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2014-07-08Recursive revbump for textproc/tinyxml update.jperkin1-1/+2
2014-07-06Update to 2.13. Replace two patches with SUBST statements to make updateswiz4-38/+12
easier. LGOGDownloader 2.13 - Fixed some characters in extra filenames by url decoding the links - Patches now use duplicate handler - Added support for DLCs - Fixed segfault when downloading non-dlc patches (patch by: Geoffrey Biggs) - Fixed a login issue - Downloader::getResponse now prints more verbose error messages - Use secure.gog.com to get "buk" value for login form - Check orphans regex matches the file path instead of filename - Fixed using local xml for hashes in Downloader::downloadFile - Use remote XML for languagepacks (patch by: Ismo Toijala) - Only hash file if remote XML is available (patch by: Ismo Toijala) - Added retry support to Downloader::getResponse - Subdirectories for DLCs are created based on the DLC gamename * gamename/dlc/dlc_gamename - Added --wait option to set delay for http requests - Removed language id/code from urls because GOG no longer requires it
2014-06-29Fix tautological comparison and (maybe) macos build.dholland2-1/+17
2014-06-14Changes 3.3.1.2:adam2-10/+14
- fixed bug that prevents running the game on Mac OS X "Mavericks" - improved behaviour on restart after failing on a broken level set - improved general error handling with reference to error message file
2014-06-01Install fonts into default installation path. Bump PKGREVISION.wiz3-12/+11
2014-06-01Update reference to font installation path. Bump PKGREVISION.wiz2-4/+4
2014-06-01Update onscripter to 20140504.tsutsui2-7/+6
Upstream changes (no English changelog): 20140504: - fix a bug that can't read in label information in some particular cases - fix warnings by gcc-4.7.2 20140422 (serious bug fix): - fix a bug slippled in 20140406 that prevents save from mouse right click menu 20140406: - fix incorrect movie URLs on Android version - fix a bug in savegame insns that handles a 32 bit integer for save data differently from the original nscripter - improve bgm and mp3loop insns to support "(time from the start of bgm)filename" format for loop bgm - fix a bug in skip insn that causes infinite loop when 0 is passed - implement menu_clock_def and menu_click_page insns - fix a bug in textgosub insn that doesn't return to the labeled insn specfied by "return *label" format
2014-05-30Clang for some reason is not a GCC release, but trust it to work anyway.joerg1-1/+6
2014-05-29Bump for perl-5.20.0.wiz15-30/+30
Do it for all packages that * mention perl, or * have a directory name starting with p5-*, or * depend on a package starting with p5- like last time, for 5.18, where this didn't lead to complaints. Let me know if you have any this time.
2014-05-18Updated to latest release, 1.2.0. Requires LuaJIT2 and the SDL2 verions ofrodent2-10/+13
the SDL packages. From ChangeLog: Engine changes -------------- * Upgrade to SDL 2 (#262). Thanks Vlag. * Accelerate video operations in GPU if available. Expect huge speedups. * Add the hq2x, hq3 and hq4x pixel filter algorithms as new video modes. * Make the window resizable (#338). * Use LuaJIT if available instead of vanilla Lua for better performance. * New map entity type: custom entities, fully scripted (#323). * Conveyor belts are now called streams and can be non-blocking (#288). * Collision rules of streams (conveyor belts) are now like holes. * Rewrite the main loop with a constant timestep (#351). * Show a dialog box in case of fatal error. * The "wide" video modes do not exist anymore. SDL2 does the job now. * Fix enemy:on_hurt() that was wrongly called when immobilized. * Fix life and money exceeding the max when the max changes (#355). * Make stairs sounds optional (#364). * Make more checks in sprite files to avoid crashes (#357). * Fix RandomMovement speed that was not taken into account (#361). * Set the default speed of StraightMovement to 32 instead of 0 (#343). * The size of all map entities must be a multiple of 8 (#358). * Thrown entities (pots, bombs...) can now fall to a lower layer (#349). * Running into a crystal or a solid switch now activates it (#193). * The hero can now jump over distant crystal blocks (#42). * The shield no longer protects while using the sword or carrying (#192). * Fix collisions detected on disabled entities (#455). * Fix pixel collisions coordinates when sprites move (#372). * Fix a slowness when loading maps (#374). * Fix crash when accessing a map not active anymore (#371). * Fix crash when changing the movement of the hero (#392). * Fix crash when calling hero:start_treasure() with wrong parameters (#391). * Fix crash when calling game:has/get/set_ability() with wrong name (#408). * Fix a crash when creating two entities with