Odamex 12.3.0 is out now!
This is a minor version release with many bug fixes, feature additions, and performance improvements.
Added
- Created a cvardocjson console command to dump cvar information in both the client and server.
- External programs can import this to have information about Odamex's cvars.
- Odalaunch now uses these exports as a source-of-truth for cvar information.
- This can also be run from the command line as --cvardocjson to dump this information without requiring a WAD or other subsystems to be loaded.
- Created --cvardoc and --cvardocjson command line flags to dump the cvardoc file, in HTML or JSON format, from the command line.
- The client's --cvardocjson will print to a file on Windows platforms, and dump the file to stdout otherwise.
- Added a 90fps option to the Framerate selector in Video Options.
- Added a "Server Details" window to Odalaunch.
- To activate it, right click a server and select "View Server Details..." or middle-click a server in the server list.
- Implemented MBF's changes to player movement and spawning code, which should help cases where players may get stuck in walls.
- Added a new cvar g_horde_cooldown that puts recently played waves in a cooldown queue to avoid playing the same wave twice in a short interval.
- Added a clientside freecam for net demos and survival game modes that can be accessed when a player is out of lives.
- Added the cvar ui_mouse to navigate Odamex menus using the mouse, defaulting to on.
- Left click toggles selections, drags sliders, and drives down into menus.
- Right click emulates the Esc key and goes back 1 menu level.
- Scroll wheel scrolls menus as you'd expect.
- Added an implementation of ZDoom's stacked portal things.
- Things added to support these:
- Thing 9077 - Upper Sector Portal
- Thing 9078 - Lower Sector Portal
- Also uses the cvar r_portalrecursions to limit the amount of recursions when rendering portals.
- ACS additions:
- Added the ability to run client-side scripts.
- Add support for SpawnProjectile, SpawnSpotFacing, Thing_Projectile2, SpawnForced, SpawnSpotForced, SpawnSpotFacingForced, StrCmp, StrICmp, Sqrt, FixedSqrt, VectorLength, SetSectorDamage, SetSkyScrollSpeed, Floor, Round, Ceil, SetActivator, SetActivatorToTarget, and SetActorAngle.
- Spawn specials/functions taking a spawn number can now spawn health bonuses, mancubus fireballs, and baron projectiles (spawn numbers 152, 153, and 154)
- Print now supports x, b, n:PRINTNAME_LEVELNAME, n:PRINTNAME_LEVEL, n:PRINTNAME_NEXTLEVEL, n:PRINTNAME_NEXTSECRET, and n:PRINTNAME_SKILL.
- Spawn and SpawnSpot now return the number of things spawned
- WIP PowerShell tab completions for Odamex and Odasrv are now available.
- These are not yet included in the releases.
- See the completion/ folder for more information.
- Added support for UZDoom's Tag property in DeHackEd for setting thing display names.
Changed
- Removed the vid_pillarbox cvar as it was not operational.
- Pasting into the client console when running under X11 or Wayland now allows pasting from both the clipboard and the primary selection:
- Middle-click and ALT+V paste from the primary selection.
- Right-click and CTRL+V paste from the clipboard.
- Skyboxes now recursively stack together.
- Skyboxes will render recursively up to a level defined by the new cvar r_portalrecursions which defaults to 16.
- Missing patches are now treated as non-fatal.
- The tntem command can now be run by the server itself.
- Teammates no longer hit each other with BFG tracers when sv_unblockplayers is 1 and sv_friendlyfire is 0.
- Bossactions now use a copy of line 0, keeping up with UMAPINFO spec.
- Odalaunch changes
- Server browser now sorts servers that return << NO RESPONSE >> to the bottom of the server list.
- Instead of permanent tables that show players and server configuration, we show "popovers" when you mouse over a server's player list or server name.
- "Copy server address" copies to the clipboard instead of the primary selection when running under X11/Wayland
Fixed
- Fixed X11 WM_CLASS/Wayland app_id not being set on the BSD family of platforms.
- A_WeaponBulletAttack no longer handles refire (matches MBF21 behavior).
- Fixed exec and -config not searching relative paths.
- Many stability fixes and crash remedies.
- Fixed some cases of weapons not changing as you'd expect when grabbing a weapon while lowering your current weapon.
- Fixed many instances of HOM with high FOV, or maps with massive open areas causing the renderer functions to overflow.
- Fixed instances of deep water rendering where it should not.
- Also fixed instances where deep water should render but it does not.
- Fixed clearing additional flags when activating a dormant monster.
- Fixed players losing their color when fast forwarding or rewinding a demo.
- Fixed the VC++ runtime not installing when installing via installer.
- Fixed a bug in Odalaunch when multiple client instances launched at the same time are closed.
- Fixed MBF21 death exits not killing everyone.
- Fixed incorrect red screen when spectating a new player.
- Fixed bumping gamma not affecting colored sectors.
- Fixed HOM in status bar when starting a new game after viewing a netdemo.
- Fixed jitter when netdemo is paused.
- Fixed crash when wads had textures between TX_ markers.
- Fixed pixel gap when drawing 2 sided midtextures.
- Fixed some DeHackEd things being spawned as player starts.
- Fixed players sometimes spawning at the wrong start in coop on Hexen format maps.
- Fixed some locked doors displaying as the wrong color on the automap.
- ACS fixes:
- Spawn, CheckInventory, GiveInventory, and TakeInventory are now fully case insensitive
- SpawnSpot no longer uses the tid argument as the value for the spottid argument
- Fixed an off by one error when printing player names with Print
- Fixed out of bounds array accesses in GiveInventory, CheckInventory, and TakeInventory