Commit graph

5840 commits

Author SHA1 Message Date
wiz
1957d9de75 scummvm: fix build with fluidsynth 2.2.0 2021-04-06 22:04:36 +00:00
wiz
62641e44b4 *: bump PKGREVISION for fluidsynth ABI bump 2021-04-05 10:55:28 +00:00
nia
42c7ef835e add games/valyriatear
Valyria Tear is an open-source single-player medieval-fantasy 2D J-RPG based
on an extended Hero of Allacrost engine and inspired by classic console
RPGs.

The player incarnates Bronann, a young boy forced to take part into the
struggle for the possession of a mysterious crystal. This powerful artifact
will lead him to discover the actual threat set upon his world, but also
courage and love.

The game has all the features you can expect from JRPG classics: entertaining
story development, colourful map exploration, active side-view battles,
character management, puzzles... It is also translated in several languages.
2021-04-04 11:10:37 +00:00
nia
ff4e9f6a48 eternal-lands: rename script to match upstream's wrapper script 2021-04-04 09:11:54 +00:00
nia
8a2c92be80 add games/eternal-lands
Eternal Lands is a freee 3D fantasy MMORPG (massively multiplayer online
role playing game).

There are no fixed class restrictions, so you can develop your character in
any way you wish. You, as a player, determine exactly how you develop your
character. If you make mistakes, or decide to change or adjust your build,
you can do so.
2021-04-04 09:09:30 +00:00
nia
569a275be2 openarena: install missionpack mod 2021-04-03 18:55:35 +00:00
nia
12625b7a37 remove debian-specific lines 2021-04-03 18:38:28 +00:00
nia
0170920df0 ioquake3: add symlinks to binaries / man pages from debian
should make it easier to run this.
2021-04-03 18:03:12 +00:00
nia
02b4f80b10 add games/openarena
OpenArena is a community-produced deathmatch FPS based on GPL idTech3
technology.

There are many game types supported including Free For All, Capture The
Flag, Domination, Overload, Harvester, and more.
2021-04-03 15:34:03 +00:00
micha
a35084e30f games/woof: Update to 4.0.2
Woof! 4.0.2
-----------
- Add a config example for Vanilla automap colors (thanks @OpenRift412).
- Do not collapse leading slashes on Windows anymore in NormalizeSlashes()
  to recognize canonicalized Windows paths (@rfomin).
- Prevent running out of stack space in P_SetMobjState() (@rfomin).
- Only save MUSINFO music in savegames if it's actually playing.
- Keep the comp_3keydoor compatibility flag out of the comp[] array to
  prevent demo header mismatch with PrBoom+
2021-03-31 10:09:15 +00:00
nia
f54332bbd8 pysolfc: force use of python 3.7
workaround until PR pkg/56069 can be fixed properly
2021-03-29 07:38:52 +00:00
adam
587a47dcd1 wesnoth: updated to 1.14.16
Version 1.14.16
AI
* Experimental AI: fixed a bug identifying hexes next to healers as healing locations
* Goto Micro AI:
  * Fixed bug when the avoid_enemies parameter is set to very small values
  * Fixed rare bug with blocked paths when ignoring enemies
* Protect Unit Micro AI: fixed bug when a unit is not on the AI side
* Multipack Wolves Micro AI: fixed error when a wolf is fully surrounded
Campaigns
* Dead Water:
  * Fix some characters’ names, which hadn’t been marked as translatable.
* Son of the Black-Eye:
  * S09: Name the enemy team.
* The South Guard:
  * S06b: Fix some enemies’ ambush abilities.
Editor
* Re-enabled topics for the terrain editor in the in-game help browser
* Added help topics for the scenario editor’s tools
* Added documentation about the files written by the editor
Translations
* Updated translations: British English, Catalan, Chinese (Traditional), French,
  Portuguese (Brazil), Spanish, Turkish
User interface
* Fixed color fringing issues with ClearType on Windows.
* Reduced font sizes for the unit HP/XP/MP/Vision/Defense displays on the sidebar at small resolutions to avoid overlaps.
* Rearranged the unit XP and vision displays on the sidebar to avoid running out of room for the XP display.
* Reduced font size for the ToD counter on the sidebar to avoid it being ellipsized too often.
* Gave the turn timer display the same icon as the system clock display.
* Anchored the Observers icon to the sidebar again in a way that does not allow it to overlap into it.
* Fixed the turn timer/system clock display on the top bar incorrectly using a larger font size at small resolutions.
* Rearranged the Defense display label on the sidebar slightly. It remains invisible in Wesnoth 1.14, however.
Miscellaneous and Bug Fixes
* Added support to wmlxgettext for double-quote characters in translatable raw strings
* Fixed an error message and the AI leader potentially not moving when it cannot reach a keep because it's occupied by an allied unit
* Fixed display zoom not being taken into account when using the `x`, `y`, `directional_x` and `directional_y` attributes in unit animations.
* Fixed `[terrain_defaults]` and `[resistance_defaults]`.
* Fixed an attack prediction assert that happened in rare combinations of the defender slowing and the attacker potentially leveling up, and a specific combination of standard and Monte Carlo attack evaluations
2021-03-22 09:45:03 +00:00
nia
3bf0193e0b dhewm3: Update to 1.5.1
Update savegame format (see #303 and #344)
        old savegames still work, but new savegames can't be loaded with older versions of dhewm3!
    Uploaded updated builds of Mod DLLs, now also supporting LibreCoop and The Lost Mission
    dhewm3 now supports the Doom3 Demo gamedata
        See below for installation instructions
        This is based on Gabriel Cuvillier's code for D3Wasm, which ports dhewm3 to web browsers, thanks!
    Create the game window on the display the cursor is currently on (when using more than one display)
    Added r_fullscreenDesktop CVar to set if fullscreen mode should be "classic" or "Desktop" which means a borderless window at desktop resolution
    Fullscreen modes that are not at the current desktop resolution should work better now
        including nvidia DSR / AMD VSR; for that you might have to use the supplied dhewm3_notools.exe, as DSR/VSR seem to be incompatible with applications that use MFC (the GUI framework used for the Doom3 tools like the D3Radiant)
    Several sound-related bugfixes:
        Lags in starting to play a sound which for example caused the machinegun or plasmagun sounds to stutter have been eliminated (#141)
        Trying to reset disconnected OpenAL devices, this esp. helps with display audio on Intel GPUs on Windows, when switching to fullscreen (#209)
        Looping .wav sounds with leadin now work (#291)
        The game still works if no sound devices are available at all (#292)
        Make "idSoundCache: error unloading data from OpenAL hardware buffer" a Warning instead of an Error so it doesn't terminate game (by Corey O'Connor, #235)
    Restore "Carmack's Reverse" Z-Fail stencil shadows; use glStencilOpSeparate() if available
        That bloody patent finally expired last October: https://patents.google.com/patent/US6384822B1/en
        This neither seems to make a visual nor performance difference on any hardware I tried (including Raspberry Pi 4), so this is mostly out of principle
        Based on Code by Leith Bade and Pat Raynor.
        The r_useCarmacksReverse and r_useStencilOpSeparate CVars allow switching both things on/off for comparison
    New CVar g_hitEffect: If set to 0, the player camera damage effects (like double-vision and extreme tilt) when being hit are disabled (by dobosken, #279).
    (On Windows) stdout.txt and stderr.txt are not saved next to the binary anymore, but in My Documents/My Games/dhewm3/, like save games, because the binary dir might not be writable and dhewm3 wouldn't start properly then
    Fix lingering messages in HUD after loading savegame
        Sometimes the "Game saved..." message didn't go away after loading a savegame (when having saved while it still was showing from last save)
    Fixed clipping bug in delta1 (see #328)
    Improve compatibility with some custom scripts ("t->c->value.argSize == func->parmTotal" Assertion; see #303)
    Registering multiplayer servers at id's master-server fixed, so they can be found in the multiplayer menu (by Stradex, #293)
    Support for reproducible builds by setting the CMake option REPRODUCIBLE_BUILD.
    Should build on recent versions of macOS, also on Apple Silicon (thanks Dave Nicolson and Petter Uvesten).
    Proper handling of paths with dots in directory names (#299, #301)
        Some string functions that are intended to find/cut off/replace/... file extensions did cut off the whole path at dots..
        Especially fixes loading and saving maps from such paths in the builtin D3Radiant level editor
    idFileSystemLocal::ListMods() doesn't search / or C:\ anymore (it did so if one of the paths, like fs_cdpath, was empty)
    Don't use translation in Autosave filenames (see #305)
        In the Spanish translation all the Alpha Lab autosaves got the same name, now the autosave name is based on the mapename instead which is distinct
2021-03-19 09:43:15 +00:00
micha
01f9778615 games/woof: Update to 4.0.1
Woof! 4.0.1
-----------
- Compatibility with PrBoom+ complevel 11 has been vastly improved:
  - Player bobbing calculation has been fixed (@rfomin).
  - Resetting of the doomednum feature for the MT_SCEPTRE and MT_BIBLE
    things has been removed, which would lead to these map things not
    being spawned if not in "beta emulation" mode (@rfomin).
  - The implementations of P_Move(), P_CreateBlockMap() and
    P_FindShortestTextureAround()/P_FindShortestUpperAround() have been
    modified to match the ones from Boom, which are unconditionally used
    in PrBoom+ (@rfomin).
  - More MBF code pointers have been disabled in Boom compatibility mode
    (@rfomin).
  - Compatibility defaults have been brought in line with PrBoom+:
    - Enable  "Zombie players can exit levels".
    - Disable "Build stairs exactly the same way that Doom does".
    - Enable  "Fix 3-key door works with only 2 keys".
- The padvalue typo in the REJECT buffer overflow emulation has been
  fixed (@rfomin).
- Data is now properly free()d in some functions in i_sound.c (@rfomin).
- A wrong function argument in MUSINFO logging has been fixed (@rfomin).
- A dummy entry has been added to the S_music[] array for the NUMMUSIC
  counter, fixing a crash when changing music from a MUSINFO track.
2021-03-15 11:33:28 +00:00
nia
0b8089ee3b oshu: Disable non-minimal skin.
It needs to download files during the build process and the website
it downloads files from stopped existing, so the package stopped building.

