Important: 4.4.x will be the last GZDoom release to feature a 32 bit build. Starting with 4.5.0 there will only be 64 bit versions.
Download (OpenGL 3.3 and higher for hardware rendering, Direct3D 9 or later for software rendering)
Highlights
4.4.2 is a bugfix release addressing a few issues that were reported for 4.4.1 with two notable new features:
- add "restart" button to error pane in Windows
- made the new Build light mode operational
Details
- fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists.
- added missing target check to A_RadiusDamageSelf.
- use a full ClearScreen when drawing fullscreen images.
- fix crash in nullptr access to DFrameBuffer object 'screen' if it is uninitialized
- add "restart" button to error pane in Windows
- add keyboard accelerator shortcuts to many Windows-specific dialogs
- fixed some issues with setup parts for ZScript in the wrong place.
- let blastradius work without an effect actor.
- fixed: AActor::GetModifiedDamage must account for the inventory items to get destroyed in its scripted subfunctions.
- fixed: FGameTexture's GlowHeight was not initialized.
- fixed: the attenuation flag wasn't passed to the shader if shadowmaps were disabled.
- fixed bad range check in shadowmap code.
- Fixed: check for bad sidedefs was not taking into account sidedef compression.
- backend update from Raze.
- fixed: The scale vector for detail maps was not passed to the shader.
- fixed: The flags for texture colorization were not passed to the backend.
- fixed: The scissor rectangle must be clipped to the upper left edge of the screen.
- fix missing terminator in vk_shader.cpp on #ifdef guarded line.
- made the new Build light mode operational