Unfortunately this still does not build due to errors in the book. It's
likely this package should just be deleted, but I'll leave it around for
now in case someone speaks gnuchess and is able to patch it sufficiently.
Bump PKGREVISION anyway for the LICENSE change.
This release is mainly a bugfix release, but also contains the following changes and additions:
* fixed several bugs and problems with level template handling in the level editor
* fixed several problems with the undo/redo buttons under certain conditions
* fixed various other small and medium bugs (see commit history for details)
* improved menu screens navigation and level selection using the keyboard
* added option to use pre-defined level template for newly created levels
* added level template settings to editor/level configuration screen in editor
* added setup option to show/hide classic elements in the editor palette
* added setup option to enable/disable auto-incrementing solved levels
* added headless mode (no window) for automated tape tests using ‘autotest’
* improved progress and summary output for automatic tape replay / testing
Highlights:
* When pause is clicked, the game field should be hidden (Tom Pollok)
* Seed RNG for qqwing (Michael Catanzaro)
* Switch to C++ 11 (Michael Catanzaro)
* Fix window size growing out of control with GTK+ 3.20 (Michael Catanzaro)
* Always set header bar as the title bar (Michael Catanzaro)
* Updated translations
This package uses CMake to configure the software. Include the
GNUInstallDirs CMake module to define CMAKE_INSTALL_<dir> macros,
and use CMAKE_INSTALL_MANDIR as the location for the installed
manpages. The correct environment variables are passed so that
${CMAKE_INSTALL_MANDIR} points into ${PKGMANDIR}.
- Command history based on readline.
- New commands: coords/nocoords to enable/disable coordinates
when printing the board.
- Command pgnsave will prompt the user to overwrite or not an existing
file instead of appending the current game to the file.
- New languages.
- Bug fixes.
This is the Linux "port" of BSD fortune, but has been patched to work with
BSD fortune files so that those available already in pkgsrc will work. The
pkgsrc strfile has been made a full dependency so that those with dat files
in the Linux format can easily regenerate them to be compatible.
Packaged by Wes Frazier in PR 52431, some fixes by myself.
Gargoyle is an IF player that supports all the major interactive fiction
formats.
Most interactive fiction is distributed as portable game files. These portable
game files come in many formats. In the past, you used to have to download a
separate player (interpreter) for each format of IF you wanted to play.
Gargoyle is based on the standard interpreters for the formats it supports.
Gargoyle is free software released under the terms of the GNU General Public
License.
## v0.13.3 / 2017-07-15
Bugs:
* Fix `undefined method [] for nil:NilClass` error on `svg` (was a regression error in librsvg that we worked around.)
* Bump dependencies to latest stable versions. Pango et al. to 3.1.7 and Cairo to 1.15.9. This fixes some compatibility issues.
Changes in v0.9.8:
* Correcting a packaging error, and addressing compiler warnings
that surface in GCC 3.3.
Changes in v0.9.7:
* Fixed compiler warnings on Debian, and installer problems.
Changes in v0.9.6:
* New theme ``fabo''
Changes in v0.9.5:
* Porting some dialog bugfixes in xscorch over to xpuyopuyo
* Porting over xscorch's help system into xpuyopuyo
* Cleaned up configure script a bit
Changes in v0.9.4:
* More verbose error message if theme load fails
* Fixed '//' path problem that prevented execution on cygwin
Changes in v0.9.3:
* New theme added -- Spheres
* Some documentation cleaning
Changes in v0.9.2:
* Fixed p_ai_decide() prototype error (spotted by Patrick Markiewicz)
* Fixed configure error that was introduced by the stow patch.
* Minor correction in network timeout code.
