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Releases: ZDoom/Raze

1.10.2

28 Apr 09:13
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  • Update ZMusicLite on Windows
  • Fix SDL_WaitEvent causing program aborts on Linux during the launcher screen
  • Built with MoltenVK 1.2.6 instead of the latest version

1.10.1

21 Apr 14:02
9aa805e
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1.10.0

20 Apr 09:13
9a068cf
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Raze 1.9.1

01 Jan 07:07
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  • account for resorted directories when accessing the local file path array in file_directory.cpp. This fixes issues with wrong data being loaded from directories.

Changelog from 1.9.0:

  • fixed autoaiming. The WW2GI pistol check was completely wrong. :(
  • perform music volume lookup by lump number instead of name. This way any setting will work for both short and long file names.
  • do music volume adjustment by modifying the raw waveform data to get around the clamping of AL_GAIN.
  • fixed: The generic sound loader for SNDINFO must use S_LookupSound to match the feature set of the game specific code.
  • added missing null check in clipmove. This only very rarely triggered for Blood's projectiles, no other things use this code path.
  • Duke: Fixed statnum for the geisha statues.
  • RR: fixed bad destination name for one Route66 sound
  • Blood: fixed cutscene sound not playing when starting a map from the console.
  • RR: Set Route66's Gator's size explicitly. The CON code for this sets its correct size with 'sizeto' which is an animating instruction so it is clearly visible when they shrink to their proper size.
  • internal FileSystem rewrite.
  • RR: fixed typo in spawn list.
  • RR: fixed secret trigger reporting.
  • fixed: Resource IDs for sounds must be unique. If an ID gets used it must be taken off any other sound that has it.
  • SW: fix vertical spread for the Uzi
  • fixed case mapping for Georgian script.
  • Duke: fixed keycard colors on alt. HUD.
  • Exhumed: fix crash on bad player animation sequence.
  • Duke: remove setting the xflip flag for sprites rendered in a mirror. The new renderer handles this internally so this flag will just un-flip the sprite again.
  • fix ChangeLevel when called for ending the game.
  • reverted some unstable changes from 1.8.x.

Raze 1.9.0

30 Dec 09:19
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Lots of bugfixes (details to follow)
This also reverts some organizational changes from 1.8 that proved to be too unstable and were causing countless bug reports.

Raze 1.8.1

12 Nov 13:42
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This is a hotfix correcting the bad zmusic DLL name in 1.8.0. No other changes were made.

Raze 1.8.0

12 Nov 12:42
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  • 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.

Raze 1.7.1

15 Apr 10:44
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  • language update, now featuring Italian and Turkish
  • fixed a few bad scaling values.
  • Duke: do not call DukeActor's OnInitialize function for projectiles.
  • Blood: display the charge meter for the dynamite also on the alternative HUD.
  • Exhumed: don't pass uninitialized data to the sound engine.
  • Duke: set clipdist default also for external bad guys.
  • Duke: fixed pitch calculation for explosion sounds.
  • Blood: fixed bad damage scaling in ConcussSprite
  • Duke: apply default scale only to enemies defined in CON. This code does not apply to the Recon!
  • added back WT's fireball's postHitEffect. This somehow got lost during scriptification.
  • Duke: fixed scale default for non-ememies.
  • Blood: Fix missing input bit in GameInteface::reapplyInputBits().
  • Duke: Ensure hard landing check is done after pitch keys.

