Author Topic: Release: 25.0.0-RC2  (Read 1230 times)

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Offline SirKnightly

  • George or Keira?
  • 212
Change log: (chronologically ordered)
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HUD
  • (#6881) Fix some minor HUD config color errors
  • (#6830) Fix two HUD Config preset issues
  • (#6825) Fix orb radar in config mode
  • (#6799) Allow Custom Gauges to fully use parent type colors
  • (#6796) a few refinements to the new comm node selection feature
  • (#6787) Edge case fix for Always_show_directive_value_count
  • (#6784) Fix hud config sliders
  • (#6776) Allow modders to tune Comms Styling
  • (#6758) fix hudmessage rand
  • (#6727) Misc hud config fixes
  • (#6670) Support Custom Gauges in HUD Config UI
  • (#6691) Allow defining separate player and target shield icons for config
  • (#6689) Make sure drop shadows don't pollute the color context
  • (#6651) Per-hud config weapons and shield gauge ship
  • (#6687) Display scrollback with even one message
  • (#6682) Wingmen and Squad Message QoL Updates
  • (#6684) Allow mods to hide main Rearm/Repair items in Message Gauge
  • (#6677) Fix wingmen custom dot for starting ships
  • (#6676) Fix wingmen custom dot for ship changes
  • (#6655) Better color preset handling
  • (#6642) Fix fire-point and flight cursor positions
  • (#6581) Hud config upgrades
  • (#6627) Fix hud errors
  • (#6625) Fix mini-shield custom filename
  • (#6619) Fix ETS copy/paste error
  • (#6617) Update conditional check for wingmen dots
  • (#6616) Fix small non-config oversights
  • (#6579) HUD Config Rendering Methods PR 7/7
  • (#6578) HUD Config Rendering Methods PR 6/7
  • (#6577) HUD Config Rendering Methods PR 5/7
  • (#6576) HUD Config Rendering Methods PR 4/7
  • (#6575) HUD Config Rendering Methods PR 3/7
  • (#6574) HUD Config Rendering Methods PR 2/7
  • (#6573) HUD Config Rendering Methods PR 1/7
  • (#6495) Hud config framework
  • (#6451) add set-squadron-wings sexp
  • (#6418) add hud drawing and pre-player-entry checks
  • (#6349) add several useful hud gauge functions

Lab
  • (#6902) Allow testing bay paths in the lab
  • (#6899) Show current detail level in the lab
  • (#6903) Misc Lab Fixes
  • (#6715) Lab dock tester
  • (#6710) Lab asteroid viewer
  • (#6704) Lab Weapon Viewer
  • (#6703) Lab firing upgrades

AI
  • (#7065) Implement a new ai_profiles.tbl field that allows the maximum number of allies allowed to be rearming to be modified
  • (#6630) form-on-wing and stay-still updates
  • (#7036) Add new option for 'better combat collision avoidance'
  • (#7011) Expose value of idle circling with 'attack-any'
  • (#6828) Implementation for an AI order to chase ship types -Second Attempt-
  • (#6788) AI Cleanup and Flag Fixes
  • (#6789) Expand collision avoidance to strafing
  • (#6752) fix STAY_NEAR_TARGET_ITEM
  • (#6738) Stationary jump types should not try to avoid collision
  • (#6737) One fix and one enhancement to AI shield behavior
  • (#6667) fix chaotic player targeting in rare situations
  • (#6623) Allows mods to fully disable energy transfering
  • (#6589) Unify AI Usage of Shield Manage Delay
  • (#6556) fix random sidethrust call
  • (#6544) Allow Modders to Tune Guarding
  • (#6527) fix kamikaze attack of subsystems
  • (#6511) Allow Modders to Tune Strafing
  • (#6378) fix ai behavior when avoiding ship and weapon shockwaves

