Age | Commit message (Collapse) | Author | Files | Lines |
|
Woof! 4.0.0
-----------
- The -fast and -respawn options are now properly reloaded from
savegames.
- PNG screenshots are now exact reproductions# of the actual
game# screen.
- Framebuffer overflows are now prevented in V_DrawPatchGeneral() and
V_CopyRect().
- The bmp2c.c tool now builds with MSVC build (@rfomin).
- A workaround for the SDL 2.0.14 Alt-Tab bug on Windows has been
introduced (@rfomin).
- A woof-midiproc.exe has been ported over from Crispy Doom, allowing to
set SFX and music volume separately on Windows (@rfomin).
- The SPECHITS overflow emulation has been ported over from Chocolate
Doom / PrBoom+, allowing for some more obscure Vanilla demos to keep
sync.
- The "IDKFA" cheat string has been externalized, allowing it to be
replaced by DEHACKED.
- The widescreen rendering mode has been ported over from Crispy Doom
with proper support for the widescreen assets found e.g. in the Unity
version of Doom (@rfomin).
- MIDI playback on big-endian systems has been fixed (@BeWorld2018).
- The "HI_START"/"HI_END" namespace has been introduced to avoid
conflicts with high-resolution textures (@rfomin).
- The option to show the "A secret is revealed!" message has been added
(@rfomin).
- The window geometry and display index settings are now saved across
restarts (@rfomin).
- The -pistolstart command line option has been added (@rfomin).
- Support for 16-bit WAV sound lumps has been added (@rfomin).
- Support for the "MUSINFO" lump has been added (@rfomin).
- Demo compatibility with Boom 2.02 has been vastly improved:
- MBF codepointers are now disabled during Boom demo playback (@rfomin).
- The P_FindShortestTextureAround() function has been fixed (@rfomin).
- Boom's friction code has been restored (@rfomin).
- Boom's BLOCKMAP generation code has been integrated (@rfomin).
- Sprite lumps smaller than 8 bytes are now ignored (@rfomin).
- Empty music lumps (i.e. with zero length) are now properly handled
(@rfomin).
- The weapon attack alignment implementation has been brought in line
with Crispy Doom.
- The "no fog on spawn west" Vanilla Doom bug is now properly emulated
(@rfomin).
- Switches definitions referencing unknown texture names are now ignored
instead of exiting (@rfomin).
- A crash has been fixed when reading out joystick button states.
- Endianess issues with positioning the status bar patch, drawing the
bunny scroll screen and fullscreen patches have been fixed.
Unfortunately, some of these changes made it necessary to change the
savegame format which is now incompatible to previous releases.
|
|
|
|
|
|
BZFlag 2.4.22 "Eyes are windows to your SDL" (2021-02-27)
----------------------------------------------------------
* Fix many issues with SDL 2 window management - Joshua Bodine, Scott Wichser
* The playHistoryTracker plugin now tracks kills correctly - Scott Wichser
* Local shotID was not being set in bz_eShotFiredEvent - Agatha
* Send active autopilot statuses to a joining player - Scott Wichser
* Fix solo bots being kicked when rejoining to a server - Scott Wichser
* Fix the backspace key not working on the bzadmin Curses menu - Scott Wichser
|
|
The old mono4 has been refusing to build on all platforms for a while,
while mono6 at least builds on some, so hopefully this is less misleading.
|
|
Rocks'n'Diamonds 4.2.3.1 released!
This patch release fixes two nasty bugs in the last minor release version:
* fixed horrible crash bug when using “last played level set” menu
* fixed unneeded reloading of artwork when using “last played level set” menu
Rocks'n'Diamonds 4.2.3.0 released!
A new minor release is available with the following additions and changes:
* added “last played level sets” sub-menu to level set selection screen
* added step delay option to custom element movement configuration
* added support for left, middle or right mouse button for CE change events
* added setup option to disable counting score after the game
* added setup options to disable asking on quit game and on quit program
* added graphics config option to support elements on non-black background; this feature can be activated by using “game.use_masked_elements: true” in the custom graphics configuration file
* changed custom artwork list to tree structure similar to level sets, which is separated into three sub-trees for standalone artwork (not related to any level set), artwork that is configured to be used by certain level sets and artwork directly included in level sets (like title screens)
* changed sorting and coloring in level sets menu and custom artwork menu
* changed saving back artwork info cache only if it has changed
* added support for persistent personal game data for the Emscripten platform
* added support for using LLDB instead of GDB when debugging on the Mac
* fixed two nasty bugs that could have crashed the game
Rocks'n'Diamonds 4.2.2.1 released!
