GZDoom 3.2.2 Released
Posted: Sat Dec 02, 2017 6:11 pm
Notable features:
More complete changelog:
- 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