Maybe it should be a distfile when the file becomes available again.
2021-03-12 15:02:13 +00:00
adam
3436d66515 Use Pillow as versioned dependency 2021-03-10 18:49:06 +00:00
nia
8c31e74db2 unknown-horizons: Don't check for a Linux distribution. Fixes build. 2021-03-09 09:39:10 +00:00
micha
acf709130c games/woof: Update to 4.0.0
Woof! 4.0.0
-----------
- The -fast and -respawn options are now properly reloaded from
  savegames.
- PNG screenshots are now exact reproductions# of the actual
  game# screen.
- Framebuffer overflows are now prevented in V_DrawPatchGeneral() and
  V_CopyRect().
- The bmp2c.c tool now builds with MSVC build (@rfomin).
- A workaround for the SDL 2.0.14 Alt-Tab bug on Windows has been
  introduced (@rfomin).
- A woof-midiproc.exe has been ported over from Crispy Doom, allowing to
  set SFX and music volume separately on Windows (@rfomin).
- The SPECHITS overflow emulation has been ported over from Chocolate
  Doom / PrBoom+, allowing for some more obscure Vanilla demos to keep
  sync.
- The "IDKFA" cheat string has been externalized, allowing it to be
  replaced by DEHACKED.
- The widescreen rendering mode has been ported over from Crispy Doom
  with proper support for the widescreen assets found e.g. in the Unity
  version of Doom (@rfomin).
- MIDI playback on big-endian systems has been fixed (@BeWorld2018).
- The "HI_START"/"HI_END" namespace has been introduced to avoid
  conflicts with high-resolution textures (@rfomin).
- The option to show the "A secret is revealed!" message has been added
  (@rfomin).
- The window geometry and display index settings are now saved across
  restarts (@rfomin).
- The -pistolstart command line option has been added (@rfomin).
- Support for 16-bit WAV sound lumps has been added (@rfomin).
- Support for the "MUSINFO" lump has been added (@rfomin).
- Demo compatibility with Boom 2.02 has been vastly improved:
- MBF codepointers are now disabled during Boom demo playback (@rfomin).
- The P_FindShortestTextureAround() function has been fixed (@rfomin).
- Boom's friction code has been restored (@rfomin).
- Boom's BLOCKMAP generation code has been integrated (@rfomin).
- Sprite lumps smaller than 8 bytes are now ignored (@rfomin).
- Empty music lumps (i.e. with zero length) are now properly handled
  (@rfomin).
- The weapon attack alignment implementation has been brought in line
  with Crispy Doom.
- The "no fog on spawn west" Vanilla Doom bug is now properly emulated
  (@rfomin).
- Switches definitions referencing unknown texture names are now ignored
  instead of exiting (@rfomin).
- A crash has been fixed when reading out joystick button states.
- Endianess issues with positioning the status bar patch, drawing the
  bunny scroll screen and fullscreen patches have been fixed.

Unfortunately, some of these changes made it necessary to change the
savegame format which is now incompatible to previous releases.
2021-03-08 10:55:47 +00:00
nia
3e02f4bf15 flightgear-data: sync version with flightgear 2021-03-05 10:11:13 +00:00
wiz
16b46967b0 fna: mono6 -> mono 2021-03-04 14:05:00 +00:00
nia
51157896cc bzflag: Update to 2.4.22
BZFlag 2.4.22  "Eyes are windows to your SDL" (2021-02-27)
----------------------------------------------------------

* Fix many issues with SDL 2 window management - Joshua Bodine, Scott Wichser
* The playHistoryTracker plugin now tracks kills correctly - Scott Wichser
* Local shotID was not being set in bz_eShotFiredEvent - Agatha
* Send active autopilot statuses to a joining player - Scott Wichser
* Fix solo bots being kicked when rejoining to a server - Scott Wichser
* Fix the backspace key not working on the bzadmin Curses menu - Scott Wichser
2021-03-04 11:02:05 +00:00
nia
fd53c490b5 Move lang/mono6 to lang/mono.
The old mono4 has been refusing to build on all platforms for a while,
while mono6 at least builds on some, so hopefully this is less misleading.
2021-03-03 12:05:40 +00:00
adam
a7d934fab2 rocksndiamonds: updated to 4.2.3.1
Rocks'n'Diamonds 4.2.3.1 released!
This patch release fixes two nasty bugs in the last minor release version:
* fixed horrible crash bug when using “last played level set” menu
* fixed unneeded reloading of artwork when using “last played level set” menu

Rocks'n'Diamonds 4.2.3.0 released!
A new minor release is available with the following additions and changes:
* added “last played level sets” sub-menu to level set selection screen
* added step delay option to custom element movement configuration
* added support for left, middle or right mouse button for CE change events
* added setup option to disable counting score after the game
* added setup options to disable asking on quit game and on quit program
* added graphics config option to support elements on non-black background; this feature can be activated by using “game.use_masked_elements: true” in the custom graphics configuration file
* changed custom artwork list to tree structure similar to level sets, which is separated into three sub-trees for standalone artwork (not related to any level set), artwork that is configured to be used by certain level sets and artwork directly included in level sets (like title screens)
* changed sorting and coloring in level sets menu and custom artwork menu
* changed saving back artwork info cache only if it has changed
* added support for persistent personal game data for the Emscripten platform
* added support for using LLDB instead of GDB when debugging on the Mac
* fixed two nasty bugs that could have crashed the game

Rocks'n'Diamonds 4.2.2.1 released!
A new bugfix release is available with the following fixes and additions:
* fixed bug with playing team mode tapes with changed visible playfield size
* added patch mode to patch tapes to force visible playfield size of 34 x 34
* added patch mode to automatically fix tapes for visible playfield size
* fixed single step mode for R’n’D game engine when used in team mode
* fixed triggering custom element actions by digging or collecting
* added option in level editor to use time score for 1 or 10 seconds left
* fixed time score for native Emerald Mine and Diamond Caves levels
* fixed bug with screen keyboard still being active during request dialogs
* fixed bug with screen keyboard causing overlay buttons to be disabled
* added option to disable warning about read-only levels when entering editor
* fixed bug with not updating game panel when leaving invisible warp mode
* fixed displaying new high score entry if new entry is not on the first page
* fixed graphical bug with envelope style request dialog after the game ended

Rocks'n'Diamonds 4.2.2.0 released!
A new feature release is available with the following additions and fixes:
* added showing as many keys as possible in the default game panel
* added setup option to show dynamite and keys for the Emerald Mine collection
* added support for improved display of keys for the Emerald Mine collection
* added support for improved request dialog in Emerald Mine collection
* fixed graphical glitch in some cases after request dialog if game has ended
* fixed delayed processing of input event immediately after game has started
* fixed “empty first move” in step pause mode with Emerald Mine game engine
2021-03-03 08:30:48 +00:00
nia
ca37e326d8 flightgear: Fix build. 2021-03-01 09:00:33 +00:00
nia
bd2c2deb05 games: add abbayedesmorts.
Cross-platform port of the indie game l'Abbaye des Morts.