A new bugfix release is available with the following fixes and additions:
* fixed bug with playing team mode tapes with changed visible playfield size
* added patch mode to patch tapes to force visible playfield size of 34 x 34
* added patch mode to automatically fix tapes for visible playfield size
* fixed single step mode for R’n’D game engine when used in team mode
* fixed triggering custom element actions by digging or collecting
* added option in level editor to use time score for 1 or 10 seconds left
* fixed time score for native Emerald Mine and Diamond Caves levels
* fixed bug with screen keyboard still being active during request dialogs
* fixed bug with screen keyboard causing overlay buttons to be disabled
* added option to disable warning about read-only levels when entering editor
* fixed bug with not updating game panel when leaving invisible warp mode
* fixed displaying new high score entry if new entry is not on the first page
* fixed graphical bug with envelope style request dialog after the game ended
Rocks'n'Diamonds 4.2.2.0 released!
A new feature release is available with the following additions and fixes:
* added showing as many keys as possible in the default game panel
* added setup option to show dynamite and keys for the Emerald Mine collection
* added support for improved display of keys for the Emerald Mine collection
* added support for improved request dialog in Emerald Mine collection
* fixed graphical glitch in some cases after request dialog if game has ended
* fixed delayed processing of input event immediately after game has started
* fixed “empty first move” in step pause mode with Emerald Mine game engine
|
|
|
|
Cross-platform port of the indie game l'Abbaye des Morts.
In the 13th century, the Cathars, clerics who preached about the poverty of
Christ and defended life without material aspirations, were treated as
heretics by the Catholic Church and expelled out of the Languedoc region in
France. One of them, called Jean Raymond, found an old church in which to
hide from crusaders, not knowing that beneath its ruins lay buried an ancient
evil.
l'Abbaye des Morts has been inspired by the tragic history of the Cathars
and platform games for ZX Spectrum computers like Manic Miner, Jet Set Willy
or Dynamite Dan.
Faith will be your only weapon in this platformer styled like a ZX Spectrum
game. Black backgrounds, 1 color sprites and 1 bit sounds are a proper fit
for a raw story. The lack of details turn on the player's imagination,
creating a unique experience for each player.
|
|
Release notes:
https://wiki.flightgear.org/Changelog_2020.3
|
|
NetBSD/aarch64 and others do not have <machine/joystick.h> but do have
<sys/joystick.h>.
|
|
|
|
2014-08-15 Andrew M. Bishop <amb>
Version 2.2b Released
2014-08-15 [r76] Andrew M. Bishop <amb>
* FILES, README, xbomb.c, xwindow.c: Updated for version 2.2b.
2014-08-15 [r74] Andrew M. Bishop <amb>
* xwindow.c: Fix off-by-one error in creation of graphic contexts
leading to writing beyond end of array [fixes Debian bug
#757902]..
2013-03-16 [r73] Andrew M. Bishop <amb>
* README, xbomb.c: Change web-page and e-mail addresses from
gedanken.demon.co.uk to gedanken.org.uk.
2013-03-16 [r73] Andrew M. Bishop <amb>
* xbomb.c, README: Change web-page and e-mail addresses from
gedanken.demon.co.uk to gedanken.org.uk.
2011-10-03 [r72] Andrew M. Bishop <amb>
* FILES (added), ANNOUNCE (removed), LSM (removed): Don't include
the ANNOUNCE or LSM files in future releases. Do include the
FILES file in subversion.
2010-12-27 [r70] Andrew M. Bishop <amb>
* ChangeLog (removed): Remove the ChangeLog from version control.
2010-12-24 [r67] Andrew M. Bishop <amb>
* ANNOUNCE (added), COPYING (added), ChangeLog (added), LSM
(added): Added the uncontrolled files from the xbomb 2.2a
release.
2010-12-24 Andrew M. Bishop <amb@gedanken.demon.co.uk>
Changed version control environment from RCS to CVS to SVN.
2009-11-29 Andrew M. Bishop <amb@gedanken.demon.co.uk>
Version 2.2a Released
2009-11-29 Andrew M. Bishop <amb@gedanken.demon.co.uk>
* xbomb.ad:
Add the app-defaults for the different numbers (missed in version 2.2 release).
* xbomb.c, xwindow.c:
Change the colour of the number 8 from white (invisible) to light green.
Change the version number to 2.2a.
|
|
Unknown changes, seems to use SDL2 now which is nice.
|
|
Stone Soup 0.26.1 (20210203)
----------------------------
Bugfix Release
--------------
* ctrl-attack again no longer works while confused.
* Console display flickering is reduced.
* It is no longer possible to obtain infinite nets from net traps.
* Various vault placement balance adjustments and teleport closet fixes.
* 95 other fixes, tweaks, copy-edits, and interface improvements.
Stone Soup 0.26.0 (20210108)
----------------------------
Highlights
----------
* New species: Palentonga.
* New background: Delver.
* Food and hunger are removed.
* Swamp has many new monsters and other changes.
* Spells, wands, and abilities can be quivered, fired, and autotargeted with an
extension of the ranged quiver/autofight interface.
|
|
|
|
Add missing PLIST entry from my previous commit, oops.
|
|
|
|
create a binary in PREFIX/bin, for the convenience of users who use
non-pkgsrc love games.
