The QF_SHAKEONLY flag changes the behavior of earthquakes with a damage radius, so that they only shake actors around, without also harming them. Fixed: voxel models pitch/roll properties weren't initialized correctly.added vanilla donut handling to compat_floormove.This will still crash, but run long enough for the exception message to be visible. try to keep the engine stable for as long as possible if a VM exception occurs in OnDestroy while running a cleanup.This can happen during TEXTURES parsing in case of an error. don't crash when destroying incomplete textures.Since their size is zeroed, they are no longer subject to collision detection and may slide out of the level otherwise. zero the velocity of crunched sprites.don't crash on null pointers in V_GetFont.fixed: R_LoadVoxelDef did not fully initialize the voxel descriptor it creates.marked a few Printf calls in critical error paths as PRINT_NONOTIFY.reworked CVARs to not use a linked list and to be initialized manually.added option to show hub and episode names on the alt HUD.made DMover and subclasses non-abstract so they can be inherited from.Fix vulkan backend clearing the canvas textures to undefined contents.Fix canvas textures getting clipped by wrong scissor box.Fix inconsistent distance and hit position on traces that skip everything.Fix HUD models not drawing if MODELDEF has been changed with A_ChangeModel.The Plasma Rifle does not light the player's sprite, so we must assume the Phasing Zorcher also should not. Add GFF_NOEXTCHANGE to Phasing Zorcher flash.added ] to several functions that always throw exceptions.added PARAM_NULLCHECK to the block iterator creation functions.fixed: P_SpawnMapThing may not call playsim code.added target check to A_MaulerTorpedoWave.If you have old savegames you still intend to use, please wait with the update until you can safely delete them. This version introduces per-IWAD savegame folders. If you still have an old INI in your folder, GZDoom will ask what to do with it, you can either move it to the user folder or convert to a portable install. If you still want to store the INI in your game folder you have to create an empty file called GZDoom_portable.ini there before launching. This was done to bring handling in line with current guidelines and to make it easier for commecial games that often get installed into a folder without write access. Unlike older versions this one will always prefer the system's user folder and place the INI in Documents/My Games/GZDoom if no INI is found. GZDoom 4.9.0 changes where gzdoom.ini is stored.
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