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version:detailed_list_of_changes_in_doomsday_version_1.12 [2017-03-13 09:07] – ↷ Page moved from detailed_list_of_changes_in_doomsday_version_1.12 to version:detailed_list_of_changes_in_doomsday_version_1.12 skyjakeversion:detailed_list_of_changes_in_doomsday_version_1.12 [2017-03-13 12:18] (current) – ↷ Links adapted because of a move operation skyjake
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 +This article lists the important changes in [[version:doomsday_version_1.12]].
 +
 +
 +====== Fixed bugs ======
 +
 +
 +{{:twocolumn|
 +
 +
 +===== Resources =====
 +
 +
 +  *  Fatal error playing **Icarus: Alien Vanguard** MAP16, due to an oversight in the line-of-sight algorithm when dealing with maps with overlapped lines.
 +  *  Fatal error playing **Astrostein** when firing the "BFG", due to misinterpretation of truncated Patch format images.
 +  *  Fatal error playing **Eternal Doom** MAP10, due to mishandling of overlapped sectors in the BSP builder.
 +  *  **BSP Builder:** Partitioner logic error which incorrectly attributed sectors to BSP leafs around id Tech 1 map hacks (holes in the floor, incorrect lighting, ...).
 +  *  **BSP Builder:** Failed partitioning a map with overlapped single-sided lines.
 +
 +
 +===== {{tag|Renderer}} =====
 +
 +
 +  *  Light decorations disappear instantly at distance.
 +  *  Malfunctioning secondary lens flare dimming.
 +  *  Font selection of the thinker indices debug visual.
 +|
 +
 +
 +===== {{tag|UI}} =====
 +
 +
 +  *  Display mode changes no longer cause the game window's input focus to be lost, which would pause the game.
 +
 +
 +===== Gameplay =====
 +
 +
 +  *  **Doom:** Icon of Sin explosions deal no damage/spawned at incorrect height.
 +  *  **Doom:** Behavior of sector type 10 "close in 30 seconds" (return to original height).
 +  *  **Hexen:** Player spawning under 3D bridge object failed.
 +  *  **XG**: Erroneous attempt to allocate dummy map line sides via DMU.
 +
 +
 +===== {{tag|Hexen}} =====
 +
 +
 +  *  The default value of {{:var|msg-echo}} was corrected to 1.
 +}}
 +
 +
 +====== New features and changes ======
 +
 +
 +{{:twocolumn|
 +
 +
 +===== {{tag|UI}} =====
 +
 +
 +  *  Performance improvements and bug fixes in the UI framework.
 +  *  Introduced an abstract data model to allow data to be used more flexibly with several instances or types of widget.
 +  *  New widget: on/off toggle. It is now used in various places to modify the values of script variables and cvars.
 +  *  New widget: choice. Allows selecting one item from a collection of items.
 +  *  New widget: slider. Picks a numerical value within a range.
 +  *  New widget: dialog. Modal or non-modal popup for presenting information or making choices.
 +  *  Replaced old busy mode indicator screen with a BusyWidget. This allows using the same UI element elsewhere, e.g., in the update download dialog.
 +  *  Background tasks (multithreading) is now taken advantage of when processing text for drawing in the UI framework. Also improved wrapping of text using tab stops.
 +  *  Added an About dialog that displays information about the installed version of the engine and current GL and audio configurations.
 +  *  Added new settings dialogs for video, color, audio, input and updater settings.
 +  *  Several settings for advanced/developer use (ID indicators, special texturing modes, etc.) are now easily accessible via the "gauge" popups in the renderer and audio settings dialogs.
 +  *  Settings can be reset to defaults by group.
 +  *  The old [[:control_panel]] was removed.
 +  *  Added a GUI editor for the renderer's appearance settings. The editor opens in a sidebar next to the game view.
 +  *  Renderer appearance profiles: choose from the set of built-in profiles or customize your own. Profiles work independently of the loaded game plugin.