In the 13th century, the Cathars, clerics who preached about the poverty of
Christ and defended life without material aspirations, were treated as
heretics by the Catholic Church and expelled out of the Languedoc region in
France. One of them, called Jean Raymond, found an old church in which to
hide from crusaders, not knowing that beneath its ruins lay buried an ancient
evil.

l'Abbaye des Morts has been inspired by the tragic history of the Cathars
and platform games for ZX Spectrum computers like Manic Miner, Jet Set Willy
or Dynamite Dan.

Faith will be your only weapon in this platformer styled like a ZX Spectrum
game. Black backgrounds, 1 color sprites and 1 bit sounds are a proper fit
for a raw story. The lack of details turn on the player's imagination,
creating a unique experience for each player.
2021-02-28 07:36:14 +00:00
nia
7119b6064a simgear, flightgear: Update to 2020.3.6
Release notes:

https://wiki.flightgear.org/Changelog_2020.3
2021-02-25 10:22:14 +00:00
nia
1d7ed0707a plib: Use <sys/joystick.h> rather than <machine/joystick.h> on NetBSD
NetBSD/aarch64 and others do not have <machine/joystick.h> but do have
<sys/joystick.h>.
2021-02-25 08:22:00 +00:00
nia
6c17b5f427 pinball: Add missing patch 2021-02-19 14:54:56 +00:00
nia
2abb9db149 xbomb: Update to 2.2b
2014-08-15  Andrew M. Bishop <amb>

        Version 2.2b Released

2014-08-15 [r76]  Andrew M. Bishop <amb>

	* FILES, README, xbomb.c, xwindow.c: Updated for version 2.2b.

2014-08-15 [r74]  Andrew M. Bishop <amb>

	* xwindow.c: Fix off-by-one error in creation of graphic contexts
	  leading to writing beyond end of array [fixes Debian bug
	  #757902]..

2013-03-16 [r73]  Andrew M. Bishop <amb>

	* README, xbomb.c: Change web-page and e-mail addresses from
	  gedanken.demon.co.uk to gedanken.org.uk.

2013-03-16 [r73]  Andrew M. Bishop <amb>

	* xbomb.c, README: Change web-page and e-mail addresses from
	  gedanken.demon.co.uk to gedanken.org.uk.

2011-10-03 [r72]  Andrew M. Bishop <amb>

	* FILES (added), ANNOUNCE (removed), LSM (removed): Don't include
	  the ANNOUNCE or LSM files in future releases. Do include the
	  FILES file in subversion.

2010-12-27 [r70]  Andrew M. Bishop <amb>

	* ChangeLog (removed): Remove the ChangeLog from version control.

2010-12-24 [r67]  Andrew M. Bishop <amb>

	* ANNOUNCE (added), COPYING (added), ChangeLog (added), LSM
	  (added): Added the uncontrolled files from the xbomb 2.2a
	  release.

2010-12-24  Andrew M. Bishop <amb@gedanken.demon.co.uk>

	Changed version control environment from RCS to CVS to SVN.

2009-11-29  Andrew M. Bishop  <amb@gedanken.demon.co.uk>

        Version 2.2a Released

2009-11-29  Andrew M. Bishop  <amb@gedanken.demon.co.uk>

	* xbomb.ad:
	Add the app-defaults for the different numbers (missed in version 2.2 release).

	* xbomb.c, xwindow.c:
	Change the colour of the number 8 from white (invisible) to light green.
	Change the version number to 2.2a.
2021-02-10 12:12:39 +00:00
nia
ea47c1622e sauerbraten: Update to 2020_12_27
Unknown changes, seems to use SDL2 now which is nice.
2021-02-09 22:33:23 +00:00
nia
d8e066bf9b stone-soup: Update to 0.26.1
Stone Soup 0.26.1 (20210203)
----------------------------

Bugfix Release
--------------

* ctrl-attack again no longer works while confused.
* Console display flickering is reduced.
* It is no longer possible to obtain infinite nets from net traps.
* Various vault placement balance adjustments and teleport closet fixes.
* 95 other fixes, tweaks, copy-edits, and interface improvements.

Stone Soup 0.26.0 (20210108)
----------------------------

Highlights
----------
* New species: Palentonga.
* New background: Delver.
* Food and hunger are removed.
* Swamp has many new monsters and other changes.
* Spells, wands, and abilities can be quivered, fired, and autotargeted with an
  extension of the ranged quiver/autofight interface.
2021-02-09 21:11:49 +00:00
ryoon
bee3953c45 *: Recursive revbump from audio/pulseaudio-14.2.nb1 2021-02-07 06:30:06 +00:00
maya
8e476db14f love09: fix build with the mesa in netbsd-current
Add missing PLIST entry from my previous commit, oops.
2021-02-06 14:27:41 +00:00
maya
91523692d7 love*: make fetchable from upstream again. bitbucket -> github 2021-02-06 13:56:35 +00:00
maya
ff8b859eb2 love09: blindly commit the same changes as the other love packages
create a binary in PREFIX/bin, for the convenience of users who use
non-pkgsrc love games.

Add ALTERNATIVES, in case there is only one love game.
PKGREVISION++
2021-02-06 13:50:20 +00:00
kleink
241fb5a667 py-ranking: Update to 0.3.2.
Version 0.3.2
-------------

Released on Oct 9th 2020.

- Stopped supporting Python 2.5, 2.6, 3.2, and 3.3.
- Supported Python 3.4, 3.5, 3.6, 3.7, and 3.8.

Thanks to `Nolan Gilley`_.

.. _Nolan Gilley: https://github.com/nkgilley
2021-02-06 11:22:03 +00:00
maya
e975990bc3 love{07,08,010,11}: install a binary called "loveN.NN" for convenience
And add a PKG_ALTERNATIVES to call it bin/love for extra convenience.

love09 is skipped because I am failing to build it right now (might look
later on...)
bump PKGREVISION
2021-02-06 11:18:25 +00:00
nia
ac80250aaa add games/pinball.
Emilia Pinball is a libre pinball game simulator.
2021-02-03 16:09:25 +00:00
wiz
cf8a29273f dMagnetic: update to 0.30.
dmagnetic (0.30-1) unstable; urgency=medium

  * Internal bugfixes
  * Fixed missing picture from 'Fish!' in C64 mode
  * New characters for the monochrome vmode
2021-01-31 14:26:17 +00:00
rillig
cf96a77a30 games/xpipeman: fix buffer overflow when starting the game 2021-01-30 18:42:47 +00:00
nia
e2c0047a91 taisei: requires c++14 2021-01-29 09:12:22 +00:00
triaxx
02eec64467 warmux: Update to 11.04.1
pkgsrc changes:
---------------
  * The site listed in MASTER_SITES seems to be down. We can use mirror
    sites as those used by FreeBSD.

upstream changes:
-----------------
> 2011/04/18 - 11.04 release
  - Replay functionality! Still a bit unstable and version-specific
    (thanks mylad for the help image)
  - The various funny animations are now displayed more often
  - Fixed various bugs with grapple and construct in far edges of the world
    (thanks peterolen and lordjj for the bug reports)
  - Improved a bit the grapple behaviour (patch from peterolen)
  - Reduced max memory usage for the Symbian and Android ports
  - Introduce quality settings, and add one level for handhelds allowing
    alphablending and thus much higher quality ground.
  - Readd fading to laser beams
  - Fix key binding edition menu
  - Fix keys getting stuck when modifiers (control/alt/shift) were changed
  - Clean and update command line parameters; --size sets display size
  - Big rewrite of internal network protocol; should reduce a bit traffic
  - Various fixes with network menu (incorrect team updates, crashes)
  - Cache loading of xml files: menus and particle spawning should now
    be much faster
  - Android port: better resume
  - Android port: text editing with the classical virtual keyboard
  - Android port: can go to sleep when downloading (also more robust)
  - Fix MacOSX not able to list public games
2021-01-27 12:13:43 +00:00
fcambus
181926637b dopewars: update to 1.6.1.
ChangeLog:

# 1.6.1 - 2020-12-11
- Improved display in non-English text-mode clients; previously
  columns were not aligned properly in some cases and occasionally
  not all available drugs at a location were shown on screen (#54).
- Minimal British English translation added (#57). Configuration file
  entries can now use either British English or American English spelling
  (i.e. Armor/Armour).
- On Windows the "browse" button in the graphical client options dialog
  now opens at the folder containing the selected sound file (#55).

