![]() ![]() fixed background setup for intermissions to apply tiling only where intended.add some more blacklisted cvars to defcvars.Fixes GetActorAngle returning negative or large values with no range limit. Exposed LevelLocals' LookupString functionality.fix uncaught exception that rarely occurred with the intermission screen that would vm-abort out from any attempt to enter a level.When used, new particles that spawn when the limit is reached will replace the oldest particle. Added PS_REPLACE flag for A_SpawnParticle(Ex). ![]() added LengthSquared and Angle intrinsics for all vector types, also allow calling VectorAngle with a full vector as a single parameter.These just mirror features of the internal vector classes. added PlusZ intrinsic to Vector3 and ToVector intrinsic to numeric values.Future-proof particles by resetting them completely when replaced.SendConsoleEvent function for EventHandlers.implementation of Quaternion type in ZScript.This also disabled all cutscenes being attached to the completed map. disabled shortcutting the intermission code if no summary screen is wanted.fix colormap remapping when colormap entries may have fullbright entries which should not be considered duplicates.Fix checking of wrong variable in String.Float concatenation.Added "ForceList" instruction for Lists so that skill, playerclass, and episode menus don't get overridden.Added ability for Option items to read in their OptionMenuDescriptor (List and Image Scroller items already have this).Added "Class" instruction for Image Scrollers.Added Font and TextureID types to Option and Image Scroller items (List items already have these).Fix incorrect pixelratio handling on rotated models.process events every frame as well to ensure that menus can run at any framerate.allow SNDINFO to declare sound mappings by using 'sound = soundfle' syntax.Fix crash if Animation is not explicitly assigned in MODELDEF.Added animation support for OptionMenus.Allow assigning IQM frames by animation name plus frame offset.This erroneously checked for FrontSkyLayer. fixed: The raw texture caching in the texture manager did not work.Fix GC ignoring DynArrays inside fixed Arrays.Fix SNDINFO $rolloff always changing global rolloff.Fixed A_Changemodel crash from invalid modeldef names.Added Method For Getting Portal Group Count.Allow Disabling of XY Billboard for Particles.Look up named frames using the Animation ID (if any).Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.Set up interpolated camera angle changes to occur at framerate when all conditions in P_NoInterpolation() are met.Make the new scaled angle changes at frame rate opt-in behind new flag SPF_SCALEDNOLERP.Italian language translation is now complete.Thanks to Doom, demons die at a rate between hundreds to millions per second, depending on the time of day and the latest popular mapset to be released for it.- Translation sheet (for string localization).If it is a derived asset for it must go in the wadsrc_extra folder for GZDoom (or wadsrc for Raze) and must be licensed according to its original publisher license, and can only be used in the game from which it is derived. Please refer to the documents contained within the projects for further information.Īrt Licensing: Similar to code licensing, we require most art to follow a similar creative commons licensing scheme which allows portability and reuse. The GZDoom and Raze source ports are both GPL licensed, with Raze having additional Build license stipulations. We strongly disfavor any code that takes control away from the end-user for their gaming experience.Ĭode Licensing: All contributors must allow their code to be licensed under BSD 3-clause for portability between projects, where possible. Pull Requests: The philosophy of our programming is a player/user-first model. All bug reports, including crashes, should have some sort of easily reproducable content this will make fixes much easier. Issues: We like issues to be separated into one-per-issue, not bulk issues. We primarily develop and maintain the GZDoom and Raze source ports, and also some of the tools that can be used to fascilitate editing of game modifications which are supported by them. We are the ZDoom team, a team of developers and contributors of many different skills and hobbies.README.md Hi there □ □♀️ A short introduction ![]()
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