Please do not post bugs or issues in release threads! Click here
Download (OpenGLES 2.0 and higher Highlights:
- Map<K, V> types in ZScript
- Quaternion support for model rotations
- Improved IQM support
Details
- Italian language translation is now complete
- Make the new scaled angle changes at frame rate opt-in behind new flag `SPF_SCALEDNOLERP`.
- Set up interpolated camera angle changes to occur at framerate when all conditions in `P_NoInterpolation()` are met.
- Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.
- Map<K,V> and MapIterator<K,V> for ZScript
- Structified A_SpawnParticle/Ex
- Look up named frames using the Animation ID (if any).
- Allow Disabling of XY Billboard for Particles
- Added Method For Getting Portal Group Count
- Allow Getting Portal Group Offsets
- Fixed A_Changemodel crash from invalid modeldef names
- Fix SNDINFO $rolloff always changing global rolloff
- Fix GC ignoring DynArrays inside fixed Arrays
- AST debug cleanup
- fixed: The raw texture caching in the texture manager did not work. This erroneously checked for FrontSkyLayer.
- Allow assigning IQM frames by animation name plus frame offset.
- Added animation support for OptionMenus
- Fix crash if Animation is not explicitly assigned in MODELDEF.
- internal cleanup of sound code
- allow SNDINFO to declare sound mappings by using 'sound = soundfle' syntax.
- process events every frame as well to ensure that menus can run at any framerate
- Fix incorrect pixelratio handling on rotated models.
- Added Font and TextureID types to Option and Image Scroller items (List items already have these)
- Added "Class" instruction for Image Scrollers
- Added ability for Option items to read in their OptionMenuDescriptor (List and Image Scroller items already have this)
- Added "ForceList" instruction for Lists so that skill, playerclass, and episode menus don't get overridden
- Fix checking of wrong variable in String..Float concatenation
- Clearscoped getters for map data
- CustomMessageBox
- fix colormap remapping when colormap entries may have fullbright entries which should not be considered duplicates
- stop all sound before showing ENDOOM.
- disabled shortcutting the intermission code if no summary screen is wanted. This also disabled all cutscenes being attached to the completed map.
- added 'foreach' loop to ZScript.
- implementation of Quaternion type in ZScript
- GLES: Added IQM bone support.
- SendConsoleEvent function for EventHandlers
- Future-proof particles by resetting them completely when replaced.
- added PlusZ intrinsic to Vector3 and ToVector intrinsic to numeric values. These just mirror features of the internal vector classes.
- added LengthSquared and Angle intrinsics for all vector types, also allow calling VectorAngle with a full vector as a single parameter.
- Add PushSound property and Slide state
- Added PS_REPLACE flag for A_SpawnParticle(Ex). When used, new particles that spawn when the limit is reached will replace the oldest particle.
- add Vector4 to ZScript
- avoid infinite portal recursion.
- fix uncaught exception that rarely occurred with the intermission screen that would vm-abort out from any attempt to enter a level
- Exposed LevelLocals' LookupString functionality
- Improved Slam functionality.
- Normalize angle in AngleToACS. Fixes GetActorAngle returning negative or large values with no range limit.
- Enable ANIMDEFS for particles
- add some more blacklisted cvars to defcvars
- fixed background setup for intermissions to apply tiling only where intended.
- removed the unused BaseBlend* variables and the testblend CCMD.
- added a compile option to fully disable the software renderer. This is mainly for new games which have been designed for hardware rendering.
- add the following command line parameters:
- -noextras: disable loading of any extras (lights, brightmaps, widescreen)
- -nolights: disable loading of lights
- -nobrightmaps: disable loading of brightmaps
- -nowidescreen: disable loading of included widescreen assets
- fixed bad index check in CanWipe. This can be called with index == -1, which should check the first element of the intermission.
- GC: Have a real finalizer stage for destroying objects instead of mixing them in to the sweep stage.
- GC: Base GC rate on a running average of the allocation rate instead of basing it on the amount of time taken since the last sweep started.
- More GC stats for better tweaking.
- added characters U-0404 and U-0490 for Ukrainian language support.
- reworked all accented characters of Doom's SmallFont. Also adding a few new ones that were easy to do
- when converting to a portable install, flag the current session accordingly.
- changed CalculateBones to receive the bone component data directly instead of the owning actor.
- fixed FileExists check for -loadgame. This was done before the current savegame path was known so it always errored out.