- use standard headers
- don't use perror, don't use sprintf
- fix time handling issues
- compile in paths so the data can be installed (from patch-ab)
- fix name conflict with libc
- avoid undefined behavior
- avoid implicit int for clang
- declare own functions, sprinkle const and static, and fix
signedness to get a clean build (except for one remaining issue
where it's not clear what to do)
- remove unused elements detected by gcc
- fix some problems detected by gcc
- fix a startup crash
- modernize the makefile
Also, don't install the raw image bitmap data and the scripts to digest
it; install only the digested form, as that's all that's used at runtime.
Features:
save_pdf now supports crop marks! These are lines drawn in the margins of a PDF file to help you cut. These can be enabled by setting crop_marks: true in your save_pdf call. Can be further customized with crop_margin_bottom, crop_margin_left, crop_margin_right, crop_margin_top, crop_marks, crop_stroke_color, crop_stroke_dash, and crop_stroke_width (#123)
Squib.configure allows you to set options programmatically, overriding your config.yml. This is useful for Rakefiles, and will be documented in my upcoming tutorial on workflows.
Squib.enable_build_globally and Squib.disable_build_globally are new convenience methods for working with the SQUIB_BUILD environment variable. Handy for Rakefiles and Guard sessions for turning certain builds on an off. Also will be documented in upcoming workflow tutorial.
The import methods csv and xlsx now return Squib::DataFrame, which behaves exactly as before - but has more cool features like being able to do data.name instead of data['name']. Also: check out data.to_pretty_text. Check out the docs. (#156)
Bugs:
showcase works as expected when using backend: svg (#179)
Graphics will get flushed upon exit, so working under Guard with backend: svg is more reliable (#180)
Docs:
Wrote out documentation for Squib and GameIcons
Wrote out documentation for Hello World! Dissected
Un-submoduled our samples and simply embedded them into the docs (e.g. Squib Thinks in Arrays). Lots of cleanup there
Wrote up Squib in Action, which documents other Squib projects. Ask for yours to be put there!!
Chores:
Bumped dependency roo to 2.5.1. Nothing that affects Squib users (probably).
Bumped graphics and text dependencies (cairo to 1.15.3, pango+rsvg et al. to 3.1.0). No new features for us, but some stability improvements.
LGOGDownloader 3.0
- Ported code to use tinyxml2 instead of tinyxml (patch by: Ferdinand Thiessen)
- Added support for new language: Bulgarian
- Added support for parallel downloads
* Use --threads to set how many parallel downloads you want to run
* If libcurl uses openssl then libcrypto is required to compile the downloader
- Added support for getting game details in parallel
- Added support for DLC language packs
- Show average download rate after download has finished
- Fixed issue with some GOG XML data files
* Some GOG XML data files contain additional nodes/elements that were not handled properly and caused issues
- Removed obsolete getpass() calls, use termios to control terminal ECHO
- Added option to set CA certificate path
* --cacert option can be used to set path to CA certificate bundle in PEM format
* CURL_CA_BUNDLE environment variable is used if it is set and CA certificate path is not set with --cacert option
- Moved cover list to git repository
* New url: https://raw.githubusercontent.com/Sude-/lgogdownloader-lists/master/covers.xml
- Use list of games that are known to have DLC and ignore DLC count that GOG provides for those games
* Fixes issues caused by GOG providing incorrect dlc count information for games with DLC
* If local list ($XDG_CONFIG_HOME/lgogdownloader/game_has_dlc.txt) exists then remote list isn't used
* --dlc-list option is used to set url for the list (default: https://raw.githubusercontent.com/Sude-/lgogdownloader-lists/master/game_has_dlc.txt)
- Made downloader work better when invoked by Gentoo's package manager (patches by: James Le Cuirot)
* Exit with non-zero status when --list or --list-details fails
* Exit with non-zero status when at least one --download-file fails
* Add --respect-umask option to prevent adjusting permissions
Squib is a Ruby DSL for prototyping card and board games. Write a
little bit of Ruby, define your deck's stats, then compile your
game into a series of images ready for print-and-play or even
print-on-demand. Squib is very data-driven and built on the principle
of Don't Repeat Yourself. Think of it like nanDeck done "the Ruby
way".
