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DrinkyBird (talk | contribs) (Fixed formatting & added 2.2 stuff) |
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| style='width: 20px; text-align: center;' | [[File:ZanLogo.png|16px]] | | style='width: 20px; text-align: center;' | [[File:ZanLogo.png|16px]] | ||
| '''3.0''' | | '''3.0''' | ||
| ''' | | '''170205-2117''' | ||
| Aug 14, 2016 | | Aug 14, 2016 | ||
| 2.8pre-441-g458e1b1 | | 2.8pre-441-g458e1b1 | ||
| 1.8.6 | | 1.8.6 | ||
| [http://zandronum.com/downloads/testing/3.0/ZandroDev3.0- | | [http://zandronum.com/downloads/testing/3.0/ZandroDev3.0-170205-2117windows.zip Zip] | ||
| [https://zandronum.com/downloads/testing/3.0/ZandroDev3.0-170205-2117linux-x86.tar.bz2 x86] | |||
| [https://zandronum.com/downloads/testing/3.0/ZandroDev3.0-170205-2117linux-x86_64.tar.bz2 x86_64] | |||
| [http://zandronum.com/downloads/testing/3.0/ZandroDev3.0-170205-2117macosx.dmg Installer] | |||
| | |||
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| <code>8386bea9ac98</code> | |||
| <code> | |||
|- style='background: #ffffcc' | |- style='background: #ffffcc' | ||
| style='width: 20px; text-align: center;' | [[File:ZanLogo.png|16px]] | | style='width: 20px; text-align: center;' | [[File:ZanLogo.png|16px]] | ||
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* Rewrote support for preferred weapon order. Weapon info is now automatically looked up, the ORDERDEF lump has been removed. [Dusk] | * Rewrote support for preferred weapon order. Weapon info is now automatically looked up, the ORDERDEF lump has been removed. [Dusk] | ||
* Generalized the rune system. Any rune can be used as a powerup (including spread, prosperity and reflection, which are now available as powerups), and any powerup can be used as a rune. [Dusk] | * Generalized the rune system. Any rune can be used as a powerup (including spread, prosperity and reflection, which are now available as powerups), and any powerup can be used as a rune. [Dusk] | ||
* Added a new buffer for the reliable packets scheduled to be sent from the server to the clients. This allows to limit the number of packets the server sends to a client per tick (CVAR sv_maxpacketspertick, default 64). In particular, this allows to spread the full update a client gets when connecting to the server over multiple ticks and should fix problems connecting to large maps with many actors. Also increased the packet loss buffer size from 1024 to 2048. [Torr Samaho] | |||
* Added NamedRequestScriptPuke, named variant of RequestScriptPuke. The two functions can now take 1-5 parameters, thus supporting 4 script arguments. [Dusk] | * Added NamedRequestScriptPuke, named variant of RequestScriptPuke. The two functions can now take 1-5 parameters, thus supporting 4 script arguments. [Dusk] | ||
* Added ACS time and date access functions SystemTime(), GetTimeProperty and Strftime(). The return value of SystemTime() may be overridden by the user with the new CCMD acstime. [Dusk] | * Added ACS time and date access functions SystemTime(), GetTimeProperty and Strftime(). The return value of SystemTime() may be overridden by the user with the new CCMD acstime. [Dusk] | ||
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* This server now prevents players to use a name already used by another player. If a player requests a duplicate name, the player is renamed to 'Player N' where N is a random number from 0 to 9999. [Torr Samaho] | * This server now prevents players to use a name already used by another player. If a player requests a duplicate name, the player is renamed to 'Player N' where N is a random number from 0 to 9999. [Torr Samaho] | ||
* Added CCMD demo_pause that allows to pause/resume the currently played client side demo. In free spectate mode, the spectator can still move around while the demo is paused. [Torr Samaho] | * Added CCMD demo_pause that allows to pause/resume the currently played client side demo. In free spectate mode, the spectator can still move around while the demo is paused. [Torr Samaho] | ||
* Added cl_soundwhennotactive CVAR support to non-Windows clients. [Edward-san] | |||
* Added support to clientside ACS_ExecuteWithResult with four arguments. [Edward-san] | |||
* Added sv_survival_nomapresetondeath Zandronum dmflag to modify survival game mode where the map will not be reset on all players death - the players will be able to continue with fresh amount of lives. Dead players will carry over their inventory in accordance to "keep inventory" flags. [Zalewa] | |||
* Fixed: Newly connecting clients were not properly informed about the secrets that were already revealed. [Torr Samaho] | * Fixed: Newly connecting clients were not properly informed about the secrets that were already revealed. [Torr Samaho] | ||
* Fixed: Resurrect cheat didn't work online. [Dusk] | * Fixed: Resurrect cheat didn't work online. [Dusk] | ||
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* Fixed: Clients with high bandwidth weren't informed about the item dropping physics online. [Edward-san] | * Fixed: Clients with high bandwidth weren't informed about the item dropping physics online. [Edward-san] | ||
* When sv_nocallvote is 2, only consider votes of players joined in the game (addresses 2590). [Ru5tK1ng] | * When sv_nocallvote is 2, only consider votes of players joined in the game (addresses 2590). [Ru5tK1ng] | ||
* Fixed: Returning to a map in a hub could crash the clients online. [Torr Samaho] | |||
