- Exhumed: do raw serialization of FreeListArray.
- SW: fixed coolie death animation.
- Blood: fix ammo count for 2 items.
- Don't inline `M_Calloc()` calls because GCC is shit.
- Duke/RR: fixed player dying when falling from great heights while god mode being on.
- Duke: Remove `incur_damage()` from dispatcher.
- Duke: Use `checkp()` in `ParseState::parse()` to remove some duplicated code.
- gave translations a dedicated scripted type.
- Exhumed: Return early in `movesprite()` if the actor's sector is null.
- Exhumed: fix handling of angles for the queen's eggs when colliding with a wall.
- Exhumed: Clean up push factor in `runlist_CheckRadialDamage()` for players.
- Exhumed: Always perform a range check on a sequence's length.
- Exhumed: fixed radial damage push factor.
- Exhumed: sanitize stupid implementation of UpdateEnemy and fixed bad use of it for the queen's eggs.
- Consolidate Exhumed's `nCamerapos` and SW's `DSWPlayer::si` into something inside `DCorePlayer`.
- bumped minimum OS version to 10.13 in .plist file
- Blood: draw the powerup overlay on the alt HUD as well.
- Duke: fixed breakable ceilings.
- renamed $conreserve to $resourceid.
- added some awful hackery to handle the different offsetting of Blood's native voxels vs. those imported via .DEF.
- Make some utilities in `vectors.h` available as constexpr.
- Duke: fixed bad loop index in gamevar init code.
- cleaner handling of SW's panel sprites
- Base all player structs on a common base class.
- initial script exports for Blood, including some static data tables
- retrieve time in fillSummary.
- move kill/secret management into the shared code
- moved all Is***Sprite function to animatesprite.cpp because that's the only place they still get used from.
- Blood: get rid of the mirror struct and related data. This is a relic of Polymost.
- renamed atfields in gib.cpp
- took a hint from Blood-RE and replaced that awful reconstructed sorting function with the qsort call it most likely originally was.
- consider swvoxfil.txt a known name for SW mods.
- Duke: Fixed WT fallback for classic sounds in cases the user data does not exist.
- fixed clipping range of artificially split sectors.
- Exhumed: fixed sprite positioning issues
- Vulkan backend updated.
- zlib replaced with miniz.
- FileReader is now 64 bit capable.
- jpeg replaced with stb-image.
- fix incomplete palette generation for paletted rendering.
- added new Zoom variants of DukeDC and Vacation add ons.
- added WebP and QUI image support
- added missing cyrillic у (small U) for Blood's SmallFont
- fixed broken character fallback for cyrillic T.
- consolidated the 4 ReadSound functions.
- controller handling improvements
- use stb_sprintf.
- cleanup on the sound init code.
- macOS version detection overhaul.
- SW: remove redundant ; in sector object serializer.
- RRRA: Mama Jackalope's poison cloud did no damage
- -fixed: tilenum 0 is a valid image for flat and wall sprites.
- Blood: fixed bad scaling in viewBurnTime.
- RR: spawn the correct player class.
- remove lots of unneeded SAVE_CODE and SAVE_DATA declarations.
- SW: migrate state functions to the VM.
- give SW's sounds proper names and move their definition out of the EXE.
- fix crash in RR when dying with an item-less weapon.
- NOSHADOW flag.
- fixed missing handling for BADGUYSTAYPUT flag.
- fixed: The MVE player ignored the initial sound playing state.
- Duke: for camera textures, set `display_mirror` to 2, not 1.
- Blood: clear gHitInfo when starting a level.
- Duke: clear resource ID when setting up the original sounds for World Tour.
- Duke/RR: Use the exact same trajectory for autoaiming and the actual attack hitscan for the pistol.
- Duke: Allow view tilting for RRRA vehicles on separate CVAR.
- Duke: Convert RRRA's vehicle HUD tilting to a DAngle.
- Allow roll input through the packet system, giving us 6DOF for VR usage, etc.
- check for NOGRAVITY in 'fall'.
- only declare the weapon gamevars for WW2GI.
- made fallspecial game independent and eliminated all the wrapping and callback weirdness with fall.
- clean out RRRA move flags in the CON parser for the other games.
- added map flags to enable RR's special sector types in Duke as well.
- use the symbolic constants for ST_160 and ST_161 in the last remaining places where they hadn't been put before.
- eliminated lots of direct tile references in spawn() calls.
