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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
2020-12-19cataclysm-dda: Update to 0.E.3.nia2-8/+8
This is a minor bugfix release, and includes some build fixes for clang.
2020-12-16nudoku: Requires autoconf macros defined by pkg-confignia1-1/+2
2020-12-14nudoku: Needs gettext m4 macros to buildnia1-1/+3
2020-12-14stone-stoup-sdl: Needs external copy of DejaVu to copy into placenia1-1/+2
2020-12-10rocksndiamonds: updated to 4.2.0.5adam3-16/+15
Rocks'n'Diamonds 4.2.0.5: Here’s another bugfix release that fixes and adds the following: fixed handling of player at fake acid for EM engine fixed wrap-around with entering EM style doors for EM engine fixed activating robot wheel at wrap-around position for EM engine fixed some elements and properties when reading native DC2 levels added Emscripten support for running R’n’D in a web browser fixed compiling on OS/2 (ArcaOS, in fact) fixed some compiler warnings for newer versions of GCC Rocks'n'Diamonds 4.2.0.4: This is yet another bugfix release that fixes and adds the following: re-added accidentally removed program icon fixed bug with text input / text area gadgets when pressing “Escape” key fixed bug with clicked text area gadgets marking level as changed improved inserting level sketch from clipboard to level editor fixed some game elements when inserting level sketch from clipboard added setting game engine when inserting level sketch from clipboard fixed workaround for color key bug in SDL 2.0.12 that breaks transparency improved handling “CONF” and “PROPERTIES” buttons in level editor fixed bug with virtual buttons that may be broken after rotating device increased maximum tape length for playing extreme levels like “Zelda II” fixed graphical bugs if digging or collecting causes player relocation Rocks'n'Diamonds 4.2.0.3: This is another bugfix release which fixes and adds the following: fixed some problems with wrap-around levels in Emerald Mine engine added full compatibility for wrap-around levels in Emerald Mine engine fixed single-step mode for wrap-around levels in Emerald Mine engine fixed playing tapes recorded with old Emerald Mine game engine added command “autofix” to fix tapes recorded with old EM game engine fixed key shortcut to start/end game (which was broken since 4.2.0.0) fixed some other key shortcuts that require entering upper case letters added menu command “:undo-tape” to undo/restore last recorded tape fixed potential crash bug that may occur when loading custom artwork fixed single-step mode when using custom elements with mouse click events added creating undo/redo snapshots when using mouse click events fixed problems with virtual buttons and showing envelopes on Android improved startup speed by optimizing parsing of parameter values improved handling output of warnings, errors and debug messages fixed showing source date on version page of info screen menu added showing commit hash on version page of info screen menu Rocks'n'Diamonds 4.2.0.2: This is mainly a bugfix release which fixes and adds the following: fixed broken tapes (for various reasons) recorded with old EM engine fixed support for initially moving spring in EM game engine added support for initially moving spring to R’n’D game engine fixed potential crash bug when reading from artwork info cache fixed wrong eater content when loading native EM levels added support for variable number of eater arrays for EM engine fixed vsync mode when not using OpenGL renderer (like “Metal” on Mac) added option for setting hint for render driver to setup config file added displaying render driver on info screen page Rocks'n'Diamonds 4.2.0.1: This is a bugfix release which fixes the following bugs: fixed loading dynamic libraries shipped with the Linux package fixed level editor key shortcuts (broken by regression) fixed support for wrap-around levels in EM engine for old tapes Rocks'n'Diamonds 4.2.0.0: The most important change is the long-awaited update of the Emerald Mine game engine, which was based on an old version of David Tritscher’s “Emerald Mine for X11” from 2000/2001. The new game engine uses a more recent code base from 2009, which contains new features and bug fixes and improves the compatibility of the game engine with many levels from the Emerald Mine Club level collection (while preserving compatibility of already recorded tapes). The most important Emerald Mine game engine related changes are: support for wrap-around levels (like level 80 from level set “Ruppelmine 2”) improved handling of chain-explosions of the “bug” game element improved handling of the “fake acid” game element improved handling of various other game elements (like burning dynamite) As another important improvement, the whole build system was updated for all platforms to support today’s development tools and to support the most recent versions of the SDL libraries, which removes several problems when building