# 1.6.0 - 2020-12-06
- Fixes to build with OpenWRT (thanks to Theodor-Iulian Ciobanu).
- Write server pidfile after fork (thanks to Theodor-Iulian Ciobanu).
- Updated German and French Canadian translations from Benjamin Karaca
  and Francois Marier.
- Support for old GTK1 and GLIB1 libraries removed - we now need version 2
  of these libraries to build dopewars. GTK+3 is also supported.
- Update metaserver to work with new SourceForge; older versions can no
  longer successfully register with the metaserver.
- Switch to using libcurl to talk to the metaserver (this supports https,
  unlike the old internal code). The metaserver configuration has changed
  accordingly; `MetaServer.Name`, `MetaServer.Port` and `MetaServer.Path` are
  replaced with `MetaServer.URL`, while `MetaServer.Auth`, `MetaServer.Proxy*`,
  and `MetaServer.UseSocks` are removed (set the `https_proxy` environment
  variable instead, as per
  https://curl.haxx.se/libcurl/c/libcurl-tutorial.html#Environment)
- The default web browser on Linux has changed from 'mozilla' to
  'firefox'; on Mac the system-configured default browser is used.
- On Windows the high score file, log file, and config file are now
  stored in the user application data directory (e.g.
  `C:\Users\foo\AppData\Local\dopewars`) rather than the same directory as
  the dopewars binary.
- Add sound support with SDL2, and on Mac.
- Add 64-bit Windows binaries.
- Fix for a DOS against the server using the REQUESTJET message type
  (thanks to Doug Prostko for reporting the problem).
2021-01-26 22:12:08 +00:00
gutteridge
41a8fe1184 fna: adjust formatting per pkglint 2021-01-26 00:34:10 +00:00
maya
60ecd7449b Add fnaify version 3.0
FNA/XNA game launcher.
2021-01-24 19:13:06 +00:00
maya
daf02ce4ec Add fna version 21.01
This is FNA, an XNA4 reimplementation that focuses solely on developing a fully
accurate XNA4 runtime for the desktop.
2021-01-24 19:07:21 +00:00
nia
61c44c01c4 openmw: Update to 0.46.0
This fixes the build with new graphics/osg.