Add ALTERNATIVES, in case there is only one love game.
PKGREVISION++
|
|
Version 0.3.2
-------------
Released on Oct 9th 2020.
- Stopped supporting Python 2.5, 2.6, 3.2, and 3.3.
- Supported Python 3.4, 3.5, 3.6, 3.7, and 3.8.
Thanks to `Nolan Gilley`_.
.. _Nolan Gilley: https://github.com/nkgilley
|
|
And add a PKG_ALTERNATIVES to call it bin/love for extra convenience.
love09 is skipped because I am failing to build it right now (might look
later on...)
bump PKGREVISION
|
|
Emilia Pinball is a libre pinball game simulator.
|
|
dmagnetic (0.30-1) unstable; urgency=medium
* Internal bugfixes
* Fixed missing picture from 'Fish!' in C64 mode
* New characters for the monochrome vmode
|
|
|
|
|
|
pkgsrc changes:
---------------
* The site listed in MASTER_SITES seems to be down. We can use mirror
sites as those used by FreeBSD.
upstream changes:
-----------------
> 2011/04/18 - 11.04 release
- Replay functionality! Still a bit unstable and version-specific
(thanks mylad for the help image)
- The various funny animations are now displayed more often
- Fixed various bugs with grapple and construct in far edges of the world
(thanks peterolen and lordjj for the bug reports)
- Improved a bit the grapple behaviour (patch from peterolen)
- Reduced max memory usage for the Symbian and Android ports
- Introduce quality settings, and add one level for handhelds allowing
alphablending and thus much higher quality ground.
- Readd fading to laser beams
- Fix key binding edition menu
- Fix keys getting stuck when modifiers (control/alt/shift) were changed
- Clean and update command line parameters; --size sets display size
- Big rewrite of internal network protocol; should reduce a bit traffic
- Various fixes with network menu (incorrect team updates, crashes)
- Cache loading of xml files: menus and particle spawning should now
be much faster
- Android port: better resume
- Android port: text editing with the classical virtual keyboard
- Android port: can go to sleep when downloading (also more robust)
- Fix MacOSX not able to list public games
|
|
ChangeLog:
# 1.6.1 - 2020-12-11
- Improved display in non-English text-mode clients; previously
columns were not aligned properly in some cases and occasionally
not all available drugs at a location were shown on screen (#54).
- Minimal British English translation added (#57). Configuration file
entries can now use either British English or American English spelling
(i.e. Armor/Armour).
- On Windows the "browse" button in the graphical client options dialog
now opens at the folder containing the selected sound file (#55).
# 1.6.0 - 2020-12-06
- Fixes to build with OpenWRT (thanks to Theodor-Iulian Ciobanu).
- Write server pidfile after fork (thanks to Theodor-Iulian Ciobanu).
- Updated German and French Canadian translations from Benjamin Karaca
and Francois Marier.
- Support for old GTK1 and GLIB1 libraries removed - we now need version 2
of these libraries to build dopewars. GTK+3 is also supported.
- Update metaserver to work with new SourceForge; older versions can no
longer successfully register with the metaserver.
- Switch to using libcurl to talk to the metaserver (this supports https,
unlike the old internal code). The metaserver configuration has changed
accordingly; `MetaServer.Name`, `MetaServer.Port` and `MetaServer.Path` are
replaced with `MetaServer.URL`, while `MetaServer.Auth`, `MetaServer.Proxy*`,
and `MetaServer.UseSocks` are removed (set the `https_proxy` environment
variable instead, as per
https://curl.haxx.se/libcurl/c/libcurl-tutorial.html#Environment)
- The default web browser on Linux has changed from 'mozilla' to
'firefox'; on Mac the system-configured default browser is used.
- On Windows the high score file, log file, and config file are now
stored in the user application data directory (e.g.
`C:\Users\foo\AppData\Local\dopewars`) rather than the same directory as
the dopewars binary.
- Add sound support with SDL2, and on Mac.
- Add 64-bit Windows binaries.
- Fix for a DOS against the server using the REQUESTJET message type
(thanks to Doug Prostko for reporting the problem).
|
|
|
|
FNA/XNA game launcher.
|
|
This is FNA, an XNA4 reimplementation that focuses solely on developing a fully
accurate XNA4 runtime for the desktop.
|
|
This fixes the build with new graphics/osg.
