in Engine, FPS

GZDoom 4.7.1 released

From ZDoom: link to original post

Mainly a bugfix release

The survey has been turned off now for this version. Thank you to everyone who participated in the 4.7.0 survey.

Notice: The survey is currently CLOSED. GZDoom 4.7.1 contains no survey code.

Please do not post bugs or issues in release threads! Click here

Download (OpenGLES 2.0 and higher for hardware rendering, Direct3D 9 or later for software rendering)

Highlights:
  • Fixed: SBar_DrawTextureRotated was missing the angle parameter
  • treat "materials" as a known folder name for eliminating root folders in Zips.
  • GLES: Fix texture MapBuffer and AllocateBuffer create client side memory.
  • Fix "out of memory" errors when the vulkan backend is asked to create zero byte sized buffers
  • Compat patch for misplaced items in Hexen MAP08.
  • fixed some imprecisions in font luminosity calculation. This was still going through the palette which could result in off-by-one errors.
  • widescreen assets for all officially supported games. This version adds Hacx, Harmony and Chex Quest.
  • Add cvars to control automap line alpha and thickness
  • ReadThisMenu / MenuDelegate overriding.


Details
  • Fixed: SBar_DrawTextureRotated was missing the angle parameter
  • Compat patch for misplaced items in Hexen MAP08.
  • fixed some imprecisions in font luminosity calculation. This was still going through the palette which could result in off-by-one errors.
  • fixed palette initialization for single lump fonts (FON2 and BMF)
  • push sprite shadows a little back for distance sorting
  • avoid multiple Dehacked mappings to the same function to fix MBF21 lookup issues.
  • disallow changing the line spacing for option menus.
  • be a bit more aggressive with the GC when not running the game loop.
  • fixed memory leak in DShape2DBufferInfo.
  • allow "INDEXFON" as an alias for "INDEXFONT".
  • fixed A_Punch having a short attack range (take 2).
  • GLES: Fix texture MapBuffer and AllocateBuffer create client side memory.
  • Fix "out of memory" errors when the vulkan backend is asked to create zero byte sized buffers
  • resolved a VM abort upon morphing while the tome of power is active
  • fixed particle processing in the main thinker loop. This may not be guarded by the dynamic light flags, only the light ticking may.
  • fixed handling of states with the 'light' keyword.
  • Fixed broken V_BreakLines.
  • treat "materials" as a known folder name for eliminating root folders in Zips.

  • widescreen assets for all officially supported games. This version adds Hacx, Harmony and Chex Quest.
  • Allow WorldUnloaded events to know the next map name (if any).
  • Allow map markers to scale relative to automap zoom.
  • Add cvars to control automap line alpha and thickness
  • PreTravelled virtual for player and inventory.
  • Allow customization of pause screen.
  • ReadThisMenu / MenuDelegate overriding.

Statistics: Posted by Graf Zahl — Thu Oct 21, 2021 5:54 am — Replies 9 — Views 816