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Raze 0.7.3 alpha

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@coelckers coelckers released this 31 Oct 12:05
· 8739 commits to master since this release
  • consolidation of console code with GZDoom.
  • ensure for all games that deleting a sprite unlinks all sounds from it.
  • added sound playback to the Smacker video player.
  • fixed incomplete font initialization.
  • RR: Picking up the crossbow should also enable the dynamite as a separate weapon.
  • fixed issues with fog setup and added missing fog to Exhumed's red palette.
  • Exhumed: Fixed the invulnerability item.
  • renamed a few disassembly variables.
  • made cheatGod function less ugly.
  • Duke: Fix give CCMD to ensure it works after being resurrected from the dead via god cheat.
  • Duke (RR): Adjust when to call DrawWeaponBar() within Statusbar().
  • Duke (RR): Fix bad text setup in DrawWeaponBar().
  • Exhumed: Amend b6ec41e to ensure next/prev weapon is actually available before trying to switch to it.
  • close the quickload and quicksave confirmation screens after selection.
  • gameinput.cpp: Don't set a target when serialising PlayerHorizon struct.
  • Duke: Fix rotscrnang locked when reviving player after death via DNKROZ cheat.
  • avoid using ptrdiff_t in templated contexts.
  • fixed parameter ordering for WW2GI's change weapon event call.
  • split up shoot_r as well and consolidated both blood splat functions.
  • split shoot_d into smaller, easier to manage chunks. 1100 lines for a single function is too much.
  • searchpaths.cpp: When filtering duplicate games to delete, if CRC matches and CRC == 0, test whether name matches as well.
  • SW: Repair issues with sector object sounds following a506b45.
  • fixed crash when opening the first gate in RRRA's E1L1.
  • split moveweapons_d/r up into more smaller parts.
  • Partially resolve issues loading autoexec.cfg files.
  • Duke: Fix issues in recordoldspritepos() following changes in 7043092.
  • Port over i_timescale CVAR from GZDoom for use with debugging.
  • properly delete backing images in the texture manager.
  • Duke (RRRA): Fix vehicle avel while cl_syncinput 1.
  • Duke (RR): Avoid integer truncation when dividing p->VBumpNow.
  • do not use index 0 of Blood's X arrays. This can be written to through uninitialized data and break things quite badly.
  • added the resource file name to the listmaps printout.
  • added sprite iterator classes.
  • fixed palette of Exhumed's game over screen.
  • fixed: For the episode and skill menu, autoselection for single entries did not work.
  • Blood: simplified management of XSectors and XWalls.
  • reorganized Blood's level structures to not use bitfields.
  • save the entire engine state as JSON.
  • fixed a few CCMDs which were blocked in the console.
  • re-enabled the autoload-after-death function.
  • fixed bad filenames in SW's map list (fortunately only DM levels...)
  • Exhumed: Make WeaponSel_Prev/WeaponSel_Next operable.
  • fixed lockup on Shareware screen when quitting Duke
  • SW: When beginning to operate a sector object, just forcibly set the angle in the ticker.
  • SW: Fix issues with sector object machine guns in InitSobjMachineGun() following changes in 6476430.
  • Continued rework of input code.