0.46.0
------

    Bug #1515: Opening console masks dialogue, inventory menu
    Bug #1933: Actors can have few stocks of the same item
    Bug #2395: Duplicated plugins in the launcher when multiple data directories provide the same plugin
    Bug #2679: Unable to map mouse wheel under control settings
    Bug #2969: Scripted items can stack
    Bug #2976: Data lines in global openmw.cfg take priority over user openmw.cfg
    Bug #2987: Editor: some chance and AI data fields can overflow
    Bug #3006: 'else if' operator breaks script compilation
    Bug #3109: SetPos/Position handles actors differently
    Bug #3282: Unintended behaviour when assigning F3 and Windows keys
    Bug #3550: Companion from mod attacks the air after combat has ended
    Bug #3609: Items from evidence chest are not considered to be stolen if player is allowed to use the chest
    Bug #3623: Display scaling breaks mouse recognition
    Bug #3725: Using script function in a non-conditional expression breaks script compilation
    Bug #3733: Normal maps are inverted on mirrored UVs
    Bug #3765: DisableTeleporting makes Mark/Recall/Intervention effects undetectable
    Bug #3778: [Mod] Improved Thrown Weapon Projectiles - weapons have wrong transformation during throw animation
    Bug #3812: Wrong multiline tooltips width when word-wrapping is enabled
    Bug #3894: Hostile spell effects not detected/present on first frame of OnPCHitMe
    Bug #3977: Non-ASCII characters in object ID's are not supported
    Bug #4009: Launcher does not show data files on the first run after installing
    Bug #4077: Enchanted items are not recharged if they are not in the player's inventory
    Bug #4141: PCSkipEquip isn't set to 1 when reading books/scrolls
    Bug #4202: Open .omwaddon files without needing toopen openmw-cs first
    Bug #4240: Ash storm origin coordinates and hand shielding animation behavior are incorrect
    Bug #4262: Rain settings are hardcoded
    Bug #4270: Closing doors while they are obstructed desyncs closing sfx
    Bug #4276: Resizing character window differs from vanilla
    Bug #4284: ForceSneak behaviour is inconsistent if the target has AiWander package
    Bug #4329: Removed birthsign abilities are restored after reloading the save
    Bug #4341: Error message about missing GDB is too vague
    Bug #4383: Bow model obscures crosshair when arrow is drawn
    Bug #4384: Resist Normal Weapons only checks ammunition for ranged weapons
    Bug #4411: Reloading a saved game while falling prevents damage in some cases
    Bug #4449: Value returned by GetWindSpeed is incorrect
    Bug #4456: AiActivate should not be cancelled after target activation
    Bug #4493: If the setup doesn't find what it is expecting, it fails silently and displays the requester again instead of letting the user know what wasn't found.
    Bug #4523: "player->ModCurrentFatigue -0.001" in global script does not cause the running player to fall
    Bug #4540: Rain delay when exiting water
    Bug #4594: Actors without AI packages don't use Hello dialogue
    Bug #4598: Script parser does not support non-ASCII characters
    Bug #4600: Crash when no sound output is available or --no-sound is used.
    Bug #4601: Filtering referenceables by gender is broken
    Bug #4639: Black screen after completing first mages guild mission + training
    Bug #4650: Focus is lost after pressing ESC in confirmation dialog inside savegame dialog
    Bug #4680: Heap corruption on faulty esp
    Bug #4701: PrisonMarker record is not hardcoded like other markers
    Bug #4703: Editor: it's possible to preview levelled list records
    Bug #4705: Editor: unable to open exterior cell views from Instances table
    Bug #4714: Crash upon game load in the repair menu while the "Your repair failed!" message is active
    Bug #4715: "Cannot get class of an empty object" exception after pressing ESC in the dialogue mode
    Bug #4720: Inventory avatar has shield with two-handed weapon during [un]equipping animation
    Bug #4723: ResetActors command works incorrectly
    Bug #4736: LandTexture records overrides do not work
    Bug #4745: Editor: Interior cell lighting field values are not displayed as colors
    Bug #4746: Non-solid player can't run or sneak
    Bug #4747: Bones are not read from X.NIF file for NPC animation
    Bug #4748: Editor: Cloned, moved, added instances re-use RefNum indices
    Bug #4750: Sneaking doesn't work in first person view if the player is in attack ready state
    Bug #4756: Animation issues with VAOs
    Bug #4757: Content selector: files can be cleared when there aren't any files to clear
    Bug #4768: Fallback numerical value recovery chokes on invalid arguments
    Bug #4775: Slowfall effect resets player jumping flag
    Bug #4778: Interiors of Illusion puzzle in Sotha Sil Expanded mod is broken
    Bug #4783: Blizzard behavior is incorrect
    Bug #4787: Sneaking makes 1st person walking/bobbing animation super-slow
    Bug #4797: Player sneaking and running stances are not accounted for when in air
    Bug #4800: Standing collisions are not updated immediately when an object is teleported without a cell change
    Bug #4802: You can rest before taking falling damage from landing from a jump
    Bug #4803: Stray special characters before begin statement break script compilation
    Bug #4804: Particle system with the "Has Sizes = false" causes an exception
    Bug #4805: NPC movement speed calculations do not take race Weight into account
    Bug #4810: Raki creature broken in OpenMW
    Bug #4813: Creatures with known file but no "Sound Gen Creature" assigned use default sounds
    Bug #4815: "Finished" journal entry with lower index doesn't close journal, SetJournalIndex closes journal
    Bug #4820: Spell absorption is broken
    Bug #4823: Jail progress bar works incorrectly
    Bug #4826: Uninitialized memory in unit test
    Bug #4827: NiUVController is handled incorrectly
    Bug #4828: Potion looping effects VFX are not shown for NPCs
    Bug #4837: CTD when a mesh with NiLODNode root node with particles is loaded
    Bug #4841: Russian localization ignores implicit keywords
    Bug #4844: Data race in savegame loading / GlobalMap render
    Bug #4847: Idle animation reset oddities
    Bug #4851: No shadows since switch to OSG
    Bug #4860: Actors outside of processing range visible for one frame after spawning
    Bug #4867: Arbitrary text after local variable declarations breaks script compilation
    Bug #4876: AI ratings handling inconsistencies
    Bug #4877: Startup script executes only on a new game start
    Bug #4879: SayDone returns 0 on the frame Say is called
    Bug #4888: Global variable stray explicit reference calls break script compilation
    Bug #4896: Title screen music doesn't loop
    Bug #4902: Using scrollbars in settings causes resolution to change
    Bug #4904: Editor: Texture painting with duplicate of a base-version texture
    Bug #4911: Editor: QOpenGLContext::swapBuffers() warning with Qt5
    Bug #4916: Specular power (shininess) material parameter is ignored when shaders are used.
    Bug #4918: Abilities don't play looping VFX when they're initially applied
    Bug #4920: Combat AI uses incorrect invisibility check
    Bug #4922: Werewolves can not attack if the transformation happens during attack
    Bug #4927: Spell effect having both a skill and an attribute assigned is a fatal error
    Bug #4932: Invalid records matching when loading save with edited plugin
    Bug #4933: Field of View not equal with Morrowind
    Bug #4938: Strings from subrecords with actually empty headers can't be empty
    Bug #4942: Hand-to-Hand attack type is chosen randomly when "always use best attack" is turned off
    Bug #4945: Poor random magic magnitude distribution
    Bug #4947: Player character doesn't use lip animation
    Bug #4948: Footstep sounds while levitating on ground level
    Bug #4952: Torches held by NPCs flicker too quickly
    Bug #4961: Flying creature combat engagement takes z-axis into account
    Bug #4963: Enchant skill progress is incorrect
    Bug #4964: Multiple effect spell projectile sounds play louder than vanilla
    Bug #4965: Global light attenuation settings setup is lacking
    Bug #4969: "Miss" sound plays for any actor
    Bug #4971: OpenMW-CS: Make rotations display as degrees instead of radians
    Bug #4972: Player is able to use quickkeys while disableplayerfighting is active
    Bug #4979: AiTravel maximum range depends on "actors processing range" setting
    Bug #4980: Drowning mechanics is applied for actors indifferently from distance to player
    Bug #4984: "Friendly hits" feature should be used only for player's followers
    Bug #4989: Object dimension-dependent VFX scaling behavior is inconsistent
    Bug #4990: Dead bodies prevent you from hitting
    Bug #4991: Jumping occasionally takes too much fatigue
    Bug #4999: Drop instruction behaves differently from vanilla
    Bug #5001: Possible data race in the Animation::setAlpha()
    Bug #5004: Werewolves shield their eyes during storm
    Bug #5012: "Take all" on owned container generates a messagebox per item
    Bug #5018: Spell tooltips don't support purely negative magnitudes
    Bug #5025: Data race in the ICO::setMaximumNumOfObjectsToCompilePerFrame()
    Bug #5028: Offered price caps are not trading-specific
    Bug #5038: Enchanting success chance calculations are blatantly wrong
    Bug #5047: # in cell names sets color
    Bug #5050: Invalid spell effects are not handled gracefully
    Bug #5055: Mark, Recall, Intervention magic effect abilities have no effect when added and removed in the same frame
    Bug #5056: Calling Cast function on player doesn't equip the spell but casts it
    Bug #5059: Modded animation with combined attack keys always does max damage and can double damage
    Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends
    Bug #5063: Shape named "Tri Shadow" in creature mesh is visible if it isn't hidden
    Bug #5067: Ranged attacks on unaware opponents ("critical hits") differ from the vanilla engine
    Bug #5069: Blocking creatures' attacks doesn't degrade shields
    Bug #5073: NPCs open doors in front of them even if they don't have to
    Bug #5074: Paralyzed actors greet the player
    Bug #5075: Enchanting cast style can be changed if there's no object
    Bug #5078: DisablePlayerLooking is broken
    Bug #5081: OpenMW-CS: Apparatus type "Alembic" is erroneously named "Albemic"
    Bug #5082: Scrolling with controller in GUI mode is broken
    Bug #5087: Some valid script names can't be used as string arguments
    Bug #5089: Swimming/Underwater creatures only swim around ground level
    Bug #5092: NPCs with enchanted weapons play sound when out of charges
    Bug #5093: Hand to hand sound plays on knocked out enemies
    Bug #5097: String arguments can't be parsed as number literals in scripts
    Bug #5099: Non-swimming enemies will enter water if player is water walking
    Bug #5103: Sneaking state behavior is still inconsistent
    Bug #5104: Black Dart's enchantment doesn't trigger at low Enchant levels
    Bug #5106: Still can jump even when encumbered
    Bug #5110: ModRegion with a redundant numerical argument breaks script execution
    Bug #5112: Insufficient magicka for current spell not reflected on HUD icon
    Bug #5113: Unknown alchemy question mark not centered
    Bug #5123: Script won't run on respawn
    Bug #5124: Arrow remains attached to actor if pulling animation was cancelled
    Bug #5126: Swimming creatures without RunForward animations are motionless during combat
    Bug #5134: Doors rotation by "Lock" console command is inconsistent
    Bug #5136: LegionUniform script: can not access local variables
    Bug #5137: Textures with Clamp Mode set to Clamp instead of Wrap are too dark outside the boundaries
    Bug #5138: Actors stuck in half closed door
    Bug #5149: Failing lock pick attempts isn't always a crime
    Bug #5155: Lock/unlock behavior differs from vanilla
    Bug #5158: Objects without a name don't fallback to their ID
    Bug #5159: NiMaterialColorController can only control the diffuse color
    Bug #5161: Creature companions can't be activated when they are knocked down
    Bug #5164: Faction owned items handling is incorrect
    Bug #5163: UserData is not copied during node cloning
    Bug #5166: Scripts still should be executed after player's death
    Bug #5167: Player can select and cast spells before magic menu is enabled
    Bug #5168: Force1stPerson and Force3rdPerson commands are not really force view change
    Bug #5169: Nested levelled items/creatures have significantly higher chance not to spawn
    Bug #5175: Random script function returns an integer value
    Bug #5177: Editor: Unexplored map tiles get corrupted after a file with terrain is saved
    Bug #5182: OnPCEquip doesn't trigger on skipped beast race attempts to equip something not equippable by beasts
    Bug #5186: Equipped item enchantments don't affect creatures
    Bug #5190: On-strike enchantments can be applied to and used with non-projectile ranged weapons
    Bug #5196: Dwarven ghosts do not use idle animations
    Bug #5206: A "class does not have NPC stats" error when player's follower kills an enemy with damage spell
    Bug #5209: Spellcasting ignores race height
    Bug #5210: AiActivate allows actors to open dialogue and inventory windows
    Bug #5211: Screen fades in if the first loaded save is in interior cell
    Bug #5212: AiTravel does not work for actors outside of AI processing range
    Bug #5213: SameFaction script function is broken
    Bug #5218: Crash when disabling ToggleBorders
    Bug #5220: GetLOS crashes when actor isn't loaded
    Bug #5222: Empty cell name subrecords are not saved
    Bug #5223: Bow replacement during attack animation removes attached arrow
    Bug #5226: Reputation should be capped
    Bug #5229: Crash if mesh controller node has no data node
    Bug #5239: OpenMW-CS does not support non-ASCII characters in path names
    Bug #5241: On-self absorb spells cannot be detected
    Bug #5242: ExplodeSpell behavior differs from Cast behavior
    Bug #5246: Water ripples persist after cell change
    Bug #5249: Wandering NPCs start walking too soon after they hello
    Bug #5250: Creatures display shield ground mesh instead of shield body part
    Bug #5255: "GetTarget, player" doesn't return 1 during NPC hello
    Bug #5261: Creatures can sometimes become stuck playing idles and never wander again
    Bug #5264: "Damage Fatigue" Magic Effect Can Bring Fatigue below 0
    Bug #5269: Editor: Cell lighting in resaved cleaned content files is corrupted
    Bug #5278: Console command Show doesn't fall back to global variable after local var not found
    Bug #5308: World map copying makes save loading much slower
    Bug #5313: Node properties of identical type are not applied in the correct order
    Bug #5326: Formatting issues in the settings.cfg
    Bug #5328: Skills aren't properly reset for dead actors
    Bug #5345: Dopey Necromancy does not work due to a missing quote
    Bug #5350: An attempt to launch magic bolt causes "AL error invalid value" error
    Bug #5352: Light source items' duration is decremented while they aren't visible
    Feature #1724: Handle AvoidNode
    Feature #2229: Improve pathfinding AI
    Feature #3025: Analogue gamepad movement controls
    Feature #3442: Default values for fallbacks from ini file
    Feature #3517: Multiple projectiles enchantment
    Feature #3610: Option to invert X axis
    Feature #3871: Editor: Terrain Selection
    Feature #3893: Implicit target for "set" function in console
    Feature #3980: In-game option to disable controller
    Feature #3999: Shift + Double Click should maximize/restore menu size
    Feature #4001: Toggle sneak controller shortcut
    Feature #4068: OpenMW-CS: Add a button to reset key bindings to defaults
    Feature #4129: Beta Comment to File
    Feature #4209: Editor: Faction rank sub-table
    Feature #4255: Handle broken RepairedOnMe script function
    Feature #4316: Implement RaiseRank/LowerRank functions properly
    Feature #4360: Improve default controller bindings
    Feature #4544: Actors movement deceleration
    Feature #4673: Weapon sheathing
    Feature #4675: Support for NiRollController
    Feature #4708: Radial fog support
    Feature #4730: Native animated containers support
    Feature #4784: Launcher: Duplicate Content Lists
    Feature #4812: Support NiSwitchNode
    Feature #4831: Item search in the player's inventory
    Feature #4836: Daytime node switch
    Feature #4840: Editor: Transient terrain change support
    Feature #4859: Make water reflections more configurable
    Feature #4882: Support for NiPalette node
    Feature #4887: Add openmw command option to set initial random seed
    Feature #4890: Make Distant Terrain configurable
    Feature #4944: Pause audio when OpenMW is minimized
    Feature #4958: Support eight blood types
    Feature #4962: Add casting animations for magic items
    Feature #4968: Scalable UI widget skins
    Feature #4994: Persistent pinnable windows hiding
    Feature #5000: Compressed BSA format support
    Feature #5005: Editor: Instance window via Scene window
    Feature #5010: Native graphics herbalism support
    Feature #5031: Make GetWeaponType function return different values for tools
    Feature #5033: Magic armor mitigation for creatures
    Feature #5034: Make enchanting window stay open after a failed attempt
    Feature #5036: Allow scripted faction leaving
    Feature #5046: Gamepad thumbstick cursor speed
    Feature #5051: Provide a separate textures for scrollbars
    Feature #5091: Human-readable light source duration
    Feature #5094: Unix like console hotkeys
    Feature #5098: Allow user controller bindings
    Feature #5114: Refresh launcher mod list
    Feature #5121: Handle NiTriStrips and NiTriStripsData
    Feature #5122: Use magic glow for enchanted arrows
    Feature #5131: Custom skeleton bones
    Feature #5132: Unique animations for different weapon types
    Feature #5146: Safe Dispose corpse
    Feature #5147: Show spell magicka cost in spell buying window
    Feature #5170: Editor: Land shape editing, land selection
    Feature #5172: Editor: Delete instances/references with keypress in scene window
    Feature #5193: Shields sheathing
    Feature #5201: Editor: Show tool outline in scene view, when using editmodes
    Feature #5219: Impelement TestCells console command
    Feature #5224: Handle NiKeyframeController for NiTriShape
    Feature #5274: Editor: Keyboard shortcut to drop objects to ground/obstacle in scene view
    Feature #5304: Morrowind-style bump-mapping
    Feature #5311: Support for gyroscopic input (e.g. Android)
    Feature #5314: Ingredient filter in the alchemy window
    Task #4686: Upgrade media decoder to a more current FFmpeg API
    Task #4695: Optimize Distant Terrain memory consumption
    Task #4789: Optimize cell transitions
    Task #4721: Add NMake support to the Windows prebuild script
2021-01-19 12:45:56 +00:00
mef
ca4ace35e3 (games/pioneers) Build fix: Add BUILD_DPENDS+= itstool. LICENSE= gnu-gpl-v2
ERROR: PLIST:173: Packages that install hicolor icons must include "../../graphics/hicolor-icon-theme/buildlink3.mk" in the Makefile.
WARN: PLIST:173: Packages that install icon theme files should set ICON_THEMES.
ERROR: Makefile:30: Only packages that have .omf files in their PLIST may include omf-scrollkeeper.mk.
2 errors and 1 warning found.
2021-01-18 13:44:42 +00:00
micha
4ba6e9a58e games/doomlegacy: Build fix
Remove "-march=native" option.
This should unbreak bulk builds on 32-bit ARM architectures.

