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LATEST GZDOOM CODE
remove m_filter and simplify related code DontLightMap: The light doesn't affect the map. DontLightOthers: Acts as the inverse of DontLightSelf, where it won't light actors that aren't the owner. Press a key to immediately jump to the next option menu entry which starts with this key. fix bad MP start spot in 1024.wad, MAP05 This allows for adjusting a thing's visual position without impacting their hitbox. Adjusts the thing's 3D position on render side. Returning false means the actor cannot cross that line. Added CanCrossLine virtual for actors.Called last after all other line checks occur. Made CanCrossLine opt-in by requiring the CROSSLINECHECK flag. Name based off of an Unreal Engine flag that does the exact same thing. MASTERNOSEE flag ( #1601) Makes it so that if an actor's master is invisible due to camera/mirror/portal shenanigans, then the actor will also be invisible. This covers: game start, episode start, cluster start/end, level start/end. Added Actor.WaterDepth to retrieve how submerged and actor is, in map units Implement virtual Actor.FallAndSink for scriptable falling and water physics Setting it to any value > -1 will override the sector's light level. Create a MainWindow class that manages the main win32 window of the application handle the start/endoom screens with the ingame renderer. fixed: Vulkan descriptor sets must check the real translation, not just the translation ID. fixed fast crushers going out of sync if something is being crushed by them. Rebuild nodes for 1024.wad MAP02 to fix invisible obstacle near the exit area fixed undefined behavior with Dehacked's value parser. consider "fonts" and "models" reserved folder names. added a few more names to the reserved names for main folder detection.
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This had to go because unconditionally altering positions was causing problems with custom HUDs. To compensate there is now also a "stat fps" which displays the FPS rate in the lower left corner. the chat should use the console's scaling, not the one for the messages printed with the small font.
LATEST GZDOOM FULL
They are now present on all platforms and use the full screen size of the game. Not exposed in the menu yet, Set hud_oldscale to 0 and use shift with the screen resize keys to scale the status bar. avoid storing texture pointers in longer lived data fix relative include path when loading folders make sure the last notch on the start screen is rendered. fixed division by zero with unvalidated ticdup values. set `i_pauseinbackground` to match `!(i_soundinbackground)` for all configs before this commit. note: please pull the language file for this Implement FVector ZScript for Actor Scale check point pushers/pullers by inheritance, not absiolute match This needs to emulate the hard coded chainsaw sound when weapon states get reassigned. fixed setup of ready state with Dehacked. fixed: For cutscenes the alternative clean scaling factors need to be activated. fixed JIT target function for GetTimeFrac. added an override for NOTAUTOAIMED flag when using P_AimLineAttack for informative CCMDs. fixed type of third argument of MBF21's MonsterMeleeAttack function. ZScript: don't allow multiple assignment syntax with only one element. validate fountaincolor before using it. The former makes the actor only visible in reflections, while the latter makes the actor not cast reflections in mirrors. Add +ONLYVISIBLEINMIRRORS and +INVISIBLEINMIRRORS actor flags.
LATEST GZDOOM SOFTWARE
Bugfix for software mode mirrors not working let the "abort" button on the network pane of the startup screen do a hard exit on Windows.
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