Skip to content
This repository was archived by the owner on Jun 23, 2023. It is now read-only.

Commit edb0a01

Browse files
bump version to 2.6.1um
1 parent f4bc59d commit edb0a01

File tree

3 files changed

+112
-2
lines changed

3 files changed

+112
-2
lines changed

prboom2/CMakeLists.txt

+1-1
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,7 @@
11
cmake_minimum_required(VERSION 3.0)
22

33
project("PrBoom-Plus"
4-
VERSION 2.6
4+
VERSION 2.6.1
55
HOMEPAGE_URL "https://github.com/coelckers/prboom-plus")
66

77
# Set a default build type if none was specified

prboom2/NEWS

+110
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,113 @@
1+
PrBoom-Plus 2.6.1um @ 16 Aug 2021
2+
- fixed MOD playback with DUMB 2.x
3+
- added TNTCLxx cheat, e.g. TNTCL04 sets complevel 4 (Final DOOM)
4+
- draw crosshair before messages, draw crosshair for fist/chainsaw and during on-screen messages
5+
- fixed crosshair locking on target for melee weapons
6+
- more consistently check for ammo instead of weapon type
7+
- fixed odd strafe values (vanilla allows even values only)
8+
- added TNTSHORT cheat to toggle shorttics on and off while in game
9+
- fixed typo in ZDoom-style Actor name (Slalagtite -> Stalagtite)
10+
- fixed Windows Alt-Tab
11+
- fixed a memory leak on SDL_Quit()
12+
- preserve automap position/scale when toggling overlay mode
13+
- allow binding weapon selection to mouse buttons
14+
- add a `-pistolstart` command-line parameter
15+
- fixed crashes on WADs with empty music lumps, e.g. Nihility.wad
16+
- enabled loading 16 bit RIFF wavs in WADs
17+
- make low-pass sound filter (introduced by the previous change) optional
18+
- if executable directory appears not writable, fall back to `.`
19+
- made pitch-shift range independent of target samplerate
20+
- fixed bogus condition preventing automap lines from being drawn
21+
- fixed saving of mouse button bindings
22+
- fixed interpolated z-coordinate after teleporting
23+
- added a new option "Disable sound cutoffs" to allow removed map objects to finish playing their sounds and to make seesounds uninterruptible
24+
- allow deleting savegames from menu
25+
- fixed automap crash when `USE_VERTEX_ARRAYS` and `GL_VBO` are undefined
26+
- fluidsynth: reset all controllers when looping a song
27+
- fixed hanging notes on exit when using Portmidi
28+
- show current and next levels when typing IDCLEV cheat
29+
- added a config key for "exclusive" i.e. mode-changing fullscreen
30+
- UMAPINFO: if interbackdrop does not specify a valid flat, draw it as a patch instead
31+
- appended revision tracker to UMAPINFO spec document
32+
- ALSA sequencer API backend for ALSA MIDI support (Linux only)
33+
- extended range of maps reachable via `-warp` and IDCLEV:
34+
* from E1M1-E4M9 to E1M0-E9M99 for D1
35+
* from MAP01-MAP33 to MAP00-MAP99
36+
* Limitations:
37+
* E0My doesn't work, since episode must always be > 0
38+
* `-warp x 0`, because zero passed to `-warp` as map number is used to warping to first changed map in PWAD
39+
- evaluate mouse motion only once per tick
40+
- show Time/STS widgets above status bar
41+
- removed lowpass-filter item from menu
42+
- fixed `P_SetMobjState()` stack, fixes crash on mayhem18p.wad/m18p31-1509.lmp
43+
- fixed crash in automap on certain maps (e.g. Sunlust MAP01) when using GL renderer, Thing Appearance = Icons and 2xIDDT
44+
- fixed menu intermission desync
45+
- fixed crash when leaving menu in Chex Quest
46+
- initialize the map title widget with the generic map lump name
47+
- make "Next Level" key simply increase map number if already outside regular level transition range
48+
- check for next level in IDCLEV cheat before announcing it
49+
- make sure "Next Level" key never warps to a non-existent map
50+
- reformatted umapinfo.txt so that it is easier to read in plaintext
51+
- fixed custom episode select for Doom 2
52+
- fixed shifting automap markers
53+
- allow translucent sprites on all complevels
54+
- allow disabling predefined translucency on all complevels
55+
- fixed flood HOM on certain maps (e.g. Plutonia MAP11, HR MAP01) (GL)
56+
- fixed sky walls for cases with sky vs. sky toptextures (e.g. E4M6) (GL)
