diff --git a/prboom2/CMakeLists.txt b/prboom2/CMakeLists.txt index b47e2a0fb..52c9dd8ea 100644 --- a/prboom2/CMakeLists.txt +++ b/prboom2/CMakeLists.txt @@ -1,7 +1,7 @@ cmake_minimum_required(VERSION 3.0) project("PrBoom-Plus" - VERSION 2.6 + VERSION 2.6.1 HOMEPAGE_URL "https://github.com/coelckers/prboom-plus") # Set a default build type if none was specified diff --git a/prboom2/NEWS b/prboom2/NEWS index 16b184a20..d2013a5a2 100644 --- a/prboom2/NEWS +++ b/prboom2/NEWS @@ -1,3 +1,113 @@ +PrBoom-Plus 2.6.1um @ 16 Aug 2021 +- 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` and `GL_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 + PrBoom-Plus 2.6um @ 09 Feb 2021 - fixed episode selection when playing Doom 2 - fixed Doom 1 level progression diff --git a/prboom2/README b/prboom2/README index b854d3a1d..1a5ee6018 100644 --- a/prboom2/README +++ b/prboom2/README @@ -1,4 +1,4 @@ -PrBoom 2.6um +PrBoom 2.6.1um PrBoom is a version of the classic 3D shoot'em'up game Doom, originally written by id Software.