Raze 1.7.0

02 Apr 08:19
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  • new language support: Spanish, French, Danish and Norwegian.
  • Duke: fixed weapon spread with non-pistol hitscan weapons.
  • Duke: Add a myriad of pitch recentering CVARs.
  • Duke: fixed potential logic deadlocks with the green slimer.
  • fixed lookup table generation for foggy fades.
  • Duke: Add CVAR to allow disabling pitch reset with pitch input.
  • Duke: Consolidate vehicle code between boat/moto.
  • use GAMENAMELOWERCASE for defining GAME_DIR.
  • Duke: Remove everyothertime global, we can just use PlayClock.
  • fixed STAT_ACTORS must handle actors where scale.X is 0 as 'deleted' and destroy them.
  • Duke: Make vehicle input functions work on floats and not doubles and FAngles.
  • removed the ValidateTarget call from HackSeqCallback to silence warning messages
  • Duke: Ensure spawned player actor has view height baked in up until the first getzrange() call.
  • Null the roll angle used for weapon drawing when looking left/right and with Blood's delirium for now.
  • Blood: Fix state checks when using TNT while diving underwater.
  • Exhumed: Ensure Player::items[] is signed.
  • Blood: Fix palette of actor sprite on 2D automap.
  • Blood: Fix shotgun ammo display when player fires a shell, switches weapons, then switches back.
  • Repair voxel 2D vector adjustment.
  • Blood: Repair velocity scaling in ConcussSprite().
  • Exhumed: major internal cleanup
  • added a font option to have lower case for Latin only.
  • Re-calculate the sector for each eye if it has a shift factor applied.
  • completed all fonts for all European languages.
  • Fix crash in Shadow Warrior when player dies
  • Blood: fixed application of push velocity.
  • Exhumed: avoid shade hacks with palette emulation on.
  • Blood: make sure that tracking condition data is always properly initialized.
  • partially Revert "- pass shade values to sky renderer" Duke never did this.
  • Blood: reverted GetSpriteExtents to integer math.
  • SW: make player sounds always follow the source.
  • allow setting Duke's relevant sound properties through SNDINFO.
  • Duke: fixed incorrect sector in a few sprites of World Tour E5L1.
  • added adaptive layout for RR's summary screen as well. To better handle the spacing for accented characters the text scale was slightly reduced.
  • make layout of Duke's summary screen adapt to text and screen size.
  • RR: stop the bowling pins' tumbling animation when they come to a rest.
  • Duke: added a fully scriptable switch system
  • Change string Ninja Slice Animation to Alternative Ninja Slice to better reflect what it does.
  • Fixed a Mac debug build crash where CallAnimate attempted to pass one too many parameters to the VM.
  • Blood: add all statically stored EventObjects to the GC processor.
  • moved GetReservedScreenSpace function into the scripted status bar where it belongs.
  • split several texture flags off into a surface type value. Using the same field in the TexExtInfo struct as Blood's surfType. This frees up a lot of flags for later use.
  • adapted the breakable stuff interface in Duke to Texture IDs.
  • preparations and annotations for places in SW where textures are stored in tags.
  • tile system refactor. BuildTiles has been replaced with something that better integrates with the underlying texture manager
  • added mapSpawned member to DDukeActor
  • Exhumed: The ObjectList was not properly garbage collected.
  • fixed kill counting in Blood.
  • SW: For single player games, call PlayerDeathReset() from TerminateLevel() and not DoPlayerDeathCheckKeys().
  • SW: Don't call DoSpawnTeleporterEffect() upon death. This causes an air bubble to spawn above the player for a single tic, even while on land until the level truly restarts. Since we're restarting, its better to just not do this.
  • SW: Don't reset player pitch upon death.
  • Duke: Always use tsprite pos/angle when used in conjunction with viewvec or viewang.
  • rewrote drawtile CVAR handling to render the image larger and allow using aliases.
  • SW: do a proper implementation for sprites which do not want texture animations.
  • gave all textures that were accessed with their "#0xxxx" name a descriptive names.
  • disabled the automatic localization feature in the texture manager.
  • rewrote the tile pixel cache to work on texture IDs instead of tile IDs. This allows using the related checking features with other textures as well.
  • SW: fixed camera validation
  • got rid of gotpic. Now everything uses the 'seen' flag in the texture which indicates that the texture was actually used for hardware rendering since the last check.
  • removed canvas hack stuff from Buildtiles after cleaning up the mess in SW.
  • initialize all special tiles to their intended type before starting the game.
  • do the handling of 90° rotated wall textures in the renderer instead of duplicating the texture.
  • Duke: implemented customizable breakable walls and ported all hard coded variants to use this.
  • Duke: implemented breakable walls with external definitions.
  • Duke: removed the limit of 64 on-state switches from the init code.
  • Duke: split the sprite animation code for CON-based actors into a separate function.
  • Duke: moved the shadow creation code out of animatesprites into a common subfunction.
  • Duke: cleaned up the main thinker loops, using a flag to denote actors that are not on STAT_ACTOR but need to run CON code.
  • Duke: gave proper names to ST_160 and ST_161.
  • define Duke's skies by name.
  • Duke: added generic destructibles
  • backported sound volume fix from NBlood.
  • Duke: use a flag for outer space textures.
  • Duke: exported the tile flag setters to RMAPINFO.
  • Change DCoreActor::oang to a DRotator named PrevAngles.
  • Change spritetypebase::angle to a DRotator named Angles.
  • Duke: gave all switch animation phases proper texture names.
  • did a bit of optimization on FGameTexture. Since all material layers except the brightmaps are relatively rare encounters these were taken out of the main texture object and offloaded to a substructure that is only allocated on demand.
  • use a sepate file system filter for 'duke-like' games, i.e. Duke, NAM and WW2GI combined.
  • replace the homegrown hash chain in the sound engine with a TMap.
  • sound system refactor to be based on names instead of indices.
  • Duke/RR: Properly fix movement() so the player's Z always makes it back to floorz.
  • Make stat coord show full floating point values.
  • Blood: Fix gi->WarpToCoords() that messed up the Z.
  • SW: Take full advantage of our floating point work for the wall blood drips.
  • more Duke/RR scriptifications
  • always set the sound listener position to something valid. Otherwise OpenAL throws lots of warning messages.
  • Use the interpolated sine table for tangent instead of Cephis math in TAngle<T>.