- Exhumed: Change formula for `cl_exviewtilting 2`.
- Exhumed: Move `UpdateCreepySounds()` into `MoveThings()` so its processing time can be clocked.
- Exhumed: Move `bobangle` global into Player struct.
- Exhumed: Move `updatePlayerTarget()` call back to main ticker loop.
- Exhumed: Setup detection for Steam version.
- Exhumed: Sequence refactor
- Duke: fixed hitscan spread for enemies
- Add more GOG registry search paths
- Blood: display the charge meter for the dynamite also on the alternative HUD.
- renamed temp_data[0] to 'counter' and map temp_data[5] to the now free temp_data[0].
- migrate all script related info to the data stored in the actor classes.
- added the action, move and ai properties.
- got rid of the g_t pointer in the CON interpreter.
- moved actioncounter and curframe to a dedicated variable.
- refactored AI storage as well to not use ScriptCode anymore.
- moved 'move' data out of the ScriptCode array as well.
- moved actions out of the ScriptCode array and gave them a dedicated struct with meaningful member names.
- Exhumed: don't pass uninitialized data to the sound engine.
- Duke: fixed pitch calculation for explosion sounds.
- validate statnum before spawning an actor.
- Blood: fixed bad damage scaling in ConcussSprite
- cleaned up Duke's very broken kill count system.
- fixed swapped language IDs for Norwegian and Dutch.
- Allow disabling of level start/end cutscenes if a user desires.
- Update player camera angles right before drawing a frame.
- Move `invertmouse` CVARs into common code.
- Blood: Fix missing input bit in `GameInteface::reapplyInputBits()`.
- Duke/RRRA: Fix HUD tilting when reversing motorcycle backwards.
- Ensure `GameInput::Clear()` clears the entire object.
- Don't loop through all joystick axes and zero them in `I_GetAxes()`.
- Only scale the mouse input in `GameInput::processMovement()`, where it's needed.
- Remove `GameInterface::getConsoleAngles()`, it's not needed anymore.
- Make `scaleAdjust` a float since it's what's needed anyway.
- Internalise `InputPacket` used in movement functions.
- Move all mouse handling into `GameInput` class.
- Initial conversion of game input into class `GameInput`.
- Relocate `processCrouchToggle()`.
- Rearrange bools in `processVehicleInput()`.
- Move `PlayerAngles` constants into the class.
- make RR's ingame thunder effect not depend on having seen one specific texture.
- Exported all of Duke's actors
- Exhumed: Backup actor location in `BuildAnubis()`.
- Exhumed: Rename last argument in `seq_MoveSequence()` to `nFrame`.
- Duke: Ensure we backup player angles and not just pos when loading a save.
- Blood: Fix potential null actor access in `gi->CanSave()`.
- Duke: Fix potential null actor access in `gi->CanSave()`.
- Remove backend crouch toggle solution redeploy with Duke/Exhumed/Blood using new `ESyncBit` bit.
- Inline the remainder of `InputState` methods.
- Move remaining mouse CVARs from `inputstate.cpp` to `gameinput.cpp`.
- Move `HIDInput` struct from `inputstate.h` to `gameinput.h`.
- Use an `FVector2` inside `HIDInput`.
- Eliminate the duplicate mouse storage since we have things in the right spot now.
- Move all mouse CVARs from `inputstate.cpp` to `gameinput.cpp`.
- Move remaining CCMDs and non-inputstate related items to `gameinput.cpp`.
- Stop passing `inputBuffer` around within gameinput.cpp since everything's local now.
- Move `ApplyGlobalInput()` into `gameinput.cpp`.
- Make the turbo turn functions static within `gameinput.cpp`.
- Move Duke's vehicle input processor into `gameinput.cpp`.
- Duke: Make vehicle input code work generically for possible reusage.
- Duke: Merge vehicle input code into one function.
- Duke: Move RRRA vehicle tilting out of the input code and into the playsim.
- Remove the mouse input negation out of the event handler.
- Remove now-unneeded inline wrapper `getHidInput()`.
- Recover two `ESyncBit` values for other uses.
Raze 1.8.1 released
Moderator: GZDoom Developers
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- Lead GZDoom+Raze Developer
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Raze 1.8.1 released
Download (OpenGL 3.3/OpenGL ES 2.0 and higher required)
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Re: Raze 1.8.1 released
The Downloads page at raze.zdoom.org still points at 1.7.1 as the latest version.
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