GZDoom 3.2.4
This is yet another point release for GZDoom, which addresses a serious flaw that has appeared since version 3.0.0. Everyone is urged to upgrade ASAP, and no support will be provided for any version prior to this once the binaries for all platforms are available.
Notable features since 3.2.3
- Added
DMG_NO_PAIN
forDamageMobj()
- Fixed bright sprites in sectors with Doom 64 lighting
- Added free space margin aka safe frame for automap
- Fixed rotating sky & model smoothness
- Implemented
win_borderless
CVAR for fake fullscreen in Windows
More-complete changelog since 3.2.3
- Unified implementation of ’directory as resource file' for POSIX targets
- Fixed sky scrolling is now stored in a higher precision data structure; is now smoother than in 3.2.3
- Fixed model rotating is now calculated in a higher precision data structure; is now smoother than in 3.2.3
- Fixed directory creation for POSIX targets
- Fixed backslashes in MD3 skin names
- Fixed overbright screenshots with hardware gamma off
- Increased maximum particle lifespan
- Fixed
screen->FrameTime
should use an adjusted frame start time - Implemented
win_borderless
CVAR for fake fullscreen in Windows - Fixed loading of external DeHackEd patches
- Fixed inconsistent angle of spawned leaves
- Fixed English localization issues
- Added empty space margin aka safe frame for automap
- Repaired the video scaling code in OpenGL for
vid_scalemode
0 andvid_scalefactor
not equal to 1.0 - Fixed crash when loading saved game with missing ACS module
- Added null check for probe in
SectorAction.OnDestroy()
- Fixed error check when saving GL nodes
- Fixed
AActor::UnlinkFromWorld()
must also destroy all portal link nodes for the calling actor - Do not allow outside access to the variable storing the CCMD for
OptionMenuItemCommand
- Added whitelist for
DoCommand
ZScript command - Stop demo recording after ending game with menu_endgame CCMD
- Fixed bright sprites in sectors with Doom 64 lighting
- Added
DMG_NO_PAIN
forDamageMobj()