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+ - The internal server browser now automatically loads the wads of the selected server when joining. For this, all wads need to be in a place where they can be found with the '-file' command line option. In the browser menu, the left and right keys allow to scroll through the list of filtered servers. [Torr Samaho]
+ - The 'Join the game' command key used by spectators is now customizable in the 'Customize Controls' menu. [Edward-san, Dusk]
+ - The default 'authhostname' CVAR has been changed to the official zandronum game authentication server ( auth.zandronum.com:16666 ). [AlexMax, Edward-san]
+ - BOTINFO now allows to define more than 128 bots. [Torr Samaho]
+ - Chat now features a movable cursor, allowing text insertion/deletion from elsewhere than just the end. [Dusk]
+ - Chat preview is now rendered on multiple lines, if necessary. [Dusk]
+ - Chat now remembers the ten previously sent messages that can be brought up with up/down arrow keys. [Dusk]
+ - Chat can now tab complete player names. [Dusk]
+ - Clients' account names are now visible in the output of CCMD "playerinfo", unless the player hides it with the new CVar cl_hideaccount. The server can always see the accountname from playerinfo. [Dusk]
+ - Added a mechanism to safe login credentials under Windows using the Windows Credential Manager aka Windows Vault. The credentials can be stored using the new CCMD 'login_add'. A default user name can be specified with the new CVAR 'login_default_user'. [Torr Samaho]
+ - This server now prevents players to use a name already used by another player. If a player requests a duplicate name, the player is renamed to 'Player N' where N is a random number from 0 to 9999. [Torr Samaho]
+ - Added CCMD demo_pause that allows to pause/resume the currently played client side demo. In free spectate mode, the spectator can still move around while the demo is paused. [Torr Samaho]
+ - Added cl_soundwhennotactive CVAR support to non-Windows clients. [Edward-san]
+ - Added support to clientside ACS_ExecuteWithResult with four arguments. [Edward-san]
+ - Added sv_survival_nomapresetondeath Zandronum dmflag to modify survival game mode where the map will not be reset on all players death - the players will be able to continue with fresh amount of lives. Dead players will carry over their inventory in accordance to "keep inventory" flags. [Zalewa]
+ - Backported ZDoom's ACS function GetActorFloorTexture. [Torr Samaho]
+ - The SQLite3 database can now be used in WAL mode. This mode is enabled / disabled with the new CCMDs 'db_enable_wal' / 'db_disable_wal'. [Torr Samaho]
+ - Added new ACS command SetDeadSpectator (int playernumber, int deadspectator). This command can turn alive players into dead spectators (deadspectator == 1) and revive dead spectators (deadspectator == 0). [Torr Samaho]
+ - Added the new ACS command SetActivatorToPlayer as a replacement solution for AAPTR_PLAYERx that works with all 64 players instead of only 8. [Dusk]
+ - Added CVAR sv_forcerespawntime that controls the time delay before force respawn activates and respawns a player. [Ru5tK1ng]
+ - The authentication mechanism for non-map related lumps now allows Freedoom 0.11.3/Doom clients to join Doom/Freedoom 0.11.3 servers. [Torr Samaho]
- - Fixed: Newly connecting clients were not properly informed about the secrets that were already revealed. [Torr Samaho]
- - Fixed: Resurrect cheat didn't work online. [Dusk]
- - Fixed: Turbo cheat didn't work online. [Dusk]
- - Fixed: Kill [class] cheat didn't work online. The kill monsters cheat can also be used by clients if sv_cheats is true. The server can use the kill [class] cheat anytime, like with kill monsters. [Dusk]
- - Fixed: Logfiles would sometimes contain timestamps in the middle of lines. [Dusk]
- - sv_shotgunstart is now respected in non-cooperative gamemodes. [Dusk]
- - Fixed: Take cheat didn't work online. [Dusk]
- - Fixed: An invalid "winlimit hit" message would be displayed on map change in possession. [Dusk]
