Page MenuHomeSolus

Update GZDoom to 3.7.0
ClosedPublic

Authored by aleksvor on Dec 29 2018, 8:58 AM.

Details

Summary

Highlights:

  • Completely revamped textures system, allowing for more future extensibility and rework, also fixes a few issues
  • add support for scaled textures in the software renderer
  • Untranslated fonts now appear as truecolor
  • Improvements to Doom64 colouring
  • Add NOFRICTION and NOFRICTIONBOUNCE flags
  • declared Actor's Morph() and UnMorph() functions virtual
  • scale factor is now applied to all scaling modes
  • add vanilla lightmode that behaves exactly as Doom's original light did
  • Cheat-enforced CVARs can now be changed in normal single player games without sv_cheats
  • Added a JIT compiler for DECORATE and ZScript which should allow some maps and mods to perform slightly, if not significantly faster in some cases
  • scriptified the AltHUD
  • Many bug fixes
  • Update GME up to 0.6.2 version
  • GL renderer is now partly multi-threaded, resulting in a 10-20% speedup, depending on a map's complexity
  • Add shader cache for Intel GPU's which should result in faster startups - first startup will still be slower, though
  • Lights are now referenced by sections rather than surface, to speed up light linking. This should allow a dynamically-lit plasma bolt to pass over a 3D bridge in Frozen Time without turning the game into a slide show

Full changelog here.

Test Plan

Played first levels of "The Ultimate Doom" and "Doom 2".

Diff Detail

Repository
R1130 gzdoom
Branch
master
Lint
No Linters Available
Unit
No Unit Test Coverage

Event Timeline

aleksvor created this revision.Dec 29 2018, 8:58 AM
aleksvor requested review of this revision.Dec 29 2018, 8:58 AM
JoshStrobl accepted this revision.Dec 29 2018, 1:07 PM
This revision is now accepted and ready to land.Dec 29 2018, 1:07 PM
This revision was automatically updated to reflect the committed changes.