0.46.0
------
Bug #1515: Opening console masks dialogue, inventory menu
Bug #1933: Actors can have few stocks of the same item
Bug #2395: Duplicated plugins in the launcher when multiple data directories provide the same plugin
Bug #2679: Unable to map mouse wheel under control settings
Bug #2969: Scripted items can stack
Bug #2976: Data lines in global openmw.cfg take priority over user openmw.cfg
Bug #2987: Editor: some chance and AI data fields can overflow
Bug #3006: 'else if' operator breaks script compilation
Bug #3109: SetPos/Position handles actors differently
Bug #3282: Unintended behaviour when assigning F3 and Windows keys
Bug #3550: Companion from mod attacks the air after combat has ended
Bug #3609: Items from evidence chest are not considered to be stolen if player is allowed to use the chest
Bug #3623: Display scaling breaks mouse recognition
Bug #3725: Using script function in a non-conditional expression breaks script compilation
Bug #3733: Normal maps are inverted on mirrored UVs
Bug #3765: DisableTeleporting makes Mark/Recall/Intervention effects undetectable
Bug #3778: [Mod] Improved Thrown Weapon Projectiles - weapons have wrong transformation during throw animation
Bug #3812: Wrong multiline tooltips width when word-wrapping is enabled
Bug #3894: Hostile spell effects not detected/present on first frame of OnPCHitMe
Bug #3977: Non-ASCII characters in object ID's are not supported
Bug #4009: Launcher does not show data files on the first run after installing
Bug #4077: Enchanted items are not recharged if they are not in the player's inventory
Bug #4141: PCSkipEquip isn't set to 1 when reading books/scrolls
Bug #4202: Open .omwaddon files without needing toopen openmw-cs first
Bug #4240: Ash storm origin coordinates and hand shielding animation behavior are incorrect
Bug #4262: Rain settings are hardcoded
Bug #4270: Closing doors while they are obstructed desyncs closing sfx
Bug #4276: Resizing character window differs from vanilla
Bug #4284: ForceSneak behaviour is inconsistent if the target has AiWander package
Bug #4329: Removed birthsign abilities are restored after reloading the save
Bug #4341: Error message about missing GDB is too vague
Bug #4383: Bow model obscures crosshair when arrow is drawn
Bug #4384: Resist Normal Weapons only checks ammunition for ranged weapons
Bug #4411: Reloading a saved game while falling prevents damage in some cases
Bug #4449: Value returned by GetWindSpeed is incorrect
Bug #4456: AiActivate should not be cancelled after target activation
Bug #4493: If the setup doesn't find what it is expecting, it fails silently and displays the requester again instead of letting the user know what wasn't found.
Bug #4523: "player->ModCurrentFatigue -0.001" in global script does not cause the running player to fall
Bug #4540: Rain delay when exiting water
Bug #4594: Actors without AI packages don't use Hello dialogue
Bug #4598: Script parser does not support non-ASCII characters
Bug #4600: Crash when no sound output is available or --no-sound is used.
Bug #4601: Filtering referenceables by gender is broken
Bug #4639: Black screen after completing first mages guild mission + training
Bug #4650: Focus is lost after pressing ESC in confirmation dialog inside savegame dialog
Bug #4680: Heap corruption on faulty esp
Bug #4701: PrisonMarker record is not hardcoded like other markers
Bug #4703: Editor: it's possible to preview levelled list records
Bug #4705: Editor: unable to open exterior cell views from Instances table
Bug #4714: Crash upon game load in the repair menu while the "Your repair failed!" message is active
Bug #4715: "Cannot get class of an empty object" exception after pressing ESC in the dialogue mode
Bug #4720: Inventory avatar has shield with two-handed weapon during [un]equipping animation
Bug #4723: ResetActors command works incorrectly
Bug #4736: LandTexture records overrides do not work
Bug #4745: Editor: Interior cell lighting field values are not displayed as colors
Bug #4746: Non-solid player can't run or sneak
Bug #4747: Bones are not read from X.NIF file for NPC animation
Bug #4748: Editor: Cloned, moved, added instances re-use RefNum indices
Bug #4750: Sneaking doesn't work in first person view if the player is in attack ready state
Bug #4756: Animation issues with VAOs
Bug #4757: Content selector: files can be cleared when there aren't any files to clear
Bug #4768: Fallback numerical value recovery chokes on invalid arguments
Bug #4775: Slowfall effect resets player jumping flag
Bug #4778: Interiors of Illusion puzzle in Sotha Sil Expanded mod is broken
Bug #4783: Blizzard behavior is incorrect
Bug #4787: Sneaking makes 1st person walking/bobbing animation super-slow
Bug #4797: Player sneaking and running stances are not accounted for when in air
Bug #4800: Standing collisions are not updated immediately when an object is teleported without a cell change
Bug #4802: You can rest before taking falling damage from landing from a jump
Bug #4803: Stray special characters before begin statement break script compilation
Bug #4804: Particle system with the "Has Sizes = false" causes an exception
Bug #4805: NPC movement speed calculations do not take race Weight into account
Bug #4810: Raki creature broken in OpenMW
Bug #4813: Creatures with known file but no "Sound Gen Creature" assigned use default sounds
Bug #4815: "Finished" journal entry with lower index doesn't close journal, SetJournalIndex closes journal
Bug #4820: Spell absorption is broken
Bug #4823: Jail progress bar works incorrectly
Bug #4826: Uninitialized memory in unit test
Bug #4827: NiUVController is handled incorrectly
Bug #4828: Potion looping effects VFX are not shown for NPCs
Bug #4837: CTD when a mesh with NiLODNode root node with particles is loaded
Bug #4841: Russian localization ignores implicit keywords
Bug #4844: Data race in savegame loading / GlobalMap render
Bug #4847: Idle animation reset oddities
Bug #4851: No shadows since switch to OSG
Bug #4860: Actors outside of processing range visible for one frame after spawning
Bug #4867: Arbitrary text after local variable declarations breaks script compilation
Bug #4876: AI ratings handling inconsistencies
Bug #4877: Startup script executes only on a new game start
Bug #4879: SayDone returns 0 on the frame Say is called
Bug #4888: Global variable stray explicit reference calls break script compilation
Bug #4896: Title screen music doesn't loop
Bug #4902: Using scrollbars in settings causes resolution to change
Bug #4904: Editor: Texture painting with duplicate of a base-version texture
Bug #4911: Editor: QOpenGLContext::swapBuffers() warning with Qt5
Bug #4916: Specular power (shininess) material parameter is ignored when shaders are used.
