Releases: ZDoom/gzdoom-gles
gles4.6.1
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Fixed bug with BishopPuff moving in wrong direction
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a couple important widepix fixes
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fix for "Return to Phobos (return01.wad) has an ancient bug in map E1M2 where the switch to raise the exit bridge doesn't work in versions of Doom past patch 1.2."
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add missing break statement in level_compatibility.zs
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fix DaggerAlert using FindState incorrectly.
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Fixed wrong parameter type passed into TryMove here
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fixed: Actors did not set the position when spawning a dynamic light.
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Add 'AddDialogues' in MAPINFO to additively add Strife NPC dialogs without overwriting each other.
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let dynamic lights call UpdateLocation instead of just setting their position right after being spawned. This ensures that the position is correct and that everything gets set up properly.
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fixed parsing of MAPxx par times in BEX lumps
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Make sprite shadows ignore float bob
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fixed explosive damage radius for clericflame.
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fixed permission validation in OptionMenuItemCommand.DoCommand. This was missing the InMenu check like the other critical menu functions.
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added detection of macOS 12 Monterey
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prevent redundant string copying in Strife conversation parser
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Fixed impassable exit line in 007ltsd.wad E4M7
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fixed initialization of model frames
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fix missing border flat on heretic shareware
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fixed parsing of 2D vectors in OBJ model loader
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added
TVector2<>
constructor fromfloat*
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fixed bad type in FxFontCast.
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fixed potential crash when sound sequence is destroyed. Level can be unset if sound sequence destruction happens after saved game loading failure
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report correct macOS version with older SDKs
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Add Windows 11 detection
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added an OnDestroy method to Shape2D so that its users can explicitly free the data it holds. In this case it is very important to care about management, because this class will hold GPU-side buffers!
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prevent appearance of dangling pointers in corpse queue
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fixed format specifier compilation warnings
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fixed: splashes need the MOVEWITHSECTOR flag.
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better sprite shadow control
- exclude sprites which are not either opaque or use regular blended translucency from casting shadows.
- exclude wall and flat sprites from casting shadows.
In both of these cases the shadow math is unable to produce anything useful that doesn't look off.
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fixed: shadow alpha for translucent objects was not correct in the hardware renderer.
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tweaked shadow code a bit.
- let CASTSPRITESHADOW act as an override for render style checks. If this is set we can assume that a shadow is desired regardless of style.
- reordered code to do the more costly checks only when needed.
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fixed brightmap definitions for the SpiderMastermind.
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add player setup to simple options menu
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do not precache unreferenced textures
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added map option to disable shadowmaps. (Prompted by 'Hurt' which has > 4000 lights and runs into both performance issues and unpredictable light selection for the limited amount of shadowmap slots.)
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language update
GLES Fixes
- Fix light binding when using pipeline buffer on OpenGL
- Stop colormap being applied to 2D drawing
gles4.6.0b
Actually read GL_MAX_TEXTURE_SIZE for max size
gles4.6.0a
- add GLES radio button
gles4.6.0
Merge tag 'g4.6.0' of https://github.com/coelckers/gzdoom