Age | Commit message (Collapse) | Author | Files | Lines |
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$$extract_file instead."
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COMMENT should not be longer than 70 characters.
COMMENT should not begin with 'A'.
COMMENT should not begin with 'An'.
COMMENT should not begin with 'a'.
COMMENT should not end with a period.
COMMENT should start with a capital letter.
pkglint warnings. Some files also got minor formatting, spelling, and style
corrections.
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+ libkdegames libkmahjongg bomber bovo grantier kajongg kapman katomic
kblackbox kblocks kbounce kbreakout kdiamond kfourinline kgoldrunner
kigo killbots kiriki kjumpingcube klickety klines kmahjongg kmines
knavalbattle knetwalk kolf kollision konquest kpat kreversi kshisen
ksirk ksnakeduel kspaceduel ksquares ksudoku ktuberling kubrick lskat
palapeli picmi
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bugfixes, other quality improvements, new and improved KDE Applications
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bugfixes, other quality improvements, new and improved KDE Applications
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Upstream changes summary (only Japanese log available)
20130317
- fix a bug introduced in 20130223, failure of loading savefile
when there are too many characters in the backlog text buffer
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particularly important, except that one of the warnings was reporting
a bug that probably causes crashes. PKGREVISION -> 4
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Upstream changes summary (only Japanese log available)
20130316
- fix a bug in spstr insn that doesn't work for string sprites
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Upstream changes summary (only Japanese log available)
20130223
- fix bug of game insn that resets loaded default cursor
- fix bug that backlog doesn't show all text due to buffer overflow
in some case
20130216
- implement luacall reset
- fix bug in definereset insn that resets global variables even during
globalon insn is active
- make definereset insn load system.lua
- handle >255 values for sprite transparent value
20130203
- fix iOS SDK bug
20130202
- implement checkkey insn
- implement NL_dofile, NSGetSkip, NSGetWindowSize, NSTimer, NSGetKey,
NSUpdate, NSSpClear, NSSpGetInfo, NSSpGetPos, NSSpLoad, NSSpMove,
and NSSpVisible insns for NSLua
- update Android SDK
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Upstream changes summary (only Japanese log available)
20130120
- fix a timer bug introduced in 20130112 that cause too fast animation
20130119
- fix bugs in definereset and reset insns
20130118
- fix bug that can't get right hight of character sprite
20130112
- fix event loop handlers to make NSLua work correctly
- fix a bug around text new line
- improve yesnobox and okcancelbox button drawing
- add Lua support to Android SDK
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Fix build when MAKE_JOBS is not defined.
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Fix the fix previously in patch-ah (for platforms where char is
unsigned by default) to not generate spurious EOF indications.
Improve the fixes previously in patch-a[bcdef] to put the game's state
file in $HOME/.craft instead of the current directory.
Use a consistent method to set $PREFIX instead of a mixture of
compiler flags, patching, and SUBST.
Use pkg-config to find libX11, and clean up some pkglint.
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MASTER_SITES has also disappeared, but there seem to be lots of copies
of the distfile out on the net.
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- remove LIBXAW variable. It is handled by buildlink3.mk now
- simplify patches and Makefile in packages using libXaw
- in some cases force use of Xaw3d (won't build with Xaw)
- replace some directly included of x11/Xaw3d with mk/xaw.buildlink3.mk
In next part:
- replace more includes with mk/xaw.buildlink3.mk
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Fix PR pkg/47393.
* Tested on OpenBSD/amd64 5.2 and NetBSD/amd64 6.99.16
On NetBSD, you may use "--renderer 5" option.
Changelog:
SuperTuxkart 0.8
~~~~~~~~~~~~~~~~
* Story mode and new challenge set
* Improved AI
* Skidding and better collision physics
* Reverse mode
* New green valley track
* New Blackhill Mansion track
* Updated XR591 track
* Updated Fort Magma track
* Updated jungle track
* Updated menus
* New music
SuperTuxKart 0.7.3
~~~~~~~~~~~~~~~~~~
* New Zen Garden and Subsea tracks
* New Island battle arena
* New Suzanne kart
* New graphical effects
* New weapons 'Swatter' and 'Rubber Ball'
* Added Thunderbird as race referee
* 3 Strikes Battles now displays lives as spare tires
* Improved bubble gum
* See progression during Grand Prix
* Improve physics for tall karts (e.g. Adiumy)
* Lots of bug fixes
* Improved kart control at high speeds
* Better placement of rescued karts
* Transition track-making to blender 2.5/2.6
SuperTuxKart 0.7.2
~~~~~~~~~~~~~~~~~~
* Added in-game addon manager
* Fixed major memory leaks
* New Snow Peak track by Samuncle
* Improved star track UFO by Rudy
* New Beastie kart.
* Show when you get a highscore
* Improve gamepad configuration under Windows (add ability to tell gamepads apart)
* Various other tweaks done and glitches fixed
SuperTuxkart 0.7.1b
~~~~~~~~~~~~~~~~~~~
* Fix circular dependency in challenges
* Updated translations
SuperTuxKart 0.7.1
~~~~~~~~~~~~~~~~~~
* Particle (smoke, splash, fire) and weather effects
* New Fort Magma by Samuncle, new Shiny Suburbs track by Horace
* New Beagle kart by wolterh
* Added internet news
* Support for live language switch
* Added optional minimal race UI
* Temporary invincibility after being hit
* Added support for full-screen anti-aliasing
* Clearer multiplayer setup
* Renamed many tracks to nicer names
* Basic level-of-detail (LOD) support
* Debug features for track makers
* Update to bullet 2.77
* Replace more sounds to be DFSG-compliant
* Fixed character names that contain non-ASCII characters
* Full RTL (right to left) support
* Various other tweaks done and glitches fixed
SuperTuxKart 0.7 (December 2010)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Too many to list them all. Main points:
* Irrlicht:
- Ported from plib to irrlicht
- Added animations to karts and some tracks
* GUI
- Completely new designed GUI
* Other improvements
- Allowed alternative ways/shortcuts in tracks
- New item 'switch'
* New art:
- New tracks farm, hacienda, scotland, secret garden
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The patches are taken from OpenBSD ports repository.
* Disable joystick on OpenBSD/!i386
* Use sndio on OpenBSD
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Ben Collver.
Ur-Quan Masters is a port of the original Star Control 2 for 3DO Consoles.
The project started in August 2002, when Toys For Bob released the partially
ported sources of Star Control 2 3DO version to the fan community. Our goal
is to port this wonderful game to current personal computers and operating
systems. It is and will remain 100% free of charge, and anyone can contribute
to the project and thus help make it even better.
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In this game you have to help a cute little green animal switch
off some kind of "evil" mechanism. The "power off switch" is hidden
somewhere in high towers. On your way to the target you need to
avoid a lot of strange robots that guard the tower.
That sounds all like a normal jump and run game. What makes this
game different is that you walk arond the tower which is revolving
on the screen, so that you only see the 180 degrees that are
currently visible.
The game is a reimplementation of the old game known as Tower
Toppler or Nebulus.
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