in Engine, FPS

Raze 1.5.0 released

From ZDoom: link to original post

Download (OpenGL 3.3/OpenGL ES 2.0 and higher required)

Visit the new homepage (still under construction)


Details:


  • Commit changes that Discord compilation always makes on Linux, leading to -m on compiles.
  • Blood may not abort on a bogus start position.
  • Fix crash when exiting with no game data
  • fixed render order of non-orthogonal wall sprites.
  • glslang compiler and Vulkan backend update.
  • fixed automap angle in unrotated mode.
  • added workaround to render the crane in WT's 'Docks' map correctly. This one violates engine specifications by creating overlapping walls when the crane is rotated.
  • SW: changed fullscreen HUD to display all 8 keys without gaps ans overlapping.
  • fixed crash in Last Warrior map 9.
  • for Raze hud_aspectscale needs to default to true
  • Support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
  • Force synchronised input when `cl_capfps` is true.
  • fixed sky panning. This picked the wrong overload
  • to make things robust one of the functions was renamed.
  • Duke: Interpolate `loogcnt` when drawing onscreen.
  • Duke: Change a few return types from int to bool in HUD code.
  • Duke: Interpolate `access_incs` when drawing onscreen (security card usage).
  • Duke: Interpolate `tipincs` when drawing onscreen (tipping the dancers).
  • Duke: Interpolate `knee_incs` when drawing onscreen (stomping on shrunken enemies).
  • Duke: Interpolate `fist_incs` when drawing onscreen (hitting the nuke detonator at the end of each level).
  • Duke3d: smooth movement of recons.
  • Duke3d: make actors set to move vertically in CON act as if SFLAG_SMOOTHMOVE was explicitly enabled
  • Duke: fixed some crashes with bad map setups
  • fixed level number for RRRA's travel animations. First level is 1001, not 1.
  • ported secret hack for WT's map 11 from SW Redux.
  • removed redundant setting of black shadow color with incorrect data check.
  • Remove `m_filter` option from the menu. The remainder of the removal will come from a backend sync with GZDoom.
  • Add bool `lock` to `PlayerHorizon::settarget()` when setting target from the ticker without having to call setters and resetters.
  • Interpolate FIRELASER trails.
  • fixed wall sprite clipping
  • fixed: FSkyVertexBuffer::RenderBox did not reset the object color after finishing.
  • SW: added interpolation for sine wave floors.
  • SW: fixed shadow positioning.
  • Duke: Add CON support for Duke Nukem 3D 1.1 Shareware.
  • Duke: Fix CON parser to detect shareware scripts.
  • helpers for wall sprite rendering improvement
  • fixed parsing issues in secret hint system.
    -renamed spritetype’s owner field to ‚intowner‘ Mainly for easier searching.
  • function for checking wall sprites’ need for recalculation
  • RR: clear jaildoors array on map start. This was leaving stale data behind which could cause nasty crashes.
  • several more Blood fixes copied from NBlood
  • blood: GetHighestSprite fix
  • blood: fix velCeil calculation
  • blood: SetupGibWallState fix
  • blood: add missing case in OperateSprite
  • dd self check for burning cultist fix
  • Renamed checkFired6or7->checkLitSprayOrTNT
  • Reset thinkTime for kDudeModernCustomDude
  • Set inittype on actSpawnDude()
  • Check enemy type when adding to enemy level count. Fixes count issues with respawning enemies
  • Initialize viewbob members for playerResetPosture()
  • Fix kDudeModernCustomDude may not morphing during specific events
  • Renamed dword_138BB0 -> gCultTeslaFireChance
  • stretch HUD flames in widescreen
  • shadow positioning improvements from NBlood
  • Blood: fix delirium being twice as fast
  • Exhumed: pin death arms to the right side of the screen
  • added wipe transitions to screen job. Mainly to have the crossfade, the other styles are mostly bonus.
  • add proper scoping to the cutscene code, which needs to run in UI scope.
  • music system improvements
  • Zip64 support
  • fixes for menu scaling on ultrawide screens
  • Mac default paths fixed
  • pass shade values to sky renderer
  • fixed bad search path setup on macOS
  • don’t crash on sector-less walls.
  • lock cvar shader uniforms behind a command line parameter for now
  • Duke: set game palette before rendering the automap
  • improved the secret hint management for Blood. This now uses sprite and sector indices directly instead of encoding them into a larger number. Sprite secrets will use a $t prefix instead of $s now.
  • fixed sprite indices for map spawned sprites.
  • optimize fcos and fsin to use the BAM value directly for table lookup.
  • add level names to title bar (and by proxy, to RPC)
  • add gl_satformula == 2
  • an optional 'more accurate' desaturation
  • implement discord rich presence, expand window title code. (still wip)
  • copy-paste is simultaneously the most useful feature in the world, and a programmer's greatest curse. use with care.
  • only overwrite rpath if not already defined
  • add $ORIGIN to rpath for Linux
  • Fix tesla cultist prone state
  • Blood: fix crashes when trying to exit from a fatal error during startup. soundEngine can be null here.
  • added script exports for Duke's main structures.
  • added scripting exports for the global map types and a few more actor utilities.
  • do not call tileUpdatePicnum for voxelized tsprites.
  • Blood: fixed bad marker check in OperatePath
  • Exhumed: Properly fix interpolation issues when at the end of the level instead of trying to back up everything.
  • fixed bad assumption about g_visibility == 0 meaning fullbright.
  • avoid pointer arithmetic in feebtag.
  • fixed bad filter name for DukeDC's SSI variant fpr 1.5
  • fixed validation issue with maps that have a wall with nextwall == -1 and nextsector > -1.
  • made DCoreActor's properties functional.
  • SW: remap LIGHT_Tics to the otherwise unused spritetype::detail instead of the Z-coordinate.
  • do not update the sector for sector effectors moving themselves.
  • SW: bumped two hard limits because there's maps out there that exceed them.
  • partial engine floatification.
  • use full precision math for rotating sectors in Blood.
  • Duke: changed animation storage to be independent of the animated values' types.
  • SW: changed sector object interpolation to be independent of the interpolated values' types.
  • use a method for setting wall coordinates when loading a map.
  • use an access function for reading wall positions so that we have a non-modifiable value wherever this is possible.
  • Blood: Fix ceiling panning angle

Note: SW savegames will be incompatible with 1.4.1!

Statistics: Posted by Graf Zahl — Fri Jul 22, 2022 1:25 pm — Replies 0 — Views 6