Bump PKGREVISION.
2021-01-18 09:41:07 +00:00
nia
9b3e641d5f Recursive revbump for osg update 2021-01-16 14:46:37 +00:00
nia
e5968efedd Remove games/quake
This has bitrotted with time and no longer works on its target platforms,
having been surpassed by newer "faithful ports" like games/tyrquake

PR pkg/29439
2021-01-14 13:23:25 +00:00
wiz
2576b282e3 hitori: remove patch removed from distinfo during last update 2021-01-14 08:50:02 +00:00
prlw1
3fc81f3d72 Update hitori to 3.38.0
Move to meson build system. Lots of translation updates and few bug fixes.
2021-01-13 11:07:50 +00:00
prlw1
623d370c16 Update gnome-sudoku to 3.38.0
Moved to meson build system. Many fixes and translation updates,
especially in preparation for GTK4.
2021-01-12 11:20:53 +00:00
micha
16c982f7cf games/woof: Update to 3.1.0
Changelog:
- A choice of a centered or bobbing weapon sprite during attack has been
  added.
- A default save slot name is generated when the user saves to an empty
  slot.
- The total time for all completed levels is now calculated.
2021-01-11 16:50:57 +00:00
taca
5b67e84ad6 games/ruby-squib: update to 0.16.0
## v0.16.0 / 2020-11-24

Features:

* Special custom unit: cells. A "cell" defaults to 37.5px, or 1/8in,
  e.g. `x: '1 cell'` means `x: 37.5`.  See the docs for details.

* Shorthands for `x`, `y`, `width`, and `height`! The words `x: 'middle'`
  and `x: 'middle + 1in'` will get interpreted.  See the docs for details.

* Autoscaling text! `ellipsize: :autoscale` will now downscale your
  `font_size` if the text ellipsized.  Thanks @Qgel! (#288, #111).

* Option checking!! Completely reworked the way we handle arguments in
  Squib internally (no external behavioral differences).  Now, when you
  give an option to Squib that is not expected.  Since every DSL method
  "knows" what options it takes, that also means we have EVERY option
  properly documented (missed a few...) AND we have an automated test that
  will tell us if we forget to document it.

* `save_png` and `save_sheet` now have a `suffix` option which defaults to
  `''`.  So now you can customize the filenames with `prefix`,
  `count_format`, and `suffix`.

Compatibility:

* When saving PNGs with sprues, outputs start counting at zero - which is
  more consistent with the rest of Squib.

* Minimum Ruby is now 2.5. NOTE: Ruby 3.0 is coming Christmas 2020!! Check
  it out.

