GZDoom 3.2.2 Released

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GZDoom 3.2.2 Released

Postby Rachael » Sat Dec 02, 2017 7:11 pm

Notable features:
  • new timer code, GZDoom now appears a lot smoother in interpolated frames
  • more bugfixes, including some for non-Windows platforms
  • improve speed for ARMv7 processors by setting tuning options to the Cortex-a7 CPU (for Raspberry Pi 2)
  • Several ZScript extensions and fixes
  • Improved OpenGL profile selection on Linux
  • Rather than giving version info, GZDoom now displays the name of the game you are currently playing in the window title. This can be disabled via i_friendlywindowtitle


More complete changelog:
  • add new ice shards for frozen actors exploding (without hexen), removed zd_extra version
  • new grenade sprites
  • added 'classicflight' user cvar which allows players to move forward laterally rather than according to their pitch. (Works like Heretic/Hexen/Duke3D/etc)
  • fixed out of bound read in zip file loader
  • added ability to get texture name from script
  • fix non-portable usage of __solaris__ preprocessor definition
  • added zscript functions GetBool() and SetBool() to CVar class
  • Made dynamic array's Find() and Max() functions constant
  • improve speed for ARMv7 processors by setting tuning options to the Cortex-a7 CPU (for Raspberry Pi 2)
  • exposed string split functionality to ZScript
  • added Wads.FindLump() to zscript
  • added Wads.ReadLump() to zscript
  • Added Wads.CheckNumForFullName() to ZScript
  • Extended String.LastIndexOf() with endIndex parameter (zscript)
  • Added implicit scope for if/else, while and do/while statements in ZScript
  • Scope is added only for variable or constant definition so it will no longer leak to outer scope
  • Added runtime check for negative array indices in VM
  • Extended LineAttack() with offsets and new flags
  • Improved OpenGL profile selection in SDL backend
  • fixed: put limits on A_SoundVolume
  • added latching CVARs to CVARINFO
  • game timer now uses performance counters and only calculates values once per frame
  • force rebuild nodes for doom e1m6 - fixes a clipping issue with a certain door closed
  • fixed return state of player entered event
  • exported P_Thing_Warp to ZScript
  • put in timer resets in the shader system to reduce the effects of running GZDoom too long and the timers losing precision
  • also reset shader timers when a new level is started
  • Fixed detection of the first entry from internal IWADINFO
  • Fixed applying of brightmaps to overridden textures
  • fixed: Made shader targets not case sensitive
  • fixed bad use of FScanner::GetNumber and GetFloat in code inherited from ZDoomGL. This could lead to bad error messages if some malformed definitions were used.
  • Rather than giving version info, GZDoom now displays the name of the game you are currently playing in the window title. This can be disabled via i_friendlywindowtitle

  • downloads are removed since this release had issues
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Re: GZDoom 3.2.2 Released

Postby Major Cooke » Sat Dec 02, 2017 8:38 pm

Couple quick notes in particular to clarify:

  • You can now assign skins defined in TEXTURES lump to models.
  • 35 tics now actually is 1 whole second. Means the game is just a little bit slower, but now it's spot on 1 second, not 0.98... seconds
Last edited by Major Cooke on Sat Dec 02, 2017 9:42 pm, edited 1 time in total.
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Re: GZDoom 3.2.2 Released

Postby Rachael » Sat Dec 02, 2017 8:45 pm

Can you confirm that first point? This was compiled off of the maint3_2 branch which had some fairly conservative pulls (at least until I did the timer branch merge) - I am not sure that was included.
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Re: GZDoom 3.2.2 Released

Postby Major Cooke » Sat Dec 02, 2017 9:33 pm

...Fuck.

added ability to get texture name from script
I thought that was corresponding with it. Taking another look into it, it indeed is not there... :(

This commit is missing from the maint branch indeed.
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Re: GZDoom 3.2.2 Released

Postby Blue Shadow » Sat Dec 02, 2017 9:41 pm

Rachael wrote:Notable features:
  • new timer code, GZDoom now appears a lot smoother in interpolated flames

I think you mean "frames", here, not "flames". :P
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Re: GZDoom 3.2.2 Released

Postby Rachael » Sat Dec 02, 2017 9:45 pm

Blue Shadow wrote:I think you mean "frames", here, not "flames". :P

My ability to type without typos went down in flames. :)
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Re: GZDoom 3.2.2 Released

Postby _mental_ » Sun Dec 03, 2017 2:02 am

A must have fix is missing from maint3_2 branch. Without it Linux and macOS builds are not usable at all.
Should we merge it in and change the existing tag? Or should we make a new tag like 3.2.2a? In any case, how about Windows version?
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Re: GZDoom 3.2.2 Released

Postby Rachael » Sun Dec 03, 2017 2:35 am

We can do 3.2.2a. While we're at it, we might as well pull in the models texman fix, too, since that was missing also.

Are there any others we should have?

In general I don't like destroying or moving tags if they've been out for any length of time, but that's more of a philosophical thing than a hard line rule. Either way, we're going to have to name it something other than 3.2.2 (but we can still release it in this topic, and make these 3.2.2's unavailable).
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Re: GZDoom 3.2.2 Released

Postby Graf Zahl » Sun Dec 03, 2017 2:53 am

I'd suggest to also merge yesterday's UTF-8 printing thing and call it 3.2.3. In the past there have also been point releases after one day because some small but critcal thing went wrong.

There's also a few more recent commits that only fix bugs but didn't get merged. I'll have a quick look and report back.
Last edited by Graf Zahl on Sun Dec 03, 2017 3:06 am, edited 2 times in total.
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Re: GZDoom 3.2.2 Released

Postby Rachael » Sun Dec 03, 2017 3:00 am

We can do that, but compile needs to be fixed on Linux and Mac, first. Once those fixing commits appear, I'll do a mass cherry-pick and put them on top.

Acknowledged on the 3.2.3 thing.
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Re: GZDoom 3.2.2 Released

Postby Graf Zahl » Sun Dec 03, 2017 3:06 am

I tried to merge some stuff I thought would make sense. Some commits give really strange errors for me and I have no idea why.
Overall, I'd rather do a new version off master but then the unfinished model code for the software renderer gets in the way. So how about disabling that part entirely for now and just make a release off master?
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Re: GZDoom 3.2.2 Released

Postby _mental_ » Sun Dec 03, 2017 3:08 am

I'm working on fixing build for OSes other than Windows.
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Re: GZDoom 3.2.2 Released

Postby Rachael » Sun Dec 03, 2017 3:09 am

dpJudas already disabled it yesterday. Should we do a new maint branch, then?

Graf Zahl wrote:Some commits give really strange errors for me and I have no idea why.

A lot of commits depend on other commits that were not present in the 3.2.1 release.
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Re: GZDoom 3.2.2 Released

Postby _mental_ » Sun Dec 03, 2017 3:56 am

Now all platforms should work. Will do better fixes a bit later.
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Re: GZDoom 3.2.2 Released

Postby Graf Zahl » Sun Dec 03, 2017 3:57 am

I think under these circumstances it would be best to reset maint to the current master because getting everything into the current maint branch might be too much of a hassle.
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