the same name (#370). * Fix issues with unobtainable treasures. * Fix the starting location wrongly saved with special destinations (#375). * Fix map:set_tileset() sometimes moving the hero near the map border (#400). * Fix enemies stuck on blocks (#360). * Fix enemies stuck on crystal blocks (#41). * Fix human NPCs not automatically showing "walking" when moving (#336). * Fix the hero leaving the grabbing state even while the game is suspended. * Fix low walls in dynamic tiles behaving like normal walls. * Fix wrong collisions of right-up and left-down diagonal jumpers. * Fix jumpers that could be traversed sideways (#481). * Fix blocks no longer stopping when aligned on the grid since Solarus 0.9.3. * Fix entities not always shown when they have no optimization distance. * Call hero:on_removed() and stop hero timers when stopping the game (#421). * Don't die if the map or destination saved no longer exists (#301). * Don't die if a map has no destination. Show an error and go to 0,0 instead. * Don't die if hero:teleport() attempts to go to a non-existing place. * Don't die if attempting to start a game without map. * Don't die if attempting to start a non-existing dialog. Data files format changes ------------------------- You can use the script tools/data_files_conversion/1.1_to_1.2/update_quest.lua to automatically update your data files. Don't forget to make a backup first. * Languages: New syntax of strings.dat easier to read and parse (#170). * Maps: The world property is now optional (#128). * Maps: Destructibles no longer have subtypes, they are customizable (#270). * Maps: Rename entity shop_item to shop_treasure. * Maps: Rename entity conveyor_belt to stream with new features (#288). * Maps: Teletransporters transition property is now a string (#402). * Maps: Walls have a new property "stops_projectiles". * Sounds: Running into a wall now plays a sound other than "explosion" (#297). Lua API changes --------------- Changes that introduce incompatibilities: * Video mode names have changed: no more wide, fullscreen ou windowed names. * sol.video.switch_mode() no longer changes the fullscreen flag. * surface:set_transparency_color() no longer exists. Use surface:clear(). * sol.audio.play_music("none") is replaced by sol.audio.play_music(nil). * on_key_pressed() and on_character_pressed() are now both called (#344). * Destructible objects no longer show hardcoded dialogs (#270). * map:create_destructible() has no hardcoded subtypes anymore (#270). * map:create_teletransporter(): the transition is now a string (#402). * map:create_shop_item() is replaced by map:create_shop_treasure(). * map:create_conveyor_belt() is replaced by map:create_stream() (#288). * The state "conveyor belt" no longer exists in hero:get_state() (#288). * The built-in strength of the sword has changed (#426). * Bosses are not initially disabled anymore (#448). * Call enemy:on_hurt() before enemy:on_dying() (#325). * enemy:on_hurt() no longer takes a life_lost parameter (#426). * The built-in defense of the tunic has changed (#428). * enemy:get/set_magic_damage() no longer exists (#428). * hero:start_hurt() no longer takes a magic parameter (#428). * hero:start_hurt() now hurts the hero even when enemies cannot. * Enemies have now a default size of 16x16 and origin of 8,13 (#354). * The size of enemies must be a multiple of 8 (#358). * item:on_pickable_movement_changed replaced by pickable:on_movement_changed. * pickable:get_treasure() now returns the item instead of the item's name. * Timers: returning true in the callback now repeats the timer (#152). * sol.timer.start() now always returns the timer, even if its delay is zero. Changes that do not introduce incompatibilities: * New Lua type and methods for custom map entities. * New API of destructible objects, fully customizable now (#270). * Colors now take an optional alpha value as fourth component. * New functions sol.video.get/set/reset_window_size(). * New method surface:clear(). * Add loop and callback features to sol.audio.play_music() (#280). * New function sol.main.get_metatable(), allows to implement shared behaviors. * The lifetime of a menu can now be another menu. * New method menu:is_started(). * Attempt to stop a menu already stopped is no longer an error. * New method map:get_hero() (#362). * map:get_world() can now return nil because the world is now optional (#128). * map:create_wall() accepts a new property "stops_projectiles". * Entity names are now auto-incremented to simplify their creation. * New method entity:get_game() (#363). * New methods entity:bring_to_front() and entity:bring_to_back() (#273). * entity:test_obstacles() now takes an optional layer parameter. * New methods enemy:get_attack_consequence(), get_attack_consequence_sprite(). * The event