* Sound effects implemented, although we're still experimenting with
the actual effects. Command-line options
- Fix: Add missing game script event for ships arriving at a station [FS-6560] (r27859, r27858)
- Fix: StringID truncation to 16 bits broke string remapping test [FS-6555] (r27851)
- Fix: Infinite loop in pathfinder when checking safe waiting position from a waypoint [FS-5926] (r27846)
- Fix: [YAPF] Consider depot as destination before reversing path and applying penalty (r27843)
- Fix: Don't consider locks or ship depots as clear water when placing industries (r27841)
- Fix: Small news window's fake caption was not sized to fit its text (r27838)
- Fix: Black remap did nothing in 8bpp-simple blitter (r27837)
- Fix: Misaligned resize icon due to widget bounds being inclusive (r27831)
- Fix: Update viewport sign dimensions when changing GUI zoom level (r27827, r27819)
- Fix: Vehicle viewport is not user scrollable so flag window as such (r27823)
- Fix: Allow dropdown to be drawn above origin widget even with scrollbar (r27820)
- Fix: 32bpp-anim blitters assumed that pitch and width of the screen were equal [FS-6545] (r27796)
- Fix: Chat text background overflowed due to missing padding [FS-6526] (r27794)
- Fix: Failed to load lzo compressed savegames sometimes [FS-6450] (r27793)
- Fix: [Win32] Mark OpenTTD as DPI-aware to avoid OS window scaling that breaks mouse input [FS-6366] (r27791, r27790)
- Fix: [NewGRF] Get vehicle load amount after executing new cargo trigger [FS-6536] (r27788)
- Fix: AI configuration changed incorrect parameter when some parameters are hidden [FS-6479] (r27787, r27786)
- Fix: Buoys not always drawn after being placed depending on zoom level [FS-6508] (r27785)
- Fix: Allow rail conversion even if ship is on tile [FS-6505] (r27784)
This release adds the showif statement to screen language. The showif statement shows and hides its children based on a condition. When its children are ATL transforms, showif delivers ATL events to manage the show and hide process.
Ren'Py's image prediction mechanism now models the return stack, and can predict images through a call and return pair. Previously, a call followed by a return would block image prediction.
Ren'Py now predicts that the start label will be called from the main menu. This will help to avoid unpredicted image loads at the very start of a game.
The ATL on statement now can take a comma-separated list of event names.
The new updater.UpdateVersion() function contacts an update server and determines if an update is available.
The new renpy.invoke_in_thread() function runs a function in a background thread, and restarts the interaction when that thread finishes.
While in self-voicing mode, the {w} and {p} tags are ignored.
The Traditional Chinese and Russian translations have been updated.
Bug Fixes
---------
Fixed a regression that could cause hiding transforms to skip time.
Fixed a bug that would cause the screen language if statement to show children from blocks with a false condition, if those child blocks were run during prediction.
Fixed an issue where SetScreenVariable and ToggleScreenVariable were declared as pure functions, but weren't. They now have been reimplemented as pure functions.
Fixed an issue where a grab could fail to transfer between interactions, leaving Ren'Py unresponsive.
Welcome to XLennart...
Ever get the feeling that nothing is going right? You're a sysadmin, and
someone's trying to destroy your computers. The little people running around
the screen are trying to infect your computers with SystenD [TM], a virus
cleverly designed to resemble a popular init system. Your objective is to click
the mouse on them, ending the potential threat. If one of the people reaches a
computer, it will attempt to replace your operating system with the virus it
carries. It will then attempt to run off the screen with your vital software.
The game ends when only 1 (or 0) of your computers are being productive.
Additionally, some computers are connected with network cables. When one
computer on a network becomes infected, a spark will be sent down the cable,
and will infect the computer on the other end when it reaches there.
Clicking the button on one of the little people will cause it to cry out in
pain and melt (id software eat your heart out!), dropping the stolen os if it
is carrying one. If a computer is running SystenD or is temporarily off, the os
can be dragged back to the computer (or another computer compatible with that
os). To extinguish a spark drag the bucket of water from the upper left corner
onto it.
