
- DOWNLOAD DOOM FOR MAC UPDATE
- DOWNLOAD DOOM FOR MAC PATCH
- DOWNLOAD DOOM FOR MAC SOFTWARE
- DOWNLOAD DOOM FOR MAC CODE
- DOWNLOAD DOOM FOR MAC ZIP
Use proper music check in 'idmus' CCMD.SDL2: Properly print white bold text to the screen.Destroy stale thinkers after change level failure.
DOWNLOAD DOOM FOR MAC PATCH
Fixed patch version in compatibility implementation of macOS detection. Fixed BlockThingsIterator to not reset its list of processed actors when traversing portals. Fixed: P_RoughMonsterSearch did not pass the fov parameter to its worker functions. Fixed: palette index 0 (transparent) was left uninitialized for BMF fonts. Dim depleted inventory items in all games, not just Strife.
Fixed two vr_* CVARs not getting archived. Fixed exploding barrel animation duration. Otherwise this won't emit errors if a bad condition is used with an empty conditional part. Reorder evaluation for 'if' statements to handle the condition first. DOWNLOAD DOOM FOR MAC SOFTWARE
Fixed: the software scene drawer must be deleted before calling ST_Endoom. Use original menu spacing for skill and episode menus if all elements are patches. Delay the restart action from the error pane until after everything has been shut down. DOWNLOAD DOOM FOR MAC CODE
Moved the CheckForRestart call one level up so that it is within the Windows code and does not need #ifdefs. Do not perform shadowmap updates when dynamic lights are disabled. DOWNLOAD DOOM FOR MAC ZIP
Fixed file system's zip loader to not strip away a 'filter/' prefix. Ensure that shadowmap indices only get set when shadowmaps are enabled. Do not run the dynamic light ticker when lights are switched off.
Fixed: instead of checking gl_lights, better check Level->HasDynamicLights. Run the dynamic light recreation loop before calling the light ticker. Fixed line color handling in V_BreakLines. Make RenderCommands able to use Shape2D vertex buffers past the Shape2D's lifetime without crashing. Added RefCountedBase without virtual destructor. Use RefCountedPtr to manage 2D shape buffer infos. Extended 2D buffer lifetime to the end of the frame. Fixed: crushing stairs must use HexenCrush mode. Allow Strife hands psprite to be a model. Look up HUD models by referencing the psprite's caller, rather than player's ReadyWeapon. Fixed IsHUDModelForPlayerAvailable limitation. Changed FString API to use ptrdiff_t instead of long for signed size arguments. Replaced the alt HUD's index font with a sheet based variant. Added a null check to CheckWeaponChange. Add FOV slider to the display options menu. Removed the unused palette parameter from the V_GetColor family of functions. Hud models: add nullptr check for psprites without caller. Allow passing a remap table to BestColor. Added a map flag to disable MF6_JUMPDOWN. Implemented MBF's monsters_avoid_hazards feature. Added missing MBF21 Dehacked keys "blood color" and "dropped item". Block user overrides for the logic module of core fragment shaders. Fixed crash on getting location description without a level. Added a modified version of MBF's stay-on-lift feature. Fix options search when menus are defined recursively. Split defcvars parser into its own file. Demote unknown/invalid defcvars to warnings. Enable cvar blacklisting for defcvars for certain platform variables. Replaces "BS" and "ED" on the on-screen keyboards with the symbols normally found on the keyboard for these actions. Fixed: Brightmap application for horizons was undefined. Treat 'vid_adapter 0' as what Windows considers the primary monitor. Marked several invisible controller things to not show on the automap with the scanner powerup. Vulkan: Limit texture upload transfer buffers to roughly 64 MB. Fixed: shaders with NO_LAYERS defined may not apply brightmap and glowmap. Fixed: colors from brightmaps and glowmaps need to be desaturated. Removed the redundant gl_render_precise CVAR. Fixed: 3D floor model sectors were not added to the sector lists for precise rendering. Consider 'Program Files' a read only location without actually checking.
Fixed bad parameter order in MinoraurSlam. Fixed texture clamping for elements that are partially behind a slope. Fixed: Decal things did not spawn their lower decals. Fixed melee attack disance being off after adding MBF21 support. Fixed: "Dialogue" in MAPINFO must clear all "AddDialogues" that came before. Fix compatibility handler for KDiZD's Z1M3. Use explicit virtual screen sizes for the scripted intermission backgrounds to better cope with background replacements. GLES fixed: The weapon sprite must be rendered with the fullscreen colormap on. DOWNLOAD DOOM FOR MAC UPDATE
Menu system update from Raze for better control of animated menus.Fixed vertex generation when splitting walls by planes on old hardware.Various enhancements and fixes for ZScript.MBF21 support (still in beta and not fully tested yet, bug reports are welcome).New GLES backend for better performance on OpenGL 3.3 and early 4.x hardware.