the game on current systems. This also includes native 64-bit support for the Windows version. Here’s an overview of the most important build system changes: added support for cross-compiling to Windows 64-bit platform added CPU architecture (32/64 bit) to version info screen added build support for older versions of Mac OS X changed build system for Android from Ant to Gradle updated SDL libraries to the latest versions for all platforms The following features and bug fixes were added to custom elements: added being able to use CE condition “CE value/score gets 0” added mouse click events to CE change events (experimental) added new change action “move player new” to CE change actions added support for tapes with both keyboard/joystick and mouse actions fixed bug with reanimating killed player by CE condition The following additions and fixes are related to global animations: added option to generally set global animations to block clicks added missing handling of animation mode “random” for global animations fixed drawing global animations when switching screens without fading Additionally, there are the following new features and bug fixes: added workaround for a bug in SDL 2.0.12 which prevents transparency fixed potential crash bug if personal user level set cannot be found changed move speed for some elements for older game engine versions fixed element property that caused levels/tapes to be unsolvable moved game engine settings to separate setup menu screen fixed bug with scrollbar still active on virtual buttons config screen replaced ILBM graphics source files in repository with converted PNG files fixed text event handling for newer SDL versions on Android fixed screen rotation for newer SDL versions on Android fixed screen size for newer SDL versions on Android updated custom game controller mappings for newer SDL versions on Android added disabling overlay touch buttons when using joystick
2020-12-09stone-soup: Update to 0.25.1nia8-71/+26
Stone Soup 0.25.1 (20200717) ---------------------------- Bugfix Release -------------- * Artefacts from acquirement now leave a note in morgues. * Scarf of harm is fixed. * Foxfire will no longer attack out of LoS. * Stacking from empty Nemelex decks is no longer possible. * Wizlab entry now generates a milestone / note again. * Fix a bug where cloud generators triggered on load when no time had passed, leading to a different cloud arrangement from saving + reloading. * Seeded play fixes for seed instability in a few cases, as well as crashes related to seed stability and pregeneration code. * Several speedups for dungeon rendering, especially in zigs. * Sprint 3 cloud generators have been retuned. * Improvements to the behavior of restart_after_save (on by default in 0.25.0). * Using [] in map view from stairs to view other levels now correctly finds the matching stairs. * Crashes to do with annotation, off-level map view, and custom flashes have been fixed. * It is no longer possible for a bug to cause the player to drown or fall into lava, emergency flight will be activated instead. Stone Soup 0.25.0 (20200612) ---------------------------- Highlights ---------- * Spells in many schools have been redesigned to make the schools more distinct. * Acquirement scrolls have been despoilered, offering the player a choice of generated items. * Effects from spell miscasts, god wrath, death curses, and Zot traps have been overhauled for consistency and simplicity. Branches, Environment --------------------- * Potions of cancellation now appear as loot in Ziggurats. * Boris can now spawn after the player picks up the Orb of Zot. * Forest fires and the Tornado spell can no longer destroy temporary trees made by Summon Forest. * D:1 Level spawns can no longer generate within LOS distance of the player's starting position. * Many arrival vaults have been reworked to allow better player tactics. * A new Swamp ending themed as a conflict between Yred and Fedhas that includes an undead version of the Lernaean Hydra. * Ziggurats now have level set featuring many player ghosts. * Zot traps have had their effect flowchart simplified and focused. * Abyss exits that spawn from earning xp can spawn after the initial spawn, instead of every subsequent spawn being a downstair. * Troves can now ask for scrolls of fog or scrolls of fear. Character --------- * Monsters summoned by the player now dismiss when they become hostile. * Players can now renounce their religion while silenced. * All Evocable items can no longer be used by the player while confused. * Formicids can no longer cast Swiftness. Gods ---- * Trog no longer gifts ranged weapons nor ammunition, gifting only melee weapons. These weapons can only have egos of plain, vorpal, flaming, and anti-magic. * Trog now hates use of all magical staves and pain weapons. * Elyvilon's Divine Protection now always protects exactly at 5* piety instead of protecting at a value between 5* and 6*. * Fedhas now