- - Fixed: The internal server browser didn't list all of the compatible, available servers. [Torr Samaho]
- - Fixed: A_CheckSight would not jump if a spectator was in the line of sight of the calling actor. [Dusk]
- - Fixed: Using kick_idx, ignore_idx, unignore_idx, getip_idx, kickfromgame_idx and ban_idx with an invalid player index assumed a default of player 0. [Dusk]
- - Fixed: SpawnDecal did not work online. [Dusk]
- - Fixed: the 'take inventory' server command informed the clients by using the inventory class string instead of the much cheaper network id. Thanks to Siferah for spotting and reporting it. [Edward-san]
- - Fixed: the 'spawn player' server command used 1 more byte than needed. [Edward-san]
- - Fixed problems of the Doom status bar with high res font replacements. [Torr Samaho]
- - Fixed: ACS function PlaySound did not work online. [Edward-san]
- - Fixed: Bots on a large map may freeze the game. [Torr Samaho]
- - Fixed: clients would play D'Sparil's attacks sound even when the attacks didn't start because there was no target to attack. [Edward-san]
- - Fixed: clients weren't informed to play the heretic Knight attack sounds when it throws the axes. [Edward-san]
- - Fixed: clients were told to play the 'poison cough' sound even when the poisoning by flechette didn't happen (for example because the player is invulnerable). [Edward-san]
- - Fixed: clients were not informed correctly about the actors being in alert when another actor is hit by a dagger attack. [Edward-san]
- - Fixed: clients would play the sounds from the world-activated ACS function ActivatorSound differently from offline. [Edward-san]
- - Fixed: the server didn't inform the clients to not apply the DROPPED flag to level-spawned items which don't have it by default. [Edward-san]
- - Fixed: clients were not informed correctly about the morphed player's morph style. [Edward-san]
- - Fixed: clients were not informed to play the active sound of a PowerProtection powerup. [Edward-san]
- - Fixed: clients couldn't hide the RaiseAlarm item released by dying NPC actors. [Edward-san]
- - Fixed: clients were not informed correctly about actors being affected by A_NoBlocking invoked by an item pickup. [Edward-san]
- - Fixed: HUDMessage messages weren't cleared on map resets. [Edward-san]
- - Fixed: Player start types were selected based on the CVARs deathmatch and teamgame instead of the GAMEMODE flags DEATHMATCH and TEAMGAME. [Torr Samaho]
- - Fixed: A titlemap run with gamemode cooperative and dead spectators was not started correctly. [Edward-san, Torr Samaho]
- - Fixed: The ACS function ReplaceTextures didn't show an effect for clients already in the game. [Torr Samaho]
- - Fixed: Certain code pointers like A_PlaySound didn't work on MorphFlash/UnMorphFlash online. [Torr Samaho]
- - Fixed: Clients played the Archvile resurrect sound twice. [Edward-san]
- - Fixed a network inconsistency with Archvile-like monsters which miss the Heal state and use A_VileChase to eventually resurrect the corpses. [Edward-san, Torr Samaho]
- - Fixed: clients didn't handle properly resurrecting monsters in rare occurrences. [Edward-san]
- - Fixed the wrong thingz positioning after an offline map reset. [Torr Samaho, Edward-san]
- - Fixed: clients mispredicted NOGRAVITY things, attached to the ceiling, when pushed by something. [Edward-san]
- - Fixed: menu ignore got confused about players with the same name. [Dusk]
- - Fixed: A_Respawn wasn't handled correctly online. [Edward-san]
- - Fixed: clients couldn't hear the player's jumping sound if present. [Edward-san]
- - Fixed: When the server used ACS_ExecuteWithResult to start a CLIENTSIDE scripts, the clients were told the wrong arguments. [Torr Samaho]
- - Fixed: A_Mushroom did not work properly online. [Torr Samaho]
- - Fixed: The server didn't instruct clients to spawn missiles from A_CustomMissile if they exploded on spawn. [Torr Samaho]
- - Fixed: AFastProjectile ignored the CLIENTSIDEONLY flag of its MissileType. [Torr Samaho]
- - Fixed: A_SpawnDebris did not work properly online and ignored the CLIENTSIDEONLY flag. [Torr Samaho]
- - Fixed: Voodoo dolls could cause unnecessary network traffic. [Torr Samaho]
