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2021-03-08games/woof: Update to 4.0.0micha2-7/+7
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.
2021-03-05flightgear-data: sync version with flightgearnia2-7/+7
2021-03-04fna: mono6 -> monowiz1-2/+2
2021-03-04bzflag: Update to 2.4.22nia2-8/+7
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
2021-03-03Move lang/mono6 to lang/mono.nia1-2/+2
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.
2021-03-03rocksndiamonds: updated to 4.2.3.1adam2-7/+7
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
2021-03-01flightgear: Fix build.nia2-1/+17
2021-02-28games: add abbayedesmorts.nia6-1/+103
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.
2021-02-25simgear, flightgear: Update to 2020.3.6nia13-105/+62
Release notes: https://wiki.flightgear.org/Changelog_2020.3
2021-02-25plib: Use <sys/joystick.h> rather than <machine/joystick.h> on NetBSDnia2-6/+9
NetBSD/aarch64 and others do not have <machine/joystick.h> but do have <sys/joystick.h>.
2021-02-19pinball: Add missing patchnia1-0/+24
2021-02-10xbomb: Update to 2.2bnia3-16/+19
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.
2021-02-09sauerbraten: Update to 2020_12_27nia4-107/+2848
Unknown changes, seems to use SDL2 now which is nice.
2021-02-09stone-soup: Update to 0.26.1nia6-20/+16
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.
2021-02-07*: Recursive revbump from audio/pulseaudio-14.2.nb1ryoon45-90/+90
2021-02-06love09: fix build with the mesa in netbsd-currentmaya3-2/+20
Add missing PLIST entry from my previous commit, oops.
2021-02-06love*: make fetchable from upstream again. bitbucket -> githubmaya4-8/+8
2021-02-06love09: blindly commit the same changes as the other love packagesmaya2-2/+7
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++
2021-02-06py-ranking: Update to 0.3.2.kleink2-8/+11
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
2021-02-06love{07,08,010,11}: install a binary called "loveN.NN" for conveniencemaya12-12/+36
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
2021-02-03add games/pinball.nia5-1/+160
Emilia Pinball is a libre pinball game simulator.
2021-01-31dMagnetic: update to 0.30.wiz2-7/+7
dmagnetic (0.30-1) unstable; urgency=medium * Internal bugfixes * Fixed missing picture from 'Fish!' in C64 mode * New characters for the monochrome vmode
2021-01-30games/xpipeman: fix buffer overflow when starting the gamerillig3-5/+14
2021-01-29taisei: requires c++14nia1-1/+4
2021-01-27warmux: Update to 11.04.1triaxx5-52/+35
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
2021-01-26dopewars: update to 1.6.1.fcambus9-129/+61
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).
2021-01-26fna: adjust formatting per pkglintgutteridge1-1/+2
2021-01-24Add fnaify version 3.0maya6-1/+79
FNA/XNA game launcher.
2021-01-24Add fna version 21.01maya7-1/+423
This is FNA, an XNA4 reimplementation that focuses solely on developing a fully accurate XNA4 runtime for the desktop.
2021-01-19openmw: Update to 0.46.0nia10-104/+67
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
2021-01-18(games/pioneers) Build fix: Add BUILD_DPENDS+= itstool. LICENSE= gnu-gpl-v2mef1-1/+4
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.
2021-01-18games/doomlegacy: Build fixmicha1-3/+3
Remove "-march=native" option. This should unbreak bulk builds on 32-bit ARM architectures. Bump PKGREVISION.
2021-01-16Recursive revbump for osg updatenia4-8/+8
2021-01-14Remove games/quakenia22-1925/+1
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
2021-01-14hitori: remove patch removed from distinfo during last updatewiz1-26/+0
2021-01-13Update hitori to 3.38.0prlw13-27/+116
Move to meson build system. Lots of translation updates and few bug fixes.
2021-01-12Update gnome-sudoku to 3.38.0prlw13-434/+95
Moved to meson build system. Many fixes and translation updates, especially in preparation for GTK4.
2021-01-11games/woof: Update to 3.1.0micha2-7/+7
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.
2021-01-11games/ruby-squib: update to 0.16.0taca3-24/+50
## 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
2021-01-07pysolfc: set EGG_NAME to simplify PLISTwiz2-3/+4
2021-01-07dMagnetic: update to 0.29.maya2-7/+7
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
2021-01-04games/doomlegacy: Update to 1.48.8micha5-27/+32
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.
2021-01-03wesnoth: updated to 1.14.15adam3-9/+9
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.
2021-01-03(games/kajongg) Adjust PLIST for py36 to py39mef2-70/+72
2021-01-01*: Recursive revbump from audio/pulseaudio-14.0ryoon45-90/+90
2021-01-01*: Recursive revbump from boost-1.75.0ryoon15-30/+30
2020-12-31Normalize handling packages that require 64-bit atomic ops.nia2-23/+4
2020-12-30stone-soup: Force use of ncurses for now.nia3-14/+11
Has issues with NetBSD curses. See the upstream issue: https://github.com/crawl/crawl/issues/1661 PR pkg/55896
2020-12-24(games/pysolfc) pkglint -Fmef1-2/+2
2020-12-24(games/pysolfc) Adhoc fix on PLIST using PYVERSSUFFIXmef2-3/+5