## v0.13.2 / 2017-01-27
Bugs:
* Bump dependencies to latest stable versions. Pango et al. to 3.1.1 and Cairo to 1.15.5. This fixes some compatibility issues we noticed on Linux and Macs.
LGOGDownloader 3.2
- Fixed crash in Website::getGames
* Sometimes JSON value for updates was null. For example when user
owns a dlc but not the base game. This caused a crash due to std::stoi
throwing std::invalid_argument exception.
- Changed --login to use GOG Galaxy login method
* Galaxy login tokens are stored to "$XDG_CONFIG_HOME/lgogdownloader/galaxy_tokens.json"
- Added initial support for some Galaxy API features
- Show product id for game when using --list-details
* Product id is used with some Galaxy related commands
MASTER_SITES= site1 \
site2
style continuation lines to be simple repeated
MASTER_SITES+= site1
MASTER_SITES+= site2
lines. As previewed on tech-pkg. With thanks to rillig for fixing pkglint
accordingly.
0.92.1
- Fixed large menu scale factors (was broken in 0.92.0).
- Fixed PAUSE key (was broken in 0.92.0).
- Updated some of the third-party libraries.
0.92.0
- SDL2 Game Controller support.
- Contrast support with new "contrast" cvar, behaving the same as MarkV.
It may be a useful alternative to the existing gamma control for
laptops in a bright environment, etc. Raising contrast gives less of a
gray/washed out look than raising gamma, but at a disadvantage: colors
near white get clipped to white.
- RMQ protocol (999) support, adapted from RMQEngine.
- New "-protocol x" command line option. Accepted values for 'x' are 15
(NetQuake), 666 (FitzQuake, default), and 999 (RMQ).
- New "setpos" console command.
- New "vid_borderless" cvar for getting a borderless window.
- Increased MAX_MAP_LEAFS from 65535 to 70000 and MAX_LIGHTMAPS from 256
to 512 in order to handle the oms3 map pack.
- Server edicts are now allocated using malloc instead of allocating on
the hunk.
- gl_clear now defaults to 1.
- Fix items falling out of the world on oms3.bsp on SSE builds.
- Worked around an OSX 10.6 driver bug when using FSAA, which was
leading to an unplayable HOM effect on the rest of the screen.
- Fix wrong trace endpoint from the tracepos console command.
- Updated some of the third-party libraries. Other fixes/clean-ups.
0.91.0
- Fix unwanted fog mode change upon video restart.
- Work around Intel 855 bug in status bar drawing with "r_oldwater 0"
and "scr_sbaralpha 0".
- Fix an obscure GLSL bug where changing gamma would result in the
screen turning to noise.
- Fix GLSL gamma causing the tiled screen border to turn white when
"sizedown" is used.
- Fix an alias model VBO renderer bug where a model not precached
during map start wouldn't be drawn.
- Fix the order of OpenGL context creation and window creation in SDL2
video.
- Fix a calling convention issue in windows DPI awareness function
pointers.
- Fix a random texture recoloring after video mode change.
- Fix a liquid turning to garbage after several video mode changes and
"r_oldwater 0".
- Fix a wrong alpha-sorting bug introduced in 0.90.1.
- Fix "flush" command not reloading mdl's from disk (bug introduced in
0.90.1).
- Prevent a possible buffer overflow in Cbuf_Execute (old Q1/Q2 bug).
- Prevent a possible vulnerability in MSG_ReadString (old Q1/Q2 bug).
- New cvars r_lavaalpha, r_slimealpha, r_telealpha for fine-tuning
specific liquid opacities (from DirectQ/RMQEngine, non-archived,
default to 0), and new worldspawn keys _wateralpha, _lavaalpha,
_slimealpha, _telealpha, _skyfog (unique to Quakespasm, similar to
the behaviour of the "fog" worldspawn key).
- GLSL gamma is now supported on older hardware without NPOT extension.
