Looking for QZDoom Testers

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Looking for QZDoom Testers

Postby Major Cooke » Tue Nov 19, 2019 2:36 pm

As some of you may have noticed on Discord, QZDoom devbuilds have begun to roll out recently.

These contain a selected 'batch' of features that have been merged into QZDoom for testing, and they certainly could use it. The sooner they're tested, the sooner bugs can be culled and the feature can be certified as ready for GZDoom itself.

Since they're in batches, not all of them have been pulled in yet to ensure QZDoom can keep up with changes made by GZDoom. This post will continuously be updated with information pertaining to what features are in and how they work.
-----
***NOTICE***
Please bear in mind, QZDoom is an experimental testing ground. Therefor, changes to anything can happen at any given time with each new DRD build being released. This is much more volatile and can certainly break the new features.

I will post updates when something changes and detail all you need to know.
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Here is what's in so far:


Spoiler: New Features Guide


If you find any issues or bugs, please make sure to include [QZDoom] in the title of the bug report for clarity.
Last edited by Major Cooke on Wed Oct 14, 2020 4:28 pm, edited 21 times in total.
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Re: Looking for QZDoom Testers

Postby Major Cooke » Wed Nov 20, 2019 10:26 am

Also just to clarify as some folks have asked me on Discord: Until ALL selected parts have been fully merged or rejected, no new code submissions will be brought in until they're taken care of.

As mentioned in the first post, this is for the safety of QZDoom so maintenance is made easier, especially if people report bugs with some of the features. If sudden changes occur and someone completely redoes their submission from the ground up, this could potentially affect the other submissions and result in conflicts with source control.

TL;DR things can get messy.
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Re: Looking for QZDoom Testers

Postby Major Cooke » Mon Dec 30, 2019 1:22 pm

View Angles has changed. The properties no longer belong to player(info), but to the actor itself, along with a slough of other things related to that feature. See the New Features Guide spoiler for information.
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Re: Looking for QZDoom Testers

Postby Major Cooke » Sun Feb 09, 2020 2:17 pm

ViewAngles has changed. After receiving feedback, I've replaced SPF_VIEW with direct A_SetView<Angle/Pitch/Roll> functions instead.
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Re: Looking for QZDoom Testers

Postby Major Cooke » Mon Apr 13, 2020 10:45 am

Since QZDoom had to be reset, it's a good time to pull in a few more features.

PSPF_PLAYERTRANSLATED Overlay flag and clearscope Index() were merged into GZDoom.

See first post for what's new. This time I chose to add a few smaller submissions that would be much easier for the average user to test, which could certainly help get them in much quicker. Said features are Invert Mouse X (Mouse Options) and Weapon Bob-Firing (HUD Options).

For the script savvy, (A_)SprayDecal has received two new Vector3 parameters: direction and offset.

Finally, the non-damaging bouncing on top/bottom of actors has been incorporated.
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Re: Looking for QZDoom Testers

Postby drfrag » Mon Apr 13, 2020 11:00 am

QZDoom devbuilds are broken right now, first becouse the cache needed to be reset after the ZMusic as dll change and then becouse you've switched to a different branch. I sent Blzut3 a PM (and tagged thim @GitHub) but he has not read it yet, he must be pretty busy i guess.
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Re: Looking for QZDoom Testers

Postby drfrag » Tue Apr 14, 2020 9:27 am

They are fixed now.
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Re: Looking for QZDoom Testers

Postby Major Cooke » Mon Aug 03, 2020 1:36 pm

Whole new slough of features have been added. I would have considered some of the older ones but merge conflicts have forced me to postpone some of them.

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Re: Looking for QZDoom Testers

Postby Major Cooke » Sun Sep 06, 2020 2:50 pm

Since most of the previous were merged, it's time for another round of updates.

OP wrote:
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Re: Looking for QZDoom Testers

Postby Major Cooke » Sat Oct 10, 2020 11:10 am

Yet another round of testing, this time with an updated QZDoom-to-GZDoom branch merge. I would have merged more but the PSprite changes are huge. Furthermore, we need more testing for the rest of the other PRs in here that haven't been merged into GZDoom yet.

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Re: Looking for QZDoom Testers

Postby Major Cooke » Wed Oct 14, 2020 4:29 pm

Added in ThruBits.
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