protects plant allies from collisions and from ranged attacks by other allies. * God conducts for harming allies now apply to spells and items that place harmful clouds. * Nemelex abilities can no longer be used while silenced. * Nemelex card revisions: - The pain card no longer summons a flayed ghost, instead it torments at high power (the card user is spared). - The cloud card now produces black smoke around enemies in sight, to better fir with the deck of escape. * Wu Jian has been tweaked: - Wall jumps are now only activated via the 'a'bility menu. - Whirlwind attacks no longer pin - Heavenly Storm now starts with a slaying bonus of 5, capped at 15, and increases by 1 for each martial attack. * Xom no longer inflicts miscast effects. * Xom demon summoning is increased in power. * Wrath changes - Trog's "firey rage" is now a fireball, instead of a fire miscast. Trog no longer uses rot as retribution. - Lugonu's "translocation wrath" no longer uses translocations miscast. Instead, the player is either teleported to monsters, banished, or set upon by Abyss summons. - Cheibriados' wrath no longer uses miscasts. At very high tension, in addition to sleeping and slowing the player, Chei makes a lot of noise. At low tension, miscasts are replaced by stat damage. - Fedhas' wrath no longer uses elemental miscasts. These are replaced by a choice of corrosive bolt, primal wave, or thorn volley. - Yredelemnul's wrath no longer uses necromancy miscasts, in their place Yred fires a bolt of draining. - Kikubaaqudgha's wrath uses death curses in place of necromancy miscasts. * Vehumet is less likely to give duplicate gifts. * Xom is stimulated upon worship at a faded altar. Items ----- * Scroll of Acquirement rework: - Offers players a choice of five fully generated items. - Three of the item categories are randomly chosen and the other two are always gold and food (for species that eat). - Generated items are always useable and not hated by the player's current god. - The Miscellaneous category for evocable items is no longer available. * New Potion of Stabbing that gives a 50% chance to upgrade weak stabs (e.g. distracted monsters) to strong ones (e.g. sleeping monsters). * Tin of Tremorstones, a new multiuse evocable. Tremorstones have 3 charges which recover over time with XP. When used, it creates a number of radius 2 explosions (the number scales with evocations skill) near the center of present monster that are triple-affected by AC (like LRD). The explosions are randomly skewed and may hit the user. Most useful for players with good armour. * The chaos brand now has might and agility effects, no longer causes miscast effects, and its cloning effect can create friendly and neutral monsters. * Potions of Brilliance now provide a stronger universal spell enhancer and remove spell hunger. They no longer provide an Int bonus nor wizardry. * Potions of Might no longer provide a bonus to strength. * Scrolls of Magic Mapping now reveal any floor traps on the level. * The -Tele property no longer appears on artefact weapons and jewellery. * Ordinary shields have been renamed to kite shields and large shields have been renamed to tower shields. This helps make equipment descriptions less ambiguous. * The vorpal weapon ego no longer has distinct adjectives for each weapon class. Now all such weapons are described as 'vorpal'. * Unrandart changes: - New unrand: Cigotuvi's Embrace, a +4 leather armour with rN+, rRot and *Drain that automatically gathers corpses to increase AC. The AC decays slowly over time but decays more quickly as more corpses are added. - Boots of the Assassin are now called the hood of the Assassin and use the headgear slot. - The demon blade Leech gains *Rage/+Rage and loses its AC-3 and EV-3 properties. - The Elemental Staff now acts as an enhancer for all elemental schools, with enhancement applying independently for each school. - Warlock's Mirror can now reflect piercing ranged weapons. - The Staff of Olgreb now has a chance to deal poison-arrow flavored damage on hit, based on evocations skill. It no longer has an additional chance to cast Venom Bolt on top of casting OTR when evoked. It now grants poison immunity to monsters wielding it. - The Dragonskin Cloak now provides rCorr instead of sticky flame resistance. - The scythe of Curses no longer curses items in inventory, and now applies death curses instead of necromancy miscasts. - The plutonium sword still applies transmutations miscasts, but gains a chance to polymorph the target on hit (since this is no longer a miscast effect for monsters). - The brooch of Shielding is now a guardian spirit amulet with SH+8. - Bloodbane has been removed, having been merged into Leech. - Maxwell's Etheric Cage has been removed. * Phial of floods now applies a silencing "waterlogged" debuff to all monsters in the flooded area and no longer summons water elementals. * Staves of poison now do resistable poison damage on hit like