It uses SDL for sound so the tileset version is now the SDL version
instead of the X11 version. Instead of games/angband-tty, games/angband
is now the TTY version.
There is a SDL2 port but it doesn't seem ready yet (the menu at the top
of the screen doesn't work). Keep SDL2 bits commented out so they're
ready to enable when the time comes.
1.9.3 (2019-09-16)
------------------------------------------------------------------------
- Change: Use natural sort when sorting the file list (#7727)
- Fix#7479: Don't close construction windows when changing client name (#7728)
- Fix#7731: Files sorting by modification time on Windows XP (#7731)
- Fix#7644: [OSX] Better solution for colourspace/performance issues (#7741)
1.9.3-RC1 (2019-09-07)
------------------------------------------------------------------------
- Add: Can now click industries to make orders to their neutral station (e.g. oil rig) (#7709)
- Fix#7644: [OSX] Poor framerate on certain systems (#7721)
- Fix#7702: Highscore screen UI scaling (#7714)
- Fix#7704: [OSX] Handle malformed UTF8 strings, leading to crashes in server browser (#7705)
- Fix#7188: [AI] Possible crash when reloading an AI in multiplayer games (#7701, #7725)
- Fix: RemoveAirport function now returns 'Aircraft in the way' error message when occupied (#7690)
- Fix: Spelling in running costs setting help text (#7686)
- Fix#7655: 'Decrease' buttons in cheat window not working properly with UI scaling (#7669)
- Fix: [GS] Could not create elements on Storybook pages with ID > 255 (#7657)
- Fix#7626: Allow building road stops over town-owned one-way roads, instead of crashing (#7627)
2016-09-08 Nick Gasson <nick@nickg.me.uk>
* configure.ac: updated to GNU gettext 0.19 and removed
generated files from version control.
* src/bubblegen.c (make_dream_bubble): fix warning about
deprecation of `gdk_pixbuf_unref`.
* xcowsay 1.4 released!
2015-05-31 Nick Gasson <nick@nickg.me.uk>
* src/display_cow.c (close_when_clicked): allow close event to
be specified in settings.
* src/xcowsay.c (main): add --release option to close window on
mouse button release.
2012-11-19 Nick Gasson <nick@nickg.me.uk>
* src/config_file.c (next_token): allow values with quotes
to be set in the config file.
2011-01-28 Justin Bogner <justin.bogner@emc.com>
* src/xcowsay.c (main): The reading-speed option requires an
argument.
Eureka is a map editor for the classic DOOM games, and a few related games
such as Heretic and Hexen. It supports Linux, Windows and OS X.
There is a 2D mode to create the layout and a 3D mode to check e.g. texture
alignment.
MegaGlest is an entertaining free (freeware and free software) and open
source cross-platform 3D real-time strategy (RTS) game, where you control
the armies of one of seven different factions.
Fish Fillets NG - 1.0.1
* Fixed a bug in the last levels. Fish were unable to swim to some places.
It happened next to the room border. The bug was introduced in version 0.9.2.
Big thanks Radek and Mirek Olsak for discovering it.
Fish Fillets NG - 1.0.0
* Dutch spoken dialogs (by Astrid de Wijn and friends).
* Disallowed a move, to be consistent with the original Fish Fillets.
Pushing of partially supported objects is disallowed.
The object has to be supported by a wall or by a fish
who isn't directly under it.
You could switch back to the less restrictive rules
by using "strict_rules=0" config option.
Thanks Brian Raiter for reporting the discrepancy.
* Provided music looping without fading (by Brian Raiter).
Fish Fillets NG - 0.9.3
* Fixed compilation with the newer fribidi-0.19.2.
Fish Fillets NG - 0.9.2
* Fixed undefined behavior in the last levels. The outgoing objects could be stopped by an obstacle (thanks Josef Peterka for pointing it out).
* Fixed strange background colors on the F10 and F1 screens. SDL-1.2.14 would fix these too.
Fish Fillets NG - 0.9.1
* Used sound frequency 44100 to prevent crackles (thanks to Josef Peterka).
Fish Fillets NG - 0.9.0
* Level 'linux' (by Mirek Olsak).
* Level 'electromagnet' (by Stephan Barth).
* Embedded intro video (thanks to Mirek Olsak).
* Faster undo (hold -) (thanks to Mirek Olsak).
* Redo (hold +).
* Czech spoken dialogs for level 'keys' (thanks to Mirek Olsak).
* Updated Bulgarian translation (by Damyan Ivanov).
* Updated Swedish translation (by Olov Gustavsson).
* Enhanced graphics for the NG levels (by Fank Skalicky).
Fish Fillets NG - 0.8.1
* Two extra levels (by Stephan Barth and Mirek Olsak).
* Added support for translated images (by Leonid Myravjev).
* Prevented music restart on undo.
* Fixed checking for solvable room before undo saving.
* Fixed checking for second dead fish.
Fish Fillets NG - 0.8.0
* Undo (on key '-')
* Five extra levels (by Mirek Olsak)
* Slovenian translation (by Marko Burjek)
* Brazilian Portuguese translation (by Ricardo Faria)
* Russian translation (by Leonid Myravjev, Maria Antropova, Gregory Bonik)
Fish Fillets NG - 0.7.4
* One extra level (by Mirek Olsak)
* Bulgarian translation (by Damyan Ivanov)
* Swedish translation (by Olov Gustavsson)
* Fixed table iterations for lua5.1
Changes:
- in kids mode brick regeneration is four times slower (2015/10/17 MS)
- in kids mode bonuses last four times longer (2015/10/17 MS)
- division by zero crash fixed in server (2014/02/03 Colin Tuckley)
- added danish translation (2013/07/29 Joe Dalton)
- updated a number of levelsets from OFT (2013/03/20 MS)
- use $docdir for document path in configure (2012/08/15 MS)
- added a bunch of new levelsets, removed OldGames (2012/08/15 MS)
Chromium B.S.U. 0.9.16.1
- Allow translations of Linux menu file
- Compile fixes
Chromium B.S.U. 0.9.16
- Add SDL2 support
- Add version option
- Use different font for French
- Compile fixes
Start building FreeGLUT with GLUT compatibility on.
- GLUT's maintainance state is much worse than FreeGLUT's, with no
substanital commits since 2011.
- GLUT can no longer be consider a core component of Mesa or X11.
- Nobody except us seems to be using it...
Other vendors still shipping GLUT:
- GoboLinux, T2 SDE, PLD Linux
Revbump packages using GLUT or freeglut by default.
Attention: This is a mod for Doom, not a standalone game!
It was announced at Doom's 25th anniversary on December 10, 2018 by its
designer, John Romero.
For the look & feel intended by the author, you need the original Doom or
Ultimate Doom from id Software as base (doom.wad or doomu.wad as IWAD).
If you don't have Doom, you can use Freedoom (freedoom1.wad as IWAD) to
play, but the Freedoom graphics doesn't match well to the style of this mod.
===========================================================================
Advanced engine needed : Limit removing compatibility; playing E5 ingame
requires either ZDoom or Eternity.
Use SIGIL_COMPAT.wad for vanilla / other engines.
Primary purpose : Single play, Co-op play, Deathmatch
===========================================================================
Baphomet was only doing Satan's bidding by placing a powerful sigil in the
teleporter out of E4M8 to bring you back to Hell. Somehow they didn't
understand that you're the reason they failed in the first place.
It's time to trash the place with your arsenal, get out of Hell, and back
to Earth to face the more advanced demons that were sent ahead.
Lock and load. Rip and tear.
Attention: This is a mod for Doom II, not a standalone game!
It has received one of the 2018 Cacowards on Doomworld.
For the look & feel intended by the author, you need the original Doom II
from id Software as base (doom2.wad as IWAD).
If you don't have Doom II, you can use Freedoom (freedoom2.wad as IWAD) to
play, but the Freedoom graphics doesn't match well to the style of this mod.
===========================================================================
Advanced engine needed : Limit removing compatibility
This wad uses heavily modified DeHacked patch. So
it is recommended not to use other custom gameplay
patches.
Primary purpose : Single player
===========================================================================
Struggle - Antaresian Legacy
It features new weapons and monsters replacement with DeHacked patch.
Some of original monsters are also slightly changed, so it's recommended to
check out the info [see installed text file], before you play this one.
P.S.: Par time is based on UV-MAX, not UV-Speed
P.P.S. : Please try STRG_M28.wad file, if you're having a framerate issue
with MAP28.
Attention: This is a mod for Doom II, not a standalone game!
It has received one of the 2018 Cacowards on Doomworld.
For the look & feel intended by the author, you need the original Doom II
from id Software as base (doom2.wad as IWAD).
If you don't have Doom II, you can use Freedoom (freedoom2.wad as IWAD) to
play, but the Freedoom graphics doesn't match well to the style of this mod.
===========================================================================
Advanced engine needed : Boom compatible
Primary purpose : Single player
===========================================================================
Preacher is a 9 map boom compatible episode. You play as a mad preacher who
hears a voice in his head impelling him to take down all evil in the World.
Layouts are open and non linear, and start spots are randomized.
There are graphic and sound replacements, but weapon and enemy behaviours
are untouched.
The Freedoom project aims to create a complete free content first
person shooter game. But Freedoom by itself is just the raw material
for a game: it must be paired with a compatible game engine to be
played.
id Software released the source code to their classic game, Doom, under
the GNU General Public License. This means that the program code that
powers Doom is free; Freedoom complements this with free levels, artwork,
sound effects and music to make a completely free game.
Freedoom is actually three games in one, consisting of two single
player campaigns and one set of levels intended for multiplayer
deathmatch (FreeDM).
Note: This package contains no game engine, only the data (wad) files.
Changelog
Engine features
* Players now have their own private stash in addition to the shared stash.
* Expanded the 'no_stash' Item variable to account for having multiple stashes.
Engine fixes
* Fix bug where items could be dragged from the vendor window and dropped in the opposite vendor tab.
* Fix bug that caused item max_quantity to be reset when attempting to append an item definition.
* Fix bug where Powers with 'replace_by_effect' would still use properties from the parent power, such as animation state.
Game updates
* Items that couldn't be stashed in the last update can now be put in the private stash.
* Salted Field: moved chest to the south end of the map to prevent easy farming.
Translation updates
* Belarusian (be) update (Zmicer Turok)
* German (de) update (Wuzzy2)
* Hungarian (hu) by bzt
* Ukranian (uk) update (Igor Paliychuk)
OpenMW is a free, open source and modern game engine which reimplements and
extends the one that runs the 2002 open-world RPG Morrowind. The engine
comes with its own editor, called OpenMW-CS which allows the user to edit
or create their own original games.
NOTE: Playing Morrowind with this engine still requires the Morrowind data
files that you own.
Based partially on work by Yorick Hardy in pkgsrc-wip.
Dungeon Crawl Stone Soup is an open-source, single-player, role-playing
roguelike game of exploration and treasure-hunting in dungeons filled with
dangerous and unfriendly monsters in a quest to rescue the mystifyingly
fabulous Orb of Zot.
Based partially on work by Yorick Hardy in pkgsrc-wip.
Cataclysm: Dark Days Ahead is a turn-based survival game set in a
post-apocalyptic world.
Struggle to survive in a harsh, persistent, procedurally generated world.
Scavenge the remnants of a dead civilization for food, equipment, or, if
you are lucky, a vehicle with a full tank of gas to get you the hell out of
Dodge.
Fight to defeat or escape from a wide variety of powerful monstrosities,
from zombies to giant insects to killer robots and things far stranger and
deadlier, and against the others like yourself, that want what you have...
Unknown Horizons is a 2D real time strategy simulation with an emphasis on
economy and city building. Expand your small settlement to a strong and
wealthy colony, collect taxes and supply your inhabitants with valuable
goods. Increase your power with a well balanced economy and with strategic
trade and diplomacy.
ManaPlus is a free, open source 2D MMORPG client for Evol Online, The Mana
World, and similar servers.
Evol Online is a 2D fantasy-style game which aims to create a friendly
environment for interacting with others where people can escape reality and
enjoy themselves. The Mana World (TMW) is a serious effort to create an
innovative free and open source MMORPG. TMW uses 2D graphics and aims to
create a large and diverse interactive world.
Widelands is a free, open source real-time strategy game with singleplayer
campaigns and a multiplayer mode. The game was inspired by Settlers II but
has significantly more variety and depth to it. Still, it is easy to get
started through playable tutorials.
This version fixes several slightly obscure bugs, and hopefully makes a
few things easier to find. Those playing on high-resolution monitors
(such as 4k) and use the UI scaling options should also find that things
appear less squished than they used to.
Enemy Territory: Legacy is an open source project that aims to create
a fully compatible client and server for the popular online FPS game
Wolfenstein: Enemy Territory.
This package contains the official data files for Wolfenstein: Enemy
Territory provided by Splash Damage. They are installed to a location
that makes them immediately usable by etlegacy.
This includes pak0.pk3, pak1.pk3, and pak2.pk3, as well as associated
documentation.
This content is distributed without charge, but not available under a
free license.
NEW FEATURES
* Blorb support implemented. No support for audio in Blorb files yet.
* Added an -m option for Dumb Frotz to suppress the [MORE] prompt.
* Makefile and code for compiling for 16-bit DOS.
BUG FIXES
* Fixed a problem with saving and restoring in certain games.
* Added some fflush() calls to make Dumb Frotz more suitable for bot use.
* Removed old-style save support. It was getting hard to manage. Only the Quetzal save file format is supported now.
