Releases: cmbruns/gz3doom
Releases · cmbruns/gz3doom
GZ3Doom Version 1.8.6_f
Release Notes:
[None]
GZ3Doom Version 1.8.6_d
Release Notes:
- Correct pixel aspect ratio to 1.2
- Add vr_weapon_height console variable, to adjust weapon sprite position
GZ3Doom Version 1.8.6_c
Release Notes:
- Avoid calling drawUnhandledMissingTextures() until final pass.
- Corrects hall-of-mirrors defect in Doom2 M2
- Corrects missing doors in right-eye view in Doom E1M4
GZ3Doom Version 1.8.6_b
Release Notes:
- Include glew32.dll in Windows installer
GZ3Doom Version 1.8.6_a
Release Notes:
- Correct hall-of-mirrors defect in collaboration with Benjamin Johnson
- Merge changes from gzdoom 1.8.6-ish
GZ3Doom Version 1.8.5_a
Release Notes:
- Merge changes from recently released gzdoom version 1.8.5
GZ3Doom Version 1.8.2_f
Release Notes:
- Implement Nvidia 3D Vision mode (vr_mode 7, Thanks Torr Samaho!)
- Avoid crash with Alien Colonial Marines wad
- Fix compile problem when Oculus SDK not available
GZ3Doom Version 1.8.2_e
Release Notes:
- Fix aspect ratio for Oculus Rift dev model.
- Capturing images/movies with FRAPS works again.
- Right eye no longer gets double effect from radiation suit, pickups, and other "blend" operations
GZ3Doom Version 1.8.2_d
Release Notes:
- Fix terrible units bug in frustum shift for all non-Rift 3D modes.
- Add Rift view angle prediction with hard-coded latency of 20 ms.
GZ3Doom Version 1.8.2_c
WARNING: Do not use this version; it has a serious bug in all non-Rift 3D modes.
Release Notes:
- Correct crosshair placement at high pitch angles.
- Correct placement of site-down-weapon weapon in Brutal Doom in Rift mode.
- Screenshots in Rift mode work again.
- Weapon is a bit larger than in version 1.8.2_b.
- Weapon position is where it should be (for its size)
- Setting vr_player_height cvar to your personal actual height in meters should make your feet just reach the ground.
- Setting vr_view_yoffset to a value like 5 (map units) makes you taller so you're not so much shorter than the monsters.