Cleanup
  • (#7086) vectorize subsystem damage/heal list
  • (#7069) color/colour updates
  • (#6941) restore inadvertently deleted code
  • (#6894) remove old os_sleep() hack for Mac
  • (#6891) Remove unused enum in particle code
  • (#6877) No need to display debris label on objects in the Debris list
  • (#6880) Only show one warning for skipped fonts
  • (#6851) Cleanup of Shield Hitpoint Threshold
  • (#6845) make the `check_for_*` functions return bool
  • (#6835) get proper number of physical cpu cores on macOS
  • (#6805) change this WarningEx to a Warning
  • (#6801) Prevent Potential Memory Problems with squadmsg hook function
  • (#6775) Allow `+Debris Density:`
  • (#6773) Improve 'laser anim state add' curve output
  • (#6748) remove support for memory mapped files
  • (#6747) Very small debug log cleanup
  • (#6733) Tiny optimization to laser culling.
  • (#6726) add an ETS comment
  • (#6711) Small fix for turret swarm stuff
  • (#6662) Hash check retail strings and weapons tables
  • (#6656) Tune how the `default_settings.tbl` handles options it cannot find
  • (#6610) enhance detection of model property errors
  • (#6622) audit move semantics in the codebase
  • (#6641) Fix/cleanup using `intrinsic no shields` and ship loadout switching
  • (#6624) some refinement of shield quadrants
  • (#6614) upgrade line parsing and end-of-line checks
  • (#6607) std::unique_ptr refactoring
  • (#6596) use vm_vector_2_matrix_norm on normalized vectors
  • (#6603) audio QoL update
  • (#6567) reduce magic numbers in missionweaponchoice
  • (#6564) C++17 cleanup followup
  • (#6506) a few pstypes changes and refinements
  • (#6554) Check for invalid player progress
  • (#6455) STL fixes and cleanup
  • (#6411) all the consts!
  • (#6337) Remove model_pointer in favor of using model_number
  • (#6396) Set old_config_exists to false in Windows if the registry key are not present

Controls
  • (#7089) Adds doxy and warnings to control_used() and check_control_used()
  • (#7079) Alternative to #7019 (Mouse Wheel Cleanup Option)
  • (#6800) Prevent Bad Preset Names by Tuning Allowed Characters
  • (#6779) Allow Mouse Wheel to work with trigger type controls
  • (#6736) Comms menu controls
  • (#6612) Hide Disabled Controls in the F1 Screen
  • (#6611) Fixes missing XSTRs for Joysticks
  • (#6592) Update in-game joystick settings to work without restarting FSO
  • (#6502) Fix offset dialog option image with controls preset confirmation
  • (#6479) Update JOY_NUM_BUTTONS to 128
  • (#6486) Fixes Joystick Hat Labeling
  • (#6371) More Axes!

Enhancement
  • (#7090) Apparent size input for particle lifetime curves
  • (#7048) Allow mods to easily tune 'Target Hostile Bomb or Bomber' control
  • (#7027) Allow mods to tune generic debris generation
  • (#7075) Flight cursor aiming for secondaries
  • (#7047) Particle Curves with access to host object & ship properties
  • (#7040) Particles can now emit light
  • (#7034) Give Particles Access to Their Spawner Effect
  • (#6946) Particle effects for asteroid death
  • (#6938) Particle effect hooks for ship deathroll explosions, pre-death explosions, and propagating explosions
  • (#6937) Particle effect hooks for subsystem destruction
  • (#6944) Particle effect hooks for subsystem debris trails and debris explosions
  • (#6926) Add 'Nebula Usage Score' curve input
  • (#6947) Add apparent size input for particle source curve
  • (#6868) Allow customizing the fs2 selection effect
  • (#6906) Custom Data for Campaigns
  • (#6890) Allow mods to cap rotational velocity from collisions
  • (#6861) Custom data for personas
  • (#6844) allow modular nebula tables to not define bitmaps
  • (#6785) Enhanced functionality for conditional impacts
  • (#6824) Allow autodetection of number of cores for threading
  • (#6771) Allow ship debris pieces hitpoints depend on radius
  • (#6760) Add "Move End Position by target velocity"
  • (#6746) Mod setting to disable shield effects
  • (#6732) Weapon launch curves
  • (#6675) Allow using seeded noise for particle velocity and spawn position offset
  • (#6729) Mod Specific Visual Culling Size for Lasers
  • (#6720) Extra Visual Indication for `Scramble` Missions
  • (#6706) Allow Trigger Radius curve input to work with muzzle effects
  • (#6688) Add disable intro movie flag
  • (#6645) Add an ingame setting to disable sunglare
  • (#6555) Move warp options to tables
  • (#6599) Model eyepoint for set camera host flag
  • (#6585) Allow modders to always show first game tip at start
  • (#6584) Allow mods to Always Show Directive Value Count
  • (#6565) add some utility functions
  • (#6497) Func to get a ship's persona directly
  • (#6399) Add underlining as a custom decorator
  • (#6319) Modular curves for weapon attributes during lifetime
  • (#6387) Support custom preferences path
  • (#6439) add scripting support for weapon class "turret names"
  • (#6420) Define whether or not to render the game strings on the mainhall
  • (#6345) Grant lua access to countermeasure parameters