Bug #4918: Abilities don't play looping VFX when they're initially applied
Bug #4920: Combat AI uses incorrect invisibility check
Bug #4922: Werewolves can not attack if the transformation happens during attack
Bug #4927: Spell effect having both a skill and an attribute assigned is a fatal error
Bug #4932: Invalid records matching when loading save with edited plugin
Bug #4933: Field of View not equal with Morrowind
Bug #4938: Strings from subrecords with actually empty headers can't be empty
Bug #4942: Hand-to-Hand attack type is chosen randomly when "always use best attack" is turned off
Bug #4945: Poor random magic magnitude distribution
Bug #4947: Player character doesn't use lip animation
Bug #4948: Footstep sounds while levitating on ground level
Bug #4952: Torches held by NPCs flicker too quickly
Bug #4961: Flying creature combat engagement takes z-axis into account
Bug #4963: Enchant skill progress is incorrect
Bug #4964: Multiple effect spell projectile sounds play louder than vanilla
Bug #4965: Global light attenuation settings setup is lacking
Bug #4969: "Miss" sound plays for any actor
Bug #4971: OpenMW-CS: Make rotations display as degrees instead of radians
Bug #4972: Player is able to use quickkeys while disableplayerfighting is active
Bug #4979: AiTravel maximum range depends on "actors processing range" setting
Bug #4980: Drowning mechanics is applied for actors indifferently from distance to player
Bug #4984: "Friendly hits" feature should be used only for player's followers
Bug #4989: Object dimension-dependent VFX scaling behavior is inconsistent
Bug #4990: Dead bodies prevent you from hitting
Bug #4991: Jumping occasionally takes too much fatigue
Bug #4999: Drop instruction behaves differently from vanilla
Bug #5001: Possible data race in the Animation::setAlpha()
Bug #5004: Werewolves shield their eyes during storm
Bug #5012: "Take all" on owned container generates a messagebox per item
Bug #5018: Spell tooltips don't support purely negative magnitudes
Bug #5025: Data race in the ICO::setMaximumNumOfObjectsToCompilePerFrame()
Bug #5028: Offered price caps are not trading-specific
Bug #5038: Enchanting success chance calculations are blatantly wrong
Bug #5047: # in cell names sets color
Bug #5050: Invalid spell effects are not handled gracefully
Bug #5055: Mark, Recall, Intervention magic effect abilities have no effect when added and removed in the same frame
Bug #5056: Calling Cast function on player doesn't equip the spell but casts it
Bug #5059: Modded animation with combined attack keys always does max damage and can double damage
Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends
Bug #5063: Shape named "Tri Shadow" in creature mesh is visible if it isn't hidden
Bug #5067: Ranged attacks on unaware opponents ("critical hits") differ from the vanilla engine
Bug #5069: Blocking creatures' attacks doesn't degrade shields
Bug #5073: NPCs open doors in front of them even if they don't have to
Bug #5074: Paralyzed actors greet the player
Bug #5075: Enchanting cast style can be changed if there's no object
Bug #5078: DisablePlayerLooking is broken
Bug #5081: OpenMW-CS: Apparatus type "Alembic" is erroneously named "Albemic"
Bug #5082: Scrolling with controller in GUI mode is broken
Bug #5087: Some valid script names can't be used as string arguments
Bug #5089: Swimming/Underwater creatures only swim around ground level
Bug #5092: NPCs with enchanted weapons play sound when out of charges
Bug #5093: Hand to hand sound plays on knocked out enemies
Bug #5097: String arguments can't be parsed as number literals in scripts
Bug #5099: Non-swimming enemies will enter water if player is water walking
Bug #5103: Sneaking state behavior is still inconsistent
Bug #5104: Black Dart's enchantment doesn't trigger at low Enchant levels
Bug #5106: Still can jump even when encumbered
Bug #5110: ModRegion with a redundant numerical argument breaks script execution
Bug #5112: Insufficient magicka for current spell not reflected on HUD icon
Bug #5113: Unknown alchemy question mark not centered
Bug #5123: Script won't run on respawn
Bug #5124: Arrow remains attached to actor if pulling animation was cancelled
Bug #5126: Swimming creatures without RunForward animations are motionless during combat
Bug #5134: Doors rotation by "Lock" console command is inconsistent
Bug #5136: LegionUniform script: can not access local variables
Bug #5137: Textures with Clamp Mode set to Clamp instead of Wrap are too dark outside the boundaries
Bug #5138: Actors stuck in half closed door
Bug #5149: Failing lock pick attempts isn't always a crime
