wrong 3dmidtex physics when on sloped lines.
- Fixed imprecise dynaseg splitting at high XY coordinates, with bad side effects such as polyobject portal infinite
rendering recursion (and the "refused to draw portal" error popping up). - Fixed wrong sprite sector portal clipping when scaled differently from 1.
- Fixed a possibly harmless access violation happening when rendering middle textures at a certain distance.
- Fixed phantom sprite cloning when moving in a polyobject cabin with floor and ceiling portals also going outside.
- Fixed demo desync caused by missing par time counter in the intermission.
- Fixed harmless access violation happening in demos when getting harmed or killed by a destroyed lost soul.
Citadel
Bug fixes and quality of life improvements
-
New linedef parameterized special: Sector_ChangeFlags. Only the flags supported by Eternity are available.
-
The ThrustThing linedef special now uses its third parameter: "nolimit" to allow speeds greater than 30.
-
New ACS function: SetLineActivation.
-
Automap improvements: now you can zoom in with the mouse wheel on the automap. You also have the option to hide all
stats from both the automap and the overlay HUD, and hu_hidesecrets only hides secrets. Special thanks to
SarahCosmosys for the contribution!- New console variable for this purpose: hu_hidestats.
-
Now the 'gib' state of the crushed corpses is customizable in EDF in the following ways:
- in EDF
thingtype, using thecrunchstateproperty; - in EDF
thingtypeDECORATE-stylestatedefinition, using either theCrunch:orCrush:label (the latter is on
par with the name from ZDoom).
If unspecified, it will default to the game mode behavior: change to S_GIBS in Doom, or do not change in Heretic.
Thanks to sink666 for the implementation!
- in EDF
-
Frames with dehackednums 1085-1088 are now defined as placeholders just like the DEHEXTRA set, because some mods would
error out in Eternity but not in other ports. Thanks to aaaqqqddd for the heads-up. -
EDF startup warnings are now always displayed, no more need for -edf-show-warnings.
-
Added EDF startup warning in case of missing skinsprite, or one which user didn't add to spritenames.
-
macOS: now all the files available in the "add file" dialog box are available for drag-dropping or "opening with" from
Finder. -
Minor improvements with portal error messages.
Bug fixes
- Fixed crash happening when changing multithreaded rendering number of threads before demos start.
- Fixed sprite glitching shortly followed by crash when starting with multithreaded renderer on a small view, and then
increasing the view. - Fixed strange failure to start, happening on some Windows installations because of changes in the runtime.
(issue here:
https://stackoverflow.com/questions/78598141/first-stdmutexlock-crashes-in-application-built-with-latest-visual-studio) - Fixed bug with UDMF attached surfaces happening on unrelated sectors.
- Fixed sudden termination due to "texture not cached" when playing back multiple level demos, or when the r_precache
cvar was off. - Dehacked patch Frame omitted Args* fields didn't resolve to defaults, but 0. This was wrong compared to how ports such
as DSDA-DOOM should handle it. - Fixed A_ConsumeAmmo bug when specifying 0 (ammo per shot) ammo.
- A_BFGSpray no longer crashes when used on a non-projectile thing which didn't acquire an enemy yet. This makes it
compatible with vanilla DOOM Dehacked mods which can use this codepointer liberally. - Fixed bug with player melee attacks not being portal aware when adjusting angle towards target.
- Fixed slopes blocking access when on the other side of one-sided linedef wall portals.
- Fixed wrong 3dmidtex physics when on sloped lines.
- Fixed imprecise dynaseg splitting at high XY coordinates, with bad side effects such as polyobject portal infinite
rendering recursion (and the "refused to draw portal" error popping up). - Fixed wrong sprite sector portal clipping when scaled differently from 1.
- Fixed a possibly harmless access violation happening when rendering middle textures at a certain distance.
- Fixed phantom sprite cloning when moving in a polyobject cabin with floor and ceiling portals also going outside.
- Fixed demo desync caused by missing par time counter in the intermission.
- Fixed harmless access violation happening in demos when getting harmed or killed by a destroyed lost soul.
Glitnir Update 2
Bug fix and quality of life improvements.
Small improvements
- Confirmation yes/no views (such as for quitting) now accept non-QWERTY keyboard layouts for 'y'
and 'n', i.e. the same keys which under QWERTY would be 'y' or 'n' will also work. - Do not terminate suddenly if user put flag names in the MBF21 flag codepointer. Just display an
in-game error message with sound. Also, the message is more accurate. - Explosions now trigger splashes on BOOM deep water surfaces by comparing their heights to the
water surface, not to the solid surface beneath. - Splash terrain types now work with portal overlays.
- Heretic Fire Mace projectiles now blow up when hitting anything under Boom water, without
bouncing, so as to behave consistently with shallow Heretic water. Currently this doesn't apply to
linked portal water however. - A_SetFlags, A_UnsetFlags, A_AddFlags and A_RemoveFlags now handle NOSECTOR and NOBLOCKMAP in a
stable manner.
Bug fixes
- Fixed A_JumpIfFlagsSet as it was completely broken.
- Fixed wrong defaults in A_WeaponBulletAttack.
- A_SkullRodStorm wasn't line portal aware.
- Fixed UMAPINFO not recognizing spec-defined Deh_Actor_145 to Deh_Actor_249
- Multithreaded rendering now renders very wide sprites properly (such as the trees in Eviternity 2
MAP14).
Glitnir Update 1
This is a significant bug fix release over v4.04.00. Lots of bugs were discovered soon after release. Please get this version if you still use v4.04.00.
Changes
- Fixed wrong version display in the title bar.
- Fixed corruption happening after trying to play an unsupported demo, such as coming from DSDA-DOOM. This affects projects such as Eviternity II.
- Fixed Heretic autoswitching weapons wrongly when having the Tome of Power.
- Fixed crash happening when inheriting or applying a delta structure on a powered-up weaponinfo.
- Fixed unintended NOHITGHOSTS on Heretic gauntlets weapon.
- Fixed powered dragonclaw starting displaced a few meters from player.
- Fixed jerky and visually imprecise polyobject movement (bug introduced in v4.04.00).
- Fixed exaggerated and unrealistic slope bouncing of objects under gravity.
- Fixed attach-3dmidtex specials from quitting Eternity. This was happening on WADs like Hell Ground where there were incompatible uses of linedef specials such as 281 or 282.
- Fixed the close button of the IWAD picker window not working. Thanks to FozzeY for the pull request!
Glitnir
Major update over v4.02.00, with the following highlights:
- Slope physics support
- Heretic support
- Multithreaded renderer for better performance
- Very many new editing features
See ee-4.04.00.txt for a detailed list of improvements.
Forseti
This release is small enough that all feature changes are going to be listed uncategorised (outside of bug fixes).
- Renderer size is no longer tied to window size, meaning you can have lower-resolution render targets scaled up to a larger screen.
- More compatibility hacks have been added to better-support levels that have specific
comp_setting requirements. - Looping sounds are now preserved whilst the game is paused, resuming after the pause ends.
SetThingSpecialnow actually sets the thing's special.- Masked columns (columns which can have transparent parts) now support tall patches.
- Holding shift whilst always running now makes you walk by default.
- The renderer backbuffer is now transposed, which improves performance in some scenarios and will allow for further optimisations down the line.
(from ee-4.02.00.txt)
Tyrfing
Völuspá
Heimdal release 2 hotfix
This fixes a bug with the new ACS scrollers.