- New r_pos command to show player position.
- NaN detection in traceline with "developer 1" set now warns instead of
errors.
- Update third-party libraries.
- Default max_edicts 8192 (was 2048) and no longer saved to config.cfg.
- Default heapsize 256 MB (was 64 MB).
- Default zone 4 MB (was 384 KB).
- Raised MAX_SFX to 1024 (was 512).
0.90.1
- Fix dynamic light artifact where changing lightmap are rendered one
frame late (bug introduced in 0.90.0).
- Fix texture memory leak when changing video modes with SDL2.
- Fix rare incorrect mdl lighting on 64-bit builds. (details here.)
- Fix fullbrights turning black after "kill" command (bug introduced in
0.90.0).
- Clear all fog values on map change to prevent colored fog carrying
over to jam3_tronyn.bsp.
- Allow loading saves with } character in quoted strings, fixes issue
with retrojam1_skacky.bsp.
- Fix viewmodel not lerping on extended-limit maps.
- Fix crash on out-of-bounds skin number.
- Use multithreaded OpenGL on OS X for better performance.
- New, faster mdl renderer using GLSL. Disable with "-noglslalias".
- New gamma correction implementation using GLSL. Fixes all known gamma
issues (affecting the full display, persisting after quitting, or
darkening the screen on OS X). Disable with "-noglslgamma".
- Use high-quality water by default (r_oldwater 0).
- Shadows use stencil buffer to avoid overlapping artifacts (from MarkV.)
- r_noshadow_list cvar added (from MarkV.)
- Support pausing demo playback with the "pause" command.
- Autocompletion for "game", "record", "playdemo".
- Experimental windowed fullscreen mode available with
vid_desktopfullscreen 1 (only in SDL2 builds, takes effect upon
entering fullscreen mode the next time.)
- Silence "exceeded standard limit" messages unless developer cvar is
>= 1.
- Some spam moved from developer 1 to 2: "can't find tga/lit/ent",
"trying to load ent", "bad chunk length", "meshing",
"PR_AlocStringSlots: realloc'ing"
- Clean up IDE project files to build on fresh systems.
- Update 3rd-party libraries.
LGOGDownloader 3.1
- Make libcurl usage thread-safe (Patch by: Philipp Kerling)
* libcurl internally uses signals by default, which will crash the application when using multiple threads.
* Setting CURLOPT_NOSIGNAL on all handles avoids the crashes and is recommended in the libcurl documentation.
- Made getTerminalWidth detect if it is running in a terminal before trying to get the width (Patch by: Steffan Byrne)
* Before this change, if you tried to pipe the standard out to a file or run this as a process, it would fail.
- Moved global curl init/cleanup and ssl thread setup out of the Downloader class
* Allows using libcurl calls before calling Downloader::init() which can be useful in future
- Some code restructuring
* Moved some code from Downloader::init() to constructor
* Added function API::isLoggedIn()
* Added function Downloader::isLoggedIn()
* Downloader::init() no longer calls Downloader::getGameList() it is now called from other functions when needed
- Fixed some login issues
- Limit download thread count to number of items in download queue
- Rewrote and removed lots of duplicate code from Downloader::checkStatus()
* --status now tries to get remote file hash for patches and language packs
* GOG doesn't provide xml data for extras so we still have to rely on local xml data for those
- Made --list show number of updates for games that have been updated
* Allows user to check for updated games more easily
- Replaced all printf and sprintf calls using new Util::formattedString() function
* Util::formattedString creates formatted std::string using std::snprintf
* Fixes possible buffer overflow in Downloader::printProgress() caused by sprintf call
Now depends on qt5-qt{tools,base}. From changes.txt:
Solarus 1.5.1 (2016-11-29)
__________________________
Engine changes
--------------
* Add Spanish translation of the launcher GUI (thanks Diarandor!).
* Fix registering quest to the launcher at quest install time (#948).
