Fixed WalkStepTics & RunStepTics in terrain parser
Interpolate non-Burn screen wipes
Added LookForEnemiesEx() for returning all enemies in an area. (#2753)
fix and re-enable non-player sector damage logic from 4.13.0
Added (SPF_)STRETCHPIXELS.
Add manual config saving to CVar struct
allow getting checksum for current map
FOV scales ortho up to 180 degrees
do not open resource files from non-open file readers.
source made FCommandLine::operator[] return a const char * and fixed two places where this triggered a compile error.
Move no-mipmapping from actor renderflag/particle flag, to a material property in GLDEFS, where it makes more sense. The feature was introduced in the short-lived engine version of 4.13 which was deemed too broken and needed to be replaced with a newer version anyway, so might as well perform an API-breaking change at this point in time. Note that this currently only works for sprites (its primary targeted use case) -
walls, flats and models can be patched in later.
fixed UMAPINFO's label field to allow 'clear' as argument.
time footsteps with duration of movement, not with actor age
make sure WalkStepTics and RunStepTics read ints, not floats
Add velocity/distance based footsteps
add CVar to control footstep volume
change order for Kex edition wads to appear last since they were most recent
Clarify default value for useowncolors
Do a check if a local variable exceeds the available stack space.
Check array size for overflow.
cap the size of the string copy calls in LevelStatEntry()
add set/get plane reflectivity
Reduce number of multiply ops per frame and increase x-axis clipper range for orthographic projection.
Allow using `Self` as the class name in the default block to refer to the current class
Fixed STRETCHPIXELS flag not being exposed.
Added net id functions for ACS
Moved Actor TID selector out of header
fixed the particle replacement code.
Reworked player loading
Limiting r_radarclipper effect to Out-of-Bounds viewpoints only. Opens the possibility of leaving it true by default in the future.
Fixed startpos not saving
Added OrthographicCamera actor. Arguments are: - 0: Offset. This pushes the camera further away, going behind the camera. Default is 1.0 (converted to negative - the value cannot go lower than that).
Fixed crash on functions with missing return values
Fixed CreateCopy being broken on HexenArmor
add automap default markers for all games (can be overridden)
added constants for the most recently added level flags
Add missing CHANF_ constants and fix the styling of the comments for better readability
don't fudge light position out of the floor for +NOINTERACTION actors
Allow property-less flagdefs for non-actors
Compress visualthinker bools into a flags field
visualthinkers: move crucial functions out of Tick, so that light custom tick overrides can be done without calling super.Tick for non-moving visualthinkers
serialize animData, update subsector on deserialize
export UpdateSpriteInfo
Updated packet handling
Fixed static error for SendConAck
Added stubs for NetClose on other platforms
Port NCMD_EXIT to i_net file
Removed network message entirely
Added CRandom functions
Added RNG snapshotting for predicting
Reworked FRandom constructors
Discs no longer blast players with collision disabled
Allow easier piece weapon replacing
Fix and restrict level postprocessor instance
Fixed view for frozen players
Added WorldHitscanFired and WorldHitscanPreFired (#2432)
Fixed poison not clearing on revive
Fixed missing checks in P_TestMobjZ (#2827)
contain the statnum hack for visual thinkers on the game side.
removed -hashfiles after finding out it had been broken for an extended time period.
Improved "respawn where died" functionality (#2831)
Add new SBARINFO top level "AppendStatusBar", allowing for extra SBARINFO code to be added to custom SBARINFO definitions.
make if-checks for AppendStatusBar consistent with Zandronum implementation
Fixed bouncing on 3D floors (#2835)
Bandaid fix for 3D floor collision detection in traces
Fixed incorrect autooff behavior on ceiling bounce (#2837)
Add WorldRailgunPreFired for railgun attacks and Add WorldRailgunFired
Fixed angleOffsetTargets not being initialized
Added ripper damage logic to DoMissileDamage
Various bouncing fixes
Fixed A_SprayDecal not working on 3D floors
Fix M_SaveBitmap stream buffer size
allow forks to set OPTIONALWAD to (null) to disable searching for it.
remove version check for array type fix, to prevent crashes/etc with bad types
remove "DECORATE" from error string
Fix damage being skipped for spectral puffs
Last edited by Rachael on Thu Dec 19, 2024 5:27 pm, edited 1 time in total.
The download page on zdoom.org still shows 4.13.2. https://i.imgur.com/zf9jdMv.png
EDIT: I see right now only Windows build exists...so it make sense if waits until later when other builds to be complied.
They should. Basically, when given the final assembled weapon instead of checking the exact defined weapon it'll now check if it has a valid replacement. This means if your custom weapon pieces were only there to give it a new replacement class type, they can be removed since the replaces on the weapon class itself will now correctly replace it.
Boondorl wrote: ↑Wed Dec 18, 2024 4:36 pm
They should. Basically, when given the final assembled weapon instead of checking the exact defined weapon it'll now check if it has a valid replacement. This means if your custom weapon pieces were only there to give it a new replacement class type, they can be removed since the replaces on the weapon class itself will now correctly replace it.
thanks, so 1.14.0 update mean "you don't need to replace pieces, you only need to replace final weapon"
Here are some of the highlights of this patch I personally think are worth pointing out:
Innumerable amounts of fixes for bouncing projectiles. Not doing damage when bouncing off tops/bottoms of Actors, incorrectly bouncing off 3D floors, certain flags like THRUGHOST not working, incorrect bouncing behavior on ramps, etc. have all been fixed. These should now act much more like you'd expect them.
Fixes for hitscans going through certain 3D floors. The infamous ramp in Kinzie's test map now works.
Random seeds are now networked, removing one of the biggest barriers to creating mods for online play. A new set of functions, the CRandom() functions, have been added to allow for true clientside seeds. No more worrying about identifier clashes between ui and play scope on this front.
Sector damage for monsters.
Manual configuration saving so cvars can be updated immediately instead of relying on the application being closed correctly. This makes storing data between sessions much more stable.
Various improvements to the new terrain footstep behavior.
self can now be used in place of the class name when defining custom properties in the default block. This makes default properties in mixins possible since they can just use self.property to define things.
Things can be fetched by network id from ACS. This essentially allows for Actor pointers and they can even be picked out individually from TID iterators.
A long lost feature, preserving player data regardless of join order when loading a game online, has been fixed. Now players can join in whatever order they'd like and assuming they have the same name, their data will be correctly matched to them (otherwise it's still first come first serve).
Particle replacing now works correctly. If you know you know.
Ever have the compiler mysteriously crash when loading your mod? Chances are it's because you forgot a return value. This has finally been fixed and now it'll tell you where the error is instead of peacing out.
Hitscans now work against SPECTRAL things (whoa, improved Strife support in 2024?).
WorldHitscanFired/Prefired functions. Bullets are now way easier to intercept allowing for mods that e.g. replace hitscan attacks with projectiles without having to replace everything.
And of course, a bunch of other small fixes and quality of life changes.
Floor damage for monsters doesn't sound right with no features in the AI code to recognize and evade such places.
That reminds me a bit of Quake 2 where enemies stupidly run into lasers, getting themselves killed although by all accounts they should never have gotten close to that point.
Personally, I'd see it as more of a feature to be used as part of a bigger project. e.g. a mod with intelligent enemies that you give some way of avoiding certain floor types or something.