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GZDoom offers you the possibility to experience the classic Doom shooter games on the comfort of your Mac, by using OpenGL rendering.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. Menu system update from Raze for better control of animated menus.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: 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. Split defcvars parser into its own file Demote unknown/invalid defcvars to warnings Enable cvar blacklisting for defcvars for certain platform variables 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. 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. 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 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. 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. Fixed file system's zip loader to not strip away a 'filter/' prefix. Ensure that shadowmap indices only get set when shadowmaps are enabled. 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Add 'BF_ONLYVISIBLETHINGS' Flag to A_Blast Cisco linksys wrt54gh firmware downloadAdded fallback to the parenthesis glyphs for the braces. Fixed crash calling ChangeSky() with an invalid texture. Moved Doom specific font init code out of the backend. Corrected the NUL checks in S_FindSkinnedSound. This error was triggered by Return of the Triad.
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