other staves instead of just having a chance to poison. * Distortion branded weapons no longer teleport foes. * Distortion unwield effects no longer cause a translocations miscast. Instead, they either teleport the player to monsters, banish the player, or cause severe contamination. * Regeneration items only activate after attuning to the player at full HP, identical to the amulet. * Scarf egos are revised: cloud immunity and spirit shield are removed, harm and invisibility are added. Harm scarves do not drain the player when removed. * Amulets of reflection now always give +5 SH and must attune to the player at full HP. Reflected missiles, poison, and banishments now correctly award piety. * Cloak egos are revised: invisibility is removed, preservation (providing corrosion resistance) and stealth are added. * The Harm property can now appear on randart armour, and does not incur a drain penalty on removal. * Stat rings are now always either +6 or -4. AC, EV, and Slay rings are now always either +4 or -4. * Removed: potion of agility, staff of power, crystal ball of energy, sack of spiders, lamp of fire, fan of gales, wand of scattershot, amulets of the gourmand, amulets of harm, amulets of rage. Interface --------- * The seed selection dialogue has been ported to webtiles and is enabled on select servers. * auto_butcher has been changed to default to `always` (from the previous value of `very hungry`). * A new option, auto_butcher_max_chunks, prevents automatic butchering with more than that many chunks in inventory. Its default value is 10 for non-ghoul characters. * explore_auto_rest now defaults to true. * New morgue section: screenshots. When notes are taken with : an ascii screenshot is additionally saved and can be added to morgues. * The console monster list now displays monster status information and whether or not the monster is wielding a launcher or polearm, or has a wand * The ^x summary display now shows monster status information * A new option, monster_item_view_coordinates, can be set to true to display player-relative coordinates in the ^x display. * The auto-travel trail displayed with show_travel_trail can now be customised in console (both for glyph and colour). * The "visited status" of stairs and transporters can now be indicated both by glyph and by colour in console. * Allies now show sleep and confusion status tiles. * A new option, game_scale, allows for global pixel scaling to make dcss more usable on large and/or high-resolution monitors. (Values in the range of 2-4 will be helpful for upscaling for 2k-4k monitors.) * The behavior of `tile_filter_scaling=false` has been improved to work on all tiles in the game, for better pixelated effects. * Webtiles now supports showing save info in the lobby; see CAO for this feature in action. Monsters -------- * New unique: Maggie, a younger version of the unique Margery, who appears just before and in Lair. She has a steam, acid, or swamp dragon scales, Bolt of Fire, and Mesmerize. Only one of Maggie or Margery will place in a game. * Margery now always gets Fire, Shadow, or Storm dragon scales as a counterpart to Maggie's armour. * Both Maggie and Margery have a small extra chance of spawning with a pre-enchanted Wyrmbane (1 or 2 points of enchantment, respectively). * Monsters such as spiders no longer have a clinging ability. * Mummy death curses are no longer necromancy miscasts, and instead have their own effect table. * New monster: nameless horror. Nameless horrors are produced by summoning miscasts. They are giant, tanky, have an antimagic attack and abjuration as a natural ability. * Hepliaklqana ancestors and demonic guardians can no longer be enslaved or frenzied. * Summoned monsters can now get the inner flame status, both from the spell and the scroll. * Monsters now try to avoid blocking the line of fire of monsters behind them. Spells ------ * Spell in many schools have been redesigned to make the schools have better differentiation, more positional considerations, and better UI. The descriptions below describe the schools' individual focus and any new, changed, and removed spells in each school: - Fire spells have directed explosions or set things on fire: + New L1 Conjurations/Fire spell Foxfire that conjures two foxfire projectiles that quickly hone in on their target, each doing a bit more than half the damage of Flame Tongue. + Conjure Flame now creates embers on the player's position that turn into a flame cloud a turn later. The embers smother if a monster steps on them. + Inner Flame now creates a flame cloud under the affected monster whenever it takes damage in addition to the usual explosion it makes when the monster dies. + New L6 Conjurations/Fire spell Starburst that fires 8 range 5 bolts in the principle directions. + Removed spells: Flame Tongue, Throw Flame, Bolt of Fire. - Air school spells bounce, are pointy, or are hard to direct: + Airstrike damage now scales so it's greater