pkgsrc changes:
- Switch to GitHub framework
- Update HOMEPAGE
- Set LICENSE (GPLv3)
- Upstream switched from C to C++
- Require boost-libs and boost-headers
- SETGIDGAME -> USE_GAMESGROUP
- Need to fix VARBASE differently (now with SUBST framework)
- Drop unneded patches
- Enforce any curses library (with a patch)
upstream changelog
==================
==0.43.1==
Small fixes: appdata and desktop file, moved to an unordered_set header that
should work on most compilers. Should still port to autotools or something
similar sometimes in the future.
==0.43==
Complete code rewrite. As I go on trying to grok C++, algorithms and data
structures, and as I started to understand more of Peter's code, I found
it useful to rewrite all this stuff from scratch.
This should solve some issues and probably introduce new ones. Therefore this
version needs a lot of playtesting and bug-hunting.
The algorithm has been split into two, one with the next block preview (normal)
and one without (harder).
New and more sophisticated techniques are now used to write the block-choosing
algorithms, which should not be fooled as easily as before.
Address conflicts of local gettext.h with /usr/include/libintl.h.
Undefine system symbols and allow package's specific ones.
GUI presents correctly texts in a local language.
Packaged for wip by Yorick Hardy and Jonathan Schleifer.
Arx Libertatis is a cross-platform, open source port of Arx Fatalis,
a 2002 first-person role-playing game developed by Arkane Studios.
This is the game engine - the data files are not included.
3.20.4 - July 13, 2016
======================
* Avoid accidental use of C++ 11
3.20.3 - July 11, 2016
======================
* Seed the RNG so we actually get different puzzles each run
Cosmosmash - A space rock shooting video game.
In this game, you control a base that must destroy rocks before they hit the
ground, or you lose points. You must also prevent "spinners" from touching the
ground, or your base will explode.
This game is a clone of the 1981 Astrosmash game for the Intellivision by
Mattel Electronics.
Violetland is an open source cross-platform game similar to Crimsonland.
In this game the player should help a girl by name of Violet to struggle with
hordes of monsters. For this purpose the various weapon, and also the special
abilities of the heroine which are opening with experience can be used.
wordwarvi, or "Word War vi", is an old school '80's style side
scrolling space shoot'em up video game.
You pilot your "vi-per" craft through core memory, trying to avoid
OS defenses and wipe out the memory hogging emacs processes and
rescue lost vi-per pilots (.swp files) stranded from crashed vi
sessions before heading through the socket to the next node in the
cluster to do it all over again.
Originally packaged in pkgsrc-wip by:
- Thomas Klausner
- Aleksej Saushev
and
- myself.
Barrage is a rather destructive action game that puts you on a shooting range
with the objective to hit as many dummy targets as possible within 3 minutes.
You control a gun that may either fire small or large grenades at soldiers,
jeeps and tanks. Targets are fast paced and require careful aiming as it takes
half a second to reload the gun. In addition, you have to keep an eye on your
ammo and reload in time.
Armagetron Advanced is a multiplayer game in 3D that attempts to emulate
and expand on the light cycle sequence from the movie Tron.
Tron was an arcade game based on the movie of the same name, release by
Disney in 1982. The original game consisted of 4 sub-games, the only one of
concern is the 'Light Cycles' one, in which the player uses a left/right
joystick to control a 'Light Cycle' which leaves a wall behind it wherever
the cycle it goes, turning only at 90 degree angles. The player must then get
the AI to crash into their wall while avoiding hitting the AI's own wall
themselves. Those were the humble beginnings of Armagetron Advanced's
game play, which has now blossomed into 16 player mayhem, with highly
advanced AI, network game play, and of course all in a 3D environment.
