GZDoom 4.6.1 released

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GZDoom 4.6.1 released

Postby Graf Zahl » Sun Jul 25, 2021 6:23 am

Notice: The survey is currently closed. GZDoom 4.6.1 does not include the survey code that 4.2.0 did.

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

Download (OpenGL 3.3 and higher for hardware rendering, Direct3D 9 or later for software rendering)

GLES Version (OpenGLES 2.0 and higher for hardware rendering)

Highlights
  • Bug fixes, and widepix updates


Details
  • Fixed bug with BishopPuff moving in wrong direction
  • a couple important widepix fixes
  • fix for "Return to Phobos (return01.wad) has an ancient bug in map E1M2 where the switch to raise the exit bridge doesn't work in versions of Doom past patch 1.2."
  • add missing break statement in level_compatibility.zs
  • fix DaggerAlert using FindState incorrectly.
  • Fixed wrong parameter type passed into TryMove here
  • fixed: Actors did not set the position when spawning a dynamic light.
  • Add 'AddDialogues' in MAPINFO to additively add Strife NPC dialogs without overwriting each other.
  • let dynamic lights call UpdateLocation instead of just setting their position right after being spawned. This ensures that the position is correct and that everything gets set up properly.
  • fixed parsing of MAPxx par times in BEX lumps
  • Make sprite shadows ignore float bob
  • fixed explosive damage radius for clericflame.
  • fixed permission validation in OptionMenuItemCommand.DoCommand. This was missing the InMenu check like the other critical menu functions.
  • added detection of macOS 12 Monterey
  • prevent redundant string copying in Strife conversation parser
  • Fixed impassable exit line in 007ltsd.wad E4M7
  • fixed initialization of model frames
  • fix missing border flat on heretic shareware
  • fixed parsing of 2D vectors in OBJ model loader
  • added TVector2<> constructor from float*
  • fixed bad type in FxFontCast.
  • fixed potential crash when sound sequence is destroyed. Level can be unset if sound sequence destruction happens after saved game loading failure
  • report correct macOS version with older SDKs
  • Add Windows 11 detection
  • added an OnDestroy method to Shape2D so that its users can explicitly free the data it holds. In this case it is very important to care about management, because this class will hold GPU-side buffers!
  • prevent appearance of dangling pointers in corpse queue
  • fixed format specifier compilation warnings
  • fixed: splashes need the MOVEWITHSECTOR flag.
  • better sprite shadow control
    • exclude sprites which are not either opaque or use regular blended translucency from casting shadows.
    • exclude wall and flat sprites from casting shadows.
    In both of these cases the shadow math is unable to produce anything useful that doesn't look off.
  • fixed: shadow alpha for translucent objects was not correct in the hardware renderer.
  • tweaked shadow code a bit.
    • let CASTSPRITESHADOW act as an override for render style checks. If this is set we can assume that a shadow is desired regardless of style.
    • reordered code to do the more costly checks only when needed.
  • fixed brightmap definitions for the SpiderMastermind.
  • add player setup to simple options menu
  • do not precache unreferenced textures
  • added map option to disable shadowmaps. (Prompted by 'Hurt' which has > 4000 lights and runs into both performance issues and unpredictable light selection for the limited amount of shadowmap slots.)
  • language update

GLES Fixes

  • Fix light binding when using pipeline buffer on OpenGL
  • Stop colormap being applied to 2D drawing
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Re: GZDoom 4.6.1 released

Postby Enjay » Sun Jul 25, 2021 8:27 am

Thank you kindly for this new version and for your continued work. :thumb:
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Re: GZDoom 4.6.1 released

Postby Logan MTM » Sun Jul 25, 2021 9:16 am

Graf Zahl wrote:
  • exclude sprites which are not either opaque or use regular blended translucency from casting shadows.
  • exclude wall and flat sprites from casting shadows.

Thank you so damn much! 8-)
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Re: GZDoom 4.6.1 released

Postby Wally0222 » Sun Jul 25, 2021 10:13 am

Nice, more bug fixes (and widepix updates).

