GZDoom 3.5.1 Released

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Graf Zahl
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GZDoom 3.5.1 Released

Post by Graf Zahl »

Notice: This release has been split into two. There is now a "modern" version and a "vintage" version, for older hardware. The reason for this is that some recent changes to improve performance on modern hardware resulted in quite severe slowdowns on Intel's OpenGL 2 hardware. So in order to give these users the best possible experience it was decided to provide this vintage build which adds all new non-renderer-related features with the latest state of the renderer from before the abovementioned change. The vintage version is provided thanks to the efforts of drfrag.

Please note that this solution is only a temporary measure. User share of OpenGL 2 hardware had already been low when we ran our survey with GZDoom 3.3 and once this drops any further the vintage build will be discontinued. If you cannot run the main (modern) build we strongly recommend to upgrade your hardware.

Please note that the survey is now closed. GZDoom 3.5.1 does not include the survey code that 3.5.0 did.


Download (Modern, OpenGL 3.3 and higher) Download (Vintage, OpenGL 2.x) Highlights
  • Implemented "resolution mode selector"
  • add post processing support to the software renderer and softpoly
  • add vid_hdr cvar that enables higher than 8bpc output for monitors that support it
  • fix: softpoly TEXTURES sprites with scale of 2 are tiled
  • add dithering support to emulate higher BPC displays than your real one. this should allow smoother gradients for light fades and such.
  • Make various getter and pure-math Actor methods clearscope.


Details
  • add vid_hdr cvar that enables higher than 8bpc output for monitors that support it
  • fix: softpoly TEXTURES sprites with scale of 2 are tiled
  • Implemented "resolution mode selector"
  • add post processing support to the software renderer and softpoly
  • Fix model rendering only using interpolated yaw. Pitch and roll are now also interpolated.
  • add dithering support to emulate higher BPC displays than your real one. this should allow smoother gradients for light fades and such.
  • clear GLWF_TRANSLUCENT at the end of PutWall.
  • fixed FraggleScript's moving camera.
  • Make various getter and pure-math Actor methods clearscope.
  • disable runtime buffer security check in release build.
  • prohibit assignment of dynamic arrays
  • Avoid overriding vr eye-specific buffer binding during 2D rendering.
  • only render visual portals if they are front facing in softpoly
  • disable survey code, 3.5.0's is over
  • got rid of FNameNoInit and made the default constructor of FName non-initializing.
  • Add the "RightIndexOf" method to FString, which works like String.lastIndexOf from JavaScript
  • Deprecate the LastIndexOf method of StringStruct
Brendini
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Re: GZDoom 3.5.1 Released

Post by Brendini »

Awesome!
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Rachael
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Re: GZDoom 3.5.1 Released

Post by Rachael »

Windows and Linux builds are posted, and this post is a bump to show that the changelog is now posted.

Mac builds will be coming soon, the archive needs to be built and signed. Also, the Vintage builds will be done soon, once drfrag has a chance. Sorry for the inconvenience, if you are waiting! Thank you. :)
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Rachael
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Re: GZDoom 3.5.1 Released

Post by Rachael »

Windows Vintage build uploaded, with source.
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Enjay
 
 
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Re: GZDoom 3.5.1 Released

Post by Enjay »

Thank you very much for the update. As always, it's great to see GZDoom getting better and better. :thumb:

I was going to do some stuff with the bots today. So the inability to add them in this release is an unfortunate coincidence but I can see it's already being looked at, so I can just use a temporary 3.5.0 install for what I was going to do.

Thanks again.
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Rachael
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Re: GZDoom 3.5.1 Released

Post by Rachael »

Linux and Mac builds now completely posted.
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Re: GZDoom 3.5.1 Released

Post by MakelYT »

The new resolutuon selector allows me to play in 10K lel
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Rachael
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Re: GZDoom 3.5.1 Released

Post by Rachael »

Except, it really doesn't, because the linear scaling will not go up that far. So you're really just straining your GPU.
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Re: GZDoom 3.5.1 Released

Post by Armaetus »

Oh nice, perhaps I can play in 1080p now with the resolution selector.

When can we start seeing rudimentary work for Vulkan being added into GZDoom?
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Graf Zahl
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Re: GZDoom 3.5.1 Released

Post by Graf Zahl »

This isn't something quick. I am currently doing some heavy refactoring of the renderer so that it can be driven in a Vulkan compatible way. I wouldn't expect any usable results this year, to be honest.
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Armaetus
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Re: GZDoom 3.5.1 Released

Post by Armaetus »

Got it. It'l take a while for something major like that. Best of luck for you on that transitioning when you do go onto that.
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De-M-oN
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Re: GZDoom 3.5.1 Released

Post by De-M-oN »

Now my NEC PA302W Monitor can give me some eyecandy with GZDoom HDR support. Thank you :)

It looks awesome!
But its quite a bit darker now. I have to use Lighting Mode Doom instead of Software now. At least it was in g3.5pre-301-g08aecfd like this. If that makes a difference.

My monitor supports 10bit color with a 14bit LUT.
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Re: GZDoom 3.5.1 Released

Post by raikosen »

will a 64-bit windows version be released at some point? or just a 32-bit one?
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Re: GZDoom 3.5.1 Released

Post by Blue Shadow »

There is already a 64-bit version.
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De-M-oN
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Re: GZDoom 3.5.1 Released

Post by De-M-oN »

I assume he means the vintage version, because there is only 32bit posted.

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