Fix
  • (#7096) Make FSO not crash if invalid options get displayed
  • (#7094) Fix 'has parent' case for apparent size input curve
  • (#7093) Patch `split_str_once`
  • (#7092) Temporary perpetual shudder
  • (#7051) Cleanup and fix `hud_target_missile`
  • (#7085) Fix Particles Hosted on Particles Which Themselves Are Parented
  • (#7084) initialize some fields
  • (#7076) Fix anim executables when animations wrap around
  • (#7072) fix required_string_either bug
  • (#7068) Fix Asteroid Table Parsing
  • (#7066) Fix incorrect check for warning of missing particle graphics
  • (#7056) for docked wings, initialize some data before the wing is created
  • (#7057) Fix Beam Particles
  • (#7055) Prevent crash with missing retail particle graphics
  • (#7044) Small particle copy-paste fixes
  • (#7042) Update to #7023
  • (#7039) Supply normals for edge hits
  • (#7038) fix null vector assertion in slash beam collisions
  • (#7022) fix various issues with DDS decompression
  • (#7023) make legacy particle spews more robust
  • (#7021) Fix for modern Thruster Particles
  • (#7009) Fix Permanent Guardian
  • (#6972) Fix conversion of old muzzle flash to new type
  • (#6999) Cockpit-specific light intensity adjustment for lighting profiles
  • (#6996) Fix a bug with `vm_interpolate_matrices`
  • (#6969) fix error in error reporting routine
  • (#6960) Spare future modders
  • (#6925) Fix/enhance skybox submodel rendering
  • (#6957) fix conversion of Missiontime to milliseconds
  • (#6950) Fix parented line sprite particles appearing in the wrong place
  • (#6955) remove extra config bind on joystick axes
  • (#6954) fix array index bug in ship_get_subsys_index
  • (#6919) Allow shockwave orientations to be relative to their parents
  • (#6915) fix cleanup of empty model.subsystems files
  • (#6910) Extend particle interpolation to lifetime
  • (#6875) Fix p-spew with homing weapons
  • (#6901) Debris Cleanup
  • (#6882) Fix misplaced fireballs when subsystems are destroyed by area-of-effect damage
  • (#6848) Handle impacts for obscure code paths
  • (#6896) fix nullptr crash when debris collides with ship
  • (#6887) fix invalid array index crash in debug message
  • (#6879) Ensure `Aspect_invulnerability_fix` always works
  • (#6884) Minor Particle Fixes
  • (#6878) Fix collision damage being extremely low
  • (#6883) Fix rare collisions being dropped in threaded FSO
  • (#6872) Fix calculation of apparent size
  • (#6858) Small fix for laser animation curve outputs
  • (#6860) Fix 'show-ship` not working
  • (#6855) Fix odd-looking hull impacts spawning when the shield is hit
  • (#6842) Make sure global damage doesn't spawn impact effects
  • (#6850) Fix Edge-case with `$Preload briefing icon models:`
  • (#6843) Fix inverted piercing impact logic
  • (#6837) Fix default PSPEW scale
  • (#6831) fix play-sound-from-file with multiple variable-controlled streams
  • (#6834) Fix Thread Count Detection on Windows
  • (#6829) fix decal shader compile error
  • (#6822) Fix broken rendering after instanced decals
  • (#6821) Fix some things in the particle code coverity flagged
  • (#6819) Make pspew warning a bit less annoying
  • (#6808) Cleanup of Level 0 Particles
  • (#6465) The definitive Particle Effect rework
  • (#6798) fix builtin_message memory usage
  • (#6780) Guard against no model viewer object
  • (#6768) Fix players always being killed by hit washes
  • (#6755) Fix few small bugs
  • (#6432) Fixes pattern_index oversight.
  • (#6447) Beam cycle fix
  • (#6749) fix type conversion issue in vecmat
  • (#6742) Launch curves followup
  • (#6743) Fix type mismatch
  • (#6731) scale effects for muzzle and hits
  • (#6716) Fix highlighting color discrepancy for player ship in loadout screen
  • (#6712) A few fixes
  • (#6702) Fix for 2d mission camera
  • (#6678) fix bogus direction vector in particle code
  • (#6665) refine intrinsic_no_shields behavior
  • (#6648) fix text input crash on Linux, and plug memory leak
  • (#6669) Fix SoundDuring animation segments with the loop flag set
  • (#6664) update and fix force feedback code
  • (#6654) fix a subtle red-alert weapon bug
  • (#6646) handle starting shipname mismatch
  • (#6647) fix compilation on linux arm64
  • (#6639) Fix Ship Class Scripting API
  • (#6633) ensure matrices are well-behaved
  • (#6615) Fix asteroids spawning outside active fields
  • (#6602) several fixes to ship sparks
  • (#6600) Fix particle name assignment when using legacy-type composite effects that address child effects by name
  • (#6590) fix two uses of optional_string_either
  • (#6588) Fix incorrect position calculation for thruster glows
  • (#6571) Unify Particle Attachment
  • (#6558) Fix outputs being not passed along in input-only derive case
  • (#6552) update libRocket reference
  • (#6526) Add failsafe check for new texture replace fix
  • (#6480) Ensure custom preferences path ends with path separator
  • (#6443) improve campaign file extension handling
  • (#6464) fix engine wash
  • (#6315) fix memory management in FontManager
  • (#6425) Fix CTD from recent cycle expansion
  • (#6422) protect against weapon bank overflow
  • (#6417) Fix ODR violations
  • (#6414) make mission skipping more robust
  • (#6384) Fix x86 SIMD Extension Handling