Graf Zahl wrote:
  • Fix for "Return to Phobos (return01.wad) has an ancient bug in map E1M2 where the switch to raise the exit bridge doesn't work in versions of Doom past patch 1.2".
  • Fixed impassable exit line in 007ltsd.wad E4M7.

I will have to play these 2 WADs again with this new version.
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Re: GZDoom 4.6.1 released

Postby Delfino Furioso » Sun Jul 25, 2021 12:26 pm

thank you team!


will the gles branch be updated to 4.6.1 as well?
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Re: GZDoom 4.6.1 released

Postby AvzinElkein » Sun Jul 25, 2021 1:05 pm

Waiting for the Linux version before checking it out.
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Re: GZDoom 4.6.1 released

Postby Rachael » Sun Jul 25, 2021 1:13 pm

Delfino Furioso wrote:will the gles branch be updated to 4.6.1 as well?

Right now that is planned.
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Re: GZDoom 4.6.1 released

Postby axredneck » Sun Jul 25, 2021 1:46 pm

Can you mention in these release posts if saves are compatible with previous releases?
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Re: GZDoom 4.6.1 released

Postby Graf Zahl » Sun Jul 25, 2021 1:57 pm

That's normally not necessary because savegame incompatibilities are an extremely rare occurence now. There haven't been any breaking changes in a long time, the last one was for version 4.0.0.
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Re: GZDoom 4.6.1 released

Postby Armaetus » Sun Jul 25, 2021 4:25 pm

Very nice, keep up the good work.
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Re: GZDoom 4.6.1 released

Postby Xtyfe » Mon Jul 26, 2021 8:14 am

I know the new MBF spec was being implemented. Was that included in this release?
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Re: GZDoom 4.6.1 released

Postby Rachael » Mon Jul 26, 2021 8:25 am

No. The new MBF spec needs more tests and fixing. This release focused exclusively on bug fixes, so all it is is 4.6.0 with some fixes, that's about it. It has a few minor improvements too, but no new features.
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Re: GZDoom 4.6.1 released

Postby Redneckerz » Mon Jul 26, 2021 1:37 pm

Rachael wrote:
Delfino Furioso wrote:will the gles branch be updated to 4.6.1 as well?

Right now that is planned.

Appreciated, Rachael.

FWIW (and perhaps Graf is pleased) but im finally moving out to a new system (Bon voyage Geforce 6150) which i got off from work. Its again not high end, but its so much better than what i have now (and it weighs less than a kilo):
- Core I5-4590T
- 8 GB DDR3
- 128 GB SSD, 1 TB HDD
- Intel HD 4600

... I know, i know. Stil not the ideal system for GZDoom. But hey, atleast i can run mainline stuff now. And the GLES version might also be useful enough in performance with this rig.

If nothing else i could also just use my thin clients which ill also upgrade (Being part of IT is great fun when you have stocks of drives and memory making upgrades a cake walk).
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Re: GZDoom 4.6.1 released

Postby mjr4077au » Mon Jul 26, 2021 6:51 pm

Redneckerz wrote:Appreciated, Rachael.

FWIW (and perhaps Graf is pleased) but im finally moving out to a new system (Bon voyage Geforce 6150) which i got off from work. Its again not high end, but its so much better than what i have now (and it weighs less than a kilo):
- Core I5-4590T
- 8 GB DDR3
- 128 GB SSD, 1 TB HDD
- Intel HD 4600

... I know, i know. Stil not the ideal system for GZDoom. But hey, atleast i can run mainline stuff now. And the GLES version might also be useful enough in performance with this rig.

If nothing else i could also just use my thin clients which ill also upgrade (Being part of IT is great fun when you have stocks of drives and memory making upgrades a cake walk).


Irrespective of Graf, I'm certainly pleased! Well done, what a step up :D
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Re: GZDoom 4.6.1 released

Postby Rachael » Mon Jul 26, 2021 8:18 pm

GLES branch version 4.6.1 released. First post edited with download links.
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