ref: 493194672320732fd03e28f489672d76f4a9d58d
parent: 20efac7ed823d4d47f0a497f92f9b8644b398313
author: Simon Howard <fraggle@soulsphere.org>
date: Sun Feb 10 14:19:06 EST 2019
Update NEWS.
--- a/NEWS.md
+++ b/NEWS.md
@@ -1,34 +1,88 @@
-## HEAD
+## 3.1.0 (2019-??-??)
### General
+ * WAD file autoloading was added - WAD and DEH files can be copied into
+ an autoload folder to be automatically included on every game start.
+ * Music pack configuration has been significantly simplified. By simply
+ copying .flac/.ogg music files into a folder they will be automatically
+ detected by filename and used.
+ * Music packs can now be used with OPL as a fallback, and music pack
+ config files can have any name ending in '.cfg'.
+ * Network synchronization now uses a PID controller by default, which
+ makes games more smooth and more stable, especially for Internet play.
+ * UDP hole punching is now used to make servers behind NAT gateways
+ automatically accessible to the Internet.
+ * OPL emulation now uses Nuked OPL3 v1.8 (thanks nukeykt)
+ * The setup tool now uses "Romero Blue" as a background (see the wiki:
+ <https://doomwiki.org/wiki/Romero_Blue> for more info).
* The 0 and 5 keys on the number pad can now be bound independently
- of any other keyboard key. (thanks BlooD2ool)
- * Man page generation has been reworked to use autoconf macro
- substitution, making it eaiser for downstream forks to change the
- project name. (thanks Jon)
- * Several functions have been hardened against incomplete reads and
- error conditions, and made safer. (thanks turol)
- * We now print a meaningful error message when a savegame cannot be
- loaded. (thanks Zodomaniac, chungy)
- * Fixed an exception thrown by the Windows kernel when debugging with
- GDB. (thanks AXDOOMER)
+ of any other keyboard key (thanks BlooD2ool).
* With aspect ratio correction disabled, the game can scale to any
arbitrary size and remove all black borders in full screen mode.
(thanks chungy)
+ * The executable's location is now checked when looking for IWADs.
+ * The IWAD files installed by Steam-on-Linux are now detected (thanks
+ chungy).
+ * It's now possible to use `-response` to load response files.
+ * Default savegame name now includes the WAD filename (thanks Fabian).
-### Build systems
- * CMake has been added along with the deprecation of Microsoft
- Visual Studio and Code::Blocks files. CMake maintains support for
- multiple IDEs and versions thereof, and reduces developer overhead
- when updating Chocolate Doom. (thanks AlexMax)
+### Refactorings
+ * CMake project files have been added, replacing the Microsoft Visual
+ Studio and Code::Blocks files. CMake maintains support for multiple
+ IDEs and versions thereof, and reduces developer overhead when updating
+ Chocolate Doom (huge thanks to AlexMax for this work).
+ * Source code has been retrofitted to fix many compiler warnings and
+ add const annotations to many variables (thanks turol).
+ * Several functions have been hardened against incomplete reads and
+ error conditions, and made safer (thanks turol).
+ * Man page generation has been reworked to use autoconf macro
+ substitution, making it eaiser for downstream forks to change the
+ project name (thanks Jon).
+ * We now print a meaningful error message when a savegame cannot be
+ loaded (thanks Zodomaniac, chungy).
+ * There's now a log file feature for the network code to aid in tracking
+ down multiplayer bugs.
+### Bug fixes
+ * Fixed an exception thrown by the Windows kernel when debugging with
+ GDB (thanks AXDOOMER).
+ * Loop metadata now works properly with music packs on Windows.
+ * Mouse movement is ignored when the game window isn't active (thanks
+ Julia Nechaevskaya).
+ * A bug was fixed where music would not play after pausing on an
+ intermission screen (thanks Julia Nechaevskaya).
+ * Timeouts when connecting to a network server were fixed (thanks
+ @bradc6).
+ * A long-standing bug where some visplane overflows caused crashes was
+ fixed (thanks Mike Francis).
+ * A multiplayer deadlock bug where clients would stop sending tics after
+ missing tics from the server was fixed. There are both client- and
+ server- side fixes to fix the problem when playing with older versions
+ (thanks MadDog and Mortrixs for help tracking this down).
+
### Doom
* Map33 intermission screen and map33-map35 automap names are
- emulated. (thanks CapnClever)
+ emulated (thanks CapnClever).
+ * We now exit gracefully when player starts are missing (thanks Mike
+ Francis).
+ * We now exit gracefully on levels with a boss brain and no boss spitter
+ things (thanks Jason Benaim).
+ * It's now possible to play multiplayer with gameversion=1.2.
+### Heretic
+ * P\_FindNextHighestFloor was changed to match vanilla behavior (thanks
+ Alexandre-Xavier).
+ * WAD hash table is now generated for speed (thanks Mike Francis).
+ * HHE level name replacements now apply on the intermission screen
+ (thanks ETTiNGRiNDER).
+
### Hexen
- * ACS code has been hardened against potential security
- vulnerabilities.
+ * ACS code has been hardened against potential security vulnerabilities.
+ * WAD hash table is now generated for speed (thanks Alexandre-Xavier).
+
+### Strife
+ * Sehacked replacements of the "empty slot" string now work.
+ * VOICES.WAD is now found in a case-insensitive way (thanks Mike Francis).
## 3.0.0 (2017-12-30)