Version history/3.2: Difference between revisions

m
Updated 3.2's changelog.
m (Updated 3.2's changelog.)
m (Updated 3.2's changelog.)
Tag: Source edit
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*Added the dmflag "sv_donthidestats" to show an enemy player's stats. [DoomJoshuaBoy]
*Added the dmflag "sv_donthidestats" to show an enemy player's stats. [DoomJoshuaBoy]
*Added a new SelfObituary actor property for when a player kills themselves with an actor. This replaces Skulltag's hardcoded self obituaries for the BFG10K and Grenades. [DrinkyBird]
*Added a new SelfObituary actor property for when a player kills themselves with an actor. This replaces Skulltag's hardcoded self obituaries for the BFG10K and Grenades. [DrinkyBird]
*Added the DECORATE weapon flags GIVEFISTINGMEDAL and GIVESPAMMEDAL. Weapons with these flags will award the player with the "fisting" and "spam" medals respectively. [Kaminsky]
*The result value of GAMEEVENT_MEDALS event scripts can now be used to determine whether or not the player receives the medal. [Kaminsky]
*Added an option to filter the server list by name within the built-in server browser menu. [Kaminsky]
*Added the dmflag "sv_dontoverrideplayercolors", which prevents player colors from being overriden. [Kaminsky]


===Fixes===
===Fixes===
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*Fixed: PickActor wouldn't pick actors that were the same species if called by the server. [Kaminsky]
*Fixed: PickActor wouldn't pick actors that were the same species if called by the server. [Kaminsky]
*Fixed: chat messages sent by the server weren't colorized properly. [Kaminsky]
*Fixed: chat messages sent by the server weren't colorized properly. [Kaminsky]
*Fixed: restarting the map didn't unfreeze the game properly in online games. [Kaminsky]
* Fixed: restarting the map didn't unfreeze the game properly in online games. [Kaminsky]
*Fixed: Changing the COUNTKILL flag via A_ChangeFlag didn't update the invasion monster count. [Kaminsky]
*Fixed: Changing the COUNTKILL flag via A_ChangeFlag didn't update the invasion monster count. [Kaminsky]
*Fixed: projectiles and bulletpuffs didn't trigger GAMEEVENT_ACTOR_SPAWNED if "ForceSpawnEventScripts" was enabled. [Kaminsky]
*Fixed: projectiles and bulletpuffs didn't trigger GAMEEVENT_ACTOR_SPAWNED if "ForceSpawnEventScripts" was enabled. [Kaminsky]
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*GAMEMODE flags are now validated after all GAMEMODE lumps have been parsed instead of after each one. The internal game mode name (e.g. "TeamLMS") is now printed with the error message instead of the actual name. [Kaminsky]
*GAMEMODE flags are now validated after all GAMEMODE lumps have been parsed instead of after each one. The internal game mode name (e.g. "TeamLMS") is now printed with the error message instead of the actual name. [Kaminsky]
*Added an extra check to ensure that game modes have a (short) name. [Kaminsky]
*Added an extra check to ensure that game modes have a (short) name. [Kaminsky]
*Fixed: players appeared jittery when standing on lifts moving downward in online games. [Kaminsky]
* Fixed: players appeared jittery when standing on lifts moving downward in online games. [Kaminsky]
*Restrict broadcasted net commands to clients who already have the full update. [Torr Samaho]
*Restrict broadcasted net commands to clients who already have the full update. [Torr Samaho]
*"wait 0" is now acceptable and will properly wait one tic. This is because the wait CCMD was always off by one tic, meaning that "wait" or "wait 1" actually delayed a command by 2 tics. [Kaminsky]
*"wait 0" is now acceptable and will properly wait one tic. This is because the wait CCMD was always off by one tic, meaning that "wait" or "wait 1" actually delayed a command by 2 tics. [Kaminsky]
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*Fixed: the player's view didn't revert back to itself if they were spying on an enemy player when lms_spectatorview was disabled. [Kaminsky]
