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Update 3.0 changelog
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(Update 3.0 changelog)
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* Added support to clientside ACS_ExecuteWithResult with four arguments. [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]
* 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]
* Backported ZDoom's ACS function GetActorFloorTexture. [Torr Samaho]
* The SQLite3 database can now be used in WAL mode. This mode is enabled / disabled with the new CCMDs 'db_enable_wal' / 'db_disable_wal'. [Torr Samaho]
* Added new ACS command SetDeadSpectator (int playernumber, int deadspectator). This command can turn alive players into dead spectators (deadspectator == 1) and revive dead spectators  (deadspectator == 0). [Torr Samaho]
* 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: the DamageFactor calculation was executed twice for armors. [Edward-san]
* 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: 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 a certain number of commands and server CVARs which weren't protected against the ConsoleCommand. [Edward-san, Torr Samaho]
* Fixed: the server could crash if a morph powerup is taken away when the morphed player exhausts the ammo. [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 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: 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]
* 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]
* Fixed: The server didn't fully notify the clients about water splashes. [Torr Samaho]
* Fixed a potential client crash related to the firing sound of a railgun. [Torr Samaho]
* Fixed: Blood splatter caused unnecessary network traffic. [Torr Samaho]
* Fixed: A_FiredSpawnRock and A_FiredSplotch caused unnecessary network traffic. [Torr Samaho]
* Fixed: Angle arguments in DECORATE didn't work properly on ARM devices like the Raspberry Pi (adapted from the corresponding ZDoom fix). [Torr Samaho]
* Fixed: The server informed the clients about the position of the other players during intermission, which generated unnecessary network traffic. [Torr Samaho]
* Fixed: the server erroneously told clients that some slamming actors changed their state to the Spawn state instead of the Idle state. [Edward-san]
* Fixed: The MinotaurFriend was not handled properly online. [Edward-san]
* Fixed: When a player was damaged, clients always executed the first state function of the standard pain state. [Torr Samaho]
* Fixed: The server didn't inform the clients about changes made with A_ChangeFlag to the special Zandronum flags, like DONTIDENTIFYTARGET. [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]
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* kickfromgame and kickfromgame_idx have been renamed to forcespec and forcespec_idx, respectively, though the old names still exist for compatibility with e.g. aliases. Same also with the ACS function KickFromGame, whose new name is ForceToSpectate.
* kickfromgame and kickfromgame_idx have been renamed to forcespec and forcespec_idx, respectively, though the old names still exist for compatibility with e.g. aliases. Same also with the ACS function KickFromGame, whose new name is ForceToSpectate.
* A new non-fatal 'Script Error' message will be printed if in a MAPINFO episode definition it's present either 'botskillname' or 'botskillpicname' but not 'botepisode'.
* A new non-fatal 'Script Error' message will be printed if in a MAPINFO episode definition it's present either 'botskillname' or 'botskillpicname' but not 'botepisode'.
* 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, gl_render_flats and gl_mask_threshold 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]
* 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]
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* 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]
* 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]
* The 'authhostname' DNS lookup is not done during startup anymore, but only if the IP address is needed. [Torr Samaho]
* The memory required for the bot nodes is now dynamically allocated when the first bot is added and freed when the last bot is removed. Thus, the CVAR sv_disallowbots is obsolete and was removed (adapted form Konar6's kpatch). This also fixes that offline, the memory required for the bot nodes was always allocated. [Torr Samaho]
* To stay compatible with Zandronum 2.x, GetCVar still returns the consoleplayer's value if called in a non-player activated CLIENTSIDE script to get the value of a user cvar. [Torr Samaho]


==== 2.2 ====
==== 2.2 ====