Bug #5155: Lock/unlock behavior differs from vanilla
Bug #5158: Objects without a name don't fallback to their ID
Bug #5159: NiMaterialColorController can only control the diffuse color
Bug #5161: Creature companions can't be activated when they are knocked down
Bug #5164: Faction owned items handling is incorrect
Bug #5163: UserData is not copied during node cloning
Bug #5166: Scripts still should be executed after player's death
Bug #5167: Player can select and cast spells before magic menu is enabled
Bug #5168: Force1stPerson and Force3rdPerson commands are not really force view change
Bug #5169: Nested levelled items/creatures have significantly higher chance not to spawn
Bug #5175: Random script function returns an integer value
Bug #5177: Editor: Unexplored map tiles get corrupted after a file with terrain is saved
Bug #5182: OnPCEquip doesn't trigger on skipped beast race attempts to equip something not equippable by beasts
Bug #5186: Equipped item enchantments don't affect creatures
Bug #5190: On-strike enchantments can be applied to and used with non-projectile ranged weapons
Bug #5196: Dwarven ghosts do not use idle animations
Bug #5206: A "class does not have NPC stats" error when player's follower kills an enemy with damage spell
Bug #5209: Spellcasting ignores race height
Bug #5210: AiActivate allows actors to open dialogue and inventory windows
Bug #5211: Screen fades in if the first loaded save is in interior cell
Bug #5212: AiTravel does not work for actors outside of AI processing range
Bug #5213: SameFaction script function is broken
Bug #5218: Crash when disabling ToggleBorders
Bug #5220: GetLOS crashes when actor isn't loaded
Bug #5222: Empty cell name subrecords are not saved
Bug #5223: Bow replacement during attack animation removes attached arrow
Bug #5226: Reputation should be capped
Bug #5229: Crash if mesh controller node has no data node
Bug #5239: OpenMW-CS does not support non-ASCII characters in path names
Bug #5241: On-self absorb spells cannot be detected
Bug #5242: ExplodeSpell behavior differs from Cast behavior
Bug #5246: Water ripples persist after cell change
Bug #5249: Wandering NPCs start walking too soon after they hello
Bug #5250: Creatures display shield ground mesh instead of shield body part
Bug #5255: "GetTarget, player" doesn't return 1 during NPC hello
Bug #5261: Creatures can sometimes become stuck playing idles and never wander again
Bug #5264: "Damage Fatigue" Magic Effect Can Bring Fatigue below 0
Bug #5269: Editor: Cell lighting in resaved cleaned content files is corrupted
Bug #5278: Console command Show doesn't fall back to global variable after local var not found
Bug #5308: World map copying makes save loading much slower
Bug #5313: Node properties of identical type are not applied in the correct order
Bug #5326: Formatting issues in the settings.cfg
Bug #5328: Skills aren't properly reset for dead actors
Bug #5345: Dopey Necromancy does not work due to a missing quote
Bug #5350: An attempt to launch magic bolt causes "AL error invalid value" error
Bug #5352: Light source items' duration is decremented while they aren't visible
Feature #1724: Handle AvoidNode
Feature #2229: Improve pathfinding AI
Feature #3025: Analogue gamepad movement controls
Feature #3442: Default values for fallbacks from ini file
Feature #3517: Multiple projectiles enchantment
Feature #3610: Option to invert X axis
Feature #3871: Editor: Terrain Selection
Feature #3893: Implicit target for "set" function in console
Feature #3980: In-game option to disable controller
Feature #3999: Shift + Double Click should maximize/restore menu size
Feature #4001: Toggle sneak controller shortcut
Feature #4068: OpenMW-CS: Add a button to reset key bindings to defaults
Feature #4129: Beta Comment to File
Feature #4209: Editor: Faction rank sub-table
Feature #4255: Handle broken RepairedOnMe script function
Feature #4316: Implement RaiseRank/LowerRank functions properly
Feature #4360: Improve default controller bindings
Feature #4544: Actors movement deceleration
Feature #4673: Weapon sheathing
Feature #4675: Support for NiRollController
Feature #4708: Radial fog support
Feature #4730: Native animated containers support
Feature #4784: Launcher: Duplicate Content Lists
Feature #4812: Support NiSwitchNode
Feature #4831: Item search in the player's inventory
Feature #4836: Daytime node switch
Feature #4840: Editor: Transient terrain change support
Feature #4859: Make water reflections more configurable
Feature #4882: Support for NiPalette node