*Fixed: the player's view didn't revert back to itself if they were spying on an enemy player when lms_spectatorview was disabled. [Kaminsky]
*Fixed: clients could give players more health when they weren't allowed to know their actual health. [Kaminsky]
*Fixed: clients could give players more health when they weren't allowed to know their actual health. [Kaminsky]
*Changed "sv_respawndelaytime" into a float. It's now possible to set respawn times that are below one second. [Kaminsky]
* Changed "sv_respawndelaytime" into a float. It's now possible to set respawn times that are below one second. [Kaminsky]
*The "ready to respawn in..." message now always appears if a player can respawn, which can be disabled with the CVar "r_drawrespawnstring". [Kaminsky]
*The "ready to respawn in..." message now always appears if a player can respawn, which can be disabled with the CVar "r_drawrespawnstring". [Kaminsky]
*Fixed: Player.DamageScreenColor didn't work properly in online games if it used a specific damage type. [Kaminsky]
*Fixed: Player.DamageScreenColor didn't work properly in online games if it used a specific damage type. [Kaminsky]
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*The server now updates a spectator's lagging status to all clients and the mini lag icon on the scoreboard now shows for spectators. [Kaminsky]
*The server now updates a spectator's lagging status to all clients and the mini lag icon on the scoreboard now shows for spectators. [Kaminsky]
*Fixed: PLAYERINFO_TEAM didn't return 255 if the player wasn't on team like it does in GZDoom. [Kaminsky]
*Fixed: PLAYERINFO_TEAM didn't return 255 if the player wasn't on team like it does in GZDoom. [Kaminsky]
*By default, the join queue is no longer cleared between levels for all game modes like in duel. The old behaviour can be restored by enabling the new dmflag "sv_dontkeepjoinqueue" which also works in duel. [Kaminsky]
* By default, the join queue is no longer cleared between levels for all game modes like in duel. The old behaviour can be restored by enabling the new dmflag "sv_dontkeepjoinqueue" which also works in duel. [Kaminsky]
*Fixed: unlagged would also reconcile for bots, causing them to miss shots in online games. [Kaminsky]
*Fixed: unlagged would also reconcile for bots, causing them to miss shots in online games. [Kaminsky]
*Unlagged now restores a player's old height when reconciling them. [Kaminsky]
* Unlagged now restores a player's old height when reconciling them. [Kaminsky]
*It's now possible to save a crash report using the 64-bit Windows build.
*It's now possible to save a crash report using the 64-bit Windows build.
*Fixed: The random class was still selectable in the join menu when NoRandomPlayerClass was enabled in MAPINFO. [DrinkyBird]
*Fixed: The random class was still selectable in the join menu when NoRandomPlayerClass was enabled in MAPINFO. [DrinkyBird]
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*Fixed: trailing color codes weren't being removed properly from chat strings. [Kaminsky]
*Fixed: trailing color codes weren't being removed properly from chat strings. [Kaminsky]
*sv_hostname is now cleaned up so that any unacceptable characters and trailing crap are removed. [Kaminsky]
*sv_hostname is now cleaned up so that any unacceptable characters and trailing crap are removed. [Kaminsky]
*The "fisting" medal is now only awarded if the player frags another player with a melee hitscan attack, as it should be. [Kaminsky]
*Fixed: a player's class could still change if they were still alive when travelling from one map to the next in cooperative. [Kaminsky]
*Fixed: players could still respawn (albeit frozen) during the result sequence if sv_forcerespawn was on. [Kaminsky]
*Fixed: puffs didn't enter their XDeath states in online games. [Kaminsky]
*Fixed: spawning game mode artifacts like the possession stone and terminator ball didn't correctly account for useplayerstartz. [Kaminsky]
*Blacklisted the connect, disconnect, reconnect, and restart CCMDs from ConsoleCommand. [Kaminsky]