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Releases: ZDoom/gzdoom

GZDoom 3.7.1

02 Jan 06:57
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GZDoom 3.7.0

29 Dec 08:26
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GZDoom 3.6.0

12 Oct 04:36
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GZDoom 3.5.1

26 Aug 09:48
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GZDoom 3.5.0

30 Jul 05:13
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GZDoom 3.4.1

16 Jun 20:07
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GZDoom 3.4.0

07 Jun 04:27
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GZDoom 3.3.2

14 Apr 05:48
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Major Highlights

  • Fixed detection of .ipk7 custom IWADs
  • Restored vanilla behavior of lightning for original Hexen
  • Added loading of ZSDF lumps by full paths
  • Disabled the survey code
  • Exported P_ActivateLine() to ZScript along with constants for activation type
  • Increased size of the savegame comment area.

Full List

  • Forbade dynamic array as the return type of a function
  • Fixed detection of .ipk7 custom IWADs
  • Reintroduced discarding of custom IWAD duplicates
  • Updated zlib to 1.2.11
  • Fixed potential crash on usage of Mystic Ambit Incant
  • Fixed crash when vid_setmode CCMD is used from command line
  • Restored vanilla behavior of lightning for original Hexen
  • Fix mid texture rendering for self-referencing sector lines
  • Added zero initialization of implicit dynamic array items
  • Added loading of ZSDF lumps by full paths
  • Added message for absent explicitly referenced dialog file
  • disabled the survey code
  • Exports P_ActivateLine() to ZScript along with constants for activation type
  • Separated P_ActivateLine() ZScript export into two functions, one with and one without a vector parameter
  • Increased size of the savegame comment area

GZDoom 3.3.1

02 Apr 04:19
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Major Highlights

  • Better handling of defaults with some ZScript/DECORATE functions
  • Many bug fixes since 3.3.0

Full List

  • Fixed typo in libOPN error messages
  • ADL&OPN: More setup: Chips count and Volume model
  • Fixed applying of unsafe context in waiting command
  • Fxed sprite having a picnum was not animating its image in the hardware renderer
  • Fixed sidedef's sector and linedef references were writable.
  • Fixed black pixels when subtractive lights are in range for PBR materials
  • Fixed FBuildTexture::CopyTrueColorPixels() returned incorrect transparency information
  • Reverted inconsistent fix for 3D floor that extend into the real sector's floor were not clipped properly
  • Changed the default settings for fluid_patchset, timidity_config and midi_config to point to the default sound font
  • Fixed typo in linetrace flags checking.
  • ADL&OPL: Added a fallback for a blank instruments in GS/XG banks
  • Merged list of video modes for Cocoa and SDL backends
  • ADLMIDI: Update latest update of DMXOPL3 bank
  • Fixed crash when event handler class isn't derived from StaticEventHandler
  • Set more suitable limit for sound velocity validation
  • Fixed the blank banks list of ADLMIDI
  • Fixed infinite loop with None class in random spawner
  • Fixed infinite loop with zero height fast projectile
  • Fixed uninitialized members in DPSprite class
  • Fixed crash on accessing player sprite's state in software renderer
  • Set default for newradius in A_SetSize()
  • Fixed handling of default value in Actor.Vec3Angle()
  • Added ability to load any IWAD without extension
  • Removed check for duplicate IWADs
  • Localize the word “for” in Strife’s trading dialogs
  • Fixed handling of default values in String.Mid()
  • Made all elements of DehInfo and State read-only
  • Fixed excessive growth of ACS string pool

GZDoom 3.3.0

26 Mar 04:09
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ZScript & Mapping Highlights

  • Added dynamic spot lights, configurable in the UDMF map format
  • Exported GetChecksum() function as part of FLevelLocals in ZScript
  • Mod-defined aliases no longer permanently change CVARs
  • Added FriendlySeeBlocks actor property that allows a modder to expand the maximum radius that a friendly monster can see enemies. It's accessible from both ZScript/DECORATE and UDMF
  • Custom submenus are no longer removed from altered protected menu
  • Exported S_GetMSLength() function to ZScript
  • Added GetRadiusDamage() function. It returns the raw calculated explosion damage falloff by distance only
  • Added Screen.getViewWindow() function
  • Exported Trace() interface to ZScript
  • Added TeleportSpecial() as an alias for Teleport() in ZScript to deconflict from Actor.Teleport() function
  • Added Distance2DSquared() and Distance3DSquared() functions
  • Fixed skip_super application for ZScript
  • Split off the interface part of DHUDMessage
  • Exported sector effect pointers
  • Fixed missing pointer assignment on Lighting effect creation
  • Made left button down event available to UI event handler
  • Exported Inventory.AltHUDIcon field to ZScript
  • Added WorldLinePreActivated to override line activation
  • Added DI_MIRROR flag to statusbar image drawing, useful for rearview mirrors
  • Enabled string and float user_ properties in UDMF things

Other Highlights

  • Added in-game reverb editor using the menu system
  • Improved French translations
  • Fixed 'precise' rendering in OpenGL
  • Added new Materials Shader system to allow textures to show new properties such as glossiness and specularity, affected by dynamic lights, or with PBR, reflecting their direct surroundings
  • Added new rocket smoke sprites by Talon1024
  • Embedded Timidity++ into GZDoom directly
  • Added light definition for megasphere
  • Fixed midtex nowrap clipping bug when 3d floors are in view (Software Renderer)
  • Improved profilethinkers in various ways
  • Added variables am_unexploredsecretcolor and am_ovunexploredsecretcolor to mark undiscovered secrets differently in the automap
  • Added support for ADLMIDI and OPNMIDI libraries

Complete list of changes