Raze 1.8.1 released

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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48989
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Raze 1.8.1 released

Post by Graf Zahl »

Download (OpenGL 3.3/OpenGL ES 2.0 and higher required)
  • Exhumed: do raw serialization of FreeListArray.
  • SW: fixed coolie death animation.
  • Blood: fix ammo count for 2 items.
  • Don't inline `M_Calloc()` calls because GCC is shit.
  • Duke/RR: fixed player dying when falling from great heights while god mode being on.
  • Duke: Remove `incur_damage()` from dispatcher.
  • Duke: Use `checkp()` in `ParseState::parse()` to remove some duplicated code.
  • gave translations a dedicated scripted type.
  • Exhumed: Return early in `movesprite()` if the actor's sector is null.
  • Exhumed: fix handling of angles for the queen's eggs when colliding with a wall.
  • Exhumed: Clean up push factor in `runlist_CheckRadialDamage()` for players.
  • Exhumed: Always perform a range check on a sequence's length.
  • Exhumed: fixed radial damage push factor.
  • Exhumed: sanitize stupid implementation of UpdateEnemy and fixed bad use of it for the queen's eggs.
  • Consolidate Exhumed's `nCamerapos` and SW's `DSWPlayer::si` into something inside `DCorePlayer`.
  • bumped minimum OS version to 10.13 in .plist file
  • Blood: draw the powerup overlay on the alt HUD as well.
  • Duke: fixed breakable ceilings.
  • renamed $conreserve to $resourceid.
  • added some awful hackery to handle the different offsetting of Blood's native voxels vs. those imported via .DEF.
  • Make some utilities in `vectors.h` available as constexpr.
  • Duke: fixed bad loop index in gamevar init code.
  • cleaner handling of SW's panel sprites
  • Base all player structs on a common base class.
  • initial script exports for Blood, including some static data tables
  • retrieve time in fillSummary.
  • move kill/secret management into the shared code
  • moved all Is***Sprite function to animatesprite.cpp because that's the only place they still get used from.
  • Blood: get rid of the mirror struct and related data. This is a relic of Polymost.
  • renamed atfields in gib.cpp
  • took a hint from Blood-RE and replaced that awful reconstructed sorting function with the qsort call it most likely originally was.
  • consider swvoxfil.txt a known name for SW mods.
  • Duke: Fixed WT fallback for classic sounds in cases the user data does not exist.
  • fixed clipping range of artificially split sectors.
  • Exhumed: fixed sprite positioning issues
  • Vulkan backend updated.
  • zlib replaced with miniz.
  • FileReader is now 64 bit capable.
  • jpeg replaced with stb-image.
  • fix incomplete palette generation for paletted rendering.
  • added new Zoom variants of DukeDC and Vacation add ons.
  • added WebP and QUI image support
  • added missing cyrillic у (small U) for Blood's SmallFont
  • fixed broken character fallback for cyrillic T.
  • consolidated the 4 ReadSound functions.
  • controller handling improvements
  • use stb_sprintf.
  • cleanup on the sound init code.
  • macOS version detection overhaul.
  • SW: remove redundant ; in sector object serializer.
  • RRRA: Mama Jackalope's poison cloud did no damage
  • -fixed: tilenum 0 is a valid image for flat and wall sprites.
  • Blood: fixed bad scaling in viewBurnTime.
  • RR: spawn the correct player class.
  • remove lots of unneeded SAVE_CODE and SAVE_DATA declarations.
  • SW: migrate state functions to the VM.
  • give SW's sounds proper names and move their definition out of the EXE.
  • fix crash in RR when dying with an item-less weapon.
  • NOSHADOW flag.
  • fixed missing handling for BADGUYSTAYPUT flag.
  • fixed: The MVE player ignored the initial sound playing state.
  • Duke: for camera textures, set `display_mirror` to 2, not 1.
  • Blood: clear gHitInfo when starting a level.
  • Duke: clear resource ID when setting up the original sounds for World Tour.
  • Duke/RR: Use the exact same trajectory for autoaiming and the actual attack hitscan for the pistol.
  • Duke: Allow view tilting for RRRA vehicles on separate CVAR.
  • Duke: Convert RRRA's vehicle HUD tilting to a DAngle.
  • Allow roll input through the packet system, giving us 6DOF for VR usage, etc.
  • check for NOGRAVITY in 'fall'.
  • only declare the weapon gamevars for WW2GI.
  • made fallspecial game independent and eliminated all the wrapping and callback weirdness with fall.
  • clean out RRRA move flags in the CON parser for the other games.
  • added map flags to enable RR's special sector types in Duke as well.
  • use the symbolic constants for ST_160 and ST_161 in the last remaining places where they hadn't been put before.