the more unoccupied squares there are surrounding the target. + Summon Lightning Spire now places the spire randomly. - Earth spells are directed: + Borgnjor's Vile Clutch now is a range 6 always-penetrating beam instead of a smite-targeted 3x3 explosion. - Ice spells are diffuse and subtle: + New L3 Ice spell Frozen Ramparts that makes all walls within radius 2 become covered in ice, damaging monsters that walk by. Damage bypasses AC and slows cold-blooded animals. + New L4 Conjurations/Ice spell Hailstorm that fires a ring of ice beams from radius 2 to radius 3, not affecting radius 1 squares. Monsters with rC+++ such as ice beasts are immune to this effect. + Ozocubu's Refrigeration does 33% more damage on-average and no longer harms the caster. + New L9 Ice spell Absolute Zero that instantly freezes to death the closest monster in range, leaving an ice block. A random closest monster is chosen as the target when there are ties. The spell is range 5 and very loud, with noise attenuated by power. + Removed spells: Throw Frost, Throw Icicle, Bolt of Cold, Glaciate. + As a result of these changes, Ice Elementalists no longer put starting skill in Conjurations. - Conjurations are pure magic with good accuracy in some way: + Iskenderun's mystic blast now makes a range 5 explosion around the player that damages and pushes back monsters, potentially colliding them with features and other monsters. + Dazzling Flash replaces Dazzling Spray. Makes a flash centered on the player of up to radius 3 that can blind monsters in the affected area. + Searing Ray now fires all its rays at the chosen target, adjusting the rays as the target moves. If no target is chosen, the spell repeatedly fires in the chosen direction. The rays all penetrate and each has the same damage and to-hit. The ray damage is adjusted to have the same overall damage distribution as before this change. + Spellforged Servitor now gives only one spell to the servitor. This is the highest level servitor-compatible spell the player has from the following sets, in order of preference: L4 and higher ranged damage spells, cloud spells, and low-level or short-range spells. + Force Lance is removed. - Poison spells poison things or perform some kind of alchemy + Sting is now a range 3 Poison/Transmutations spell using the same partly-resistable beam type previously used by Poison Arrow. + New L6 Poison/Transmutations spell Eringya's Noxious Bog that creates a temporary toxic bog trail as the player moves. The bog terrain applies the same partly-resistable damage flavor as Sting as well as the movement and combat penalties of shallow water. + Removed spells: Venom Bolt, Poison Arrow + As a result of these changes, Venom Mages now put starting skill in Transmutations instead of Conjurations. - Necromancy has balance adjustments to make the school not so strong and to begin to move it closer to a melee support school: + Corpse Rot now creates miasma clouds in a ring around the player, making one cloud for each corpse in LOS, but with lower duration. + Agony and Dispel Undead are now range 1, and Dispel Undead is now L4. + Regeneration and Bolt of Draining are removed. * The Young Poisoner's Handbook now contains Ignite Poison. * Confusing Touch is now level 3 and checks MR instead of monster hit dice. * The player is now immune to the melee-fumbling effects of liquefied ground made by casting Leda's Liquefaction. The slow movement applies regardless of flight status and the spell can be used while flying. * Firestorm and Ignition now can burn trees, and Fireball burns trees in all squares of its explosion. * Call Imp no longer bases the type of imp summoned on spellpower. * The Confuse spell has been removed. * Spell miscast effects have been simplified to give contamination and a single per-school effect, scaling with spell risk and level. The new effects by school are: - Charms and Hexes: debuff and slow. - Summoning: durably summon a nameless horror (new monster). - Translocation: dimension anchor. - Transmutation: extra contamination for the player, malmutate a monster. - Conjuration: irresistable AC-ignoring damage. - Elemental schools: school flavored damage (Earth uses fragmentation damage). * The Deflect Missiles spell has been removed. * Tukima's Dance can no longer be used if the player sacrificed Love. * Lesser Beckoning and Teleport Other now turn allies hostile. * Eldritch Tentacles from malign gateway can no longer attack out of LOS of the player, and arrive sooner after the gateway is opened. Development ----------- * The WebTiles server has seen a major overhaul and now supports python 3 as well as Tornado 5+, as well as numerous other backend/technical improvements. * The catch2 testing framework is now integrated into the project and is enabled in our CI testing. * GitHub actions have been configured to replace Travis CI testing.
2020-12-08cataclysm-dda: Update to 0.E.2nia3-11/+10
This is a minor bugfix release.
