Added several missing video resolutions
Fixed compilation of SDL backend
Fixed MSVC warning in a_randomspawner.cpp
Added error message about missing class to drop from RandomSpawner
Fixed crash in RandomSpawner with -nomonsters
Fix crash on attempt to save cached OpenGL nodes on OS X
Fixed potential crash in ACS engine
Fixed division by zero in RNG
Fixed dangling links to garbage collected HUD message objects
Fix field by index lookup
Con_SafePrintf uses the same message size limit as the rest of console output functions
Optimize BoxOnPlaneSide
Improve handling of huge entities in SV_FindTouchedLeafs
fix buffer overflow in progs global string functions
Added MinGW continuous integration workflow
Fixed 32-bit Windows crash reporter
Fixed applying of unsafe context in waiting command
- implemented hqNx image scaling algorithms using MMX and SSE2 intrinsics
Fixed build on compilers other than MSVC
Use byte swapping functions from <libkern/OSByteOrder.h> on OS X
Added bounds check for local variables in ACS VM
Uniform way to guard ACS stack and variables
Marked internal menu commands as safe
- ACS stack checking (proxy commit by Rachael)
Made unsafe execution context check for CVARs more strict
Fixed resetting CVARs via internal menu CCMDs
Restore unsafe execution context to its previous value
Marked two more CCMDs as unsafe
Added propagation of unsafe execution context to waiting command
Marked a few commands as unsafe
Prohibited setting of non-mod CVARs from unsafe alias
Added unsafe execution context for console commands
Fixed crash when morph item is used from ACS
Scale of player's skin is now preserved on corpses after reborn
libc++ is now used by the linker too (when applicable)
Fixed crash on finishgame CCMD in non-game modes
Fixed missing transparency on upscaled textures
Fixed incorrect volume levels of Timidity instruments
Merge branch 'master' of https://github.com/rheit/zdoom into lzma2
Fixed compilation with updated LZMA library using Visual Studio
Fixed file list in VS2005 project of LZMA library
Added support for LZMA2 compression method in .7z archives
Added simple check for unsupported compression method in .7z files
Fixed crash on attempt to load corrupted data file
Fixed initialization of Hexen-style things
Fix loading of lumps from directory on OS X
Enable fighting between different types of gargoyles and golems
Add NOBLOOD flag to Heresiarch actor
Fix incorrect Maulotaur melee attack sound
Fix two issues with GL nodes handling
* fix compilation on non-Windows systems
- Ignored dehacked.exe from *.zip files to enable loading of *.deh files.
+ things as sprites on map, controlled with am_showthingsprites CVAR
* fix build on OS X via CMake
Enabled IWAD picker window on OS X.
Enabled OpenGL for Apple's OS X.
fix potential crash after loading of saved game
use `MSBuild` in Windows CI workflow
add continuous integration via GitHub Actions
fix crash when handling clipboard data on macOS
fix out-of-bound reads when handling type sizes
Thanks for the permission and for your great project.
Hello Zenju, At the moment xBRZ is one of the best upscaling algorithms. I think...