* Fixed: Votes were not being removed or cancelled when a player disconnected. [Ru5tK1ng] | |||
* Fixed: Server-to-client ACS script executions could not represent the values [-127..-1] as parameters. [Dusk] | |||
* Fixed the inconsistent/missing number of allies and/or opponents left when the displayed player dies/spectates in gamemodes with dead spectators. [Edward-san] | |||
* Fixed: SMF_Look was not working in CTF and other team game modes. [Ru5tK1ng] | |||
* Fixed: Fixed colormaps not being respected for actors beneath 3D floors. [Dusk, Torr Samaho] | |||
* Fixed: The scoreboard duel wins drawer could crash with cameras not attached to the player. [Edward-san] | |||
* Fixed: The screen blending effects wouldn't work on the automap. [Edward-san] | |||
* Fixed: A_BrainScream and A_BrainExplode caused unnecessary network traffic. [Torr Samaho] | |||
* Fixed: the change of the player name with a too short name wasn't handled correctly. [Edward-san] | |||
* Fixed: z-position client-server inconsistencies for things on cliffs. [Zalewa, Edward-san] | |||
* Fixed: Leaf1 and Leaf2 caused unnecessary network traffic. [Torr Samaho] | |||
* Fixed: Mugshot multiplayer background color didn't change with player color in OpenGL. [Zalewa] | |||
* Fixed: "File|Join" from server console wouldn't load DeHackEd patches. [Zalewa] | |||
* Fixed: GetScreenWidth and GetScreenHeight ACS functions did not work online. [Dusk] | |||
* Fixed: the DamageFactor calculation was executed twice for armors. [Edward-san] | |||
* Fixed: body of the player who loses all lives no longer disappears into thin air. [Zalewa] | |||
* Fixed a certain number of server CVARs which weren't protected against the ConsoleCommand. [Edward-san] | |||
* Fixed: the server could crash if a morph powerup is taken away when the morphed player exhausts the ammo. [Edward-san] | |||
* Fixed crash with voodoo dolls and PowerIronFeet. [Edward-san] | |||
* Fixed: Under rare circumstances, the server could freeze when selecting a random map from the map rotation. [Torr Samaho] | |||
* Fixed: When the server instructed a client to jump as result of A_Jump*, the client did not call the state function of the state jumped to. [Torr Samaho] | |||
* Changed: Spectators can now interact with gravity and use the fly/land commands. [Leonard] | * Changed: Spectators can now interact with gravity and use the fly/land commands. [Leonard] | ||
* Save games now contain information about the renderer used to create the save. This allows to print a proper error message when an incompatible save is tried to be loaded. [Torr Samaho] | * Save games now contain information about the renderer used to create the save. This allows to print a proper error message when an incompatible save is tried to be loaded. [Torr Samaho] | ||
* Clients don't error out anymore when encountering a division by zero in a DECORATE expression. Instead, a one time warning is printed on the first occasion and the result is assumed to be zero. This is necessary since clients can encounter this in valid DECORATE code due to Zandronum's jump handling. [Torr Samaho] | * Clients don't error out anymore when encountering a division by zero in a DECORATE expression. Instead, a one time warning is printed on the first occasion and the result is assumed to be zero. This is necessary since clients can encounter this in valid DECORATE code due to Zandronum's jump handling. [Torr Samaho] | ||
* Changed the dmflags values to match the ZDoom values to resolve compatibility problems with the updated ZDoom base and future ZDoom updates. Launchers and config files need to be updated to account for this change. [Torr Samaho] | * Changed the dmflags values to match the ZDoom values to resolve compatibility problems with the updated ZDoom base and future ZDoom updates. Launchers and config files need to be updated to account for this change. [Torr Samaho] | ||
* sv_nodrop is now a dmflag. [Dusk] | * sv_nodrop is now a dmflag. [Dusk] | ||
* sv_limitnumvotes renamed to sv_votecooldown and changed to integer that determines the time to wait before a player can revote. All vote limits and times are double this value. [Ru5tK1ng] | * sv_limitnumvotes renamed to sv_votecooldown and changed to integer that determines the time to wait before a player can revote. All vote limits and times are double this value. [Ru5tK1ng] | ||
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* The CVARs gl_render_things, gl_render_walls and gl_render_flats are now restricted to beta builds. [Torr Samaho] | * The CVARs gl_render_things, gl_render_walls and gl_render_flats are now restricted to beta builds. [Torr Samaho] | ||
* Make newly connected clients wait before calling a vote. The wait time is controlled with the new CVAR 'sv_voteconnectwait'. [Ru5tK1ng] | * Make newly connected clients wait before calling a vote. The wait time is controlled with the new CVAR 'sv_voteconnectwait'. [Ru5tK1ng] | ||
* Keys can now be used while a client side demo is played. This allows binds to CCMDs like demo_pause to be used during playback. [Torr Samaho] | |||
* Dead spectators will now preserve inventory so that they can be respawned with it. [Zalewa] | |||
* When alive players complete the map in survival, dead spectators will recover their inventory on the next map in accordance to SV_COOP_LOSE* flags [Zalewa] | |||
* The 'authhostname' DNS lookup is not done during startup anymore, but only if the IP address is needed. [Torr Samaho] | |||
==== 2.2 ==== | ==== 2.2 ==== |