This thread will contain all pre-release builds for 5.0.0 and will be updated when new ones are available.
Current Version: Release Candidate 3
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Pre-release Changelog
Spoiler: Changes from RC1
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It was, mostly to make the option in the launcher simpler, but it can be added back before release if needed. We'll just keep the launcher one for the hardware renderer which is probably what most people associate the feature with.Gothic wrote: Thu Jul 30, 2026 5:47 pm Was the option to enable dynamic lighting on software and hardware renders separately removed? I like to keep them on on hardware rendering but not on software.
Admittedly I don't think many of us play Legacy of Rust, but if people report it, we'll get it fixed for the full release.Faceman2000 wrote: Fri Jul 31, 2026 9:51 pm ID24Tyrants are still borked and still break Map14 of Legacy of Rust. The Boss variants respawn on all difficulties and they are unable to infight properly with the Cyberdemon. This should really be fixed before a full release since LoR is an official release and has been out for two whole years now.
r_dynlights now affects both. Software lights are still available.Delfino Furioso wrote: Sat Aug 01, 2026 6:35 am question is: on sw renderer, are dynlights still available? haven't had the chance to try
Haven't looked too much into it, but I am interested in checking out Zandronum's lumps at some point for compatibility reasons.Ultimate Freedoomer wrote: Wed Aug 05, 2026 9:56 am Now that we have proper working multiplayer, is there a chance we’ll see support for the SKININFO lump integrated?
GZDoom already used multiple threads for what it could (i.e. BSP traversal) in the hardware renderer. Any more is not possible at all with OpenGL due to its very poor design and would require UZDoom to go Vulkan-only.Ultimate Freedoomer wrote: Wed Aug 05, 2026 1:01 pm Any chance we might see multicore rendering added down the line? VKDoom & Rum-&-Raisin Doom could be used as a reference for the code for it, & it would help the lag issues that the OpenGL & Vulkan renderers have
Probably best for a fork that's whole job is getting rid of OpenGL for Vulkan since Compatibility is still the main focus going forward in UZDoom.phantombeta wrote: Wed Aug 05, 2026 4:02 pmGZDoom already used multiple threads for what it could (i.e. BSP traversal) in the hardware renderer. Any more is not possible at all with OpenGL due to its very poor design and would require UZDoom to go Vulkan-only.Ultimate Freedoomer wrote: Wed Aug 05, 2026 1:01 pm Any chance we might see multicore rendering added down the line? VKDoom & Rum-&-Raisin Doom could be used as a reference for the code for it, & it would help the lag issues that the OpenGL & Vulkan renderers have
I'd argue that a lot of the Zandronum-exclusive features should be ported at some point (though some won't be necessary like ACS Event Scripts, Announcers, etc since ZScript and ACS can already replicate them) things like relevant actor parameters (i.e CLIENTSIDEONLY), but top priority should be focusing on Doomseeker support.Ultimate Freedoomer wrote: Wed Aug 05, 2026 9:56 am Now that we have proper working multiplayer, is there a chance we’ll see support for the SKININFO lump integrated?