entity:on_created() is now called for all types of entities. * New event enemy:on_hurt_by_sword() to customize the sword strength (#426). * New event enemy:on_attacking_hero() to customize attacks (#356). * New event enemy:on_hurting_hero() to customize hurting the hero (#428). * New event hero:on_hurt() to customize the defense of the equipment (#428). * hero:start_hurt() now takes an optional entity and sprite (#417). * New methods hero:is/set_invincible() and hero:is/set_blinking() (#418). * New methods hero:get/set_animation() to set custom animations (#155). * New methods hero:get/set_sword_sound_id() to change the sword sound (#155). * New methods to set custom tunic, sword and shield sprites (#155). * New event sensor:on_left() (#339). * New event block:on_moving() (#334). * New functions to get/set the properties of teletransporters (#403). * New functions to get/set the properties of blocks. * New methods to simulate game commands, by mrunderhill (#382). * New event sensor:on_left() (#339). * New event block:on_moving() (#334). * New event teletransporter:on_activated() (#312). * New event destination:on_activated() (#312). * movement:on_position_changed() now takes x and y parameters (#342). * Fix movement:start() raising an error if the optional callback is nil. * Fix random_movement:get_max_radius() that was not working. * Check the parameter sign in game:add/remove life/money/magic (#416). * Check the parameter sign in item:add/remove_amount. * Fix timer:is_suspended_with_map() that was not working. * Fix crash when calling timer:set_suspended_with_map() without game started. * New methods timer:get/set_remaining_time. * New function sol.main.get_elapsed_time() to get the simulated time (#424). * New function sol.input.get_key_modifiers() to get the key modifiers state. Solarus Quest Editor changes ---------------------------- * The editor is now built with Maven (#365). * Multiple entities can now be resized at the same time (#405). * Copy-pasting entities now pastes them at the cursor (#404). * The map view can now be dragged using the middle mouse button (#413). * Zoom in/out in the map view using the middle mouse wheel (rekcah1986). * Add buttons to edit or refresh the tileset from the map view (#425). * The tileset view can now be dragged using the middle mouse button (#427). * Selecting a tile now highlights its pattern in the tileset view (#290). * Ctrl/Shift+click even on an entity now starts a selection rectangle (#410). * Tile patterns can now be moved in the tileset editor (#422). * The id and name of a new resource and now asked in a single dialog (#321). * Show the old value in the dialog to change an id/name (#468) (rekcah1986). * The order of resources in the quest tree can now be changed (#319). * Increase the stepsize when scrolling the map view. * Center the dialog of editing an entity (#443). * Add a scroller to dialogs that are too high (#437) (rekcah1986). * Show the map or tileset name in the "do you want to save" dialog. * Show quest name and resource ids in the tree view (thanks rekcah1986). * Don't place new tiles below other entities if there are some (#461). * Fix hidden entities getting selected when clicked (#460). * Fix selecting entities losing their order when changing the layer. * Fix NullPointerException when canceling the Open Project dialog. * Fix freeze if tiles don't exist when changing the tileset of a map. * Fix the tree not refreshing when deleting a resource (#335). * Fix the tileset editor not always showing the save dialog on closing. * Fix the num_columns property of sprites wrongly parsed. * Fix wrong displaying of right-up and left-down diagonal jumpers. * Switches, crystals and crystal blocks now show their actual sprite (#376).
2014-05-17Bump applications PKGREVISIONs for python users that might be usingwiz8-14/+16
python3, since the default changed from python33 to python34. I probably bumped too many. I hope I got them all.
2014-05-15Revbump after updating graphics/giflibadam47-94/+94
2014-05-11Fall back to fixed (like elsewhere in the program) if helvetica isdholland3-3/+25
missing, instead of bombing. Helps if people forget to install X fonts, or if their native X fonts are messed up. PKGREVISION -> 8
2014-05-09Mark packages that are not ready for python-3.3 also not ready for 3.4,wiz13-26/+26
until proven otherwise.
2014-05-05Recursive revbump from x11/pixmanryoon37-73/+74
Fix PR pkg/48777
2014-05-03Revbump for Lua multiversion support.alnsn6-10/+12
2014-05-02Update to 10180, bugfixeswiz2-6/+6
2014-04-21Fix egg name.joerg1-2/+2
2014-04-19+ lgogdownloader.wiz1-1/+2
2014-04-19Import lgogdownloader-2.12 as games/lgogdownloader.wiz7-0/+92
LGOGDownloader is unofficial downloader to GOG.com for Linux users. It uses the same API as the official GOGDownloader.