* Fixed assorted minor 64-bitness problems.
This should be replaced with the open source release at some point,
there's no real reason we should continue providing wrappers around Linux
binaries that no longer exist when the source is available.
This allows it to build with the latest Allegro version in pkgsrc.
Changes:
* Code cleanup, updated Allegro calls, indent & lint.
* Introduced Docker files to build the game and run a server.
* Fixed PHP metaserver.
* Fixed DOS & MS-Windows Makefiles to include Polish.
* Using proper PHP tags.
* Added make dist to Jenkins script.
* Fixed Debian issue #716610, was caused by lazy arg parsing.
* First Polish translation by Jan Szenborn.
* Added Jenkins (continuous integration) script.
* Removed compiler warnings.
* Added 5 new maps by Joey Dodson (psyforce).
* Turned on waves by default. Computers are fast now.
* Trying to fix the game for native GP2X support.
* Added informations on how to compile for GP2X.
* German translation update by Jan Gretschuskin.
* Updated 'upgrade to LW6' message.
* Added icon support under X-Windows.
* Doc update.
* Added hi-res icon.
* Changed READMEs charset to UTF-8.
* Makefile distclean fix.
* Updated config.guess & other configure scripts.
* Mac OS X package fix.
* Fixed RPM generation.
* target -> host in configure/Makefile
* Information "Liquid War 6 is out" when starting game.
* Fixed Debian Bug #555468, missing -lm in mapgen Makefile
* Makefile updates for native OS/X support.
* Security patch by Mikhail Yakshin.
* New solsystem map by Rezifull
* .desktop patch by SA Gevatter (FreeDesktop.org compliance)
* Added sample logrotate.d file.
* Liquid War server no more leaves defunct childs on callback.
* Now somewhat version agnostic, will accept 5.6.3 & more.
* Fixed CPU detection, ASM was compiled on x86_64 but isn't linkable.
pkgsrc changes:
Use more recent middleware (SDL2) and mp3 (mpg123) libraries
Changes in 0.93.1:
Fixed a fog regression which was introduced in 0.93.0.
Fixed a crash (buffer overflow) with invalid vis data.
Fixed buttons crushing players in 64-bit builds.
Change controller movement to use cubic easing by default; added "joy_exponent_move" cvar.
config.cfg is no longer written in case of a Sys_Error.
Fixed Opus encoded cd tracks not being recognized as ripped tracks.
Update the third-party libraries. Other fixes/cleanups.
Changes in 0.93.0:
Raise default "joy_deadzone_trigger" cvar to 0.2.
Raise console buffer size to 1MB.
Raise MAX_STATIC_ENTITIES from 512 to 4096.
Raise MAX_STACK_DEPTH from 32 to 64.
Raise command buffer size from 8K to 256K to support large configs.
Remove MAX_EFRAGS and MAX_MAP_LEAFS limits.
Remove "Loadgame buffer overflow" limit, which could happen when loading DP or QSS saves.
Adjust "exceeds standard limit of" debug warnings to include the actual QS limit.
Change "game" command to now exec quake.rc.
Change "games" / "mods" commands to list all subdirectories.
Restore vid_refreshrate from fitzquake-0.85 for SDL2 builds.
Alpha-masked model support. (MF_HOLEY: 0x4000).
Invalid skin index now draws skin 0 (WinQuake behaviour) instead of blue checkerboard.
Change default screenshot format to png. The 'screenshot' command now supports optional format (tga, png or jpg) and quality (1-100) arguments.
Revert "always run" changes from 0.85.9 and move the QuakeSpasm customizations to a new "cl_alwaysrun" cvar: Set to 1 in order to scale forward/side/up speed by "cl_movespeedkey" (usually 2), and to make "speedkey" act as "slowkey".
Change the "always run" menu option to offer three choices:
off (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200)
vanilla (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400)
quakespasm (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200)
New "r_scale" cvar. Set to 2, 3, or 4 to render the view at 1/2, 1/3, or 1/4 resolution.
New "r_viewmodel_quake" cvar. Set to 1 for WinQuake gun position (from MarkV).
New "find" / "apropos" command, searches for commands/cvar names for the given substring (from Spike).
New "randmap" command for loading a random map.
New "gl_cshiftpercent_contents", "gl_cshiftpercent_damage", "gl_cshiftpercent_bonus", "gl_cshiftpercent_powerup" cvars for tuning the strength of specic view blends.
GL2 renderer: use a GLSL shader for world faces. Fixes reports of integrated+discrete GPU laptops having inconsistent fog rendering.
Fix macOS startup delay (avoid calling gethostbyname() for ".local" hostnames).
Fix memory corruption in PF_lightstyle with out of bounds lightstyles.
Fix crash in BoundPoly with polygons extending beyond +/-9999.
Fix QS window to stay on the current monitor when changing video modes (SDL2 only).
Fix possible freeze in SV_TouchLinks regardless of what QC does in the touch function.
Fix for maps with empty strings for vector keys (e.g. "origin"); don't read uninitialized memory.
Support for Open Watcom compiler.
Update the third-party libraries.
Changes:
* Model animation/movement interpolation (r_lerpmodels, r_lerpmove cvars)
* SDL video/input/sound target, now default for MacOS instead of X11.
* sndio sound target for OpenBSD (thanks Tony Spets/Jacob Meuser)
* Support for BJP1/2/3 and FITZ(666) network/demo protocols
* Support for Darkplaces and RMQ style BSP2/2PSB file formats
* Work around buggy timers on some windows systems/drivers (thanks MH!)
* Removed vid_win dependency on SciTech MGL (thanks MH!)
* Netmasks can be used with qwsv's addip/removeip; e.g. "addip 192.168.0.0/24"
* Fixed remote screenshots from QWSV
* Improved build system including new OSX, Win64, SDL targets
* Lots more code sharing between NQ/QW
* Use non-power-of-two OpenGL textures when extension is available
* New cvar "m_freelook" to replace need for manual editing "+mlook" in config
link-time so just cheat by using "static inline".
Also, don't hardcode the libGL version number, take advantage of symlinks
instead to make libGL load on NetBSD-current with native X.
Bump PKGREVISION.
I still can't really get this to run for more than a few seconds (except
qw-client, which I can't test ingame), it may be borked.
- Complete redesign of the icy world and forest world (Thank you,
RustyBox and Serano)
- Complete revamp of our rendering engine, the game should be much
faster than it was previously
- We now support OpenGL 3.3 Core as well as OpenGL ES 2.0, thus
allowing SuperTux to be run on the Raspberry Pi, and potentially
WebGL.
- Support for right-to-left languages through vector fonts. This
will also fix a few non-ASCII characters, which often caused problems
before in translations
- A lot of other under-the-hood changes and bugfixes
A few graphics have been updated, and effects have been added:
- The save bell was reworked (Thanks to Raghavendra “raghukamath”
Kamath!)
- Improved big Tux graphics and animations (Thanks to Alzter)
- Various effects and shaders (Thanks to Grumbel)
Changelog
Engine features
The configuration menu has been redesigned and is now used as the pause menu.
The interface features from version 1.09 have been reverted due to being accessible from the pause menu.
Added an Interface option to disable showing hidden entity markers.
Support floating point values for loot drop chance values.
Add ‘hide_timeout’ option to stat bar configuration to support auto-hiding. (Leszek Cimała)
Added an Interface option to disable stat bar auto-hiding globally.
Add ‘no_stash’ property to item definitions to prevent items from being placed in the stash.
Add low HP notification system. (Leszek Cimała)
Add ability to change the minimap zoom level by clicking on the minimap.
Engine fixes
Fixed event activation being tied to distance to the camera position. It is now correctly tied to distance from the player.
Mouse movement and mouse aim now calculate direction relative to the player instead of relative to the screen.
Fixed enemy AI so that enemies can now enter combat if a hero ally is in their proximity.
Fix –data-path command line flag on Windows.
Fixed dialog not being available if it lacked a topic.
Fixed loot drop rate bonus having no effect when loot drop chance was too low.
Fix bug where the wrong requirements were checked for passive powers that had been granted bonus points.
Items that can’t be stashed are now dropped on the ground upon opening the stash.
Prevent re-binding the primary Main1 binding, which could break many interactions.
Removed the ability to re-bind the Ctrl, Shift, Alt, and Delete keys, since they correspond to specific keyboard keys.
Fix crash when trying to load a mod that contained ‘engine/default_keybindings.txt’. (nwtour)
Display XP stat bar value as relative to current level instead of total XP. (Leszek Cimała)
Fix key bindings not working when switched to a non-US keyboard layout. (nwtour)
Fix segfault when NPC filename is invalid.
Fix inventory tooltips covering books when using no mouse.
Fix navigation of dialog menu when using no mouse.
Fix upgrading powers when using no mouse.
When using the sdl_hardware renderer on Windows, OpenGL will now be used instead of Direct3D. This fixes the loss of some textures when resizing the window.
Fixed the “level up” string to represent the ability to allocate multiple stat points. Also note if Power points can be allocated.
Refactored ‘requires_hpmp_state’ for Powers to check against both stats at once. See the attribute reference for syntax changes.
Greatly improved performance of loot tooltips.
Fix bug where high item find chance prevented the player from finding currency.
Game updates
Fixed an oversight that allowed easy farming of the Torture Chambers boss and loot chests.
Made it so that potions and scrolls can not be stashed. This fixes an exploit where players could utilize a low level character to get these items for cheap.
Added new attack and interact cursors.
Added sound effect and cursors for indicating low health.
Translation updates
Belarusian (be) update (Zmicer Turok)
Brazilian Portuguese (pt_BR) update (Vinicius Rech)
Catalan (ca) update (Marc Tormo i Bochaca)
German (de) update (Fyrenic)
Spanish (es) update (Agustin Ferrario)
French (fr) update (syl_)
Scottish Gaelic (gd) update (GunChleoc)
Japanese (ja) update (sujiniku)
Portuguese (pt) update (Rui)
Russian (ru) update (Andrey Kapitonov, Igor Paliychuk, nwtour)
Ukranian (uk) update (Igor Paliychuk)
Chinese (zh) update (dumaosen, neverwin)
## SuperTuxKart 1.0 (20. April 2019)
### Networking
* Networking support for normal race, time trial, free for all, capture the flag and soccer by Benau and hiker :
* Access to a global server list, possibility to also create a LAN server
* Track voting system to allow players to decide where the race will be
* Communication between server and clients to exchange inputs and general game data
* A lot of work on rewind code to make sure server and client are well synchronized
* Chat lobby for general server information and discussion among players between races
* Support for handicap, which can be changed before each game
* Spectating option for players having entered a server while a race or game is underway by Benau
* Option to join live an active game in FFA, CTF and soccer by Benau
* Global rankings by Benau (communication with main server) and Alayan (ranking formula)
### Race gameplay and physics
* New game mode Capture the Flag by Benau (online multiplayer only)
* New game mode Free for All by Benau
* Free for All available in offline mode with AI, by Mrxx99
* Revised kart characteristics for better balance between light, medium and heavy karts by Alayan
* Better random item distribution for various numbers of karts by Alayan and hiker
* Fix position interpolation causing some incorrect lapline validation by Auria
* Fix kart being uncontrollable and hovering when landing on some downward slopes by hiker
* Mitigate a physics issue which could send a kart flying on collisions by hiker
* Make kart turn radius based on kart class instead of kart model length (which made Adiumy unplayable and caused AI issues) by Alayan
* Revisited slipstreaming with boost easier to obtain, especially in curves, but not as strong as in 0.9.3 when the zipper boost was incorrectly activated, by Alayan
* Minor gameplay improvements (level 1 skid boost doesn't interrupt level 2 boost, fairer rubber-banding in low difficulties, boosted AI for some karts for more challenge in GPs, small balance change of GP points, more useful and consistent handicap option...)
* Start boost/penalty moved to the set phase for smoother networking
* Terrain slowdown works again as intended on several tracks where it was missing
### AI
* Improved powerup and nitro handling in AI by Alayan
### General
* Option to disable light scattering (for improved FPS), used in graphics level 3, by Partmedia
* Unlockable SuperTux challenges in Story Mode by Alayan
* Improvements to ghost replays (more data saved, live time difference, replay comparison, egg hunt replays) by Alayan
* Kart color customization by Benau
* Multithreading contention fixes by Benau
* Local multiplayer improvements by Fantasmos
* Major revamp of the achievement system to make adding new achievements much easier and flexible, also fixing some related bugs by Alayan
* Store up to 5 highscores for a track/difficulty/mode/kart number combination, instead of 3
* Smooth turning for non-keyboard inputs for improved consistency between input mode by deveee
* Updated standard replays by Alayan
* Visual improvements (new skidding particles, better rescue, bubblegum flashing before ending)
* Audio improvements (crash sound depending on speed/direction, no crash sound on rescue walls, sound cue in nitro challenges)
* Fix STK incorrectly connecting to the server when the internet option is disabled by Auria
* Updated WiiUse library
* Many bugfixes
### Android
* Gyroscope support by Pelya
* Numerous improvements to input on Android, including screen keyboard, keyboard, gamepads, by deveee
* Android TV support
* Improved UI and font scaling by deveee
* More compact APK thanks to png optimization, allows to have several tracks more than the 0.9.3 APK, by deveee and Alayan
* Wayland support and many other smaller improvements and fixes
### User Interface
* New networking user interface by Benau and hiker
* Race UI improvements (new speedometer, nitro gauge, bigger minimap, minimap display options, more legible text with outlines and for some bigger font) by Alayan
* New coal skin by Alayan
* Support for collapsing widgets in UI by Mrxx99
* Multidirectional keyboard navigation in menus by Alayan
* Alternating background darkness in lists to enhance readability by Benau
* Support text breaks into multiple line in lists, e.g. in the addons menu, by Alayan
* Improved help menu with lateral tabs and a lot more information by Alayan
* Improved option menu with lateral tabs and a separate language tab by Alayan
* Many improvements to the ghost replay selection list (give access to egg hunt replays, kart icon shown in the list, replay's game version shown, hide player number column by default) and dialog (allow replay comparison, show track picture, show information about the selected replays) by Alayan
* Control configurations can be disabled without being deleted by Alayan
* Other significant enhancements (detailed progress of multi-goal achievements, reset password button, clearer checkbox status, milliseconds displayed in time-trials and egg hunts, nitro efficiency in the kart selection screen, better track info screen, better warnings when trying to do an online action with internet access disabled, hour support for GP time, default resolutions can't be used in fullscreen if unsupported by the monitor...)