 +  *  When opening the log for the first time, don't waste time scrolling through all the messages since launch.
 +  *  **Windows:** [[http://www.google.com/fonts/specimen/Open+Sans|Open Sans]] is used as the UI font.
 +
 +
 +===== {{tag|Console}} =====
 +
 +
 +  *  When the [[:task_bar]] is dismissed, the current contents of the console command line are saved in the command history.
 +  *  [[:console]] command line autocompletion (when pressing the Tab key) shows a popup with all the possible completions. Console variables are listed with current values and commands with a brief description.
 +  *  Adjusted autocompletion behavior: the popup will only open if there is nothing unambiguous to add to the command line.
 +  *  Key modifiers can be used for word jumping.
 +  *  The command line can be toggled into [[:doomsday_script]] mode.
 +  *  Added the command {{:cmd|rendedit}} to open the Renderer Appearance editor sidebar.
 +  *  Improved the command {{:cmd|help}} to list autocompletion and log navigation shortcuts (with platform appropriate Unicode characters).
 +
 +
 +===== Developer =====
 +
 +
 +  *  Upgraded to Qt 4.8.5.
 +
 +|
 +
 +
 +===== {{tag|Updater}} =====
 +
 +
 +  *  Redesigned automatic updater's UI using Doomsday's own UI framework.
 +  *  Update notifications do not force a switch to windowed mode any more.
 +  *  Option to download updates automatically when they become available.
 +
 +
 +===== {{tag|Input}} =====
 +
 +
 +  *  Input Settings: by default the sensitivities of the X and Y axes are linked together so one doesn't have to carefully make sure both are the same.
 +
 +
 +===== {{tag|Audio}} =====
 +
 +
 +  *  Use sector cluster granularity for environmental audio. Sectors comprised of multiple disjoint geometry groups now use independent environmental audio characteristics.
 +  *  Deferred calculation of environmental audio characteristics until necessary. The BSP leaf blockmap is used to accelerate the task.
 +
 +
 +===== {{tag|Renderer}} =====
 +
 +
 +  *  Built-in appearance profiles: Vanilla, Defaults, and Amplified.
 +  *  In widescreen views, the FOV angle is now less dependent on the view width. This allows using the same FOV angle with both traditional 4:3 and widescreen views.
 +  *  Added BSP leaf clustering for the support of id Tech 1 map hacks. Revised map geometry generation and dynamic lighting to work at cluster level using the half-edge data structure.
 +  *  Added sector plane mapping and separate physical/visual planes for clusters. Used in the support of id Tech 1 map hacks.
 +  *  Batched surface redecoration by material and addressed associated performance bottlenecks.
 +  *  Deferred initialization of Bias lighting data until necessary and improved deallocation mechanism for faster shutdown. Also, significantly reduced memory requirements through reformatting.
 +  *  Bias light sources in the void are dynamically occluded.
 +  *  Added cvar {{:var|rend-dev-sector-show-indices}}, enable drawing of sector indices for visual BSP builder debugging.
 +
 +
 +===== {{tag|Server}} =====
 +
 +
 +  *  Further streamlined map data elements, removing unused functionality and reducing memory requirements.
 +
 +
 +===== {{tag|Shell}} =====
 +
 +
 +  *  Console: Pressing Tab will print a list of possible completions for the current word.
 +
 +
 +===== Scripting =====
 +
 +
 +  *  Added [[:appconfig.de]]: configuration for the application. Imported by [[:config_module]]. The client-specific configuration variables were moved to the new script.
 +
 +
 +===== {{tag|All Games}} =====
 +
 +
 +  *  Added cvar {{:var|map-title-position}} for controlling if the map title is positioned at the top or bottom of the view when the automap is open.
 +  *  Position the message log below map title when visible.
 +
 +
 +===== {{tag|Doom}} =====
 +
 +
 +  *  Added cvar {{:var|game-objects-gibcrushednonbleeders}} for controlling whether only bleeding mobjs should be gibbed (a Doom bug fix).
 +}}