- - Fixed: Indefinitely hidden non-inventory actors caused unnecessary network traffic during a map reset. [Torr Samaho]
+ - The 'Join the game' command key used by spectators is now customizable in the 'Customize Controls' menu. [Edward-san, Dusk]
+ - The default 'authhostname' CVAR has been changed to the official zandronum game authentication server ( auth.zandronum.com:16666 ). [AlexMax, Edward-san]
+ - BOTINFO now allows to define more than 128 bots. [Torr Samaho]
+ - Chat now features a movable cursor, allowing text insertion/deletion from elsewhere than just the end. [Dusk]
+ - Chat preview is now rendered on multiple lines, if necessary. [Dusk]
+ - Chat now remembers the ten previously sent messages that can be brought up with up/down arrow keys. [Dusk]
+ - Chat can now tab complete player names. [Dusk]
+ - Clients' account names are now visible in the output of CCMD "playerinfo", unless the player hides it with the new CVar cl_hideaccount. The server can always see the accountname from playerinfo. [Dusk]
+ - Added a mechanism to safe login credentials under Windows using the Windows Credential Manager aka Windows Vault. The credentials can be stored using the new CCMD 'login_add'. A default user name can be specified with the new CVAR 'login_default_user'. [Torr Samaho]
+ - This server now prevents players to use a name already used by another player. If a player requests a duplicate name, the player is renamed to 'Player N' where N is a random number from 0 to 9999. [Torr Samaho]
+ - Added CCMD demo_pause that allows to pause/resume the currently played client side demo. In free spectate mode, the spectator can still move around while the demo is paused. [Torr Samaho]
+ - Added cl_soundwhennotactive CVAR support to non-Windows clients. [Edward-san]
+ - Added support to clientside ACS_ExecuteWithResult with four arguments. [Edward-san]
+ - Added sv_survival_nomapresetondeath Zandronum dmflag to modify survival game mode where the map will not be reset on all players death - the players will be able to continue with fresh amount of lives. Dead players will carry over their inventory in accordance to "keep inventory" flags. [Zalewa]
+ - Backported ZDoom's ACS function GetActorFloorTexture. [Torr Samaho]
+ - The SQLite3 database can now be used in WAL mode. This mode is enabled / disabled with the new CCMDs 'db_enable_wal' / 'db_disable_wal'. [Torr Samaho]
+ - Added new ACS command SetDeadSpectator (int playernumber, int deadspectator). This command can turn alive players into dead spectators (deadspectator == 1) and revive dead spectators (deadspectator == 0). [Torr Samaho]
+ - Added the new ACS command SetActivatorToPlayer as a replacement solution for AAPTR_PLAYERx that works with all 64 players instead of only 8. [Dusk]
+ - Added CVAR sv_forcerespawntime that controls the time delay before force respawn activates and respawns a player. [Ru5tK1ng]
+ - The authentication mechanism for non-map related lumps now allows Freedoom 0.11.3/Doom clients to join Doom/Freedoom 0.11.3 servers. [Torr Samaho]
- - Fixed: Newly connecting clients were not properly informed about the secrets that were already revealed. [Torr Samaho]
- - Fixed: Resurrect cheat didn't work online. [Dusk]
- - Fixed: Turbo cheat didn't work online. [Dusk]
- - Fixed: Kill [class] cheat didn't work online. The kill monsters cheat can also be used by clients if sv_cheats is true. The server can use the kill [class] cheat anytime, like with kill monsters. [Dusk]
- - Fixed: Logfiles would sometimes contain timestamps in the middle of lines. [Dusk]
- - sv_shotgunstart is now respected in non-cooperative gamemodes. [Dusk]
- - Fixed: Take cheat didn't work online. [Dusk]
- - Fixed: An invalid "winlimit hit" message would be displayed on map change in possession. [Dusk]
- - Fixed: The internal server browser didn't list all of the compatible, available servers. [Torr Samaho]
- - Fixed: A_CheckSight would not jump if a spectator was in the line of sight of the calling actor. [Dusk]