FRED
  • (#7082) rearrange FRED2 menus to match qtFRED
  • (#6865) add smoothing field to volumetrics dialog
  • (#6772) Fix fred view not rendering
  • (#6700) add Absolute/Relative coordinate selector
  • (#6601) change the selection style on the nebula poof list box
  • (#6566) add Substitute Main Hall field to FRED campaign editor
  • (#6547) fix crashing in campaign tree in FRED
  • (#6530) re-remove Update_window check
  • (#6385) allow voice acting manager to handle non-wingman personas
  • (#6435) re-add Update_window tracking
  • (#6428) fix DDV_ validation in FRED, especially DDV_MaxChars
  • (#6403) revise Run FreeSpace menu option

Gameplay
  • (#7100) fix multi-line display in mission log
  • (#7081) add flag to automatically cancel future waves if a mothership is destroyed
  • (#7043) add ai_profiles flag to disable form-on-wing at mission start
  • (#7010) Add 'direct fire lead target' beam flag
  • (#7007) Add recoil for secondaries
  • (#6671) ETS updates
  • (#6681) Add freespace 1 style missile behavior
  • (#6650) fix normalized vector handling
  • (#6586) addendum to fixed missile detonation
  • (#6523) fix player weapon precedence to include per-bank restriction
  • (#6446) fix ship:warpIn() behavior for docked ships
  • (#6440) several small fixes
  • (#6377) Allow beams to do energy leeching
  • (#6359) replace waypoint pointers with waypoint indexes
  • (#6394) fix camera shudder

General Modding
  • (#7067) Updates to fireball parsing
  • (#7037) fix load/save mismatch in missions
  • (#7012) Fix crashing if mod uses custom hud gauge and no -mod cmdline is passed
  • (#7006) fix some parse error handling
  • (#6847) Allow mods to set threshold at which shield stops taking damage
  • (#6364) Cycle expansion
  • (#6674) Allow curves to be tabled inline
  • (#6433) Cycle expansion followup

Graphics
  • (#7106) Fix texture slot 0 incorrectly being considered invalid in a lot of cases
  • (#7014) modular table fix for cinematic warp
  • (#6853) Removing block that prevented volumetric and background nebulae from rendering simultaneously 
  • (#7013) Fix build issues with Vulkan SDK 1.3.301+
  • (#7001) Fix new deferred check
  • (#6930) Allow background option to completely work (VR useful)
  • (#6895) fix mipmap resizing bug
  • (#6864) Fix for single segment trails
  • (#6873) Fix Unlit Materials in Deferred Pipeline
  • (#6867) Fix screenToBlob with Regards to Current RTT State
  • (#6866) Prevent lua from Garbage Collecting possibly-stale Subframes
  • (#6854) Fix Volumetric Nebula Bugs and Add Smoothing
  • (#6849) Proper Ambient Light
  • (#6827) Slots for custom post processing effects
  • (#6794) Fix bmpman corruption for > 1080p resolutions
  • (#6767) Fix SDL3_compat-caused flicker
  • (#6474) Weapon light bugfix
  • (#6484) Weapon light followup
  • (#6753) Fix window_res related bugs and harden OpenGL state
  • (#6741) Fix laser frustum culling
  • (#6722) Weapon curves followup
  • (#6668) Fix scaling of subspace glows
  • (#6658) Allow normal, AO, and misc maps at higher detail settings
  • (#6653) Fix VR sun popups
  • (#6644) Fix fog and skybox with alpha interaction
  • (#6594) Make Cockpit Deferred an In-game Option
  • (#6542) Cleanup few In-game Defaults
  • (#6500) Table based warp parameters and new custom warp animations.
  • (#6519) Fixes Debris not inheriting parent ship texture replacements
  • (#6487) Add scaling features to additional bitmap drawing methods
  • (#6481) Add scaling for vfnts and scale multipler to gr_string()
  • (#6513) Add Mod Option to Limit 'Show Ship' when Toggling Cockpits
  • (#6478) Make explicit shield hit radius for ships and weapons
  • (#6494) Fix warp flash option
  • (#6459) Fix maneuvering thruster initialization

