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This article lists the important changes in doomsday_version_1.13.

Fixed bugs

  • Downloading files from SourceForge.


  • A dialog will not flash its borders when pressing Shift (for instance when entering text).
  • Partially transparent toggles still show their on/off state in a clear way.
  • Crash attempting to use autocompletion.


  • A dismissed autocompletion popup can be reshown by pressing Tab again.
  • Rare and random occurrence of out-of-bounds list access when log messages are being prepared for the console history.

{{tag|All Games}}

  • Links to deceased mobjs retained in the Blockmap resulting in various visual glitches.
  • Tiny menu cursor with some mods (e.g., Hell Revealed II).
  • Superfluous sound played when attempting to quit the game.


  • Fatal error attempting to load a map containing lines with no sides
  • Reading an intact savegame with no ASEG_END



  • Float-bobbing of objects now affects spawned particles. However, the bobbing only affects the particle's position at spawn time; it does not affect particle momentum or movement after spawning.
  • Various GL state mismanagment and vertex color-clamping fixes.
  • BspLeaf::MissingClusterError when attempting to spawn a particle at a degenerate BSP leaf.
  • rend-info-tris was removed as obsolete (and broken).
  • Hexen: Overly large hub ending messages.
  • Non-functional “texreset raw”.
  • Automap: Missing glow on some key activated switch lines.


  • Inadvertent creation of redundant patch texture variants when precaching composite bitmap fonts.
  • Respect material groupings when caching any/all materials.


New features and changes

  • The contents of the task bar are now responsive: if the view is too narrow, elements will be truncated/omitted to make more room for the console command line.
  • Widgets will smoothly change opacity when they are enabled or disabled.
  • Busy mode (e.g., during startup or loading a map) is now longer separate from the regular UI. There is no longer an abrupt transition between busy mode and normal UI mode. Other UI elements like the task bar can remain visible during busy mode (although not interactive).
  • Window contents during busy mode transition are no longer blurry.
  • Improved UI responsivity by allowing clicking outside of open popups.
  • Use a notification to inform the user when a newer update is available.
  • Setting dialog added for stereoscopic rendering and Oculus Rift settings.
  • Drawing the UI into an offscreen rendering target for transformed composition.
  • Progress widgets have a shadow behind the status text.
  • Use the system locale date format for application version/release info.
  • The size of all UI fonts can be scaled with the fontsize option. For instance, “-fontsize 1.5” multiplies all font sizes by 1.5 (good for Oculus Rift).


  • The visual effect when having the Invulnerability powerup now matches the original in that it applies an inverted monochrome palette on the frame. Internally, libdoom uses postfx to do this.


  • Support for using Oculus Rift's head tracking for player turning and looking.
  • Added a virtual input device for head tracking. Controls can be bound to it via the head-yaw and head-pitch device inputs.
  • Added new player control “lookpitch”. It sets the look pitch angle as an absolute value, overriding any mouse or keyboard input.
  • Added new player control “yawbody”. It applies an offset to the player's yaw angle.
  • Added new player control “yawhead”. It applies an offset to the player's look yaw angle, not affecting the player's movement (body) direction.
  • Side-by-side stereoscopic rendering modes use a mapped input mode that allow using the mouse for accessing both the left and right frames.
  • A Key Grabber utility was added into the Input Settings dialog for showing a textual representation of received key events. It can be accessed via the Gauge menu.



  • Wrapped old GL1 rendering code into a new GL2 framebuffer system and OpenGL state management (partially), allowing use of shaders and drawing of GL2 objects over the frame.
  • GL shaders are able to access the color and depth information in rendered frames.
  • GL viewport and scissor fully managed by libgui's GL2 classes.
  • Oculus Rift rendering mode (rend-vr-mode 9).
  • Support for NVIDIA 3D Vision and other video cards that have hardware support for stereoscopic rendering (rend-vr-mode 13).
  • Reorganized all frame effects (damage hue, vignetting) into a subsystem of their own.
  • Added a new frame effect for post-processing the frame using a GL shader. The effect can be configured with postfx.
  • Texture atlases can use a kd-tree based allocator, meaning texture memory can be utilized more effectively for UI images.
  • All use and references of GL_EXT_compiled_vertex_array were removed.
  • Optimized dynamic light contact spreading, avoiding unnecessary memory allocations.


  • New resource subsystem for managing all logical resources including materials, sprites and textures.
  • Added inspectmap for logging detailed information about the current map.
  • Support for sprites with 16 view angles, using the ZDoom naming convention.
  • Removed fixed internal limit Model::MAX_LODS.


  • Input: Added a function for querying if a player control has active bindings.
  • Map: Revised map element/object interception and block/path traversal mechanisms.
  • Resources: Color palette translation is now implemented at palette level.

{{tag|OS X}}

  • Support for OS X 10.9 Mavericks. All distributed binaries are now signed appropriately.
  • Use CoreAudio's DLS soundfont for MIDI playback if no other specified.



  • Every build is now provided also as a source tarball.
  • Unix: ccache can be easily enabled with the deng_ccache qmake config option.
  • Removed GLU as a dependency.



  • Christopher Bruns did most of the heavy lifting for Oculus Rift support and the various stereoscopic 3D modes.
version/detailed_list_of_changes_in_doomsday_version_1.13.txt · Last modified: 2017-03-13 20:17 by skyjake