Server for the armagetronad game.
Originally packaged in pkgsrc-wip by:
- Adam Hoka
- Thomas Klausner
- David Sainty
- Aleksej Saushev
- Sevan Janiyan
and
- myself.
Armagetron Advanced is a multiplayer game in 3D that attempts to emulate
and expand on the light cycle sequence from the movie Tron.
Tron was an arcade game based on the movie of the same name, release by
Disney in 1982. The original game consisted of 4 sub-games, the only one of
concern is the 'Light Cycles' one, in which the player uses a left/right
joystick to control a 'Light Cycle' which leaves a wall behind it wherever
the cycle it goes, turning only at 90 degree angles. The player must then get
the AI to crash into their wall while avoiding hitting the AI's own wall
themselves. Those were the humble beginnings of Armagetron Advanced's
game play, which has now blossomed into 16 player mayhem, with highly
advanced AI, network game play, and of course all in a 3D environment.
Originally packaged in pkgsrc-wip by:
- Adam Hoka
- Thomas Klausner
- David Sainty
- Aleksej Saushev
- Sevan Janiyan
and
- myself.
Einstein puzzle is a free cross-platform open source remake of old
DOS game Sherlock which was inspired by Albert Einstein's puzzle.
The game goal is to open all cards in square of 6x6 cards. For this,
a number of hints describing relations between card positions are
given. Use them to find the correct layout.
* Switched to .tar.xz.
* Added missing depednencies; now all supported engines are built.
* FluidSynth is not an option any more.
* Enabled release mode; but without forced compiler optimisations.
Drop maintainership.
Version 0.0.5 May 2013
- new Swedish and Esperanto translation and updated French translation many
thanks to the translators
- AROS support inside the code
- minor usability improvements in the menu sytem
- slightly lower requirements on libpng and lua versions
3.20.2 - May 22, 2016
=====================
* Fix window size growing out of control with GTK+ 3.20
3.20.1 - May 7, 2016
====================
* Updated translations
Changes:
Version 1.12.6:
* Campaigns:
* Legend of Wesmere:
* Fixed recruit lists for AI sides in MP mode.
* Made it so the campaign displays an error and aborts when started with
Shuffle Sides enabled in MP mode.
* Language and i18n:
* Updated translations: British English, Galician, Italian, Japanese,
Portuguese, RACV, Russian, Scottish Gaelic, Slovak, Spanish, Swedish
* Terrains:
* Fixed glitches of river ford transitions.
* User interface:
* GUI1 comboboxes now use the thinner menu frame style.
* Fixed minimap buttons appearing without contents or in the wrong state
when the game window is resized, when using debug commands to toggle fog
and/or shroud, and probably a lot of other occurrences that are now
covered by a proper fix on top of the quick hacks shipped with versions
1.11.16 and 1.12.3.
* Fixed MP lobby games list coming up empty when Invert is checked while
Apply Filter is not (bug #23117).
* Fixed Observers icon appearing behind other top bar items in MP games on
horizontal UI resolutions < 1024 (bug #24455).
* Fixed ToD schedule progress indicator appearing behind other top bar items
on vertical UI resolutions < 600.
* Miscellaneous and bug fixes:
* Revert all updates to hot-key handling which broke letter-based short-cuts
on non-US keyboard layouts, where characters are in different key
locations (bug #24186).
* Fix the move-to-targets candidate action of the default AI ignoring tunnels
* Fix two rare bugs in the goto candidate action that resulted in goto moves
by other units being skipped after a unit could not get to its goal.
* Fixed possible assertion failures in multiplayer.
* Fixed false positive OOS messages in replay when replaying games from an
older Wesnoth version.
* Fixed saving the game during a replay creating corrupt saves (bug #23310).
* Fixed unit test compilation against Boost 1.60 and later (bug #24234).