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Update GZDoom to 4.4.2

Authored by aleksvor on Wed, Jun 17, 3:53 PM.




  • Fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists.
  • Added missing target check to A_RadiusDamageSelf.
  • Use a full ClearScreen when drawing fullscreen images.
  • Fix crash in nullptr access to DFrameBuffer object 'screen' if it is uninitialized.
  • Fixed some issues with setup parts for ZScript in the wrong place.
  • Let blastradius work without an effect actor.
  • Fixed: AActor::GetModifiedDamage must account for the inventory items to get destroyed in its scripted subfunctions.
  • Fixed: FGameTexture's GlowHeight was not initialized.
  • Fixed: the attenuation flag wasn't passed to the shader if shadowmaps were disabled.
  • Fixed bad range check in shadowmap code.
  • Fixed: check for bad sidedefs was not taking into account sidedef compression.
  • Backend update from Raze.
  • Fixed: The scale vector for detail maps was not passed to the shader.
  • Fixed: The flags for texture colorization were not passed to the backend.
  • Fixed: The scissor rectangle must be clipped to the upper left edge of the screen.
  • Fix missing terminator in vk_shader.cpp on #ifdef guarded line.
  • Made the new Build light mode operational.
Test Plan

Completed E1M1 from The Ultimate Doom.

Diff Detail

R1130 gzdoom
Automatic diff as part of commit; lint not applicable.
Automatic diff as part of commit; unit tests not applicable.

Event Timeline

aleksvor created this revision.Wed, Jun 17, 3:53 PM
aleksvor requested review of this revision.Wed, Jun 17, 3:53 PM
JoshStrobl accepted this revision.Wed, Jun 17, 5:19 PM
JoshStrobl added a subscriber: JoshStrobl.

LGTM, thanks!

This revision is now accepted and ready to land.Wed, Jun 17, 5:19 PM
This revision was automatically updated to reflect the committed changes.