Localization
  • (#6376) make malformed XSTR a release warning

Misc.
  • (#7077) Fix Cross Compilation
  • (#7052) Localize language names for SCPUI
  • (#7033) Do not set IS_X86 when target cpu is armv7
  • (#6959) QTFred: Alt Ships Class dialogs
  • (#6948) address various build warnings
  • (#6917) Fix QtFRED crash on startup in FastDebug
  • (#6898) Still allow subsystem animations in the lab
  • (#6889) Add particle curve input for number of existing particles
  • (#6876) Get font scale options for Lua
  • (#6852) Remove rocket ani assertion
  • (#6856) Prevent string ops on nullptr char*
  • (#6833) Limit the number of threads spawned
  • (#6802) Show team colors with Lua rendering methods
  • (#6815) Add subsystem flag to make turret RoF multiplier not affect burst delay
  • (#6809) Make modular curve wraparound default to false
  • (#6795) Fix CMake for debugging
  • (#6764) Bump requests from 2.32.0 to 2.32.4 in /ci/post
  • (#6770) Fix FastDbg builds
  • (#6769) Properly adapt the other workflow runs as well
  • (#6766) Library updates, Win2022 CI, CMake 4 Compat
  • (#6765) Ensure lua context is used for image drawing and string sizes
  • (#6754) A couple of particle-related fixes
  • (#6709) Fix Vulkan build issues, enable Vulkan build in CI
  • (#6652) Get cross-compilation working again.
  • (#6728) Make particle 'trigger radius' take laser radius curves into account.
  • (#6723) Various more Coverity issues
  • (#6713) Various Coverity issues
  • (#6692) Add a few hud lua methods
  • (#6705) Update Changelog script to sort by labels
  • (#6699) Add mission name as hook variable
  • (#6694) Some fixes to eye point normals
  • (#6683) add arm64 Linux builds to workflow
  • (#6340) Enhance Vasudan Mainhall Cheats
  • (#6649) update workflows to use official release of setup-vulkan-sdk
  • (#6661) update zlib to 1.3.1 and libpng to 1.6.47
  • (#6663) Update coverity workflow to use large build endpoint
  • (#6582) update workflows to accommodate actions/cache deprecation
  • (#6629) attempt to fix Coverity
  • (#6598) refactor ship_get_eye
  • (#6469) some upgrades to vmallocator.h
  • (#6557) update .gitmodules references
  • (#6562) Allow scripted gauges to be off by default
  • (#6483) Add '-campaign' cmdline option to set current campaign
  • (#6496) Fix antlr4 CMake deprecation warnings
  • (#6518) updating my own name
  • (#6491) Default settings tbl
  • (#6482) Add FSO_BUILD_WITH_DISCORD cmake option
  • (#6477) Add FSO_BUILD_WITH_OPENXR cmake option
  • (#6338) Upgrade head ani handling
  • (#6341) Allow defining custom overhead line colors
  • (#6406) Add hud-set-xstr sexp
  • (#6336) Actually compile with proper optimizations in a release build.
  • (#6342) Auto size font for screen resolutions
  • (#6413) sync upload and download artifacts
  • (#6261) refine timestamp_valid
  • (#6335) Bump actions/download-artifact from 3 to 4.1.7 in /.github/workflows
  • (#6375) Add RISC-V to cmake linux
  • (#3710) Change Build to C++17
  • (#6404) bump version to 24.3

Models
  • (#6816) memory safety for model parsing
  • (#6686) enhance look_at
  • (#6708) check dockpoints when changing ship class
  • (#6695) add flag to control model eyepoint normal usage
  • (#6524) tweak object model/instance convenience functions
  • (#6515) Shrink minimum radii warning for models
  • (#6505) gracefully fail if volumetrics model is not found

