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Add changelogs for 2.1.x
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== Changelogs ==
=== 2.1.2 ===
* Fixed the remaining jitter and weapon sync problems caused by the client movement buffer. [Torr Samaho]
=== 2.1.1 ===
* The client movement buffer now can be toggled with the new CVAR sv_useticbuffer (default true). [Torr Samaho]
* Fixed jittery player movement caused by the client movement buffer. [Torr Samaho]
* Fixed: Clients wrongly predicted the health of the consoleplayer. [Edward-san, Torr Samaho]
* Fixed: clients were not updated about the successful A_CustomPunch lifesteal attacks from a player. [Edward-san]
* Fixed: clients were not updated about the successful A_Saw lifesteal attacks from a player. [Edward-san]
=== 2.1 ===
* The Zandronum server is now compatible with the Raspberry Pi (based on selected ZDoom backports), so far only tested with a Raspberry Pi 2 Model B. [Torr Samaho]
* Added support for ACS script numbers higher than 999. This is intended to increase compatibility with mods that worked in 1.3, but stopped working with 2.0. [Torr Samaho]
* The server can now broadcast dehacked patches loaded with -deh and -bex to server browsers. [Dusk]
* Added Catastrophe's CCMD 'ifspectator' that executes its argument only if the consoleplayer is a spectator. [Torr Samaho]
* Fixed: Too high volume parameters to A_PlaySound and friends caused the volume to overflow online. [Dusk]
* Fixed: Friendly fire obituaries did not appear online in competitive gamemodes. [Dusk]
* Hopefully fixed a potential weapon switch induced client-side crash. [Dusk]
* Fixed: Amount of total monsters went out of count upon map resets. [Dusk]
* Fixed: When a player scored a point in CTF, Skulltag or Possession, the scoreboard in the Windows server console was not updated properly. [Torr Samaho]
* Fixed: -optfile would eat CCMD calls (such as +exec) and treat them and their arguments as wads to include as optional. [Dusk]
* Fixed: the 'light fast strobe in sync' sector special would visually desync while playing a demo. [Edward-san]
* Fixed: A_LookEx desynced completely online. [Dusk, Edward-san]
* Fixed possible health desync issues in some situations. [Edward-san]
* Fixed: Trying to open a corrupt zip archive crashed the game (backported from ZDoom). [Torr Samaho]
* Fixed: Players were kicked for excessive movement commands instead of simply ignoring the excessive commands. [Torr Samaho]
* Fixed: clients were not informed of some actor flag modifications with A_ChangeFlag. [Edward-san]
* Fixed: Trying to record client demos on some mods, e.g. duel32c_st.pk3, caused the client to error out. [Torr Samaho]
* Fixed: A_FadeIn and A_FadeOut did not work for actors which don't have a network id. [Dusk, Edward-san]
* Fixed: The client could not handle the display of the morphed mugshot in the status bar. [Edward-san]
* Fixed: clients lost some actor flag modifications done in a previous map after a changemap map change. [Edward-san]
* Fixed: Players would be awarded damage dealt to non-COUNTKILL monsters if sv_awarddamageinsteadkills was set. [Dusk]
* Fixed: Using alternative track orders with music formats with multiple tracks did not work online. [Dusk]
* Fixed: "gl_cachenodes 1" could crash the server. [Torr Samaho]
* Fixed: A map change in CTF online could crash the game. [Torr Samaho]
* Fixed: Blocked sliding polyobjects were not handled properly online. [Edward-san]
* Fixed: The delayed stairs building movers were not handled properly online. [Edward-san]
* Fixed: Some dehacked weapon attack sounds could not work. [Edward-san]
* Fixed some weapon sync issues related to the client movement buffer. [Torr Samaho]
* Fixed: Even when using a random map rotation, the map a server loads on start was not randomized (ported from Konar6's kpatch). [Torr Samaho]
* Fixed: sv_forcegldefaults 1 stopped working properly for the gl clients. [Edward-san]
* Make the crash log unique for SDL platforms by appending the timestamp to the file name. [Edward-san, Dusk]
* The Linux executables now will be able to generate a core dump in case a crash happens. [Edward-san]
* Railgun attacks no longer always pierce armor. The Skulltag railgun in skulltag_actors.pk3 continues to do so, however, through use of +PIERCEARMOR. [Dusk]
* A map is now marked as used when entered instead of when exited in the rotation list. [Leonard, Torr Samaho]