* Many bugfixes and small enhancements mostly by deveee and Alayan
### Tracks and modeling
#### Tracks
* Black Forest by Sven Andreas Belting, replacing Green Valley
* Ravenbridge Mansion by samuncle, replacing Black Hill Mansion
* Las Dunas Soccer by samuncle
* Candela City arena by Benau based on samuncle's track
* Unwanted shortcuts and exploits found by several players and fixed mostly by Auria in many tracks :
* Antediluvian Abyss, Around the Lighthouse, Fort Magma, Grand Paradisio Island, Hacienda, Minigolf, Nessie's Pond, Northern Resort, The Old Mine, Oliver's Math Class, Shifting Sands, STK Enterprise, XR591
* Smoothness issues causing collisions and kart slowdown fixed by Auria :
* Nessie's Pond, Old Mine, Shifting Sands, Volcano Island, XR591
* Item (boxes, nitro, bananas) positions improvement by Alayan and theThomasPat :
* Around the Lighthouse, Black Forest, Candela City, Hacienda, Minigolf, Northern Resort, Oliver's Math Class, STK Enterprise, The Old Mine, Volcano Island, Zen Garden
#### Karts
* New version of Beastie by Jymis
* New version of Kiki by Benau
## SuperTuxKart 0.9.3 (28. October 2017)
* Reduced RAM and VRAM usage, reducing load times by Auria and Benau
* New mesh format optimized for space and hardware skinning
* Code refactoring of both render pipeline by Benau and Elderme
* Physics improvements and various physics bugfixes by hiker
* Kart GFX improvements (exhaust and headlight)
* In-game screen recording powered by libopenglrecorder
* High quality mipmap generation by Stragus
* New smoother camera by Auria
* New grand prix win scene
* Gamepad configuration bugfixes
* 3 Strikes Battles : added spare tire karts
* Visual representation of the start line in all tracks
* Various improvements (starting boost effect, wall driving fixes, parachutes, GP points, help page for bananas, cannon fixes, colorization shader)
### Tracks and modeling
#### Karts
* Kiki by Benau
* New versions of Wilber and Hexley by Jymis
* New version of Konqi by Benau
#### Tracks
* All tracks drivable in reverse, with arrows pointing in the correct direction
* Candela City by samuncle (replace Shiny Suburbs)
* Cornfield Crossing by samuncle (replace Bovine Barnyard)
* New battle track Las Dunas Arena by samuncle
## SuperTuxKart 0.9.2 (1. July 2016)
* Ghost replay races by Benau
* Battle mode AI by Benau
* Soccer mode AI by Benau
* TTF font rendering by Benau
* New ruby and forest skins by Benau
* Kart properties refactor by Flakebi
* Scripting work under the hood
* Work on the track editor by mhp
* Tweak to challenges
* New farm track song by 0zone0ne and Krobonil
* Bugfixes
### Tracks and modeling
#### Tracks
* Antediluvian Abysses by samuncle (replace Subsea)
* Volcano Island by Ponzino
* New icy soccer field by samuncle and Benau
## SuperTuxKart 0.9.1 (17. October 2015)
* Many bug fixes
* Started to use scripting in tracks
* Significant audio performance improvements
* Tweak to challenges
### Tracks and modeling
#### Tracks
* Better support for driving tracks in reverse
* Smaller tweaks and improvements to several tracks including
* Math class
* XR591
* Fort Magma
* Gran Paradiso Island
* Subsea
## SupertTuxKart 0.9 (24. April 2015)
* Fully shader-based rendering engine
* Online login which allows to:
* connect with friends and see when they are playing
* vote for addons
* collect online achievements
* Grand Prix editor, including creation of random GPs
* Different kart physics
### Tracks and modeling
#### Karts
* New karts Amanda and Gavroche by XGhost
* New and improved Tux, Adiumy, Sara the Wizard and the Racer, Xue
#### Tracks
* Cocoa Temple by samuncle (replace Amazonian Journey)
* Gran Paradiso Island by samuncle (replace The Island)
* Graphical improvements to many other tracks
Seven Kingdoms is a series of "fantasy real-time strategy" computer
games. In the world of Seven Kingdoms, you will find up to seven
different Nations, each with unique attributes, who live in an
almost unlimited number of randomly generated landscapes.
This package contains Seven Kingdoms: Ancient Adversaries' music
files, which are redistributed separately due to restrictive
licensing. Their license forbids modifications and they are restricted
for use with Seven Kingdoms alone.
Seven Kingdoms is a series of "fantasy real-time strategy" computer
games. In the world of Seven Kingdoms, you will find up to seven
different Nations, each with unique attributes, who live in an
almost unlimited number of randomly generated landscapes.
This is a GPL release of the Seven Kingdoms: Ancient Adversaries
thanks to Enlight Software which granted the ability to license
the game under a free and open source license in 2009.
AssaultCube is a FREE, multiplayer, first-person shooter game,
based on the CUBE engine.
Taking place in realistic environments, with fast, arcade gameplay,
it's addictive and fun!
With efficient bandwidth usage, it's low-latency and can even run
over a 56 Kbps connection. It's tiny too, weighing in at a
lightweight about 50 MB package available for Windows, Mac and
Linux. On the correct settings, it can even run on old hardware
(Pentium III and above).
Cube 2: Sauerbraten is a free multiplayer & singleplayer first
person shooter, the successor of the Cube FPS.
Much like the original Cube, the aim of this game is fun, old school
deathmatch gameplay and also to allow map/geometry editing to be
done cooperatively in-game.
The engine supporting the game is entirely original in code &
design, and its code is Open Source (ZLIB license, read the docs
for more on how you can use the engine).
Red Eclipse is a fun-filled new take on the casual first person arena
shooter, built as a total conversion of Cube Engine 2, which lends itself
toward a balanced gameplay, with a general theme of agility in a variety of
environments.
oshu! is a clone of osu!
osu! is that PC clone of the osu! Tatakae! Ouendan DS rhythm game,
occidentalized as Elite Beat Agents.
This project was born out of frustration from not being able to
play osu! on a little Linux box with no graphics card whatsoever.
It's aimed at minimalistic people and probably will never contain
a hundredth of the official client's features.
Make per-OS PLISTs because for some reason it makes one file include
per-OS names. It would be easier to just not do that... but that's what
it already does.
the linux case is actually "else". I think the linux logic can be used
for all OSes after this.
Switched to SDL2.
BZFlag 2.4.19
-------------
* Add new bz_ePlayerDeathFinalizedEvent API event - Vladimir Jimenez
* Output correct error when loading a nonexistent bzfs plugin - Vladimir Jimenez
* Remove obsolete bzfs option from Start Server menu on Windows - Scott Wichser
BZFlag 2.4.18 "Do You Hear What I Hear?" (2018-10-18)
------------------------------------------------------
* Fix DirectSound initialization order so that sound on Windows works again
- Scott Wichser
BZFlag 2.4.16 "Reduce, Reuse, Replay" (2018-09-23)
---------------------------------------------------
* Send MsgFlagGrab before API event is called - Jeff Myers, Vladimir Jimenez
* Correctly unmuted when paused and killed by server - Alfredo Tupone
* Format codebase to allman style - Jeff Myers, Scott Wichser
* Use GLEW for obtaining OpenGL entry points and checking for extensions
- Alfredo Tupone
* Revert a80ab87 (truncation warning fix) as that generated broken replay file
headers. Detect and work around that bad header.
- Joshua Bodine, Vladimir Jimenez, Scott Wichser
* Use pkg-config, if available, to detect ncurses
- Scott Wichser, Joshua Bodine, Alfredo Tupone
BZFlag 2.4.14 "Hello Motto" (2018-05-02)
-----------------------------------------
* Add new bz_eAllowServerShotFiredEvent to the API - Vladimir Jimenez
* Fix antialiasing when starting the client windowed - Joshua Bodine
* Update the Windows icon file to include larger icons - Scott Wichser
* Treat the number pad keys uniquely for key mapping with SDL2 - Scott Wichser
* Better cpu selection for x86_64 - Alfredo Tupone
* Fix build with enable-profile - Alfredo Tupone
* Add safety check when getting flags (bzfs) - Alfredo Tupone
* Add min/../max to drawTime - Alfredo Tupone
* Fix the -configdir option for the client - Scott Wichser
* Upgrade Windows projects to Visual Studio 2017 - Scott Wichser, Jeff Myers
* Improve support for custom BZDB vars in plug-ins - Vladimir Jimenez
* Fix truncation warnings - Jeff Makey, Alfredo Tupone
* Add new bz_ePermissionModificationEvent to the API - Vladimir Jimenez
* Introduce new 'showMotto' permission - Vladimir Jimenez
* Fix gcc warnings and code formatting - Jeff Myers, Scott Wichser
* Remove old BitmapFont renderer - Scott Wichser
* Add new bz_eServerShotFiredEvent to the API - Vladimir Jimenez
* Revamp the world weapon API entirely - Vladimir Jimenez
* Add PLAYER-MOTTO output to logDetail plugin - Scott Wichser
* Display remaining ban time when a banned player connects - Vladimir Jimenez
* Punitive messages no longer display admin callsigns - Vladimir Jimenez
* Slash commands in the API now know destination channel - Jeff Myers
* Allow building with lcc compiler on e2k-alt-linux - Joshua Bodine
* Fix ability to bind a key with a modifier through menu - Joshua Bodine
* Disallow -helpmsg from world files - Vladimir Jimenez
BZFlag 2.4.12 "Silence is Golden" (2017-10-29)
-----------------------------------------------
* Allow API to trigger CTF capture event - Vladimir Jimenez
* Allow setting default values for BZDB from API - Vladimir Jimenez
* Add bzu_getTeamFromFlag() convenience function - Vladimir Jimenez
* Add new functions to the bz_APIStringList - Vladimir Jimenez
* Add string utility functions to the API and TextUtils - Vladimir Jimenez
* Fixed an issue with ASCII characters from modified non-ASCII keys in SDL 2
- Joshua Bodine
* Fixed compilation on macOS when using autotools/gcc - Mike Miller
* Don't send client queries on behalf of players - Vladimir Jimenez
* Removed pollSet as a default perm in bzfs - Vladimir Jimenez
* Player records canSpawn value no longer always returns true - Vladimir Jimenez
* bz_addURLJob() now supports setting HTTP headers - Vladimir Jimenez
* Made multisampling work on all platforms with SDL 1.2/2 - Joshua Bodine
* Add bz_eMuteEvent and bz_eUnmuteEvent to the API - Vladimir Jimenez
* Add configure --disable-server option - Jeff Makey
* Add bz_isPlayerAutoPilot() to the API - Vladimir Jimenez
* Add bz_eAutoPilotEvent to the API - Vladimir Jimenez
* Add bz_getServerOwner() API function - Vladimir Jimenez
* The _maxFlagGrabs BZDB setting is no longer a random number - Vladimir Jimenez
* Add API access for the handicap system - Jeff Myers, Vladimir Jimenez
* Remove Xcode references to deployment targets except for main project
- Joshua Bodine
* Allow silencing unregistered players in the client - Scott Wichser
* Fix the /silence and /unsilence client commands - Scott Wichser
BZFlag 2.4.10 "This is How We Roll" (2017-03-12)
-------------------------------------------------
* Fix high DPI handling on Windows (again) - Scott Wichser
* Custom slash commands respect double quotes when tokenizing - Vladimir Jimenez
* Make /help page names case-insensitive - Vladimir Jimenez
* Extend bz_ePlayerDieEventData to v2 to hold flag held when killed - Jeff Myers
* Add bzfs API hooks for polls and allow custom poll types - Vladimir Jimenez
* Reduce DNS cache time of list server hostname - Scott Wichser
* Fix bz_addURLJob() to correctly handle default NULL handler - Vladimir Jimenez
* TextUtils::url_encode and TextUtils::url_decode now use cURL's functions; this
change fixes a crash bug with bz_urlEncode() - Vladimir Jimenez
* Add bz_reloadBadwords() to API - Vladimir Jimenez
* Add ability to reload badwords list with '/reload badwords' - Vladimir Jimenez
* Source code now dual licensed under the MPL 2.0 or LGPL 2.1 - Tim Riker
* Added an option to invert one or both joystick axes - Joshua Bodine
* Multisampling support under SDL 2 on macOS - Joshua Bodine
BZFlag 2.4.8 "Sixteen" (2016-10-10)
------------------------------------
* Add Russian transliteration - Ruslan Hihin, Aleksandr Lahin
* Fix a regression in 2.4.6 where the client would not reduce CPU usage when
minimized on Windows - Scott Wichser
* On autotools platforms, try to use SDL2, then SDL1, and then fall back to
native platform code. Allow specifying an SDL version as well.