* Fix crash when a carried bomb explodes (#953).
* Fix crash when a scrolling teletransporter is incorrectly placed (#977).
* Fix crash when an entity has a wrong savegame variable type (#1008).
* Fix memory leak when creating lots of surfaces (#962).
* Fix cleanup of the quest files at exit.
* Fix error in sol.main.load_settings() when the file does not exist.
* Fix ground ignored after hero:unfreeze() or back to solid ground (#827).
* Fix entity:get_name() returning nil after the entity is removed (#954).
* Improve error messages of surface creations and conversions.
* Chests: set an initial value "entities/chest" to the sprite field.
Solarus launcher GUI changes
----------------------------
* Start the selected quest by pressing Return or double-clicking (#949).
Sample quest changes
--------------------
* The sample quest is now in a separate repository (#996).
__________________________
Solarus 1.5.0 (2016-07-27)
__________________________
Engine changes
--------------
* Add a launcher GUI to ease chosing a quest and setting options (#693).
* Rename the solarus_run executable to solarus-run.
* Add version number and symbolic links when building the library.
* Add a -lua-console option to run Lua code from the standard input.
* Remove the -win-console option, the preferred way is now to use a GUI.
* Add a -turbo option to run at full speed.
* Add a -lag option to simulate slower systems for debugging.
* Print when the main loop starts and stops.
* Print the Lua version at startup (#692).
* Outputs are now prefixed by [Solarus] and the current simulated time.
* Musics: Add support of custom OGG looping (#643).
* Maps: allow more than 3 layers (#445).
* Improve the performance of loading big maps (#854).
* Improve the performance of custom entity collisions.
* Improve the performance of collisions by using a quadtree.
* Entities far from the camera are no longer suspended.
* The hero no longer automatically jumps when arriving on water (#530).
* Destinations can now set to update or not the starting location (#819).
* Teletransporters on the side of the map now work on all layers (#850).
* Streams can now have a speed of zero (#496).
* Fix crash when main.lua has a syntax error.
* Fix crash with missing directions in sprites controlled by the engine (#864).
* Fix sprite:on_animation_finished() and others not working sometimes (#799).
* Fix error in sprite:set_animation() when the direction is missing (#937).
* Fix straight movement precision.
* Fix freeze when loading a map with tiles outside the limits (#875).
* Fix crash when trying to use a non-saved item (#889).
* Fix sword tapping sound still played when the game is suspended (#797).
* Fix hero:set_invincible() not working without duration (#805).
* Fix lifted item walking animation only accepting 3 frames (#645).
* Fix enemy:set_attack_consequence_sprite() with thrown items (#834).
* Fix custom_entity:set_can_traverse() for doors (#716).
* Fix custom_entity:set_can_traverse_ground() for some grounds (#794).
* Fix custom entity collisions missed for entities that do not move (#671, #883).
* Fix custom_entity:get_modified_ground() returning nothing.
* Fix custom_entity:on_ground_below_changed() not called (#738).
* Fix missing notifications in custom_entity:set_origin() (#880).
* Fix creating an entity with the same name as another one just removed (#795).
* Fix parallax scrolling for dynamic tiles (#816).
* Fix crash when a diagonal tile is not square (#837).
* Fix crash when the teletransporter after stairs is missing.
* Fix non-blocking stream turns after going south (#648).
* Fix text_surface:set_rendering_mode() not working (#833).
* Fix possible freeze when changing the position of a path finding entity.
* Fix circle_movement:set_initial_angle() not working (#721).
* Fix straight movement setting speed to zero when reaching obstacles (#633).
* Fix support of joypads with multiple axes.
* Fix sol.input.get_mouse_coordinates() ignoring the zoom factor (#734).
Lua API changes
---------------
Changes that introduce incompatibilities:
* Fix missing collision detections and entity notifications.
* chest:on_empty() is replaced by chest:on_opened(treasure) (#483).