Multiplayer
  • (#7087) fix several uninitialized variable warnings
  • (#3973) update mdns to v1.4.3
  • (#6963) update libpcp to lastest main
  • (#6964) fix memory access error with active games list
  • (#6943) fix end-mission sexp in multi
  • (#6916) fix series of bugs due to improper multi targeting
  • (#6918) remove "safe" versions of FD_SET/FD_ISSET
  • (#6914) clear screen going to PXO lobby
  • (#6905) Another particle fix for standalones
  • (#6900) cleanup and fix issues with multi client data
  • (#6888) fix double dumbfire missiles for multi clients
  • (#6886) fix more particle issues with standalone
  • (#6871) fix multi crash loading campaigns
  • (#6870) fix issue with turret/flak multi packets
  • (#6869) fix particle related standalone error
  • (#6522) Add missed popup for on dialog frame and add text hook var
  • (#6452) default the connection speed to Fast even if it has been set to None
  • (#6412) handle connection speed in a user-friendly way

Optimization
  • (#6997) Don't bother doing the work to add weapon lights if deferred lighting is off
  • (#6874) Preload asteroids and debris when config-field SEXPs are used
  • (#6814) Threading Framework & Threaded Collisions
  • (#6813) Instanced Decals
  • (#6812) Speed up random range creation
  • (#6811) Disable unneccesary raycast in turret target acquisition
  • (#6241) optimize collision code a bit

QtFRED
  • (#7103) fix FRED and QtFRED handling of waypoint names
  • (#7064) QtFRED Modernize Menus
  • (#7032) QtFRED Briefing Dialog
  • (#7030) QtFRED Campaign Editor
  • (#7020) QtFRED Variables Dialog
  • (#7018) QtFRED Debriefing Dialog
  • (#7053) check missions for missing hangar bays
  • (#7049) fix handling of invalid arrival/departure anchors
  • (#7026) QTFred: Ship Editor Modernization 2 Part 2
  • (#7016) QtFRED Team Loadout Dialog
  • (#7031) QtFRED Relative Coordinates Dialog
  • (#7024) restore double quote conversion in event editor
  • (#6998) QtFRED Background Editor Dialog
  • (#7000) QtFRED Volumetric Nebula Dialog
  • (#6961) QtFRED Mission Events Editor
  • (#7008) add additional double quote conversion to FRED and qtFRED
  • (#7004) Fix QtFRED Weapon usage for real
  • (#6989) QTFRED Ship editor Modernisation 2 Part 1
  • (#6994) QtFRED Music Player Dialog
  • (#6993) QtFRED Global Ship Flags Dialog
  • (#6991) QtFRED Shield Sys Dialog
  • (#6990) QtFRED Reinforcements Dialog
  • (#6962) QtFRED Voice Acting Manager Dialog
  • (#6968) QtFRED Command Briefing Dialog
  • (#6965) QtFRED Fiction Viewer Dialog
  • (#6945) QtFRED Mission Specs Dialog
  • (#6908) QtFRED Asteroid Dialog
  • (#6951) QtFRED Mission Goals Dialog Cleanup
  • (#6939) Qtfred Wing Editor Dialog
  • (#6935) QtFRED Waypoint Path Dialog
  • (#6932) QtFRED Object Orientation Editor Dialog
  • (#6966) QtFRED Fix variables heap corruption crash
  • (#6150) qtFRED variables editor
  • (#6956) QtFRED Mission Cutscenes Dialog
  • (#6940) QtFRED Jump Node Editor Dialog
  • (#6942) QtFRED Flag List Widget
  • (#6169) Weapons Editor Dialog and Table Viewer
  • (#6493) QT Fred Boillerplate Removal and Memory Safety
  • (#6934) Fix QtFRED weapon quantities
  • (#6933) Qt fred misc bugs
  • (#6931) Merge Recent QtFRED Generalized Dialogs
  • (#6920) QTFred: Fix Ship editor Crash On selecting different ship types
  • (#6912) Let the model decide if the apply was successful and should close
  • (#6909) Fix issue where QtFred could have multiple Ship Dialogs open
  • (#6810) update handling of display names
  • (#6804) sort map keys before saving a container
  • (#6820) fix broken newline behavior when FRED saves missions
  • (#6817) fix qtfred memory corruption
  • (#6818) qtfred cleanup
  • (#6786) schroedinger AI goals
  • (#6698) fix hull/shield checks in missionsave
  • (#6618) a few minor fixes
  • (#6580) fix wing creation dialog
  • (#6529) fix event editor modification check
  • (#6467) Ai-goal refactor
  • (#6322) QtFRED: Custom Warp Dialog
  • (#6410) hide variable -index SEXP operators in FRED