- - Fixed: Using kick_idx, ignore_idx, unignore_idx, getip_idx, kickfromgame_idx and ban_idx with an invalid player index assumed a default of player 0. [Dusk]
- - Fixed: SpawnDecal did not work online. [Dusk]
- - Fixed: the 'take inventory' server command informed the clients by using the inventory class string instead of the much cheaper network id. Thanks to Siferah for spotting and reporting it. [Edward-san]
- - Fixed: the 'spawn player' server command used 1 more byte than needed. [Edward-san]
- - Fixed problems of the Doom status bar with high res font replacements. [Torr Samaho]
- - Fixed: ACS function PlaySound did not work online. [Edward-san]
- - Fixed: Bots on a large map may freeze the game. [Torr Samaho]
- - Fixed: clients would play D'Sparil's attacks sound even when the attacks didn't start because there was no target to attack. [Edward-san]
- - Fixed: clients weren't informed to play the heretic Knight attack sounds when it throws the axes. [Edward-san]
- - Fixed: clients were told to play the 'poison cough' sound even when the poisoning by flechette didn't happen (for example because the player is invulnerable). [Edward-san]
- - Fixed: clients were not informed correctly about the actors being in alert when another actor is hit by a dagger attack. [Edward-san]
- - Fixed: clients would play the sounds from the world-activated ACS function ActivatorSound differently from offline. [Edward-san]
- - Fixed: the server didn't inform the clients to not apply the DROPPED flag to level-spawned items which don't have it by default. [Edward-san]
- - Fixed: clients were not informed correctly about the morphed player's morph style. [Edward-san]
- - Fixed: clients were not informed to play the active sound of a PowerProtection powerup. [Edward-san]
- - Fixed: clients couldn't hide the RaiseAlarm item released by dying NPC actors. [Edward-san]
- - Fixed: clients were not informed correctly about actors being affected by A_NoBlocking invoked by an item pickup. [Edward-san]
- - Fixed: HUDMessage messages weren't cleared on map resets. [Edward-san]
- - Fixed: Player start types were selected based on the CVARs deathmatch and teamgame instead of the GAMEMODE flags DEATHMATCH and TEAMGAME. [Torr Samaho]
- - Fixed: A titlemap run with gamemode cooperative and dead spectators was not started correctly. [Edward-san, Torr Samaho]
- - Fixed: The ACS function ReplaceTextures didn't show an effect for clients already in the game. [Torr Samaho]
- - Fixed: Certain code pointers like A_PlaySound didn't work on MorphFlash/UnMorphFlash online. [Torr Samaho]
- - Fixed: Clients played the Archvile resurrect sound twice. [Edward-san]
- - Fixed a network inconsistency with Archvile-like monsters which miss the Heal state and use A_VileChase to eventually resurrect the corpses. [Edward-san, Torr Samaho]
- - Fixed: clients didn't handle properly resurrecting monsters in rare occurrences. [Edward-san]
- - Fixed the wrong thingz positioning after an offline map reset. [Torr Samaho, Edward-san]
- - Fixed: clients mispredicted NOGRAVITY things, attached to the ceiling, when pushed by something. [Edward-san]
- - Fixed: menu ignore got confused about players with the same name. [Dusk]
- - Fixed: A_Respawn wasn't handled correctly online. [Edward-san]
- - Fixed: clients couldn't hear the player's jumping sound if present. [Edward-san]
- - Fixed: When the server used ACS_ExecuteWithResult to start a CLIENTSIDE scripts, the clients were told the wrong arguments. [Torr Samaho]
- - Fixed: A_Mushroom did not work properly online. [Torr Samaho]
- - Fixed: The server didn't instruct clients to spawn missiles from A_CustomMissile if they exploded on spawn. [Torr Samaho]
- - Fixed: AFastProjectile ignored the CLIENTSIDEONLY flag of its MissileType. [Torr Samaho]
- - Fixed: A_SpawnDebris did not work properly online and ignored the CLIENTSIDEONLY flag. [Torr Samaho]
- - Fixed: Voodoo dolls could cause unnecessary network traffic. [Torr Samaho]
- - Fixed: Indefinitely hidden non-inventory actors caused unnecessary network traffic during a map reset. [Torr Samaho]
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