* Enemy ranks no longer exist, set_hurt_style() needs to be called (#449).
* Items with amount now have a default max amount of 1000 (#688).
* New ability "jump_over_water" in game:get/set_ability(), off by default (#530).
* Fix hero state name "freezed", renamed it to "frozen" (#813).
* Fix map:get_entities() not returning the hero (#670).
* Fix map:create_custom_entity() not erroring when width/height are missing.
* map:get_camera_position() is now deprecated, use camera:get_bounding_box().
* map:move_camera() is now deprecated, use a camera movement instead.
* map:draw_sprite() is now deprecated, use map:draw_visual() instead (#661).
* Fix entity:set_enabled(true) delayed while it blocks the hero (#817).
* Fix brandished treasure sprite and shop treasure sprite not animated (#790).
* circle_movement:get/set_initial_angle() now use degrees (#721).
* Add ability to hide mouse cursor (#891).
Changes that do not introduce incompatibilities:
* Add a function sol.main.get_solarus_version() (#767).
* Add a function sol.main.get_quest_format().
* Add a function sol.main.get_type() (#744).
* Add a method game:set_suspended() (#845).
* Add methods map:get_min_layer() and map:get_max_layer() (#445).
* Add a method map:get_entities_by_type() (#796).
* Add a method map:get_entities_in_rectangle() (#142).
* Add a method map:draw_visual() to draw any drawable object (#661).
* Add a method map:get_camera() (the camera is now a map entity).
* Add methods map:set_world() and map:set_floor() (#656).
* map:get_entities() can now be called without parameter to get all entities.
* map:get_entities*() functions now give entities sorted in Z order (#779).
* Add an event entity:on_movement_started().
* Add a method entity:get_max_bounding_box() considering sprite boxes (#754).
* entity:get_center_position() now also returns the layer.
* Add a method entity:get_facing_position().
* Add a method entity:get_facing_entity() (#877).
* Add a method entity:get_ground_position() (#830).
* Add a method entity:get_ground_below() (#830).
* entity:set_optimization_distance() is now only a hint for the engine.
* entity:test_obstacles() now also works without parameters.
* entity:overlaps() now has an optional collision mode parameter (#748).
* Add entity:get_sprite() to all entities, with an optional name value (#669).
* Add a method entity:get_sprites() (#851).
* Add methods entity:bring_sprite_to_front/back() (#809).
* enemy/custom_entity:create_sprite() now take an optional name value.
* hero:save_solid_ground() can now take a function parameter (#667).
* Add a method hero:start_attack() (#821).
* Add methods npc:is/set_traversable() (#712).
* Add methods chest:get/set_treasure() (#664).
* Add an event chest:on_opened() with treasure info parameters (#483).
* Add methods dynamic_tile:get_pattern_id() and get_modified_ground() (#755).
* Add methods destination:get/set_starting_location_mode() (#819).
* Add a method switch:is_walkable() (#729).
* Add a method switch:is_locked().
* Add a method sprite:get_num_frames() (#818).
* Add methods sprite:get_size() and sprite:get_origin() (#823).
* sprite:set_animation() now takes an optional callback parameter (#861).
* Add a method surface:get_opacity() (#722).
* Add methods surface/text_surface/sprite:get/set_blending_mode (#930).
Data files format changes
-------------------------
* New directory logos to put the logo and icons of your quest, used in the GUI.
* Quest properties: New properties describing the quest, used in the GUI (#838).
* Quest properties: the title_bar property no longer exists, use title instead.
* Maps: New properties min_layer and max_layer (#445).
* Maps: Enemies no longer have a rank property (#449).
* Maps: New property starting_location_mode on destinations (#819).
* Maps: width and height of custom entities are now mandatory as documented.
* Dialogs: Allow empty texts.
Sample quest changes
--------------------
* Lots of new sprites and sounds from Diarandor.