- Scott Wichser
* Prevent some more bzfs options from being specified in a world file
- Scott Wichser
* Cleaned up some GCC6 warnings - Scott Wichser
* Spawn all players on base when a timed game starts - Konstantinos Kanavouras
* Add indicator for -noTeamKill servers on server list - Konstantinos Kanavouras
* Send a notification to admins when a BZDB variable is reset
- Konstantinos Kanavouras
* Increase the range of the volume slider - Konstantinos Kanavouras
BZFlag 2.4.6 "Eight, Our Codebase is Overweight" (2016-06-26)
--------------------------------------------------------------
* regFlag plugin now uses bz_eAllowFlagGrab event - Scott Wichser
* RogueGenocide plugin defaults to ignoring rogue self-kills - Scott Wichser
* Standardize and update the documentation for bundled plugins - Scott Wichser
* Add bz_getRandomPoint to API - Vladimir Jimenez
* Correctly handle the keypad keys with SDL2 - Jeff Makey, Scott Wichser
* Implement SOURCE_DATE_EPOCH spec in our autoconf system to work towards
reproducible builds - Scott Wichser, Jeff Makey
* Include a timestamp in the /savemsgs output filename - Scott Wichser
* Added -t option to /savemsgs to add timestamps to messages - Scott Wichser
* Added a GUI option to show timestamps on the messages - Scott Wichser
* For SDL2, restore the original gamma on exit and reapply desired gamma on
window recreation - Scott Wichser
* Use SDL2 on Windows for the window/display management - Scott Wichser
* Remove hiddenAdmin plugin - Vladimir Jimenez
* Add a cycleRadar and cyclePanel key binding command - Joshua Bodine
BZFlag 2.4.4 "Be My Valentank" (2016-02-14)
--------------------------------------------
* Correctly exit the game when closing from the Windows 10 taskbar
- Scott Wichser
* Update the player status when a gameover event occurs - Scott Wichser
* Fix fullscreen window toggling on Mac OS X - Joshua Bodine
* Fix crash on exit with Windows bzfs - Scott Wichser
* Fix crash on exit with Mac OS X bzfs - Joshua Bodine
* Fix buffer overrun that caused a crash on exit and other strange behavior on
Windows and Linux - Scott Wichser
* On Windows, reload textures after initializing the context - Scott Wichser
* Add a menu to edit server list quick filters - Scott Wichser
* Tell Windows that we are DPI aware - Scott Wichser
* Time functions in the bzfs API use doubles instead of int - Vladimir Jimenez
* Fix issue on Windows that allowed mouse to get stuck off-screen when switching
to windowed mode - Scott Wichser
* Replace NaN with zero in nboUnpackFloat() - Jeff Makey
* Add a bz_ChatEventData_V2 that contains message type - Konstantinos Kanavouras
* Show recipient/sender for private action messages in BZAadmin
- Konstantinos Kanavouras
* Server list filter: remove "cached" boolean filter, rename "flags" to "ffa",
"teams" to "ctf", and add "offa" - Scott Wichser
* Add server list filter help pages - Scott Wichser
* Add config option to control shot brightness - Konstantinos Kanavouras
* Don't show a running countdown to a player who joins a paused game
- Konstantinos Kanavouras
* Allow RGB values in ANSI color codes to allow custom colors
- Konstantinos Kanavouras
* Vastly improved support for changing tank and radar colors
- Konstantinos Kanavouras
* Fix rendering of TK warning symbol - Joshua Bodine
* Remove third-party libraries from our source tree - Scott Wichser
* Fix search field losing focus while loading server list - Joshua Bodine
* Do not count observers when sorting the server list - Scott Wichser
* Randomize the order of servers with identical player counts - Scott Wichser
* Mouse grab/confine fixes - Joshua Bodine, Scott Wichser
* Improvements to flagStay and rabidRabbit plugin - Vladimir Jimenez
* Joystick hat fixes - Konstantinos Kanavouras
* Update shot stats live - Konstantinos Kanavouras
* Track shot stats for all flag types, even custom flags
- Konstantinos Kanavouras
* Filter messages before MsgEnter - Jeff Myers
* Require a player have spawned to be added to rejoin wait list - Jeff Makey
* Validate the player ID in MsgPlayerUpdate and MsgPlayerUpdateShort
- Scott Wichser
* Fix usage of privateMessage permission - Konstantinos Kanavouras
* Properly prevent multiple MsgEnter messages - Jeff Myers
* Refactor and extend the shot API - Jeff Myers
* Autokick on unknown packet type - Vladimir Jimenez
* Block whitespace-only message and kick for garbage characters - Scott Wichser
* Validate teleporter index in client and server - Scott Wichser
* Limit half-joined player connection duration - Scott Wichser
* Add various checks for invalid player actions - Jeff Makey
* Show coordinates of target tank instead of observer camera location
- Jeff Makey
* Allow shot API event to cancel broadcasting shot to other clients - Jeff Myers
* Store a list of how many times each player was killed by other players and
expose it to the API - Jeff Myers
* Allow plugins delay adding players to allow for remote data lookups
- Jeff Myers
* Add API event triggered when authentication is complete - Jeff Myers
* Added bz_GetPlayerMottoData_V2 - Jeff Myers
* Relicense the SAMPLE_PLUGIN to BSD 2 clause license - Jeff Myers, Tim Riker
* Update joystick axis list when changing joystick device
- Konstantinos Kanavouras
* List server communication now uses HTTPS - Scott Wichser
* Added bz_setPlayerSpawnAtBase and bz_getPlayerSpawnAtBase API functions
- Vladimir Jimenez
* Added configure --enable-custom-plugins and --enable-custom-plugins-file
options - Jeff Makey
* Introduce bz_AllowSpawnData_V2 - Vladimir Jimenez
* Added bz_setPlayerSpawnable and bz_isPlayerSpawnable API functions
- Vladimir Jimenez
* Removed GLEW as a dependency - Joshua Bodine, Scott Wichser
* Made text at top of HUD use sans-serif font and removed serif font
- Joshua Bodine
* Player scores are now factors in auto team assignment - Joshua Bodine
* New font rendering tool and new font textures up to 64pt - Joshua Bodine
* Added bz_getPlayerBySlotOrCallsign API function - Vladimir Jimenez
* Have custom permissions show in /showperms and /groupperms - Vladimir Jimenez
* Start adding unit tests with CppUTest - Scott Wichser
* CIDR ban support - Scott Wichser
* Radar size and panel size are now set individually - Joshua Bodine
* Added bz_incrementTeamLosses and bz_incrementTeamWins API functions
- Vladimir Jimenez
* Vertical sync support under SDL - Joshua Bodine, Jeff Makey
* SDL 2 support - Alfredo Tupone, Joshua Bodine
* Do not flash GAME OVER for observers - Jeff Makey
* Validate the teleporter indexes in MsgTeleport - Scott Wichser
* Correctly validate an offered admin password - Jeff Makey
* Added "showAdmin" permission - Vladimir Jimenez
* Added countdown pause/resume API events - Vladimir Jimenez
* Added bz_getCountdownRemaining API function - Vladimir Jimenez
* Added bz_getPausedTime API function - Vladimir Jimenez
* Added bz_isCountDownPaused API function - Vladimir Jimenez
* Added bz_getIdleTime API function - Vladimir Jimenez
* Added bz_getPlayerFlagID API function - Vladimir Jimenez
* Added bz_isAutoTeamEnabled API function - Vladimir Jimenez
* Added bz_cancelCountdown API function - Vladimir Jimenez
* Added bz_pollActive API function - Vladimir Jimenez
* Added bz_CustomZoneObject API class - Vladimir Jimenez
* Added CustomZoneSample plugin - Vladimir Jimenez
* Added permission for /listplugins - Vladimir Jimenez
* Allow API to overload built-in slash commands - Vladimir Jimenez
* Added "report" permission - Vladimir Jimenez
* Added bz_eGameResumeEvent and bz_eGamePauseEvent to the API
- Vladimir Jimenez
* Don't allow muted players with ADMINMESSAGESEND to send PMs to hidden admins
- Konstantinos Kanavouras, Vladimir Jimenez
* Add [Reverse Score] scoreboard sort option - Konstantinos Kanavouras
* Track number of self-kills on the scoreboard - Konstantinos Kanavouras
* Added menu option to pause chat window scrolling - Konstantinos Kanavouras
* Added "noteam" option for "/flag reset" command - Konstantinos Kanavouras
* Added option to bz_resetFlags to skip team flags - Konstantinos Kanavouras
* Implemented "/poll kill" command - Konstantinos Kanavouras
* Added "/countdown cancel" command - Konstantinos Kanavouras
* Added serverSidePlayerSample plugin - Jeff Myers
* Fix fancy radar tank when zoomed - Kyle Mills
* Added /handicap command - Frank Thilo
* Reverted to traditional handicap calculation - Frank Thilo
* Add bzfscron plugin to execute commands on time intervals
- Daniel Remenak, Scott Wichser
* Server-side players can send slash commands - Scott Wichser
* Added server side shot tracking - Jeff Myers
* Added clientQuery permission - Konstantinos Kanavouras
* Added superUser plugin - Jeff Myers
* Added bz_getPlayerCount API function - Jeff Myers
* Added bz_incrementPlayerWins API function - Jeff Myers
* Added bz_incrementPlayerLosses API function - Jeff Myers
* Added bz_incrementPlayerTKs API function - Jeff Myers
* Make players respawn on bases after countdown ends - Lee Marshall
* Countdown now resets player scores as well as team scores - Lee Marshall
* Fully integrated Xcode project file - Joshua Bodine
This is one of the most popular Doom source ports.
It enhances Doom with things like:
- Free Look
- OpenGL renderer
- Heretic support,
- TCP/IP networking
and much more.
Doom Legacy can play Doom, Boom, Marine's Best Friend (MBF), and Heretic maps.
In addition to the original games by id Software and Raven Software, there are
hundreds of free, fan-made maps available on the Internet. These maps are
typically distributed as PWAD files, which are not fully self-contained.
For each game you will also need the corresponding IWAD data file, which
contains all the graphics, wall and floor textures, sounds, and music for that
game. For example, if you want to play Doom II maps, you'll need the IWAD file
doom2.wad, or one of the free replacements.
Legacy has implemented the fundamental and de-facto-standard Boom extensions,
and the Marine's Best Friend (MBF) extensions. Legacy also has implemented
among other things 3D floors, swimmable water and other special effects using
extended linedef codes, and supports the FraggleScript scripting language.
This package contains the SDL build of Doom Legacy.
based on work by charlotte in wip.
Lugaru is a DRM-free, third-person action game. The main character, Turner,
is an anthropomorphic rebel bunny rabbit with impressive combat skills. In
his quest to find those responsible for slaughtering his village, he
uncovers a far-reaching conspiracy involving the corrupt leaders of the
rabbit republic and the starving wolves from a nearby den. Turner takes it
upon himself to fight against their plot and save his fellow rabbits from
slavery.
2.6.4:
Unknown changes
2.6.2:
Fixes for the Windows and macOS packages.
Forbid illegal moves in Spider and some other variants.
2.6.0:
Support for solving Golf using a solver
An untested macOS package (we need testers)
A bug fix
Ability to run the test suite without python 2.x and/or pygtk
Code cleanups.
2.4.0:
The Windows installer now includes the revitalised PySol-music package. For more info, see this bug.
Many improvements to the test suite and the board import functionality.
Some bug fixes.
2.2.0:
The Microsoft Windows binary installer now contains and supports the solver for Freecell and other games.
Many bug fixes.
2.1.4:
We now provide a Microsoft Windows binary installer again, thanks to the great work of Roderik Ploszek. Note that the solvers (for FreeCell/etc.) are not installed as part of it yet, but they are available separately.
pysol-sound-server was updated to support Python 3.x.
Fixes for the board export / solver input, and for redealing upon restart of the "ms*" deals.
Various cleanups.
2.1.3:
Support for the kivy toolkit for running under Android-based devices (currently python 2.7-only)
Fixed the help system and removed the need for the sgmllib module.
Other fixes and cleanups.
Currently there is no Microsoft Windows binary package. Help or insights will be appreciated.
2.1.0:
The code is now compatible with both Python 2.7.x and Python 3.x
One can deal all MS FreeCell/FC-pro deals by specifying e.g: "ms100000" as the seed.
Support for Black Hole and All in a Row solver was added.
Test suite and CI were added to the repository.
The code now passes flake8 validation.
