Version | Change log |
GZDoom for Mac OS X 4.4.2 Jun 28, 2020 |
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 Add "restart" button to error pane in Windows Add keyboard accelerator shortcuts to many Windows-specific dialogs 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. |
GZDoom for Mac OS X 4.3.3 Jan 24, 2020 |
Fixed resetting of music volume after closing dialogue Exposed Level.MusicVolume to ZScript Fixed calling a function on string CVar Added ability to filter VM disassembly dump |
GZDoom for Mac OS X 4.3.2 Jan 22, 2020 |
Fixed Linux and macOS implementations of I_FindAttr() Implement player setup background by Enjay Fixed uninitialized variable in OPL song. Mono streams could be erroneously treated as stereo, doubling their playback speed Compatibility workaround for using Scroll_Texture_Model with a line id of 0. |
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