Raze 1.1.3
Bugfix release with many improvements. Notable inclusions are:
- Indexed hightile support.
- Better parsing of .INI files in Blood mods to ensure that they're valid.
- Game files on UNC paths supported.
- Repaired weapon switching for Blood.
- Alt weapon switching in RRRA fixed.
- More robust DEF parsing.
- Loading maps via
-map
command-line argument fixed. - Hitscan-only autoaim available for SW.
Full changelog:
- Fix menu strings and missing class declaration for
VideoOptions
. - Update
language.0
file. - Update
language.csv
file. - Merge in part of 783b94f to fix build.
- added 'endofgame' CCMD.
- Duke/RR: Always ensure player's
wantweaponfire
is reset to-1
after switching weapon. - Blood: Repair weapon switching issue by adding missing guard from nukeykt/NBlood@6980e8b that got lost during e375c79.
- Allow CON-based games to have multiplayer episodes filtered from menu.
- Repair incorrect method call to
IniFile
class from 6576adb. - Blood: validate .ini files before using them.
- allow palette emulation for indexed hightiles.
- support for indexed hightiles.
- fixed texture lookup for hightile lookup.
- Backend update from GZDoom.
- fixed crash when parsing malformed .def file
- fixed endless loop in replay gain analyzer when getting passed music with an unhandled sample rate.
- SW: Set default skill level to match original release and what the manual says is default.
- Remove useless code introduced in bad17f2
- Check for maps with bad setup of their wall lists.
- SW: fixed countermeasure for empty lower skills
- SW: added countermeasure to re-enable lower skills on mods not implementing them.
- Duke: Fix BOSS2 (Cycloid Emperor) killing himself issue by removing some lines left behind from a2e3bb5.
- Repair some potential issues from 1354d52 that might be causing issues with #455.
- don't attempt to decode animation frames at offsets beyond the end of the current page.
- add hitscan only autoaim for SW.
- shortened the message for not found game data and restrict to non-Windows systems.
- Display game data path when no game data files are found
- zero-terminate the buffer for reading Blood's INI files.
- For Unix systems, ensure that the root of the player's .config directory is scanned for content, not just subdirectories.
- Merge pull request #436 from Calinou/add-ambient-light-setting-gui
- Duke (RRRA): Fix alt weapon slot for
CHICKEN_WEAPON
andCROSSBOW_WEAPON
. - streamlined and fixed game startup with '-map' option.
- Fix maps loaded from the command line starting with corrupted sectors.
- Fix
-map
command-line argument not working. - Blood: Revise 6018213 and use the proper volume flag
VF_HIDEFROMSP
to hide multiplayer episodes from the menu. - Blood: Don't parse BloodBathOnly levels in the INI loader.
- added missing widescreen sprite for RRRA's bike
- added credits for all widescreen tile contributors to AUTHORS.md.
- use a slightly higher depth bias for translucent elements.
- map fix for Hickston Swamp (RR mod) E1L3:
- RR: fixed crash in function that handles acts of mass destruction (like blowing up gas stations.)
- fixed crash when trying to triangulate broken sectors.
- re-added line of code that got lost during refactoring.
- RR: fixed the bowling lane lights.
- restrict lookup of engine/engine.def to the main game files.
- depth bias fixes.
- fixed sprite exclusion logic in getzrange.
- wall sprite positioning tweaks.
- fixed: Floor sprites must set their view orientation.
- properly render geometry that's fully shrouded in fog.
- enabled saveloadconfirmation menu option.
- Duke: avoid clipping against self when executing script logic for floor sprites.
- let Twin Dragon load the regular sw.def file.
- use the same formula as Duke to offset SW's shadows in Polymost.
- removed bogus assert in SW's track setup.
- added the out-of-bounds vertex handler to the secondary triangulator as well.
- add some hackery to deal with WT's bosses.
- fixed new renderer's use of fog on skies: The palette value from the wall was used instead of the one from the sky plane.
- removed the multiplayer scoreboard screens.
- allow UNC search paths on Windows
- don't skip lines when an empty one gets deleted.
- don't let the triangulator choke on empty sectors.
- fixed 'pause' keybinding control was disabled in the menu.
- sector splitting hack for SW $bath.map.
- delete lines in proper order when eliminating a pair.
- fixed: When the node builder is used for triangulation, all zero-length lines must be eliminated first.
- Fix off-by-one error in group search
- Resolve raze.pk3 via search paths
- Fix buffer overflow at maploader.cpp:392
- Raze must still use zmusiclite due to license restrictions... :(
- moved libvpx and libsmackerdec to more fitting places, plus some project cleanup.
- silence float truncation warnings for explicit casts.
- PNG 16 bit support from GZDoom.
- optimized the wall drawer a bit to avoid repeated calls to the render API's deoth bias function.
- fixed flickering floor sprites.
- fixed typo in line segment culler.
- fixed precision issues with GetClosestPointOnWall for orthogonal lines.
- fixed bad argument count in ScreenJobRunner.Validate call.
- fixed BunchInFront to do a more thorough comparison in case it encounters colinear walls.
- when using the node builder to triangulate sectors we must delete overlapping walls.
- use a higher depth bias for non-orthogonal wall sprites.
- removed the indirection for the global arrays.
- Destroy FStartupScreen before initializing video
- re-enable flat sprite rendering.
- new renderer: take fog properties for walls and ceilings from the proper elements.
- RR: fixed double negation in pitch math when throwing dynamite.
- SW: fixed sector transfers involving a portal for real this time.
- fixed typo in wall sprite offsetting code.
- this crash was handled by nothing more than an assert...
- render free standing wall sprites without depth bias.
- fixed bad array of arrays access in sector splitting code.
- Blood: handle title screens so that mods changing the original one still display it.
- Clear CMAKE_REQUIRED_FLAGS if backtrace facility isn't found
- new renderer: draw the fog layer for skies.
- SW: fix sector property transfers involving a portal.
- added missing declarations for RR's intro movies.
- backend update from GZDoom.
- Exhumed: Don't autoaim backwards.
- new renderer: handle light level underflows.
- handle the wall sprite clipping properly.
- removed redundant menu initializsation in M_StartControlPanel.
- new renderer: fixed bad positioning when a y-flipped wall sprite had to be clipped to floor or ceiling.
- Blood: unpositioned sounds must be limited to one per channel.
- added 'load' and 'save' CCMDs.
- pause the game when app is not active.