__________________________
Solarus 1.4.5 (2015-11-22)
__________________________
Bug fixes for the 1.4 release.
* Fix file name not shown when there is an error in dialogs file (#718).
* Fix saving special characters in data files (#719).
* Fix sol.main.load_file() returning a string instead of nil on error (#730).
* Fix performance issue when sprites have huge frame delays (#723).
* Fix collisions triggered for removed entities (#710).
* Fix hero disappearing if lifting animation has less than 5 frames (#682).
* Fix collisions with diagonal dynamic tiles larger than 8x8 (#486).
* Fix path finding movement not working with NPCs (#708).
* Fix stuck on non-traversable dynamic tiles covered by traversables (#769).
* Fix collision detection of custom entities that do not move.
* Fix pickables with special movement falling in holes too early.
* Fix blocking streams not working when the hero's speed is greater (#488).
__________________________
Solarus 1.4.4 (2015-08-19)
__________________________
Bug fixes for the 1.4 release.
* Fix pickables falling in holes even when hooked (#740).
__________________________
Solarus 1.4.3 (2015-08-12)
__________________________
Bug fixes for the 1.4 release.
* Fix a compilation error with Mac OS X.
* Fix crash at exit when a surface has a movement with callback (#699).
* Fix crash when removing a custom entity (#690).
* Fix crash when a sprite file is missing or has no animation (#700).
* Fix crash when trying to remove a sprite already removed (#705).
* Fix crash when a custom entity collision or traversable test errors.
* Fix crash when changing hero sprites sometimes.
* Fix crash when sound buffers are full.
* Fix crash in map:get_ground() with out of bounds coordinates.
* Fix Lua error message saying "number expected" instead of "string expected".
* Fix game:set_command_keyboard/joypad_binding refusing parameters.
* Fix map scrolling not working if quest size is not a multiple of 5 (#701).
* Fix camera:move() ignoring separators.
* Fix entities already destroyed when map:on_finished() is called (#691).
* Fix entity:bring_to_front()/back() ignoring the order of obstacles.
* Fix hero stuck on blocks.
* Fix hero going backwards on ice sometimes.
* Fix custom_entity:set_can_traverse_ground() giving opposite result (#668).
* Fix enemy:immobilize() having no effect when already immobilized.
* Fix dying animation of flying and swimming enemies.
* Fix the position of the shadow of pickables when they move.
* Fix pickables not reacting to their ground (#655).
## v0.13.1 / 2017-01-06
Bugs:
* New Windows installations break because Rubygems looks for 1.15.4 and it's not there (yet). Locking into Cairo 1.15.3 and being more conservative from now on.
## v0.13.0 / 2017-01-04
Features:
* `save_pdf`'s `crop marks` have a `:full` option that draw lines across the entire page.
Bugs
* Fix `Squib::DataFrame#to_pretty_text` modification issue (#191)
* Downgraded Pango et al. back to 3.0.9 from 3.1.0 because there are bugs in the new gobject-introspection library.
Chores:
* Shrank the gem itself by ignoring test data. From about 5mb to 64kb - yay!
* Bump roo to newest version (2.7.0).
* Bumped Nokogiri to latest version (1.7.0).
* Re-organized the samples folder for better regression and sanity testing prior to release.
- 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).
BUILD_DIRS= src
is equivalent to:
BUILD_MAKE_FLAGS+= -C src
"${COMPILER_RPATH_FLAG}${X11BASE}/lib"
is preferred over:
-Wl,-rpath,${BUILDLINK_PREFIX.libX11}/lib
No functional change (on NetBSD).
Pointed out by <joerg>
Core War is a game in which two or more virus-like programs fight against
each other in a simulated memory space or core.
Core War programs are written in an assembly language called Redcode which is
interpreted by a Core War simulator or MARS (Memory Array Redcode Simulator).
The object of the game is to prevent the other program(s) from executing.