Feature #4887: Add openmw command option to set initial random seed
Feature #4890: Make Distant Terrain configurable
Feature #4944: Pause audio when OpenMW is minimized
Feature #4958: Support eight blood types
Feature #4962: Add casting animations for magic items
Feature #4968: Scalable UI widget skins
Feature #4994: Persistent pinnable windows hiding
Feature #5000: Compressed BSA format support
Feature #5005: Editor: Instance window via Scene window
Feature #5010: Native graphics herbalism support
Feature #5031: Make GetWeaponType function return different values for tools
Feature #5033: Magic armor mitigation for creatures
Feature #5034: Make enchanting window stay open after a failed attempt
Feature #5036: Allow scripted faction leaving
Feature #5046: Gamepad thumbstick cursor speed
Feature #5051: Provide a separate textures for scrollbars
Feature #5091: Human-readable light source duration
Feature #5094: Unix like console hotkeys
Feature #5098: Allow user controller bindings
Feature #5114: Refresh launcher mod list
Feature #5121: Handle NiTriStrips and NiTriStripsData
Feature #5122: Use magic glow for enchanted arrows
Feature #5131: Custom skeleton bones
Feature #5132: Unique animations for different weapon types
Feature #5146: Safe Dispose corpse
Feature #5147: Show spell magicka cost in spell buying window
Feature #5170: Editor: Land shape editing, land selection
Feature #5172: Editor: Delete instances/references with keypress in scene window
Feature #5193: Shields sheathing
Feature #5201: Editor: Show tool outline in scene view, when using editmodes
Feature #5219: Impelement TestCells console command
Feature #5224: Handle NiKeyframeController for NiTriShape
Feature #5274: Editor: Keyboard shortcut to drop objects to ground/obstacle in scene view
Feature #5304: Morrowind-style bump-mapping
Feature #5311: Support for gyroscopic input (e.g. Android)
Feature #5314: Ingredient filter in the alchemy window
Task #4686: Upgrade media decoder to a more current FFmpeg API
Task #4695: Optimize Distant Terrain memory consumption
Task #4789: Optimize cell transitions
Task #4721: Add NMake support to the Windows prebuild script
|
|
ERROR: PLIST:173: Packages that install hicolor icons must include "../../graphics/hicolor-icon-theme/buildlink3.mk" in the Makefile.
WARN: PLIST:173: Packages that install icon theme files should set ICON_THEMES.
ERROR: Makefile:30: Only packages that have .omf files in their PLIST may include omf-scrollkeeper.mk.
2 errors and 1 warning found.
|
|
Remove "-march=native" option.
This should unbreak bulk builds on 32-bit ARM architectures.
Bump PKGREVISION.
|
|
|
|
This has bitrotted with time and no longer works on its target platforms,
having been surpassed by newer "faithful ports" like games/tyrquake
PR pkg/29439
|
|
|
|
Move to meson build system. Lots of translation updates and few bug fixes.
|
|
Moved to meson build system. Many fixes and translation updates,
especially in preparation for GTK4.
|
|
Changelog:
- A choice of a centered or bobbing weapon sprite during attack has been
added.
- A default save slot name is generated when the user saves to an empty
slot.
- The total time for all completed levels is now calculated.
|
|
## v0.16.0 / 2020-11-24
Features:
* Special custom unit: cells. A "cell" defaults to 37.5px, or 1/8in,
e.g. `x: '1 cell'` means `x: 37.5`. See the docs for details.
* Shorthands for `x`, `y`, `width`, and `height`! The words `x: 'middle'`
and `x: 'middle + 1in'` will get interpreted. See the docs for details.
* Autoscaling text! `ellipsize: :autoscale` will now downscale your
`font_size` if the text ellipsized. Thanks @Qgel! (#288, #111).
* Option checking!! Completely reworked the way we handle arguments in
Squib internally (no external behavioral differences). Now, when you
give an option to Squib that is not expected. Since every DSL method
"knows" what options it takes, that also means we have EVERY option
properly documented (missed a few...) AND we have an automated test that
will tell us if we forget to document it.
* `save_png` and `save_sheet` now have a `suffix` option which defaults to
`''`. So now you can customize the filenames with `prefix`,
`count_format`, and `suffix`.
Compatibility:
* When saving PNGs with sprues, outputs start counting at zero - which is
more consistent with the rest of Squib.
* Minimum Ruby is now 2.5. NOTE: Ruby 3.0 is coming Christmas 2020!! Check
it out.
Bugs:
* Extra page/no page issue with sprues (#320)
* Fix Ruby 2.7+ deprecations with CSV arguments (#303)
Chores:
* Reorganized the code internally. (#298) Every DSL method now has its own file.