Scripting
  • (#7061) Particle Scripting API
  • (#6970) Fix gr.createParticle with parent velocity
  • (#6832) Get, set, browse team colors with Lua
  • (#6862) Lua func to check if in game options are enabled
  • (#6807) subsystem scripting enhancements
  • (#6347) Enhancements to the FSO electrical arc system
  • (#6790) clean up Target virtvar in order.cpp
  • (#6757) Use RAII guard to ensure LUA context is always closed
  • (#6516) LuaLS meta file generation (scripting.lua)
  • (#6751) enable audio in movie files with this one simple trick
  • (#6725) enhance scripted time library a bit
  • (#6744) add a few debug console commands for running scripts
  • (#6739) Fix Lua API polluting the game context
  • (#6717) improve scripting support for waypoint lists
  • (#6701) add a few eye virtvars
  • (#6696) add setSpeed for animations
  • (#6690) add supplemental code to forwarders.lua
  • (#6545) Build in the common z load first methods and forwarders
  • (#6563) Match get/set colors for gauges to graphics
  • (#6450) Lua hooks for the comm board
  • (#6628) Fix script setting of subsystem hitpoints max
  • (#6608) Create scripting hooks HUD and Control Config Close
  • (#6604) Create scripting hook: 'On Options Menu Closed'
  • (#6591) Create scripting hook: 'On Options Menu Tab Changed'
  • (#6570) update script API for AI orders
  • (#6569) misceallaneous small fixes and tweaks
  • (#6559) enable mission goals for scripted sexps
  • (#6561) add subsystemname scripted sexp type
  • (#6553) Fix countermeasure virtvars
  • (#6535) make line-of-sight objects aware of its subclasses
  • (#6534) Mission goals hook
  • (#6510) Lua access to MAX_SHIPS_PER_WING
  • (#6472) Add Lua global variables library
  • (#6405) adds getBreedName() in a few places
  • (#6365) Disambiguate `ShockwaveDamage` cases
  • (#6332) add pre-movie hook

SEXPs
  • (#7080) patch cancel-future-waves to handle absent waves
  • (#7046) add more advanced sexps for nebula poofs
  • (#6826) ensure SEXP help has appropriate newlines or spaces
  • (#6806) make script-eval-num and script-eval-bool multiline
  • (#6745) update object flag documentation
  • (#6659) add sexp to get the current supernova stage
  • (#6631) Change ship display name
  • (#6583) allow stringcost to be case-insensitive
  • (#6550) Fix map container mutation issues
  • (#6543) Fix child enums in lua sexps
  • (#6537) fix NaN for functional-if-then-else
  • (#6514) make hitpoint sexps safer to use in debriefing
  • (#6541) update sexp documentation
  • (#6492) add safeguards to the "immobile" flag migration
  • (#6453) enhance the add-goal and remove-goal sexps
  • (#6463) fix sexp_ship_deal_with_subsystem_flag()
  • (#6449) add nebula-set-range
  • (#6221) create a `process_ship_subsystems` routine for subsystem operations
  • (#6409) enhance sexp handling of generic subsystems
  • (#6415) add is-true-for-duration sexp
  • (#6393) proper fix for fighter/bomber

Sound
  • (#6893) Fix engine not updating with change-ship
  • (#6792) Per Request add flag for `$Disabled or disrupted engines are silent:`
  • (#6781) Two Sound Updates
  • (#6714) goto considered useful
  • (#6593) add linked loop firing sounds
  • (#6512) fix volume updates for looping sounds
  • (#6488) adjust-audio-volume adjustments
  • (#6424) add $Substitute Music: for credits.tbl
  • (#6423) allow ambient sound to be specified on a per-main-hall basis