Some improvements to the solver dialog.
pkgsrc changes:
* Disable configure target (SCons seems not to provide it)
* Remove explicit use of SCons: use Makefile instead
* Port deprecated Boost.Signals to Boost.Signals2
* Take MAINTENERship
Changes:
Pingus 0.7.6 (24/Dec/2011)
==========================
* added new SVG icons for Pingus
* added 10 new xmas themed levels
* added ability to sort levelsets by priority
Pingus 0.7.5 (25/Oct/2011)
==========================
* fixed memory leak in OpenGL renderer
* added support for Win32 cross-compilation with mingw32
* added gamespeed adjustments via KPPlus, KPMinus, KPEnter
* added single-stepping the game with 'S'
* added better application icon
* added access to all levelsets in developer-mode (Ctrl-m)
* added 10 new Halloween levels
Pingus 0.7.4 (10/Oct/2011)
==========================
* fixed game not starting when no soundcard is present
* all halloween and tutorial levels have been converted to a minimum
size of 1920x1200 so they can be played in fullscreen without letterboxing
* new --userdir command line switch to set the directory where savegames
are saved
* menu getting confused by fast succedding clicks fixed
* level-demo recording and playback are back (files not compatible between x86 and x86-64)
* window resize support throughout the whole game
* dirty-rectangles drawing for improved performance with software rendering
* OpenGL rendering
* new blackboard graphic
* Unicode support
* two new levelsets, "Desert" and "Factory Campaign", with 27 new levels
* added a man-page
* deadly fall height has been increased
* support for prefab objects and groups in the editor
* cleaned up digger, miner and basher paths
* added an option menu
* lots of minor bug fixes
* bitmap fonts have been generated with anti-aliasing
4.1.2.0:
Levels & Artwork:
drag-and-drop support for level and artwork zip files on all platforms
zip files can be dropped into main menu or into level set selection menu
zip files placed into level (sub-)directory will be extracted at start
added support for level sketch copy/paste using Ctrl-c/v in level editor
also makes it easy to copy complete playfields between levels in editor
added support for graphics sets with dynamic window and playfield size
added special global animation mode ‘NO_TITLE’ for all but title screens
Gameplay:
added request dialog to play again after game is over without solving level
added quickly toggling team mode by clicking on main menu “name/team” text
Bug fixes:
fixed bugs in game logic of “game of life” and “biomaze” elements
fixed many bugs related to local and network multi-player games
fixed many bugs related to virtual buttons when playing on touch devices
lots of other bugs fixed in this release (see Git commit messages)
Other changes:
removed support for SDL 1.2
4.1.1.0:
Multi-player games (team mode and network games):
improved support for network multi-player games (plus lots of bugfixes)
network games can now be fully configured by using setup menu settings
when playing network games, the level to be played is now sent to all clients
added UDP broadcast to auto-detect network server in local network
multi-player levels now marked in main menu preview with network or team mode
fixed team mode games in R’n’D game engine (all players have to enter an exit)
added player option in level editor to let the first player solve the level
Virtual buttons on touch devices:
improved support for highly configurable virtual buttons on touch devices
options for transparency, grid size, highlighted and outlined virtual buttons
separately configurable virtual buttons for portrait and landscape mode
Graphics:
ultra-smooth scrolling using vertical sync (vsync) on supported devices
Game settings:
added setup option to directly play the next level after solving a level
added setup option to skip displaying the high scores after solving a level
added setup option to use extended list for game speed selection
Global animations:
added event actions (key events and screen buttons) to global animations
this allows for simulating key or button events when animations are clicked
added “passthrough” option to click several overlapping global animations
Other changes:
fixed bug with dragon fire destroying indestructible steel letter walls
fixed various other bugs (and probably added some new)
Version 1.14.7
Campaigns
* A Tale of Two Brothers:
* S3: Changed castle to permanent chaotic ToD and rebalanced scenario accordingly
* S4: Added dialogue between Baran and Tairach when they engage in combat
* Dead Water:
* S3: Added event to make Storm Trident more obvious
* Descent into Darkness:
* Complete revision of all dialogue and story text
* Revised and rebalanced gameplay in all scenarios
* S3 and S11: New scenarios completely rewritten from scratch
* Eastern Invasion:
* S1: Removed early finish bonus for fleeing
* S2: Modified Dacyn's dialogue upon undead arrival
* S7a: Require Dacyn to cross the river
* S9: add snow to map
* S10: show objectives after defeating enemy leaders
* S11: show objectives after finding gold and releasing prisoners
* Legend of Wesmere:
* Disabled side shuffling in MP (checking the box does nothing)
* Fixed missing persistent data at the end of chapter 3
* Rebalanced gold values in all scenarios
* S3: remove shroud from enemy sides upon Kalenz's arrival
* S4: (MP only) free Cleodil at scenario start
* Northern Rebirth:
* Eryssa now must survive if she joins the player
* Father Morvin and Sister Thera will now respawn at Tallin's location if they die to prevent illogical gameplay
* Gold in S10-13 is adjusted if Krash is dead
* S1: Spawn 2 Troll Whelps instead of 4 and a normal Troll
* S4: Have Hamel describe Ghouls if Camerin is dead
* S5: Add gates to map instead of images and overlays
* S8: add text and updated objectives when rescuing Eryssa
* S12a: Update objectives to make it clear that gold is not received if Sisal dies
* The Rise of Wesnoth:
* Fixed various typos
* S17c: Modified Burin's description of trolls
* The South Guard:
* Fixed various typos
* Tutorial:
* Remove swamp from map for part 2
* Warn player about water when stepping on any shallow water hex
* Change quintain to level 0
* Allow Konrad and Li'sar to level up and add corresponding dialogue for part 2
* Under the Burning Suns:
* Added embellishments to various maps
Language and i18n
* Updated translations: British English, Chinese (Traditional), Dutch,
French, Italian, Japanese, Lithuanian, Spanish.
Multiplayer
* Dark Forecast: AI units are "discovered" (added to the help if not already known)
* Dark Forecast: fixed bug where additional boss spawns would not occur after the initial wave
Multiplayer server
* Forum user handler ban durations are now reported back to banned players.
Units
* Updated descriptions for Goblin Knight and Wolf Rider
* Add new descriptions for Quenoth faction
User interface
* Add jamming to the vision tooltip in the sidebar.
* Fix undoing a recall not un-drawing parts of the sprite that go beyond the unit's hex
* Fix crash when the recruit filter matched nothing.
* "Show Enemy Moves" now highlights enemy units that can reach the highlighted hex.
* The time of day graphics for midday and midnight have been updated to match the rest of the
summer/winter time of day schedules.
Miscellaneous and bug fixes
* Fix auxiliary attack end event handlers defined by FORCE_CHANCE_TO_HIT breaking if one or more of the
affected units are removed by another attack end event handler
* The statistics dialog no longer forgets to reset stats when using "Reset Replay" ("Stop") in replay
mode or "Back to turn" in networked MP games
1.9.1:
- Fix 6564: Enforce types of arguments for station name strings
- Fix 7433: Don't use AirportSpec substitute if it's not enabled
- Fix 7447, 7466, 7476: Missing NewGRF strings due to Action 4 feature check skipping pseudo-feature 48
- Fix 6222: Advanced sprite layout sometimes showed incorrect railtype ground tile.
- Fix 7439: CompanyRemoveReason overwritten by ClientID
- Fix: [Windows] Incorrect error handling could lead to cascading error windows
- Fix 7478: Don't remove NewGRF objects on company take-over.
1.9.0:
- Fix 7411: Use industry production callback (if used) on initial industry cargo generation
1.9.0-RC2:
- Fix 7400: WaterClass for tree tiles was not converted for old saves preventing industry creation
- Fix: Filtered file list did not scroll properly
- Fix 7391: Don't invalidate go to depot orders of non-aircraft when invalidating hangar orders that happen to share IDs
- Fix 7386: Measurement tooltip for tunnels, aqueducts & docks did not display or flickered
- Fix: Wrong company performance rating when money exceeds INT_MAX
- Fix: Permit loading of industry production callback with invalid cargo type
- Fix: Spelling for a few real town names
- Fix: Runway too short for large aircraft message should not depend on plane crashes setting
- Fix 7334: Ship lost after crossing bridge due to path cache not being consumed while on final bridge end
1.9.0-RC1:
- Add: Various AI/GS functions for vehicle groups
- Change: Synchronise introduction date and reliability randomness across vehicles with the same base introduction date
- Change: Allow towns to build bridges over rails and one-way roads
- Fix: Detection of coast tiles with trees on them
- Fix: Emergency netsave saved the title game instead of the broken game in question
- Fix: Company livery window showed incorrect groups when opened in multiplayer
- Fix: Unable to select last group in open livery window
- Fix: Goto hangar orders were not invalidated when rebuilding airports
1.9.0-beta3:
- Feature: Option to adjust font size separately from GUI size
- Feature: Increase maximum number of orders from 64000 to ~16.7m
- Add: Show performance of AI and GS in framerate window
- Add: News menu entry and shortcut for deleting all messages
- Change: [OSX] Improved scrolling behaviour when using touchpads
- Change: Add scrollbar to cargo legend in cargo payment rates window
- Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations
- Change: Improved UI behaviour when dragging sound volume sliders with the mouse
- Change: Use selected vehicle group as parent when creating a new group
- Change: Use SlErrorCorrupt() on pool index error when loading a savegame, instead of terminating
- Change: Skip reliability decay if servicing is disabled
- Fix: Remove desert around lakes upon generation
- Fix: Re-sorting file list did not update filtered rows
- Fix 7159: Waiting time at red one-way signals was too short
- Fix 7189: Fluidsynth volume gain too high
- Fix 7004: Cargo flow legend was not properly refreshed after zooming
- Fix: Possibility to modify wrong AI/GS settings when switching AI/GS scripts around
- Fix: Use more descriptive "spectator" strings for story book and goal dropdown menus
- Fix 6599: Disable build and rename button in build vehicle window when no vehicle is selected
- Fix: Do not mangle tagged revision strings for network revision strings
- Fix 7151: AI start date deviation was still applied when not set to a random AI
- Fix 7197: Invalidate depot buttons when necessary
- Doc: [AI] UnshareOrders empties the orders list of the vehicle
1.9.0-beta2:
- Fix: Non-Windows builds did not get correct git hash
1.9.0-beta1:
Note: OpenTTD was migrated to GitHub for 1.9, so SVN revision and FlySpray numbers have been replaced with Pull Requests and Issue numbers
- Feature: Group liveries, and livery window usability enhancements
- Feature: Overhaul of music system, support MPSMIDI music files (TTD DOS/TTO)
- Feature: [Win32] Rewritten DMusic and WinMM music drivers
- Feature: [Win32] New XAudio2 sound driver
- Feature: [Linux] New Fluidsynth music driver
- Feature: Framerate display window
- Feature: [NewGRF] Ability for industries & houses to produce and/or accept up to 16 different cargoes
- Feature 6610: Allow towns to build houses on road turns
- Feature: Replace independent map scrolling GUI settings with single option, and add choice to not lock cursor position when scrolling
- Feature 6459: API for querying network clients from GS
- Feature: New Russian Ruble & Mexican Peso as currencies
- Feature 4186: Append '(City)' after city names in the town directory
- Feature 986: Automatic save when losing connection to a network game
- Add: [NewGRF] Flag to hide rail types from construction
- Add: [NewGRF] Airport animation trigger for plane landing
- Add 4115: Default starting company colour setting
- Add: Mixer feature for streaming sampled music
- Add 6460: [AI] start_date parameter for Random AIs on new game
- Add: BACKSPACE can be mapped as a hotkey
- Add: 32bpp SSE2 blitter palette animator
- Change: Make ships turn slowly when changing direction and stop when going up or down a lock
- Change: Improve ship pathfinder performance
- Change: Decouple GUI timing from game ticks
- Change: Desert tiles are now half-desert if a neighboured tile is non-desert or sea/coast
- Change: Gradually slow down aircraft speed on breakdown
- Change: [NewGRF] Increase rail type & cargo type limits to 64
- Change: [NewGRF] Increase size of persistent storage to 256
- Change: [NewGRF] Use last OpenTTD SVN revision in NewGRF version number
- Change: Clone tool in depot window now behaves like clone button in vehicle window
- Change 6397: Keep town growth rate in sync with house count
- Change: Scale default FreeType font size selection by UI zoom level
- Change: [OSX] Reversed pinch to zoom behaviour
- Change: Switch town growth rate and counter to actual game ticks
- Change: Non-tag revisions are now named '<commitdate>-<branch>-g<shorthash><modified>'
- Change: Rewrite several bits of documentation in markdown
- Fix: Reinitialise graph GUI on game restart
- Fix: Potential crash during shutdown after unpacking downloaded content
- Fix 6584: Text layout in engine preview dialogue
- Fix 6636: Airplanes could be sent to helicopter station depots
- Fix: Deadlock when launched with -n switch
- Fix: Various corrections to town names in non-English languages
- Fix: Only consider airport tiles when placing (for non-rectangular airports)
- Fix: Spelling fixes on some Latin American town names
- Fix 7001: Pathfinders should see standard road stations as tiles where to reverse
- Fix 6676: Prevent helicopters from stopping in midair during some kinds of landing
- Fix: Remove need to use Ctrl+Click when building stations next to competitors
- Fix: [NewGRF] Make VA2 operator 11 (ror) behave well-defined when rotating by 0 bits
- Fix 4109: Add more water checks to the Oil Rig layout
- Fix 6938: Incorrect value for "Cost to Clear" was displayed for Company Headquarters in tile inspector
- Fix 6920: Make 9.8m/s^2 a common constant for TE-calculation
- Fix 6892: [Script] CONFIG_RANDOM did not use the full parameter range
- Fix 6622: News message when GS constructs a town had empty company name
- Fix: [NewGRF] Action7 variable 0x85 had no bounds checks
- Fix 6875: Depot building cost did not include foundation build cost
- Fix: Some pixels in ship autoreplace icon (sprite 106) were transparent
- Fix: Poor contrast in cargo dest flow legend window cargo labels
- Fix 6553: Make viewport button text unambiguous
- Fix: [OSX] Setting mouse-wheel to scroll the map does not disable pinch to zoom
- Fix 6969: Account for BOM when reading script files
- Fix 6898: Ability to use seeds above INT_MAX
- Fix 6659: Bus stations could be demolished when not in demolish mode
- Fix: One-way roads could be over-built by road stops regardless of road owner
- Fix: Use name of cargo instead of Passengers/Mail in town statistics
- Fix: Prevent ships moving into docks after finishing (un)loading
- Fix: Tractive effort was slightly too high as per NewGRF spec
- Fix 6465: Add {NORMAL_FONT} and {MONO_FONT} control codes to GS strings
- Fix: Four group action icons were misplaced and cropped
- Remove: PSP, WinCE support
The Powder Toy is a free physics sandbox game, which simulates air
pressure and velocity, heat, gravity and a countless number of
interactions between different substances! The game provides you
with various building materials, liquids, gases and electronic
components.