* Moved to Github Actions
* Bump pango et al
|
|
|
|
Provided by maintainer Thomas Dettbarn in PR pkg/55893.
dmagnetic (0.29-1) unstable; urgency=medium
* AtariXL and Atari800 ATR files are used for playing
* The new graphic mode UTF has been added
* More users can enjoy the beautiful pictures now
-- Thomas Dettbarn <dettus@dettus.net> Thu, 24 Dec 2020 08:59:34 +0100
|
|
Doom Legacy Changelog
1.48.8 SVN1568 (2020-12-19)
FEATURES 1.48.8
* Sky generation has gotten a Vanilla setting. Sky drawing (software
draw) now puts a solid texture above and below the sky, and no
longer tiles the sky. The OpenGL sky draw has separate sky draw
behavior.
* The mouse2 serial support has been expanded to handle PC mice,
MouseSystems mice, and PS/2 mice, for SDL and Win32 ports. The PC
and MS mice have been tested. If anyone has found a way to route a
PS/2 mouse, possibly on USB, to a serial port input, please let us
know.
BUG FIXES 1.48.8
* A savegame buffer overflow was fixed. An overflow prevention test
had been misplaced. such that it could be avoided in some
conditions. Fixes BUG 0667.
* Cleaned out some of the accumulated cruft in sky drawing. Fixed sky
tiling, and then made changes to prevent sky tiling.
* Changed the software mode sky drawing to TM_picture format. This
eliminates the line artifacts that were drawn above and below the
sky, and restores the vertical alignment.
* Limited the software sky drawing to the texture, so to not tile the
sky draw. Created a skytop_flat for above the sky, and a ground_flat
for below the sky. These are drawn when the viewed sky exceeds the
bounds of the sky texture. For now, these flats are created as solid
textures. Hardware draw has a separate sky draw behavior.
* In the case of 200 or 240 sized sky textures (Heretic and Legacy
substitutes), fixed the texture sky height so that the correct size
TM_picture is created. Fixes BUG 0668.
* Changed the freedoom wad names, avoiding doom wad names as that was
conflicting with doom2 gamemode. Freedoom: "freedoom2.wad",
"freedoom.wad", and "fdoom2.wad". Ultimate freedoom:
"freedoom1.wad", "freedu.wad", "fdoomu.wad".
* Fixed BUG 0670, Monsters mysteriously disappearing, moving large
distances into the void space.
This bug was introduced in the moonwalk patch (SVN 1540) by copying
the opposite direction calculation code from PrBoom. This was done
in an effort to reduce differences that might lead to bugs. It
replaced a table lookup implementation. However, the PrBoom
calculation must be guarded against the value DI_NODIR, which the
table implementation could handle inherently. Without that
protection, an olddir of DI_NODIR introduced a direction of 12 into
the logic, which can only handle directions of 0..7, with NODIR=8.
Several times a game that 12 value would survive long enough to get
used, which would be expressed as a wild walk movement.
* Improved the large blockmap handling to deal with more issues of
blockmap overflow in the presence of zennode blockmap compression.
It can now handle more maps of the Lost Civilization wad, although
some other issues are still present.
* The mouse2 support was found to be disabled and missing for the SDL
port. It has been fixed, and expanded to handle PC mice,
MouseSystems mice, and PS/2 mice, for SDL Linux, SDL Windows, and
Win32 ports. Fixes BUG 0669.
* Made LOGMESSAGES work again, which writes debugging logs. Release
binaries do not have this code. If DoomLegacy is compiled with
LOGMESSAGES enabled (doomdef.h file), a log.txt file will be
produced. This is currently enabled when compiled with DEBUG.
* Fixed the overlapped string copies detected by GCC 10.
Fixes BUG 0671, Michael Bäuerle.
* Reduced warnings when compiling with GCC 10. This was mostly due to
signed char being used as an index, which may cause problems on some
platforms. Fixes BUG 0671.
|
|
Version 1.14.15
Add-ons client
* Fix potential crashes when working with installed add-ons that have a corrupted _info.cfg file.
Campaigns
* Descent into Darkness:
* S11: fix low probability case of enemy being unreachable
* S11: recall ghosts if available and ensure the player gets one level 2 ghost.
* Eastern Invasion:
* S03: fix the initial keep being blocked at the start
Translations
* Updated translations: British English, Catalan, Czech, French, German, Italian,
Japanese, Polish, Portuguese (Brazil), Russian, Turkish
User interface
* Fixed formatting of hyperlinks when the same URL appears more than once in a block of text
Miscellaneous and Bug Fixes
* Fixed a rare issue on Windows that could result in wesnoth.exe sticking around waiting for console input after encountering an error despite not being launched with the `--wconsole` option.
* Removed documentation for network proxy-related command line options previously removed in version 1.13.1 along with libana.
|
|
|
|
|
|
|
|
|
|
Has issues with NetBSD curses. See the upstream issue:
https://github.com/crawl/crawl/issues/1661
PR pkg/55896
|
|
|
|
|