2014-04-10recursive bump from ilmbase shlib version change.obache53-106/+106
2014-04-10recursive bump from x264-devel builld number change (i.e. API change).obache3-5/+6
2014-04-09recursive bump from icu shlib major bump.obache4-8/+8
2014-03-23build fix following the freetype2 updatespz2-4/+20
2014-03-11Remove example rc.d scripts from PLISTs.jperkin2-4/+2
These are now handled dynamically if INIT_SYSTEM is set to "rc.d", or ignored otherwise.
2014-02-28Update onscripter to 20131223.tsutsui2-6/+6
Upstream Changes (only Japanese log available) 20131223: - fix bugs that dialog characters are not drawn correctly if -DPDA_AUTOSIZE, -DPDA_WIDTH or -DBPP16 options are specified - fix a bug that doesn't load saved data from the directory specified by savedir instruction on startup
2014-02-24Simplify and unbreak.joerg1-25/+2
2014-02-24Needs -lm on SunOSwiedi1-1/+2
2014-02-21Fix build with Clang. Use normal cmake rules.joerg3-30/+25
2014-02-20Update to 10116: bug fixes.wiz2-6/+6
2014-02-12Recursive PKGREVISION bump for OpenSSL API version bump.tron72-96/+144
2014-02-09fix freeciv-client on SunOS by using c99wiedi1-2/+2
2014-02-09fix "sqrt(int) is ambiguous" on SunOSwiedi2-1/+25
2014-02-09Fix build on SunOS (lots of ambiguous math)wiedi11-6/+314
2014-02-09Fix build on SunOS (u_int64_t usage and ambigous math)wiedi3-5/+61
2014-02-08Add missing network libs on SunOSwiedi1-1/+3
2014-02-07Mark as not ready for python-3.x. Bump PKGREVISION.wiz1-2/+3
2014-02-02+flare-{engine,game}rodent1-1/+3
2014-02-02Import flare-game-0.19 as games/flare-game.rodent4-0/+2112
Flare (Free Libre Action Roleplaying Engine) is a simple game engine built to handle a very specific kind of game: single-player 2D action RPGs. Flare is not a reimplementation of an existing game or engine. It is a tribute to and exploration of the action RPG genre. This package contains Flare the game.
2014-02-02Import flare-engine-0.19 as games/flare-engine.rodent4-0/+130
Flare (Free Libre Action Roleplaying Engine) is a simple game engine built to handle a very specific kind of game: single-player 2D action RPGs. Flare is not a reimplementation of an existing game or engine. It is a tribute to and exploration of the action RPG genre. This package contains only the engine part of Flare.
2014-02-01Update to KDE SC 4.11.5markd90-270/+225
bug fixes
2014-01-29fix build on SunOS by linking SDLwiedi1-1/+2
2014-01-27Add missing network libs on SunOSwiedi1-1/+2
2014-01-27Do not set FETCH_USING, should not be set in a package Makefile.wiz1-3/+1
2014-01-25No need to have two variables for the same logic.wiz4-9/+9
Replace PYTHON_PATCH_SCRIPTS with REPLACE_PYTHON.
2014-01-25Mark packages as not ready for python-3.x where applicable;wiz12-23/+30
either because they themselves are not ready or because a dependency isn't. This is annotated by PYTHON_VERSIONS_INCOMPATIBLE= 33 # not yet ported as of x.y.z or PYTHON_VERSIONS_INCOMPATIBLE= 33 # py-foo, py-bar respectively, please use the same style for other packages, and check during updates. Use versioned_dependencies.mk where applicable. Use REPLACE_PYTHON instead of handcoded alternatives, where applicable. Reorder Makefile sections into standard order, where applicable. Remove PYTHON_VERSIONS_INCLUDE_3X lines since that will be default with the next commit. Whitespace cleanups and other nits corrected, where necessary.
2014-01-25Xconq still requires legacy Tcl/Tk structure members, so have its headerskleink2-6/+6
expose them.
2014-01-23Convert to distutils.mk. Fix interpreter path in installed file.wiz2-6/+7
Mark as not for python-3.x. Bump PKGREVISION.
2014-01-22Add klavaroryoon1-1/+2
2014-01-22Import klavaro-2.01 as games/klavaro.ryoon4-0/+200
Klavaro is just another free touch typing tutor program. We felt like to do it because we became frustrated with the other options, which relied mostly on some few specific keyboards. Klavaro intends to be keyboard and language independent, saving memory and time (and money).