Enemy Territory: Legacy is an open source project that aims to
create a fully compatible client and server for the popular online
FPS game Wolfenstein: Enemy Territory.
Version 1.14.6
AI
Fixed crash when the AI simulates a fight between two units which can slow but aren't yet slowed, then simulates another fight for one of them in Monte Carlo mode.
Experimental AI recruiting: fixed AI crash for unit type with unknown race
Support for modifying the available AIs using cores:
New parameter default_ai_algorithm for setting the default AI
New parameter mp_rank for setting the order in which AIs appear in the MP computer player selection menu
New option "Keep saved AI" when reloading games from the MP Create Game screen. Choosing this option prevents overwriting of the saved AI by the default AI.
Forest Animals Micro AI: fix AI crash when using custom rabbit hole image
Fix Lua AIs using the ai.stopunit_*() functions potentially creating infinite candidate action loops
Campaigns
Dead Water:
- S12: Slightly rebalanced enemy reinforcements and ai gold
Descent Into Darkness:
- Allow converting L3 necromancers to liches from S12 onwards.
- Added an alternative method of completing the campaign.
- S8, S9 (A Small Favor II & III): Clarify objectives.
- S8 (A Small Favor II): Fixed units created via the plague ability not available in S9.
Sceptre of Fire:
- S1&2: increased difficulty
- S6: additional guards for the elves
Secrets of the Ancients:
- S01 Slipping Away: It is now obvious that the wild animals cannot cross the fences.
- S02 Dark Business: Simplify scenario by removing the temporary invisible starting keep.
- S05 Blackwater: Additional dialog from Ardonna at the start.
- S11 Battleground: Ghosts are now able to be recruited after the scenario is complete.
- S15 Mountain Pass: Bird bones moves so bird is easier to keep alive when discovered.
- S21 Against the World: Leader of the elves is now same elf from S12.
- S21 Against the World: Adjustment so player doesn't have to chase down some leaders at the end.
- Proper animation for finding the bird bones.
- Newly made liches will now receive a move point upon transformation if they weren't recalled. this turn and haven't moved yet.
The Hammer of Thursagan
- S12 'The Underlevels': redesigned with completely new map and scenario
Northern Rebirth:
- Fix loyal units obtained in S7 costing upkeep (introduced in 1.14.5)
- S13: Improvement to the AIs
The Rise of Wesnoth:
- S15: victory text is not used upon hero death
- S17d: enemy units are killed upon victory except for bats
- S22: cuttlefish now have the loyal icon
The South Guard:
- Revised scenario and story dialogue.
- Reworked and rebalanced all scenario and map designs.
- Removed S6a 'Tidings Good and Ill'.
Tutorial:
- S2: Wolf riders are not initially recruited, to not hinder the player from reaching the island in time
Language and i18n
Updated translations: British English, Chinese (Simplified), Chinese (Traditional), Czech, French, German, Italian, Japanese, Lithuanian, Russian, Scottish Gaelic, Slovak, Spanish, Ukrainian.
Lua API
Fix wesnoth.set_dialog_callback calling the function immediately when used in the previous callback.
Fix wesnoth.set_dialog_value not triggering re-layout.
wml.tostring() now outputs a string that can be parsed back to WML without loss of data.
Miscellaneous and bug fixes
Fix crash with custom themes on desktop PCs.
Add --campaign-skip-story command line switch for skipping directly to turn 1.
Remove --data option, --data-path has the same functionality.
Fix documentation of --render-image command line switch.
Update manpage with options previously only documented by wesnoth --help.
Fix wrong ordering for BW / BF years, for example in Play a Campaign when sorted by date.
GUI.pyw can now terminate a running maintenance script
Fix SDL_DestroyRenderer assertion failure under XMonad.
Fix map item names not being translated in the scenario editor.
Usernames specified in the MP UI and command line are now stripped of leading and trailing whitespace, including newlines.
Show ability of a selected unit as active/inactive with respect to mouseover hex.
macOS: Wesnoth now uses the app sandboxing feature, which means there is a new location for saves. All saves will be migrated during first launch automatically.
Many units lacking animations now have at least a defense animations
Multiplayer server
Fix stale temporary bans continuing to have an effect on players until cleared by phpBB on the next ban/unban operation.
Packaging
new scons option, intended to be used when building releases inside a git repo: autorevision=False
Fix build with Boost 1.69.
Fix build with Pango 1.43.
User interface
Fix regression: Game Load screen would not select 1.12 savegames.
Fix regression: the in-game "Observers" icon (an eye) was covered by the minimap.
Increase step size when clicking sliders in the MP Create Game dialog.
Fix overlapping top bar elements with small screen resolutions.
Don't scroll to an invisible unit that recruits another invisible unit.
When a recruited unit is fogged, scroll to the recruiting unit and play recruit animation.
Fix line breaks in first statistics line in unit type pages in the help.
Don't scroll to an enemy unit that teleports to or from an invisible hex.
Don't show in the sidebar the time of day schedule of a shrouded hex.
Game Load screen gracefully handles savefiles that can't be parsed.
The sidebar now shows alignment and damages as they would be on the hex under the mouse, rather than at the unit's current location.
When a unit has multiple statuses (slowed/poisoned/invisible/etc), the sidebar shows all of them, not just the first.
Fixed being able to dismiss a game lobby by pressing Esc.
Fixed multiple severe issues in the classic theme.
The "Attack Enemy" dialog now shows inactive weapon specials in gray.
Taking screenshots in title screen is possible again
The "Recruit Unit" dialog is searchable by unit type name.
Add text filter to hotkeys preferences.
Hide leader in status table if it's unfogged but invisible.
macOS: Dark GUI on macOS Mojave and later when dark appearance is enabled.
Usability
Flightplan loading within the launcher.
Chinese, Russian and Italian translations for the launcher and UI
Improved support for the state of the aircraft depending on starting location - cold and dark on the ramp, engine running ready for take-off on the runway, or in cruise flight.
Input
Improved joystick configuration and binding options.
AI / Multiplayer
Multiple Levels of Detail (LoD) for MP and AI aircraft. To improve performance, low-detail models are used when the viewer is far from the MP aircraft.
Fallback models to display in the case where a viewer does not have the MP aircraft installed.
Many improvements to AI models including new liveries, timetabled movements
Graphics
Support for retrieving Canvas images over HTTP. This is a useful feature for displaying instruments like a PFD, ND, EICAS or any MFD externally from the FlightGear 3D main window in a separate window or on a separate monitor, computer or a mobile device. See Read_canvas_image_by_HTTP for more information.
Improved cloud rendering with stronger Mie scattering on cloud fringes, improved scattering on cirrus clouds
Reset: wipe the Effect UniformCache
Scenery
Improved scenery for Hawaii, the default location for this release.
New scenery for Jan Mayen, situated northeast of Iceland. Including the active volcano of Beerenberg (2277m).
JSBSim
The feature fail_hardover of the <actuator> component was not giving the correct output in some occurences when clipmax was smaller in absolute value than clipmin.
Tables CORNERING_COEFF could not be used for BOGEY contact points.
Bug fixes for JSBSim atmosphere model at very high altitudes
Fixed PID integration with the 3rd order Adams-Bashforth was inccorect.
The fail_stuck property of sensors (accelerometers, magnetometers, gyro, etc.) without a <lag> element was setting the output to zero instead of sticking to the last output value.
When a sensor was stuck, the drift, gain, bias and quantization of the last output before being stuck were ignored.
Fixed the Calibrated Air Speed (CAS) computations for supersonic velocities
Fixed the Nlf (Normal load factor) sign
Nlf can now be specified as an initial condition via the property ic/targetNlf
Added blocking sockets to the input features
Added a property to piston engines to get the AFR (Air to Fuel Ratio)
Added conversion from m/s to ft/s
Restored the initial conditions for engines running (-1 means all engines)
Significant Aircraft Updates
"Metadata" has been added to many aircraft, making it easier to find new exciting aircraft to fly using the launcher, whether you are interested in aircraft from the 1920s or twin engined business jets.
B-25 : Various bug fixes and minor improvements
Cessna 172 : Improved cockpit, interior lighting.
Citation II : New panels, radio instruments. Complete remodeling of the electric system, with accurate bus voltage, circuit breakers. System test knob implemented.
F4U : new FDM
F-14 : V1.8. Improved flight model, particularly in a low-speed regime. Improved cockpit.
F-15 : V1.8. Updated flight model, particularly armament mass location. Performance optimizations. Autopilot improvements.
F-16 : v3.0. Store options. New liveries. Radar performance optimizations. Autopilot and system improvements. FDM fixes.
Saab 37 Viggen : Version 4.313. Various updates, particularly to radar and armament models.
Seneca II: Long range tanks, interior lighting,
SpaceShuttle : Milestone-10. Improved interior (including furry velcro), launch guidance and orbital plane targeting, more realistic OMS burn procedures, expanded systems including circuit breaker simulation and failure modeling.
777: Our flagship airliner now fully supports checklists, allowing you to learn everything about the aircraft from within the simulator. Full support to auto-push was also implemented. Bug fixes and minor improvements.
Other
FG1000 glass panel display, inspired by moving map devices like the the Garmin G1000
Improved Replay handling of AI aircraft and carriers - judge your own carrier landings.
KC-130 tanker aircraft for air-to-air refueling
Flightplan GPX import now supports elevation values.
TACAN: Add support for setting TACAN by frequency
2018.3.2 point release
Chinese font support for the splash screen / tips, and some updated Chinese translations
C172P bug fixes
fixed crash on certain AMD 64-bit systems relating to SSE intrinsics and memory alignment
fixed crash loading flightplans saved from LittleNavMap with non-sequential waypoint indices
tolerate missing runways parsing Navigraph procedures, so current cycle can be used at more airports
use Ref versions of osgDB methods to avoid crashes, especially after long flights
fix a NaN in the sky rendering code at extreme orbital altitudes
set default values of some position properties for consistency with the rest (affected C172 tie-down mode)
fix JSBSim wheel-spin down regression
Libretro is a simple but powerful development interface that allows for the
easy creation of emulators, games and multimedia applications that can plug
straight into any libretro-compatible frontend. This development interface is
open to others so that they can run these pluggable emulator and game cores
also in their own programs or devices.
2048 is a puzzle game.
Upstream changes since 20160429:
- lots of small bug fixes in the individual games
Pkgsrc changes: To avoid the distfile that changes every day, the package
is built from a Git snapshot (with fixed commit). As a consequence, this
package depends on Perl, autoreconf and textproc/halibut now.
Libretro is a simple but powerful development interface that allows
for the easy creation of emulators, games and multimedia applications
that can plug straight into any libretro-compatible frontend. This
development interface is open to others so that they can run these
pluggable emulator and game cores also in their own programs or
devices.
NXEngine is a Cave Story game engine clone developed by Caitlin
Shaw.
Cave Story is a platform-adventure video game developed over five
years by Daisuke "Pixel" Amaya. Cave Story features 2D platform
mechanics and is reminiscent of the classic games the developer
played in his youth, such as Metroid and Castlevania. It received
wide critical acclaim for its compelling characters, setting, story
and gameplay.
EasyRPG Player is a game interpreter to play RPG Maker 2000, 2003
and EasyRPG games. It uses the LCF parser library (liblcf) to read
RPG Maker game data.
- On NetBSD (and probably other operating system) the build failed
because due `extern int vsnprintf(char *, size_t, const char *, va_list);'
and SSP use. `-std=c99' is already passed to the compiler
and vsnprintf(3) is part of C99 so avoid the `extern'.
- Add LICENSE
Bump PKGREVISION
Problem noticed and original patch by chardar on #pkgsrc with little
adjustments from me, thanks a lot!
No release, so used a commit ref from github.
Patches added to allow NetBSD curses to be used although it will
not display entirely correctly unless you use NetBSD-8.1 or ncurses.
Version 1.14.5
AI
Fixed crash in AI code when a side has multiple leaders.
Fix AI ignoring teleport locations when moving leader to leader goals.
Fast Micro AI: Fix bug crashing the AI when units with chance-to-hit specials without id are on map.
Campaigns
Heir to the Throne:
S6: Allow canceling an attack when a move+attack spawns enemy units
S6: Change the trigger for spawning undead reinforcements
S17: Add dialog explaining the lava game mechanic and an easter egg
Liberty:
S3: Add story and war drums music.
Northern Rebirth:
S12: empty sides are hidden.
S13: allied leaders whose death causes defeat won't leave their keep and the lich brothers and Krash got more gold.
Sceptre of Fire:
S4: a cave entrance has been added.
S5: Gryphon Riders are now available starting form S5 (formerly S3).
S7: it's now impossible to kill all pursuers.
Secrets of the Ancients:
Fix dialog said by wrong unit & revert previous fix
The Hammer of Thursagan:
S10: Fix objectives requiring too much of the player.
