GZDoom 3.7.2 Released

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GZDoom 3.7.2 Released

Postby Graf Zahl » Sun Jan 20, 2019 2:31 pm

Notice: This release has been split into two. There is now a "modern" version and a "vintage" version, for older hardware. More info can be found here.

Please note that the survey is currently closed. GZDoom 3.7.2 does not include the survey code that 3.5.0 did.


Download (Modern, OpenGL 3.3 and higher)

Download (Vintage, OpenGL 2.x)

Highlights
  • resolution selector now sets to auto detected resolution at startup, no longer uses entries from the config file
  • committing a scaling change for fullscreen sets scaling to 1.0 to guarantee the selected number of pixels are actually used
  • add 4k UHD resolution to presets
  • More Bug Fixes


Details
  • fixed: ScriptUtil.PlayerAmmo must be declared static.
  • modify the wording in the preset scaling menu to imply that all it does is pixel scaling, not change the actual screen resolution
  • resolution selector now sets to auto detected resolution at startup, no longer uses entries from the config file
  • committing a scaling change for fullscreen sets scaling to 1.0 to guarantee the selected number of pixels are actually used
  • add 4k UHD resolution to presets
  • fix spacing on one of the resolution preset entries
  • fixed: The rail attack only considered the puff's decal if it had ALWAYSPUFF set.
  • reverted GME Kss_Cpu.cpp to previous version (Update to GME 0.6.2 broke playback of MSX .kss files)
  • applied proper scaling type to font textures
  • fixed: application of fake contrast should never result in a light level of 0 unless the sector's own light level is 0.
  • normalize the pitch in ACS's SetActorPitch.
  • fixed: TVector3::Pitch() got the sign inverted.
  • workaround MSVC 2015 code generation issue, x64 only (With optimization turned on illegal instructions were generated for turbo CVAR handler function)
  • workaround code generation issue in PlayerPawn.FindMostRecentWeapon()
  • fixed default alpha for sector colors
  • fixed disappearing inventory after morphing pickup
  • fixed potentially missing event handlers
  • fixed wrong self type in Array.Resize()
  • unary minus operator propagates boolean operand to integer
  • fixed script line numbers after multi-line raw string literal
  • fixed incompatible commit.
  • fixed condition to produce blood splatter during line attack
  • relaxed caller type check for states modified by Dehacked
  • fix black cam texture on HUD
  • fix null pointer crash
  • Make LevelLocals::ExecuteSpecial return int
  • Fix return value of native BuiltinCallLineSpecial
  • Fixed multidimensional array definitions.
  • increased range of valid sound positions and velocities
  • Move receiver NULL check above the orresult check (#695) - This is to prevent a VM abort from happening here if orresult is false.
  • Fixed Thing_ProjectileAimed being broken.
    • It was calling the fallback aiming in the wrong place when it should have been outside the speed check.
    • Credit to _mental_ for the base code, but no gotos involved.
  • fixed the direct native variant of DynamicLight.SetOffset.
  • fixed: The player sound lookup would fail if a sound was only available for the last gender in the list. (This is an ancient bug, but it never registered before - only after making 'other' the default gender for nonsense input it became apparent.)
  • Default gender for sound classes should be male and not other since it could be undefined in SNDINFO.
  • fixed A_Chase default detection.
  • Add missing screenshot sRGB gamma when vid_hdr is active
  • Fixed: NODAMAGE was not accounted for with pain.
  • added missing range checks to level compatibility handler
  • force CMake to use internal asmjit. I left it in a state so that it can easily be changed back in the future.
  • fix Unix builds without backtrace functions in their libc
    • backtrace functions are not present in all libc implementations. Cmake has
      module to add external libraries into build if needed so use it to fix build on
      Unix systems without backtrace in libc.
  • Fix A_CustomBulletAttack's spawnofs_xy parameter
  • Since GetParentAmmo is now virtual, BackpackItem and the "give ammo" cheat should call GetParentAmmo to determine base ammo classes.
  • fixed memory leaks in network code.
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Graf Zahl
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Re: GZDoom 3.7.2 Released

Postby Csonicgo » Sun Jan 20, 2019 4:11 pm

Does this include a fix for building for ASM targets?
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Re: GZDoom 3.7.2 Released

Postby Enjay » Sun Jan 20, 2019 5:11 pm

Lots of really important fixes here: a power of work in a relatively short space of time. Thank you. :D
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Re: GZDoom 3.7.2 Released

Postby Rachael » Mon Jan 21, 2019 1:04 am

All platforms uploaded now.
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Re: GZDoom 3.7.2 Released

Postby Armaetus » Mon Jan 21, 2019 1:44 am

Oh nice, a new version. Thank you.
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Graphics Processor: ATI/AMD with Vulkan Support

Re: GZDoom 3.7.2 Released

Postby Marrub » Mon Jan 21, 2019 11:46 pm

The downloads page on the main site hasn't been updated yet.
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Re: GZDoom 3.7.2 Released

Postby Blue Shadow » Tue Jan 22, 2019 10:50 am

Marrub wrote:The downloads page on the main site hasn't been updated yet.

It should be now.
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Re: GZDoom 3.7.2 Released

Postby zhadoom » Mon Feb 04, 2019 11:13 am

Thanks a lot!
:D
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