UI
  • (#6952) force proper ordering of joystick options
  • (#6953) fix custom mouse cursors
  • (#6791) Allow Display Name to be used in Kills Stats by Ship Class
  • (#6782) Add method to get a font's font family
  • (#6672) tweak weapon editor UI
  • (#6643) skipmemymissionyo fixes
  • (#6613) Fixes cursor not restoring when exiting IMU GUI
  • (#6605) Localize a missing Controls Popup text string
  • (#6597) Fix changes to Options not properly discarding when escape key pressed
  • (#6595) Option to unify setting options with easy flag
  • (#6517) Add many options to default settings table
  • (#6548) Allow preloading briefing icons
  • (#6546) Allow VFNTs to auto scale and disallow auto scaling in FRED
  • (#6539) Fix more Popup Button Alignments
  • (#6538) Ensure that Ext Game Popup sends Affirmative and Negative Flags
  • (#6533) Fix input text string rendering
  • (#6498) Lua set mainhall
  • (#6508) Some minor Control Config UI changes for SCPUI
  • (#6525) Fix font multiplier in release builds
  • (#6448) Allow per-stage briefing grid colors
  • (#6501) Fix `Mouse` XSTR Index in In-game options
  • (#6499) Prefer ship tech model if it exists in renderTechModel
  • (#6426) fix a few bugs in the Vasudan heads cheat
  • (#6468) Fix ImGUI input flag handling
  • (#6438) allow the mod title and version to be displayed independently
  • (#6330) Ttf font scaling option
  • (#6437) improve bank-compatibility check
  • (#6434) enable or disable weapon icons according to bank compatibility
  • (#6419) use proper stats in barracks (take two)
  • (#6329) Optional icon scaling

VR
  • (#6636) Make VR mode more seamless

Deprecations are a mechanism in FSO where a certain feature or aspect of the engine has changed or is no longer supported. Since this would normally break existing mods, we have the mod table feature "$Target Version:" with which a mod can specify what version of FSO it was developed with. Any features listed under Deprecations will be removed or changed when the target version of a mod is at least the version released in this post.

Previous 23.2.1 Release Thread

Launchers, if you don't have one already:
All platforms: For every day use, we recommend Knossos.NET, an integrated solution for downloading and launching mods.

Hidden Text: Alternative Launchers • Show
Cross-platform: wxLauncher 0.12.x Test Build (legacy project for a unified launcher)
Important: For best compatibility with FSO 3.8 and later you should use at least wxLauncher 0.12.

Windows:  Launcher 5.5g (Mirror) (Mirror) Not compatible with Windows 8+, use wxLauncher above
OS X:  Soulstorm's OS X Launcher 3.0
Linux:  YAL or by hand or whatever you can figure out.

Windows (32/64-bit)
Compiled using GitHub Actions on Windows Server 2019 (10.0.17763), Visual Studio Enterprise 2019

64-bit: fs2_open_25_0_0-RC2-builds-x64-SSE2.zip

32-bit: fs2_open_25_0_0-RC2-builds-Win32-SSE2.zip
This one is based on the SSE2 Optimizations from the MSVC Compiler.

Hidden Text: Alternative builds • Show

64-bit AVX: fs2_open_25_0_0-RC2-builds-x64-AVX.zip
This one is based on the AVX Optimizations from the MSVC Compiler (fastest build if your CPU supports AVX instructions).


32-bit AVX: fs2_open_25_0_0-RC2-builds-Win32-AVX.zip
This one is based on the AVX Optimizations from the MSVC Compiler.

What are those SSE, SSE2 and AVX builds I keep seeing everywhere?
Your answer is in this topic.
Don't want to deal with that? Use Knossos.NET and it will download the best build specifically for your PC!

Linux
Compiled with Ubuntu 20.04 LTS, GCC 9
x86_64: fs2_open_25_0_0-RC2-builds-Linux-x86_64.tar.gz
arm64: fs2_open_25_0_0-RC2-builds-Linux-arm64.tar.gz

These builds use a mechanism called AppImage which should allow these builds to run on most Linux distributions. However, we recommend that you compile your own builds which will result in less issues.
Alternatively, if there is a package in your software repository then you should use that. If you are the maintainer of such a package for a distribution then let us know and we will include that here.


macOS
macOS 10.9+
Intel (64-bit): fs2_open_25_0_0-RC2-builds-Mac-x86_64.tar.gz
Apple Silicon: fs2_open_25_0_0-RC2-builds-Mac-arm64.tar.gz

These builds are not signed and so by default will fail to launch. To run them simply right-click on the app, click open, then click open again on the security confirmation dialog. You should only have to do this once for each app.
If running the game through Knossos or Knossos.NET this step should not be necessary.

NOTE: macOS builds currently have limited support and may exhibit issues not present on other platforms.


Hidden Text: TrackIR Users • Show
Important!!
An external DLL is required for FSO to use TrackIR functions.  The following DLL is simply unpacked in to your main FreeSpace2 root dir.
TrackIR is only supported on Windows.
TrackIR SCP DLL (Mirror) (Mirror)

Known issues:
« Last Edit: November 05, 2025, 07:52:15 pm by DahBlount »