The South Guard:
S2: the case where Deoran is not sent to the Citadel is handled better.
S2: enemy units will no longer neutralize villages instead of capturing or burning them. This also means certain units will no longer be hidden in the Game Stats list.
S4: bodyguards are never spawned next to other units, and always in forest.
S5: zombies have now one castle with two leaders.
S6a: mermen leave after this scenario and will no longer be available.
S7a & S8a: a certain hero may now die.
Tutorial:
Show an undo reminder if one is out of moves, but can't end the turn yet.
Added more information to the Status Table prompt about how to access it
Under the Burning Suns:
New graphics for Eloh.
Multiplayer
A New Land: Fixed village gold being 1 instead of 2.
Fixed Random Start Time not working
Fixed a possible crash when leaving a game as an observer
Fixed Start Game locked when other players abort the faction/leader selection dialog
Fixed Skip Replay when joining MP campaigns.
Fixed OOS errors when undoing after ally chat.
Fixed game freezing upon droiding with Delayed Shroud Updates
Fixed require_scenario and require_era attributes.
Language and i18n
Updated translations: British English, Chinese (Traditional), Czech, French, German, Hungarian, Italian, Japanese, Scottish Gaelic, Ukrainian.
User Interface
On laptop computers we now show how much battery you have left.
MacOS: Fixed moving the mouse with a touchpad also scrolling GUI dialogs.
MacOS: Add build number to OS version report.
Fix layout of Preferences window with some localizations (such as Czech).
Load Game now shows the chosen difficulty with the same name that you originally selected.
Load Game now shows the modifications enabled in the selected savegame
Force leader sprites larger than 72x72 to be downscaled in Load Game
Add left padding to dialog messages shown with a portrait on the right
Addon Manager uses clearer terms for sort order.
Fix reversed sort order by unit level in Unit List and Recall Unit.
Fixed crash in Recall Unit when no units match the filter
WML engine
Fixed [animate_unit] and [heal_unit] preventing unit halo from disappearing if the unit dies later
Miscellaneous and bug fixes
Fix some minor problems with the macOS package.
Fixed crash when trying to attack with a unit without usable weapons
Fixed the debug mode Create Unit dialog crashing when changing the gender of the previous selection after causing the list to come up empty using the filter box.
Allow searching by race and internal unit type id with the Create Unit filter box as well.
wmlxgettext is now included in release packages, so a separate download is no longer required to use it with GUI.pyw.
Fixed crash when pressing Reset replay
Fixed editor cannot add starting location for > 9 players.
Fixed crash in Lua tstring comparision
Fixed objectives at scenario start using old/cached values of conditions/variables
Show an error message when trying to open the Lua console while not in debug mode.
On enemy side's turn, don't scroll to that side's leader if it's invisible.
Fixed :droid ignoring its second argument.
Fixed :droid giving no feedback when successful.
We would benefit from having the latest branch in each 0.9.x, as they're
backwards compatible (but not forwards!).
changes:
0.9.2:
The lua 5.3 UTF-8 module was added, bringing easy handling of UTF-8 in strings.
Added [wiki]love.joystick.loadGamepadMappings[/wiki] and [wiki]love.joystick.saveGamepadMappings[/wiki] to easily load and store gamepad mapping databases. See [wiki]love.joystick.setGamepadMapping[/wiki] for more details.
Added relative mouse mode ([wiki]love.mouse.setRelativeMode[/wiki]) and the corresponding [wiki]love.mousemoved[/wiki].
Added symlink support to love.filesystem, as well as [wiki]love.filesystem.getRealDirectory[/wiki], making development and debugging easier.
Fixed a bunch of memory leaks, crashes and other bugs.
Renamed FSAA to MSAA.
The 'console' option now tries to re-use its console, and it can open earlier, allowing its use in early stages of game loading.
Replace several error messages with clearer, more obvious ones.
0.9.1:
• Canvases can now be used with SpriteBatches, ParticleSystems, and Meshes. Canvases and Images are now both sub-types of the new [wiki]Texture[/wiki] type, which those three things accept. [wiki]SpriteBatch:setTexture[/wiki] (etc.) have been added, and [wiki]SpriteBatch:setImage[/wiki] (etc.) is now deprecated, but not removed yet.
• Better support for retina displays in OS X has been added. To take advantage of it, you will need to enable the new "highdpi" window flag in either [wiki]love.conf[/wiki] or [wiki]love.window.setMode[/wiki]. When this is done on a compatible computer, the pixel resolution of the window will be double what the requested window size is. You will almost certainly need to adjust your code if you want to use this properly! The new function [wiki]love.window.getPixelScale[/wiki] can help immensely.
• Canvases now have antialiasing support. You will need to request it when creating the Canvas, with the new function variant [wiki]love.graphics.newCanvas[/wiki](width, height, texturetype, fsaa).
• A new function [wiki]Source:clone[/wiki] has been added. This lets you create multiple static Sources which play the same sound much more efficiently (in terms of loading time, memory usage, and code duplication.)
• Some nasty bugs have been fixed, including an off-by-one issue in [wiki]Joystick:isDown[/wiki], love.graphics.setCanvas breaking everything when love.graphics.setScissor is used sometimes, and 8-bit [wiki]SoundData[/wiki] sounding completely wrong when loaded into a [wiki]Source[/wiki].
A complete from scratch recreation of Super Mario Bros. with a
focus on perfectly imitating the feel the 1985 classic gave us.
Then give Mario a portal gun, add puzzle game mechanics from Portal
and there you go. And if that wasn't crazy enough, play 4-player
coop, with everyone having their own Portal gun!
Mr. Rescue is an arcade styled 2d action game centered around
evacuating civilians from burning buildings.
The game features fast paced fire extinguishing action, intense
boss battles, a catchy soundtrack and lots of throwing people around
in pseudo-randomly generated buildings.
Basically it's a little like tetris except with a twist. Instead
of boring straight lines and straight falling blocks, you have to
deal with blocks that act according to physics! Includes oldschool
graphics, music, sounds, and new physics.
Ever wondered how Pacman would be like with physics? No? Well, it's
revolutionary. This mashup of "Not" and "Pacman" puts The Pac and
the Ghosts in a in a Pacworld cage, at mercy of gravity and the
level's shape, controlled solely by you. Ghosts still don't like
you very much, so you should be careful to make Pacman avoid them.
LOVE is a framework for making 2D games in the Lua programming
language. LOVE is totally free, and can be used in anything from
friendly open-source hobby projects, to evil, closed-source commercial
ones.
We need multiple versions as games were written for the older versions.
LOVE is a framework for making 2D games in the Lua programming
language. LOVE is totally free, and can be used in anything from
friendly open-source hobby projects, to evil, closed-source commercial
ones.
We need multiple versions as games were written for the older versions.
LOVE is a framework for making 2D games in the Lua programming
language. LOVE is totally free, and can be used in anything from
friendly open-source hobby projects, to evil, closed-source commercial
ones.
We need multiple versions as games were written for the older versions.
LOVE is a framework for making 2D games in the Lua programming
language. LOVE is totally free, and can be used in anything from
friendly open-source hobby projects, to evil, closed-source commercial
ones.
We need multiple versions as games were written for the older versions.
## v0.14.2 / Unreleased
Features:
* Sprues for DriveThruCards and printandplaygames!! (#247, from @blinks)
Bugs:
* Fixed bug on circle and other shapes that had an extra stroke from a
previous text call (#248)
* Fixed extra page on all sprue saves (#246)
* Fixed layout parsing issue with multiple inheritance (#244)
Chores:
* Bumped deps: Pango et al. to 3.2.7, Cairo to 1.15.13.
Special thanks to @blinks
Changes:
2.5.1.4 @ 2016-Jan-10
[+] Added "Fix clipping problems in large levels" option.
[+] Added "gl_finish" config variable.
[+] Added "mus_fluidsynth_gain" and "mus_opl_gain cfg" config variables to
fine tune output of fluidsynth and opl2 midi. Values allowed are 0 to
1000. 50 (default) exactly matches old behavior.
[+] Added a "Health Bar Above Monsters" option (health_bar* config variables).
[+] Added a "Things appearance" automap option. Possible values: "classic",
"scaled" and "icons".
[+] Added "notarget" and "fly" cheat codes.
[+] Added MBF's "-beta" codepointers.
[+] Added a new HUD.
[+] Added "shaders" sector light mode.
[+] Support "Classic Doom" WAD files of Doom 3 BFG Edition, by Fabian
Greffrath.
[+] Support for HACX 1.2 IWAD, by Fabian Greffrath.
[+] Support up to eight joystick buttons instead of just four, by Fabian
Greffrath. The fifth and sixth buttons are mapped to strafe left and right.
[+] Mouse look now is available in software mode.
[+] Added a crosshair. Three different crosshair graphics are for choice:
cross, angle and dot. Extra features are changing crosshair colors
according to the player's health and/or on sight of a target.
[+] Added "Allow Jump" option on "Prboom-plus 'bad' compatibility settings"
page. Implemented by Fabian Greffrath.
[+] Added a "Backpack Changes Thresholds" option.
[+] -skipsec accepts a minutes prefix followed by a colon.
[+] Two-key strafe50: StrafeOn + MoveLR = strafe50
[+] Added "Allow Vertical Aiming" option on "Prboom-plus 'bad' compatibility
settings" page.
[*] Update to newest SDL libraries: SDL_mixer 1.2.12, SDL_image 1.2.12,
SDL_net 1.2.8.
[*] Brown color for weapons that cannot be fired on weapon HUD widget.
[*] "Use GL surface for software mode" mode now works much faster if
gl_finish is 0 in config.
[*] process_affinity_mask config variable is removed. Single CPU core will be
automatically forced if SDL MIDI player is used.
[*] Better support for Chex Quest, by Fabian Greffrath. Embed chex.deh by
fraggle in prboom-plus.wad.
[*] Redo MBF-style multiple DEHACKED lumps. Load command line DeHackEd patches
after DEHACKED lumps.
[*] Improved rendering precision (wall wiggle), by kb1.
[*] Realign automap grid with blockmap.
[-] 'Max Health', 'Max Soulsphere' and 'Megasphere Health' DEH parameters did
not work after warping to level from command line since 2.4.8.1.
[-] Buggy invulnerability effect if hi-res textures are used and there is no
support for GL_ARB_framebuffer_object.
[-] Simple shadows flicker during lowering lifts.
[-] "Change palette on pain/bonus/power" settings did not work.
[-] Lines of walls on automap were not displayed on Planisphere 2 at some zoom.
[-] Fixed HOMs on Planisphere 2.
[-] Incorrect clipping of automap in opaque mode after changing view window
size. Affects only software mode.
[-] Fixed long wall error.
[-] Boom's ability to change floor and ceiling lighting independently was not
applied to things in opengl.
Libretro is a simple but powerful development interface that allows for
the easy creation of emulators, games and multimedia applications that
can plug straight into any libretro-compatible frontend. This development
interface is open to others so that they can run these pluggable emulator
and game cores also in their own programs or devices.
Craft is a Minecraft clone. It's just a few thousand lines of C and uses
modern OpenGL (shaders).
Version 1.14.4
* Security Fixes
* Fixed Lua being able to escape sandboxing via load/loadstring (CVE-2018-1999023).
* Add-ons server
* Made it so plain-text .po catalogues in add-ons are detected and added to
the list of translations for them.
* Campaigns
* Dead Water:
* In 'Tirigaz', take the situation into account of orcs being killed either
first or by undead.
* Delfador's Memoirs:
* Fix hero units costing upkeep
* Eastern Invasion:
* Fixed missing prisoners and loss of recallable units in 'Captured'.
* Northern Rebirth:
* Level 0 units are not available anymore after scenario 5
* Secrets of the Ancients:
* Adjust gender of enemies to better match story in S11 & 21
* Simplify dialog to fix possible confusion in S16
* Have nagas be able to recruit in S21
* The South Guard:
* S4: undead leader won't leave the castle anymore
* S5: the untypical situation that one can defeat the lich before finding
Urza Afalas is now handled
* Under the Burning Suns:
* S11: added custom graphics for the citadel.
* S12: clarified the alien bodies' weaknesses.
* Various visual improvements.
* Editor
* Fixed saving a map as a scenario not enabling scenario editor tools.
* Graphics
* New attack animation for the Peasant.
* Tweaked the Ruffian's attack animation timing.
* Language and i18n
* Updated translations: British English, Bulgarian, Chinese (Simplified),
Chinese (Traditional), Czech, French, German, Hungarian, Japanese,
Scottish Gaelic, Slovak, Spanish
* Lua API
* Upgrade to Lua 5.3.5.
* Multiplayer server
* Fixed lobby and whisper messages not having a maximum length.
* User interface
* Improved the layout of the Statistics dialog.
* Allow changing dropdown menu selections with the scrollwheel.
* Fixed lobby chat box scrolling to top on a new message if it isn't at the
bottom
* Fixed the unit preview pane not showing the default race icon when detailing
a single unit's stats.
* Sort units secondarily by XP in the unit list dialog.
* Whiteboard related bugfixes
* WML engine
* Fixed errors about WESNOTH_VERSION not being defined when trying to load
add-ons that have preprocessor errors.
* Miscellaneous and bug fixes
* Added an advanced preference to enable experimental PRNG combat.
* Campfires use illumination instead of a different ToD.
* Linux builds now enable security hardening by default.
* Fixed MP admins being unable to observe private games.
* Fixed MP faction, leader, and leader gender changes persisting even if the
selection dialog is dismissed.