2020-12-07pioneers: Upgrade to 15.6kamil3-75/+131
Subversion release 15.6 * Fix for #307: Prevent writing invalid games in the editor * Re-enabled the Windows port (15.5 was not released for Windows) * New feature: Allow automatic rolling of the dice * New feature: When trading, charity can be prevented * Explicit language selection with an environment variable: LANG for Windows, LANGUAGE for Linux * Better IPv6 support for games found with Avahi * Support for building with gcc 10 * Cosmetic improvements for many themes * Use a more modern 'beep' on Linux * New default: wide-screen layout * Various improvements in the editor * Code quality improvements Subversion release 15.5 * Fix for #298: Allow trade after a road building development card * Use more modern helper libraries for the inline help * Minor code quality improvements Subversion release 15.4 * New theme Nouvellia, by Brian Mansberger * Fixed rendering issues in ccFlickr theme * Improvements for the MinGW port * Fix for #290: check for the winning condiation at the beginning of the turn * Fix for #285part2: Fixed unplayable development card * Use the default about dialog * Framework change: replaced glib-gettextize by intltool * GTK+3 deprecation checks are turned off per default * Minor code quality improvements Subversion release 15.3 * Relicense of the desktop icons to CC-BY-SA-4.0 Subversion release 15.2 * Ported from GTK+2 to GTK+3 * A new computer player, by Rodrigo Espiga Gomez Subversion release 15.1 * Full IPv6 support * More graphics are in vector format instead of bitmaps * A map preview is shown when creating a game from the client * A toolbar is added to the editor * Added a dice deck instead of rolling the dice completely randomly * The computer player uses more various chat messages * Code cleanup, including fixed memory leaks * The Microsoft Windows port now also has a server Subversion release 14.1 * New features: * Added the game comments to the editor. With thanks to Micah Bunting * Added island discovery bonus in the editor. With thanks to Micah Bunting * Spectators see the nosetup nodes * Editor uses shortcuts for games folders * Large icons for the GNOME3 desktop * Bugfixes: * Speedup of server-gtk * Setting the avatar icon works again * Trade is possible again in games without interplayer trade * Right-click in the editor shows the menu again * Code cleanup (Preparation for Gtk+3, hardening flags, memory leaks, ...) Subversion release 0.12.5 * New features: * These features were written by Micah Bunting: * The maps in the editor can be manipulated more easily * The map can be zoomed * Full screen mode * Notifications. With thanks to Patrick * Bugfixes: * Cosmetic fixes to the way the map is drawn * Fixed some crashes involving the pirate * Fixed some memory leaks in the meta server Subversion release 0.12.4 * New features: * Added a logbot type computer player. With thanks to Andreas Steinel * New map: North Americ by Ron Yorgason * New map: Ubuntuland by Matt Perry * Added a close button on tab pages. With thanks to Anti Sullin * Use AVAHI, With thanks to Andreas Steinel * In the connect dialog, the games can be sorted * Computer player uses the soldier cards and monopoly cards better * New theme ccFlickr, by Aaron Williamson * Tooltips for the development cards. With thanks to Aaron Williamson * The editor can set/unset nosetup nodes * Bugfixes * Fixed the FreeCIV-like and Wesnoth-like themes * The computer player is more stable * The meta-server is more stable * Use the correct size for the icons in the context menu in the editor Subversion release 0.12.3 * New feature: Look in $XDG_DATA_HOME/pioneers/themes for themes * New feature: Look in $XDG_DATA_HOME/pioneers for games * Fixed IPv4 vs IPv6 connection issues when adding local computer players * Some cosmetic changes Subversion Snapshot release 0.12.2 * Bugfix: Rejected trade was not sent * Bugfix: Tournament mode used seconds instead of minutes * Translation updates Subversion Snapshot release 0.12.1 * Removed double menu entries * New feature: the moment of checking for victory can be influenced. With thanks to Lalo Martins. * Use scrollbars, so Pioneers will work correctly on smaller screens. * Fixes for DoS that could stop the server. * The computer player will not attempt to buy development cards when none are available. * Changed the order of distributing player numbers when (re)connecting. * Fixes for the new OpenBSD port. * All names of the computer players are unique. With thanks to chrysn@users.sourceforge.net * Easier selection of meta servers. * Games created by the meta server will automatically add computer players after a minute. * Tournament mode: the timer will only be started when a player enters the game, and the timer will be reset when the last player leaves before the time has elapsed. * Fixed a crash that could occur after many trades. * A new command line option to ./configure: '--enable-protocol=IPv4'. When this is given (needed for the *BSD ports), only connections on IPv4 are made. * New language: Czech * New board: South Africa