  • eliminated lots of direct tile references in spawn() calls.
  • Exhumed: Change formula for `cl_exviewtilting 2`.
  • Exhumed: Move `UpdateCreepySounds()` into `MoveThings()` so its processing time can be clocked.
  • Exhumed: Move `bobangle` global into Player struct.
  • Exhumed: Move `updatePlayerTarget()` call back to main ticker loop.
  • Exhumed: Setup detection for Steam version.
  • Exhumed: Sequence refactor
  • Duke: fixed hitscan spread for enemies
  • Add more GOG registry search paths
  • Blood: display the charge meter for the dynamite also on the alternative HUD.
  • renamed temp_data[0] to 'counter' and map temp_data[5] to the now free temp_data[0].
  • migrate all script related info to the data stored in the actor classes.
  • added the action, move and ai properties.
  • got rid of the g_t pointer in the CON interpreter.
  • moved actioncounter and curframe to a dedicated variable.
  • refactored AI storage as well to not use ScriptCode anymore.
  • moved 'move' data out of the ScriptCode array as well.
  • moved actions out of the ScriptCode array and gave them a dedicated struct with meaningful member names.
  • Exhumed: don't pass uninitialized data to the sound engine.
  • Duke: fixed pitch calculation for explosion sounds.
  • validate statnum before spawning an actor.
  • Blood: fixed bad damage scaling in ConcussSprite
  • cleaned up Duke's very broken kill count system.
  • fixed swapped language IDs for Norwegian and Dutch.
  • Allow disabling of level start/end cutscenes if a user desires.
  • Update player camera angles right before drawing a frame.
  • Move `invertmouse` CVARs into common code.
  • Blood: Fix missing input bit in `GameInteface::reapplyInputBits()`.
  • Duke/RRRA: Fix HUD tilting when reversing motorcycle backwards.
  • Ensure `GameInput::Clear()` clears the entire object.
  • Don't loop through all joystick axes and zero them in `I_GetAxes()`.
  • Only scale the mouse input in `GameInput::processMovement()`, where it's needed.
  • Remove `GameInterface::getConsoleAngles()`, it's not needed anymore.
  • Make `scaleAdjust` a float since it's what's needed anyway.
  • Internalise `InputPacket` used in movement functions.
  • Move all mouse handling into `GameInput` class.
  • Initial conversion of game input into class `GameInput`.
  • Relocate `processCrouchToggle()`.
  • Rearrange bools in `processVehicleInput()`.
  • Move `PlayerAngles` constants into the class.
  • make RR's ingame thunder effect not depend on having seen one specific texture.
  • Exported all of Duke's actors
  • Exhumed: Backup actor location in `BuildAnubis()`.
  • Exhumed: Rename last argument in `seq_MoveSequence()` to `nFrame`.
  • Duke: Ensure we backup player angles and not just pos when loading a save.
  • Blood: Fix potential null actor access in `gi->CanSave()`.
  • Duke: Fix potential null actor access in `gi->CanSave()`.
  • Remove backend crouch toggle solution redeploy with Duke/Exhumed/Blood using new `ESyncBit` bit.
  • Inline the remainder of `InputState` methods.
  • Move remaining mouse CVARs from `inputstate.cpp` to `gameinput.cpp`.
  • Move `HIDInput` struct from `inputstate.h` to `gameinput.h`.
  • Use an `FVector2` inside `HIDInput`.
  • Eliminate the duplicate mouse storage since we have things in the right spot now.
  • Move all mouse CVARs from `inputstate.cpp` to `gameinput.cpp`.
  • Move remaining CCMDs and non-inputstate related items to `gameinput.cpp`.
  • Stop passing `inputBuffer` around within gameinput.cpp since everything's local now.
  • Move `ApplyGlobalInput()` into `gameinput.cpp`.
  • Make the turbo turn functions static within `gameinput.cpp`.
  • Move Duke's vehicle input processor into `gameinput.cpp`.
  • Duke: Make vehicle input code work generically for possible reusage.
  • Duke: Merge vehicle input code into one function.
  • Duke: Move RRRA vehicle tilting out of the input code and into the playsim.
  • Remove the mouse input negation out of the event handler.
  • Remove now-unneeded inline wrapper `getHidInput()`.
  • Recover two `ESyncBit` values for other uses.
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wildweasel
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Re: Raze 1.8.1 released

Post by wildweasel »

The Downloads page at raze.zdoom.org still points at 1.7.1 as the latest version.
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Rachael
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Joined: Tue Jan 13, 2004 1:31 pm
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Re: Raze 1.8.1 released

Post by Rachael »

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