* Fixed an issue with positioned sound sources ignoring the volume set in
Preferences after going off the audible radius and back.
* Fixed wmllint choking on gzipped binary files (e.g. gzipped tarballs).
* Fixed wmllint crashing on nonexistent paths provided in the command line.
* Slight changes to the objectives dialogue
* Greatly improved touch control support.
* Fixed wmlindent crashing on nonexistent paths provided in the command line
3.0.0:
There are not many new features and changes to the game itself, as the main goal of this release is to keep the game playable on modern systems, and there is finally also support for Mac and Android systems. This was all done by integrating the classic Mirror Magic game engine into the game Rocks’n’Diamonds as a new custom game engine, therefore using R’n’D as the new technical platform for this and any future release.
4.1.0.0:
added various additional customization options to create your own games
added showing/hiding game element sections in the level editor depending on the selected game engine
added doing ‘redo’ by pressing ‘undo’ button with Ctrl or Shift key in the level editor
added new automatically saved config file for the selected zoom tile size in the level editor
moved level property ‘initial wind direction’ to balloon elements in editor
fixed various bugs (and probably added some new ones)
1.8.0:
(None)
1.8.0-RC1:
- Feature: [GFX] Climate-specific Action5 extra airport sprites
- Feature: Draw vertical separators at tile distance in the train depot GUI
- Feature: [Build] MSVC 2017 project file generator. Most noticeable, std:c++latest is enabled
- Feature: [Build] Project file generator for kdevelop 4/5
- Feature: Add option to close windows with right click
- Feature: Vehicle Group Info: Add profits and occupancy display to group vehicle list
- Feature: Display aircraft type in vehicle preview/purchase/detail windows
- Change: [NewGRF] Various performance improvements to resolving VA2
- Change: [NewGRF] Increase maximum allowed vehicle sprite size to reduce clipping of ships
- Change: Check companies for bankruptcy before subtracting reoccuring monthly costs
- Change: [GFX] Replace the office building sprite on various toyland airports with a better fitting sprite
- Change: [GFX] The switch-toolbar icon contained pixels from the fire cycle. Replace the whole icon with a new version
- Change: Reword texts in industry view, when stockpiling is used
- Change: Remove the gap between windows when positioning them after opening
- Change: [Build] Enable usage of static_assert for MSVC
- Change: [Build] Preserve PKG_CONFIG_PATH and PKG_CONFIG_LIBDIR environment variables in config.cache file
- Change: Do not cancel headquarter construction and engine-preview-query when shift-clicking
- Change: Parse extmidi command string for parameters to pass on
- Change: Draw images in centre of buttons
- Fix: Store the map variety setting in the savegame like the other mapgen settings, so restarting maps considers it
- Fix: Hair selection was missing one option
- Fix: Avoid tile operations outside map border when building lock
- Fix: Catenary sprites got mixed up for depots
- Fix: Make automatic window-positioning RTL-aware
- Fix: Automatic window-positioning now uses GUI-scale/style dependent sizes/distances instead of fixed pixel values
- Fix: [NewGRF] While executing random triggers, var 5F should include the new triggers
- Fix: [NewGRF] Reset used random triggers only after all A123 chains have been resolved, so that all RA2 in all chains can test the shared triggers
- Fix: [NewGRF] Industry random triggers are stored per tile, even when randomising the shared random bits of the parent industry
- Fix: [NPF] Reserved track bits were not accounted for when trying to find any safe position
- Fix: Do not modify argv[0]
- Fix: Do not search directories when opening ini files as we already have their full path
- Fix: Road tunnel/bridge heads have no trackbits wrt. catenary drawing
Performing substitutions during post-patch breaks tools such as mkpatches,
making it very difficult to regenerate correct patches after making changes,
and often leading to substituted string replacements being committed.
Version 1.14.3
AI
* Fixed crash in presence of units with negative hitpoints (issue 3042).
* Efficiency improvements to filter evaluations in the Goto Micro AI and some
AI helper functions
Campaigns
* Dead Water:
* Fix possibility of villagers blocking pickup of sword in S10 The Flaming
Sword (issue 3207).
* Descent Into Darkness:
* New Parthyn map in S1 and S6.
* Northern Rebirth:
* Reduced starting gold and income in scenarios 10 to 13
* Secrets of the Ancients:
* Fix S09 Training Session not ending when all dark adepts die (issue 3192)
* Tutorial:
* S2: made enemy starting gold equal to that of the player.
* Under the Burning Suns:
* Added portrait and updated sprite for Giant Ant.
Language and i18n
* Updated translations: British English, Chinese (Traditional), Czech, French,
Italian, Japanese, Scottish Gaelic, Spanish
Multiplayer server
* Fixed lan_server option not causing the server to exit once vacated, e.g.
when using the Host Networked Game option from the Multiplayer menu in the
game (issue 3206).
Music and sound effects
* The music now changes immediately when you load a save file (issue 2602).
* Fixed Lua errors when setting a music track that cannot be found when the
playlist is already empty, e.g. if there's no music installed for the
game (issue 3194).
WML engine
* Removed validation to ensure units cannot have negative hitpoints. We
learned that the ability to create such units is documented, and thus
disallowing it was an API change. Since API changes aren't allowed in
the stable branch, we have reverted it.
Miscellaneous and bug fixes
* Fixed an occasional crash at the loading screen related to multi-thread
access of the image cache.
* [kill] animate=yes no longer scrolls to units through fog or shroud, thus
matching 1.12's behavior again.
* [message] displays the unit type name when a nameless unit speaks and no
custom caption= is specified (issue 3211).
* do_not_list=yes units are no longer excluded from the debug mode-only
Create Unit dialog.
* Fixed a rare issue where disabled attacks could cause the wrong attack to
be initially selected in the Unit Attack dialog. This bug also had the
potential to cause units to the wrong attack when engaging or viewing
damage calculations.
* Fixed [scenario] map_file= being unusable in most circumstances.
Version 1.14.2
Campaigns
* Northern Rebirth:
* S02.1 Infested Caves: keep side 8 AI leader from wandering off too far
and ending up on a keep with only one hex for recruiting.
* S02.1 Infested Caves: AIs are less likely to kill each other in early
game, which would make it harder for the player otherwise.
* S02.1 Infested Caves: Dwarvish allies are also less likely to die.
* S02.1 Infested Caves: minor map tweaks and improvements.
* S05 The Pursuit: removed a bottleneck and tweaked Rod of Justice.
* Sceptre of Fire:
* In 'Caverns of Flame', fixed various issues with the volcano eruption.
* Under the Burning Suns:
* Various Quenoth unit graphics updates.
* Descent into Darkness:
* In 'A small Favor', disabled a not intended way to win the scenario.
* Secrets of the Ancients:
* Bats are transformed to normal ones already after S5
Graphics
* Fixed a minor team coloring mistake in the north-facing Revenant standing
animation.
Language and i18n
* Updated translations: British English, Chinese (Simplified), Czech, French,
Galician, German, Italian, Japanese, Scottish Gaelic, Spanish, Ukrainian
User interface
* List boxes (MP lobby game list in particular) now keep the scroll position
when they change, instead of keeping the selected item visible (issue 3016).
* Fixed MP lobby player list scrolling to top when it changes
* Fixed the first unit sometimes not being selected when opening the Recall
dialog.
* Fixed a crash when using very large portraits in [message] (issue 2912)
* Added a button to access the version info dialog to Preferences.
* Removed player list sorting options in the MP lobby. The list is now
automatically sorted alphabetically, friends first.
* Rearranged campaign difficulty menu layout
Terrains
* Removed hidden terrains that were not supposed to make it to 1.14: ^Prg,
^Prgo, ^Pwd, ^Pwdo
Miscellaneous and bug fixes
* Fixed memory leak in terrain filter code. In a huge map with Silver Mages,
it could leak several gigabytes of memory in a long session.
* Fixed: unit halo remained after undoing a recall (issue 3065)
* Fixed: unit halo intensity doubled during AMLA animation
* [change_theme] no longer causes a Lua error when theme= is not specified
instead of explicitly set to an empty string.
* [change_theme] no longer requires running a separate action to update the
UI afterwards (e.g. [redraw]) and the status panels are updated immediately.
as well.
* Lua random map generator: fixed error when flipping map; specifically this
also fixes an assert at the start of HttT S7 (Sceptre of Fire) that had a
50% chance of being triggered
* Experimental AI: fixed recruiting not working on maps without enemies, such
as the first two turns of Dark Forecast
* Experimental AI: fixed recruiting evaluations sometimes not being updated
* Replaced deprecated Lua code and all remaining uses of FOREACH and MESSAGE
macros
* Fixed [color_adjust] interacting poorly with time of day color shifts and
values outside the [-255, 255] range (issue 3144).
* Fixed a regression from 1.13.10 where modification option values couldn't
be properly saved in arrays.
* Added stricter validation to ensure units cannot have negative hitpoints,
except during specific attack-related events.
* Added deprecation notices for several macros that had them missing before.
* [message] no longer scrolls to units through fog or shroud so it matches
1.12's behavior.
* Fixed animation-wide text_color and blend_color keys being overwritten. This
fixes level-in and level-out animations sometimes fading to black instead of
white.
* Fixed [animate_unit] freezing the game when observing MP games (2970).
* Fixed carryover behaving differently when loading a start-of-scenario save
(issue 3152).
* Fixed turn replay function in MP.
* Fixed savegames being created even when not needed (issue 3150).
* Fixed handling of extra_recruit in planning mode (issue 3100).
* Fixed handling of skirmisher in planning mode.
* Fixed handling of filter_recall in planning mode.
* Fixed possible segfault at game end.
* Fixed require_resource in [resource].
* Fixed require_scenario=yes not working with map_generation (issue 3105).
Version 1.14.1
Campaigns
* Eastern Invasion:
* In 'Captured', fixed units incorrectly costing upkeep after leveling up.
* Secrets of the Ancients
* Fixed minor unit naming inconsistencies (issues 2844 and 2846).
* Under the Burning Suns
* Added custom graphics for the broken tree in S1.
* Various sprite and image updates.
* Fixed a bug in the formation ability causing defense bonuses not being
received in some cases.
Language and i18n
* Updated translations: British English, Chinese (Simplified), Czech, French,
Galician, German, Italian, Japanese, Scottish Gaelic, Slovak, Spanish
* Fixed Logging Options tooltips not being translatable (issue 2837).
* Add command-line argument to disable the filtering of incomplete translations
in the language selection list.
Multiplayer server
* Added support for matching user, IP, and email bans from a forums board
when the forum_user_handler is enabled and active. (IP and email bans with
wildcards are not supported yet.)
* Fixed various instances of the server crashing under certain conditions.
Performance
* Added an option to disable the FPS limiter for a slight performance boost.
Units
* Changed the plural name for the merfolk race from Mermen to Merfolk (issue 2940)
and replaced a few instances in core unit or terrain descriptions accordingly.
User interface
* Removed individual Join/Observe buttons for each game in the MP Lobby.
* Highlight the titles of MP games with vacant slots.
* Improved MP Lobby layout on low resolutions.
* Improved reporting of network errors in the MP lobby (issue 3005).
* Ensure the chat widget remains the correct size even after a window resize.
* Custom MP game names are now capped at 50 characters.
* Restored Era info to main MP game display.
* Improved the resolution selection criteria for the MP Lobby.
* Fixed inactive weapon specials being displayed in the Unit Attack dialog
unlike in 1.12 (issue 3033).
Miscellaneous and bug fixes
* Removed misleading tooltip text stating registered nicknames are optional for
the official MP server.
* Attempting to save a screenshot with an unsupported format now shows an error
message, instead of saving the screenshot as BMP with the requested extension.
* It is now possible to disable logdomains in the Logging Options dialog.
* Fixed the wesnoth(6) manpage claiming the default log level is 'error' when it
has been 'warning' since version 1.9.0.
* Document --log-none in the wesnoth(6) manpage.
* Avoid trying to load invalid base64-encoded data URIs.
* wesnoth_addon_manager and the addons.wesnoth.org web index can now use data URIs.
* Fixed a crash when using certain invalid color= values.
* Implemented a workaround for an unhandled std::bad_cast from string comparison
functions that caused a crash-to-desktop when opening Preferences among others
(issue 3050).
* Fixed many crashes and out-of-sync errors when using the planning mode.
Version 1.14.0
Campaigns
* Under the Burning Suns
* New set of Quenoth faction and character portraits by LordBob.
* Updated sprites for several Quenoth units.
* Fixed "Invalid WML found" error that can be caused by the Quenoth Youth
support ability.
Help browser
* Temporarily hidden Editor section as it is mostly incomplete and of little
use right now (issue 2963).
Language and i18n
* Fixed Version label on the title screen not being translatable (issue 2914).
* Updated translations: Czech, French, Galician, German, Japanese, Polish,
Scottish Gaelic, Slovak, Spanish
Multiplayer
* Fixed regression causing a crash-to-desktop when trying to log into the
server using a registered and active account without specifying a
password.
* Fixed an infinite loading screen if the server shut down or restarted
mid-login.
* Fixed an infinite loading screen when attempting to login with an
unregistered nickname followed by a registered one.
* Dark Forecast: Fixed possible Lua error when the weather changes.
User Interface
* Implemented MP chat message history saving (issue 1194, issue 2802).
* Fixed context menus not dismissing on right click.
Miscellaneous and bug fixes
* Fixed an AI assertion when a unit with one disabled attack attacked a unit
with no attacks or a single disabled attack.