This repository has been archived by the owner on Jun 23, 2023. It is now read-only.
PrBoom-Plus 2.6.1um
fabiangreffrath
released this
16 Aug 07:03
·
118 commits
to master
since this release
- fixed MOD playback with DUMB 2.x
- added TNTCLxx cheat, e.g. TNTCL04 sets complevel 4 (Final DOOM)
- draw crosshair before messages, draw crosshair for fist/chainsaw and during on-screen messages
- fixed crosshair locking on target for melee weapons
- more consistently check for ammo instead of weapon type
- fixed odd strafe values (vanilla allows even values only)
- added TNTSHORT cheat to toggle shorttics on and off while in game
- fixed typo in ZDoom-style Actor name (Slalagtite -> Stalagtite)
- fixed Windows Alt-Tab
- fixed a memory leak on SDL_Quit()
- preserve automap position/scale when toggling overlay mode
- allow binding weapon selection to mouse buttons
- add a
-pistolstart
command-line parameter - fixed crashes on WADs with empty music lumps, e.g. Nihility.wad
- enabled loading 16 bit RIFF wavs in WADs
- make low-pass sound filter (introduced by the previous change) optional
- if executable directory appears not writable, fall back to
.
- made pitch-shift range independent of target samplerate
- fixed bogus condition preventing automap lines from being drawn
- fixed saving of mouse button bindings
- fixed interpolated z-coordinate after teleporting
- added a new option "Disable sound cutoffs" to allow removed map objects to finish playing their sounds and to make seesounds uninterruptible
- allow deleting savegames from menu
- fixed automap crash when
USE_VERTEX_ARRAYS
andGL_VBO
are undefined - fluidsynth: reset all controllers when looping a song
- fixed hanging notes on exit when using Portmidi
- show current and next levels when typing IDCLEV cheat
- added a config key for "exclusive" i.e. mode-changing fullscreen
- UMAPINFO: if interbackdrop does not specify a valid flat, draw it as a patch instead
- appended revision tracker to UMAPINFO spec document
- ALSA sequencer API backend for ALSA MIDI support (Linux only)
- extended range of maps reachable via
-warp
and IDCLEV:- from E1M1-E4M9 to E1M0-E9M99 for D1
- from MAP01-MAP33 to MAP00-MAP99
- Limitations:
- E0My doesn't work, since episode must always be > 0
-warp x 0
, because zero passed to-warp
as map number is used to warping to first changed map in PWAD
- evaluate mouse motion only once per tick
- show Time/STS widgets above status bar
- removed lowpass-filter item from menu
- fixed
P_SetMobjState()
stack, fixes crash on mayhem18p.wad/m18p31-1509.lmp - fixed crash in automap on certain maps (e.g. Sunlust MAP01) when using GL renderer, Thing Appearance = Icons and 2xIDDT
- fixed menu intermission desync
- fixed crash when leaving menu in Chex Quest
- initialize the map title widget with the generic map lump name
- make "Next Level" key simply increase map number if already outside regular level transition range
- check for next level in IDCLEV cheat before announcing it
- make sure "Next Level" key never warps to a non-existent map
- reformatted umapinfo.txt so that it is easier to read in plaintext
- fixed custom episode select for Doom 2
- fixed shifting automap markers
- allow translucent sprites on all complevels
- allow disabling predefined translucency on all complevels
- fixed flood HOM on certain maps (e.g. Plutonia MAP11, HR MAP01) (GL)
- fixed sky walls for cases with sky vs. sky toptextures (e.g. E4M6) (GL)
- fixed transparent spites being rendered incorrectly with transparent walls in view (GL)
- generate a default save-slot name when saving to an empty slot
- added mouse button binds for turn left/right
- fixed sky scaling for non-standard sky sizes, e.g. Eviternity and Ancient Aliens (GL)
- added new advanced HUD layout by Fireb3rt+
- added slice_samplecount config option
- added manifest to declare app as DPI aware, so that Windows will not apply DPI virtualization
- added support for widescreen assets
- added ZDoom's names for the new Crispy Doom/DEHEXTRA things to ActorNames[], so they can be used with BossAction() if needed
- fixed UMAPINFO music restarting issue
- skip the 'entering level' screen if one of endgame, endpic, endbunny or endcast is set (UMAPINFO)
- fixed endbunny and endgame UMAPINFO fields
- reset mlook on demo recording
- added OpenGL sprite fuzz options ("darken", "shadow", "transparent", "ghostly")
- properly check for the CreateFileMapping() symbol (build)
- always precache sound lumps
- replace W_SafeGetNumForName() with W_CheckNumForName()
- removed defunct lump locking warnings
- removed obsolete SFX usefulness references
- allow colored blood to get set/overridden by DEHACKED, implemented Eternity's coloredblood spec, added three additional color translation tables for black, purple and white
- made the Ouch Face fix available on all complevels
- added the autoload directory feature from Chocolate Doom
- implemented custom atexit() sequence, ported over from Chocolate Doom, fixing crashes during shutdown e.g. on Linux using Wayland
- fixed switching weapons when reaching zero ammo with boom_autoswitch == 0
- made Doom sound quirk fixes available on all complevels
- UMAPINFO: introduced the new 'label' field
- do not cast degenmobj_t as mobj_t, breaks aliasing rules on platforms where mobj_t pointers are 64-bit aligned and
degenmobj_t pointers are only 32-bit aligned - fixed
-solo-net
for demo restart - fixed levelstat crash for MAP33 and above
- added autoload per PWAD feature, further enhancing the autoload directory feature
- UMAPINFO: fixed 'episode' field parsing, 'label' is single-line
- removed obsolete weapon toggle setting
- added ftell() and fseek() implementations for DEHACKED lumps, allowing the DEH parser to roll back to the start of a line following a blank line and re-process it with the last valid block code handler
- added mouse look / vertical mouse movement toggle notifications
- fixed forcing aspect ratio correction only for the canonical 16:10 (i.e. 320x200 and 640x400) modes
- do not even attempt to play DEMO4 if it is not available
- only apply palette changes when inside a level
- fixed 32-bit widescreen pain palette
- added a
-coop_spawns
parameter for using "coop in single-player" mode - fixed OpenGL effect palettes
- added support for non-latin paths and filenames on Windows
- made sure to always autoload prboom-plus.wad
- introduced a supplemental data directory "PRBOOMDATADIR" to install prboom-plus.wad into (build)
- prepared for different autoload base directories, respecting the
-noload
parameter - fixed playback of complevel 11 demo with UMAPINFO
- fixed attempted playback of a UMAPINFO demo without UMAPINFO loaded
- never exceed desktop resolution in fullscreen desktop mode
- UMAPINFO: entries without defined 'levelname' fall back to default
- UMAPINFO: fixed default intermission
- fixed setting 'finaleflat' in FMI_StartFinale (UMAPINFO)
- fixed load game during multiplayer demo playback
- fixed OpenGL backfill