57+
- fixed transparent spites being rendered incorrectly with transparent walls in view (GL)
58+
- generate a default save-slot name when saving to an empty slot
59+
- added mouse button binds for turn left/right
60+
- fixed sky scaling for non-standard sky sizes, e.g. Eviternity and Ancient Aliens (GL)
61+
- added new advanced HUD layout by Fireb3rt+
62+
- added slice_samplecount config option
63+
- added manifest to declare app as DPI aware, so that Windows will not apply DPI virtualization
64+
- added support for widescreen assets
65+
- added ZDoom's names for the new Crispy Doom/DEHEXTRA things to ActorNames[], so they can be used with BossAction() if needed
66+
- fixed UMAPINFO music restarting issue
67+
- skip the 'entering level' screen if one of endgame, endpic, endbunny or endcast is set (UMAPINFO)
68+
- fixed endbunny and endgame UMAPINFO fields
69+
- reset mlook on demo recording
70+
- added OpenGL sprite fuzz options ("darken", "shadow", "transparent", "ghostly")
71+
- properly check for the CreateFileMapping() symbol (build)
72+
- always precache sound lumps
73+
- replace W_SafeGetNumForName() with W_CheckNumForName()
74+
- removed defunct lump locking warnings
75+
- removed obsolete SFX usefulness references
76+
- allow colored blood to get set/overridden by DEHACKED, implemented Eternity's coloredblood spec, added three additional color translation tables for black, purple and white
77+
- made the Ouch Face fix available on all complevels
78+
- added the autoload directory feature from Chocolate Doom
79+
- implemented custom atexit() sequence, ported over from Chocolate Doom, fixing crashes during shutdown e.g. on Linux using Wayland
80+
- fixed switching weapons when reaching zero ammo with boom_autoswitch == 0
81+
- made Doom sound quirk fixes available on all complevels
82+
- UMAPINFO: introduced the new 'label' field
83+
- do not cast degenmobj_t as mobj_t, breaks aliasing rules on platforms where mobj_t pointers are 64-bit aligned and
84+
degenmobj_t pointers are only 32-bit aligned
85+
- fixed `-solo-net` for demo restart
86+
- fixed levelstat crash for MAP33 and above
87+
- added autoload per PWAD feature, further enhancing the autoload directory feature
88+
- UMAPINFO: fixed 'episode' field parsing, 'label' is single-line
89+
- removed obsolete weapon toggle setting
90+
- added ftell() and fseek() implementations for DEHACKED lumps, allowing the DEH parser to roll back to the start of a line following a blank line and re-process it with the last valid block code handler
91+
- added mouse look / vertical mouse movement toggle notifications
92+
- fixed forcing aspect ratio correction only for the canonical 16:10 (i.e. 320x200 and 640x400) modes
93+
- do not even attempt to play DEMO4 if it is not available
94+
- only apply palette changes when inside a level
95+
- fixed 32-bit widescreen pain palette
96+
- added a `-coop_spawns` parameter for using "coop in single-player" mode
97+
- fixed OpenGL effect palettes
98+
- added support for non-latin paths and filenames on Windows
99+
- made sure to always autoload prboom-plus.wad
100+
- introduced a supplemental data directory "PRBOOMDATADIR" to install prboom-plus.wad into (build)
101+
- prepared for different autoload base directories, respecting the `-noload` parameter
102+
- fixed playback of complevel 11 demo with UMAPINFO
103+
- fixed attempted playback of a UMAPINFO demo without UMAPINFO loaded
104+
- never exceed desktop resolution in fullscreen desktop mode
105+
- UMAPINFO: entries without defined 'levelname' fall back to default
106+
- UMAPINFO: fixed default intermission
107+
- fixed setting 'finaleflat' in FMI_StartFinale (UMAPINFO)
108+
- fixed load game during multiplayer demo playback
109+
- fixed OpenGL backfill
110+
1111
PrBoom-Plus 2.6um @ 09 Feb 2021
2112
- fixed episode selection when playing Doom 2
3113
- fixed Doom 1 level progression

prboom2/README

+1-1
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
1-
PrBoom 2.6um
1+
PrBoom 2.6.1um
22

33
PrBoom is a version of the classic 3D shoot'em'up game Doom, originally
44
written by id Software.

0 commit comments

Comments
 (0)