Age | Commit message (Collapse) | Author | Files | Lines |
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* 3.0 didnt work because of wrong data-directory (thx to Jens Granseuer)
Changes 3.0:
* directional lighting working again
* multitex check for table detail map (thx to Alan W. Irwin)
* commandline option for table detail map
* timeout for network-read
* snooker: white potted -> next !act player may place (thx to Peter Lord)
* more realistic near range ball reflection (in fresnel vertex program)
* correct VRPool keybindings for glut (press/release instead of toggle)
* more intuitive --enable-sdl/glut (thx to Mike Frysinger)
* fix: carambol: 2nd player uses yellow ball again
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the RCD_SCRIPTS rc.d script(s) to the PLIST.
This GENERATE_PLIST idea is part of Greg A. Woods'
PR #22954.
This helps when the RC_SCRIPTS are installed to
a different ${RCD_SCRIPTS_EXAMPLEDIR}. (Later,
the default RCD_SCRIPTS_EXAMPLEDIR will be changed
to be more clear that they are the examples.)
These patches also remove the etc/rc.d/ scripts from PLISTs
(of packages that use RCD_SCRIPTS). (This also removes
now unused references from openssh* makefiles. Note that
qmail package has not been changed yet.)
I have been doing automatic PLIST registration for RC_SCRIPTS
for over a year. Not all of these packages have been tested,
but many have been tested and used.
Somethings maybe to do:
- a few packages still manually install the rc.d scripts to
hard-coded etc/rc.d. These need to be fixed.
- maybe remove from mk/${OPSYS}.pkg.dist mtree specifications too.
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were changed.
-SHA1 (neverball-1.2.2.tar.gz) = 17611a2f71834e6431263d6a9896febf1122a6da
-Size (neverball-1.2.2.tar.gz) = 7624866 bytes
+SHA1 (neverball-1.2.2.tar.gz) = 462a01446083aa12993cef8b0cc8d64bdf1d026d
+Size (neverball-1.2.2.tar.gz) = 7624876 bytes
This closes PR pkg/25257 by Robert Elz.
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for Hungarian and Gujarati.
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Changes:
* kpat: Fix Highscores
* kpat: Fix [PATCH] Remove deprecated KLineEditDlg
* kpat: Disable the Hint/Demo/Redeal actions in case a game cannot be won
anymore
* artwork: Fix KFoulEggs icon
* docs: Fix Error in kpatience documentation
* docs: Fix Errors in kreversi doc
* docs: Fix typo in ktron documentation
* configure: Fix Extraneous message in admin/Makefile.common using --prefix
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Changes:
* configure: Fix Extraneous message in admin/Makefile.common using --prefix
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Changes since 0.9.0:
- Game History window added.
- Forward/backward through game added. This is similar to undo/redo
but does not affect existing board moves.
- Don't allow opening more than one Pattern Evaluation window.
- Preferences dialog box is no longer modal. So game can be played
even when this dialog box is opened.
- Switch computer color menu is inactive when computer or human
plays both colors.
- Add missing text domain binding for i18n.
- Add en_GB locale messages.
- GNOME 2 is now required.
- Enable i18n.
- Toolbar added.
- GUI code reorganization.
- Undo/redo menus become active/inactive according to current game
state.
- Customizing game graphics is supported.
- Reorganize undo/redo mechanism.
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Tilt the floor to roll a ball through an obstacle course before time runs
out. Neverball is part puzzle game, part action game, and entirely a
test of skill.
Also found here is Neverputt, a hot-seat multiplayer miniature golf game
using the physics and graphics of Neverball.
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Pointed out by xtraeme@.
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Changes:
* Removed excessive assertion in seconomy-gtk.c.
* Fix snet header file inclusion.
* Only sa_handler OR sa_sigaction in handler (cross compatibility).
* Repaired two bugs in sgame/soptions.c (fixes solaris compiles).
* License restricted to version 2 of the GPL.
* Easter Egg wars :)
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and there does not appear to be any interest in fixing it.
Okayed by zuntum@.
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libGL via USE_BUILTIN.{glu,MesaLib}=yes.
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QuakeForge is a 3D graphics game engine based on id Software's legendary
Quake and QuakeWorld game engine. Its purpose? To improve the state of
the game by improving the engine and making it accessible to as many
people as possible.
It uses SDL, straight Xlib, or OpenGL.
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Powermanga is an arcade 2D shoot-em-up game with 41 levels and more than 200
sprites. It runs in 320x200 or 640x400 pixels, with Window mode or direct to
screen (DGA) and support for 8, 15, 16, 24, and 32 bpp.
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URBAN is a bloody, violent sidescrolling shoot-em-up in which you're a
renegade military cyborg fighting your way out of the military base
where you were created.
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it before... heh.
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