Raze 1.6.2

08 Jan 08:47
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  • FString fixes.
  • call FullGc twice, because once does not seem to be sufficient anymore when the object system is shut down
  • respect i_pauseinbackground setting
  • SW: cleaned up SlopeBounce and fixed some bad math.
  • Exhumed: account for rounding errors in MoveSectorSprites
  • ignore executable files in a zip's main folder when checking for mod content in a subdirectory.
  • Duke: Fix bad setup for stopping Duke's scream when putting the jetpack on.
  • Duke: Additional fixes for alterang().
  • Blood: Fix bad spawned actor angle for actFireMissile().
  • Blood: Ensure actor's XY pos is updated before calling Z slope utils.
  • SW: do not double interpolate sectors that are both part of a sector object but also have a global interpolation attached.
  • Default initialise g_nextskill to -1 so maps loaded directly from the command line load with the game's default skill.
  • fixed autoload setup for the full Duke World Tour version.
  • Fixed custom height and width not saving.
  • Ensure the viewport's aspect ratio is factored into the HUD's aspect ratio.
  • Blood: Fix some nullptr issues in checkHit() and checkFloorHit().
  • SW: Fix tank track velocity.
  • SW: Fix tank tracks not working.
  • SW: Fix issue with RC tank in $seabase.
  • SW: Add inertia correction to PlayerWarpUpdatePos().
  • Add support for Blood: Cryptic Passage via CRYPTIC.SSI file.
  • SW: Repair whoopsie in BunnyCheat().
  • Duke: Ensure that the expander hitscans when autoaim is "hitscan only".
  • SW: Restore two original cheat codes lost long ago.
  • SW: Remove CVAR_SERVERINFO flag from sw_ninjahack and take them out of the global space.
  • SW: Only bring the weapon back up after doing chops if not on a vehicle with a weapon.
  • SW: Fix clipmove call within DoPlayerMoveVehicle().
  • SW: Fix two bad calls to pushmove() where a fixed point adjustment was used.
  • fix math error on ARM architectures
  • Blood: add all statically stored EventObjects to the GC processor.
  • fixed: when deactivating the app, pausing the sound system should not depend on the game's internal pause state.
  • fixed ESC pressing on Duke's monitors.
  • Blood: relax range check in AlignSlopes. This now checks the full range of the wall array and if outside just does nothing. E2M6 has a bogus value for this feature that asserted with the old check.
  • Blood: fixed blood splats being spawned in the wrong place.
  • Blood: fixed 3 places where 3D distance was used but 2D should have been used.