Bugs:

* Extra page/no page issue with sprues (#320)
* Fix Ruby 2.7+ deprecations with CSV arguments (#303)

Chores:
* Reorganized the code internally. (#298) Every DSL method now has its own file.
* Moved to Github Actions
* Bump pango et al
2021-01-11 13:38:35 +00:00
wiz
b510a39a1a pysolfc: set EGG_NAME to simplify PLIST 2021-01-07 21:58:08 +00:00
maya
ecf2b3a418 dMagnetic: update to 0.29.
Provided by maintainer Thomas Dettbarn in PR pkg/55893.

dmagnetic (0.29-1) unstable; urgency=medium

  * AtariXL and Atari800 ATR files are used for playing
  * The new graphic mode UTF has been added
  * More users can enjoy the beautiful pictures now

 -- Thomas Dettbarn <dettus@dettus.net>  Thu, 24 Dec 2020 08:59:34 +0100
2021-01-07 11:28:16 +00:00
micha
962093c957 games/doomlegacy: Update to 1.48.8
Doom Legacy Changelog

1.48.8 SVN1568 (2020-12-19)

FEATURES 1.48.8

  * Sky generation has gotten a Vanilla setting. Sky drawing (software
    draw) now puts a solid texture above and below the sky, and no
    longer tiles the sky. The OpenGL sky draw has separate sky draw
    behavior.
  * The mouse2 serial support has been expanded to handle PC mice,
    MouseSystems mice, and PS/2 mice, for SDL and Win32 ports. The PC
    and MS mice have been tested. If anyone has found a way to route a
    PS/2 mouse, possibly on USB, to a serial port input, please let us
    know.

BUG FIXES 1.48.8

  * A savegame buffer overflow was fixed. An overflow prevention test
    had been misplaced. such that it could be avoided in some
    conditions. Fixes BUG 0667.
  * Cleaned out some of the accumulated cruft in sky drawing. Fixed sky
    tiling, and then made changes to prevent sky tiling.
  * Changed the software mode sky drawing to TM_picture format. This
    eliminates the line artifacts that were drawn above and below the
    sky, and restores the vertical alignment.
  * Limited the software sky drawing to the texture, so to not tile the
    sky draw. Created a skytop_flat for above the sky, and a ground_flat
    for below the sky. These are drawn when the viewed sky exceeds the
    bounds of the sky texture. For now, these flats are created as solid
    textures. Hardware draw has a separate sky draw behavior.
  * In the case of 200 or 240 sized sky textures (Heretic and Legacy
    substitutes), fixed the texture sky height so that the correct size
    TM_picture is created. Fixes BUG 0668.
  * Changed the freedoom wad names, avoiding doom wad names as that was
    conflicting with doom2 gamemode. Freedoom: "freedoom2.wad",
    "freedoom.wad", and "fdoom2.wad". Ultimate freedoom:
    "freedoom1.wad", "freedu.wad", "fdoomu.wad".
  * Fixed BUG 0670, Monsters mysteriously disappearing, moving large
    distances into the void space.
    This bug was introduced in the moonwalk patch (SVN 1540) by copying
    the opposite direction calculation code from PrBoom. This was done
    in an effort to reduce differences that might lead to bugs. It
    replaced a table lookup implementation. However, the PrBoom
    calculation must be guarded against the value DI_NODIR, which the
    table implementation could handle inherently. Without that
    protection, an olddir of DI_NODIR introduced a direction of 12 into
    the logic, which can only handle directions of 0..7, with NODIR=8.
    Several times a game that 12 value would survive long enough to get
    used, which would be expressed as a wild walk movement.
  * Improved the large blockmap handling to deal with more issues of
    blockmap overflow in the presence of zennode blockmap compression.
    It can now handle more maps of the Lost Civilization wad, although
    some other issues are still present.
  * The mouse2 support was found to be disabled and missing for the SDL
    port. It has been fixed, and expanded to handle PC mice,
    MouseSystems mice, and PS/2 mice, for SDL Linux, SDL Windows, and
    Win32 ports. Fixes BUG 0669.
  * Made LOGMESSAGES work again, which writes debugging logs. Release
    binaries do not have this code. If DoomLegacy is compiled with
    LOGMESSAGES enabled (doomdef.h file), a log.txt file will be
    produced. This is currently enabled when compiled with DEBUG.
  * Fixed the overlapped string copies detected by GCC 10.
    Fixes BUG 0671, Michael Bäuerle.
  * Reduced warnings when compiling with GCC 10. This was mostly due to
    signed char being used as an index, which may cause problems on some
    platforms. Fixes BUG 0671.
2021-01-04 16:40:59 +00:00
adam
f9d04c6667 wesnoth: updated to 1.14.15
Version 1.14.15
Add-ons client
* Fix potential crashes when working with installed add-ons that have a corrupted _info.cfg file.
Campaigns
* Descent into Darkness:
  * S11: fix low probability case of enemy being unreachable
  * S11: recall ghosts if available and ensure the player gets one level 2 ghost.
* Eastern Invasion:
  * S03: fix the initial keep being blocked at the start
Translations
* Updated translations: British English, Catalan, Czech, French, German, Italian,
  Japanese, Polish, Portuguese (Brazil), Russian, Turkish
User interface
* Fixed formatting of hyperlinks when the same URL appears more than once in a block of text
Miscellaneous and Bug Fixes
* Fixed a rare issue on Windows that could result in wesnoth.exe sticking around waiting for console input after encountering an error despite not being launched with the `--wconsole` option.
* Removed documentation for network proxy-related command line options previously removed in version 1.13.1 along with libana.
2021-01-03 15:07:13 +00:00
mef
9cedfa7a39 (games/kajongg) Adjust PLIST for py36 to py39 2021-01-03 08:22:39 +00:00
ryoon
bfac3f1b42 *: Recursive revbump from audio/pulseaudio-14.0 2021-01-01 09:52:09 +00:00
ryoon
a8e8c5c75e *: Recursive revbump from boost-1.75.0 2021-01-01 08:24:33 +00:00
nia
2c8d590893 Normalize handling packages that require 64-bit atomic ops. 2020-12-31 20:04:11 +00:00
nia
13fc3f202f stone-soup: Force use of ncurses for now.
Has issues with NetBSD curses. See the upstream issue:
https://github.com/crawl/crawl/issues/1661

PR pkg/55896
2020-12-30 12:24:27 +00:00
mef
f82b22af6b (games/pysolfc) pkglint -F 2020-12-24 12:44:58 +00:00
mef
343f6db265 (games/pysolfc) Adhoc fix on PLIST using PYVERSSUFFIX 2020-12-24 12:44:15 +00:00
nia
a875bcd8c2 cataclysm-dda: Update to 0.E.3.
This is a minor bugfix release, and includes some build fixes for clang.
2020-12-19 10:54:28 +00:00
nia
fada80bde9 nudoku: Requires autoconf macros defined by pkg-config 2020-12-16 11:21:43 +00:00
nia
a58df386b5 nudoku: Needs gettext m4 macros to build 2020-12-14 09:19:40 +00:00
nia
0fecd7a75d stone-stoup-sdl: Needs external copy of DejaVu to copy into place 2020-12-14 09:08:56 +00:00
adam
a01deb65a2 rocksndiamonds: updated to 4.2.0.5
Rocks'n'Diamonds 4.2.0.5:

Here’s another bugfix release that fixes and adds the following:

fixed handling of player at fake acid for EM engine
fixed wrap-around with entering EM style doors for EM engine
fixed activating robot wheel at wrap-around position for EM engine
fixed some elements and properties when reading native DC2 levels
added Emscripten support for running R’n’D in a web browser
fixed compiling on OS/2 (ArcaOS, in fact)
fixed some compiler warnings for newer versions of GCC


Rocks'n'Diamonds 4.2.0.4:

This is yet another bugfix release that fixes and adds the following:

re-added accidentally removed program icon
fixed bug with text input / text area gadgets when pressing “Escape” key
fixed bug with clicked text area gadgets marking level as changed
improved inserting level sketch from clipboard to level editor
fixed some game elements when inserting level sketch from clipboard
added setting game engine when inserting level sketch from clipboard
fixed workaround for color key bug in SDL 2.0.12 that breaks transparency
improved handling “CONF” and “PROPERTIES” buttons in level editor
fixed bug with virtual buttons that may be broken after rotating device
increased maximum tape length for playing extreme levels like “Zelda II”
fixed graphical bugs if digging or collecting causes player relocation


Rocks'n'Diamonds 4.2.0.3:

This is another bugfix release which fixes and adds the following:

fixed some problems with wrap-around levels in Emerald Mine engine
added full compatibility for wrap-around levels in Emerald Mine engine
fixed single-step mode for wrap-around levels in Emerald Mine engine
fixed playing tapes recorded with old Emerald Mine game engine
added command “autofix” to fix tapes recorded with old EM game engine
fixed key shortcut to start/end game (which was broken since 4.2.0.0)
fixed some other key shortcuts that require entering upper case letters
added menu command “:undo-tape” to undo/restore last recorded tape
fixed potential crash bug that may occur when loading custom artwork
fixed single-step mode when using custom elements with mouse click events
added creating undo/redo snapshots when using mouse click events
fixed problems with virtual buttons and showing envelopes on Android
improved startup speed by optimizing parsing of parameter values
improved handling output of warnings, errors and debug messages
fixed showing source date on version page of info screen menu
added showing commit hash on version page of info screen menu


Rocks'n'Diamonds 4.2.0.2:

This is mainly a bugfix release which fixes and adds the following:

fixed broken tapes (for various reasons) recorded with old EM engine
fixed support for initially moving spring in EM game engine
added support for initially moving spring to R’n’D game engine
fixed potential crash bug when reading from artwork info cache
fixed wrong eater content when loading native EM levels
added support for variable number of eater arrays for EM engine
fixed vsync mode when not using OpenGL renderer (like “Metal” on Mac)
added option for setting hint for render driver to setup config file
added displaying render driver on info screen page

Rocks'n'Diamonds 4.2.0.1:

This is a bugfix release which fixes the following bugs:

fixed loading dynamic libraries shipped with the Linux package
fixed level editor key shortcuts (broken by regression)
fixed support for wrap-around levels in EM engine for old tapes


Rocks'n'Diamonds 4.2.0.0:

The most important change is the long-awaited update of the Emerald Mine game engine, which was based on an old version of David Tritscher’s “Emerald Mine for X11” from 2000/2001. The new game engine uses a more recent code base from 2009, which contains new features and bug fixes and improves the compatibility of the game engine with many levels from the Emerald Mine Club level collection (while preserving compatibility of already recorded tapes).

The most important Emerald Mine game engine related changes are:

support for wrap-around levels (like level 80 from level set “Ruppelmine 2”)
improved handling of chain-explosions of the “bug” game element
improved handling of the “fake acid” game element
improved handling of various other game elements (like burning dynamite)
As another important improvement, the whole build system was updated for all platforms to support today’s development tools and to support the most recent versions of the SDL libraries, which removes several problems when building the game on current systems. This also includes native 64-bit support for the Windows version.

Here’s an overview of the most important build system changes:

added support for cross-compiling to Windows 64-bit platform
added CPU architecture (32/64 bit) to version info screen
added build support for older versions of Mac OS X
changed build system for Android from Ant to Gradle
updated SDL libraries to the latest versions for all platforms

The following features and bug fixes were added to custom elements:

added being able to use CE condition “CE value/score gets 0”
added mouse click events to CE change events (experimental)
added new change action “move player new” to CE change actions
added support for tapes with both keyboard/joystick and mouse actions
fixed bug with reanimating killed player by CE condition

The following additions and fixes are related to global animations:

added option to generally set global animations to block clicks
added missing handling of animation mode “random” for global animations
fixed drawing global animations when switching screens without fading

Additionally, there are the following new features and bug fixes:

added workaround for a bug in SDL 2.0.12 which prevents transparency
fixed potential crash bug if personal user level set cannot be found
changed move speed for some elements for older game engine versions
fixed element property that caused levels/tapes to be unsolvable
moved game engine settings to separate setup menu screen
fixed bug with scrollbar still active on virtual buttons config screen
replaced ILBM graphics source files in repository with converted PNG files
fixed text event handling for newer SDL versions on Android
fixed screen rotation for newer SDL versions on Android
fixed screen size for newer SDL versions on Android
updated custom game controller mappings for newer SDL versions on Android
added disabling overlay touch buttons when using joystick
2020-12-10 16:33:02 +00:00
nia
c5056cb000 stone-soup: Update to 0.25.1
Stone Soup 0.25.1 (20200717)
----------------------------

Bugfix Release
--------------

* Artefacts from acquirement now leave a note in morgues.
* Scarf of harm is fixed.
* Foxfire will no longer attack out of LoS.
* Stacking from empty Nemelex decks is no longer possible.
* Wizlab entry now generates a milestone / note again.
* Fix a bug where cloud generators triggered on load when no time had passed,
  leading to a different cloud arrangement from saving + reloading.
* Seeded play fixes for seed instability in a few cases, as well as crashes
  related to seed stability and pregeneration code.
* Several speedups for dungeon rendering, especially in zigs.
* Sprint 3 cloud generators have been retuned.
* Improvements to the behavior of restart_after_save (on by default in 0.25.0).
* Using [] in map view from stairs to view other levels now correctly finds the
  matching stairs.
* Crashes to do with annotation, off-level map view, and custom flashes have
  been fixed.
* It is no longer possible for a bug to cause the player to drown or fall into
  lava, emergency flight will be activated instead.

Stone Soup 0.25.0 (20200612)
----------------------------

Highlights
----------
* Spells in many schools have been redesigned to make the schools more
  distinct.
* Acquirement scrolls have been despoilered, offering the player a choice of
  generated items.
* Effects from spell miscasts, god wrath, death curses, and Zot traps have
  been overhauled for consistency and simplicity.

Branches, Environment
---------------------
* Potions of cancellation now appear as loot in Ziggurats.
* Boris can now spawn after the player picks up the Orb of Zot.
* Forest fires and the Tornado spell can no longer destroy temporary trees
  made by Summon Forest.
* D:1 Level spawns can no longer generate within LOS distance of the player's
  starting position.
* Many arrival vaults have been reworked to allow better player tactics.
* A new Swamp ending themed as a conflict between Yred and Fedhas that
  includes an undead version of the Lernaean Hydra.
* Ziggurats now have level set featuring many player ghosts.
* Zot traps have had their effect flowchart simplified and focused.
* Abyss exits that spawn from earning xp can spawn after the initial spawn,
  instead of every subsequent spawn being a downstair.
* Troves can now ask for scrolls of fog or scrolls of fear.

Character
---------
* Monsters summoned by the player now dismiss when they become hostile.
* Players can now renounce their religion while silenced.
* All Evocable items can no longer be used by the player while confused.
* Formicids can no longer cast Swiftness.

Gods
----
* Trog no longer gifts ranged weapons nor ammunition, gifting only melee
  weapons. These weapons can only have egos of plain, vorpal, flaming, and
  anti-magic.
* Trog now hates use of all magical staves and pain weapons.
* Elyvilon's Divine Protection now always protects exactly at 5* piety instead
  of protecting at a value between 5* and 6*.
* Fedhas now protects plant allies from collisions and from ranged attacks by
  other allies.
* God conducts for harming allies now apply to spells and items that place
  harmful clouds.
* Nemelex abilities can no longer be used while silenced.
* Nemelex card revisions:
  - The pain card no longer summons a flayed ghost, instead it torments at high
    power (the card user is spared).
  - The cloud card now produces black smoke around enemies in sight, to better
    fir with the deck of escape.
* Wu Jian has been tweaked:
  - Wall jumps are now only activated via the 'a'bility menu.
  - Whirlwind attacks no longer pin
  - Heavenly Storm now starts with a slaying bonus of 5, capped at 15, and
    increases by 1 for each martial attack.
* Xom no longer inflicts miscast effects.
* Xom demon summoning is increased in power.
* Wrath changes
  - Trog's "firey rage" is now a fireball, instead of a fire miscast. Trog no
    longer uses rot as retribution.
  - Lugonu's "translocation wrath" no longer uses translocations miscast.
    Instead, the player is either teleported to monsters, banished, or set upon
    by Abyss summons.
  - Cheibriados' wrath no longer uses miscasts. At very high tension, in
    addition to sleeping and slowing the player, Chei makes a lot of noise. At
    low tension, miscasts are replaced by stat damage.
  - Fedhas' wrath no longer uses elemental miscasts. These are replaced by a
    choice of corrosive bolt, primal wave, or thorn volley.
  - Yredelemnul's wrath no longer uses necromancy miscasts, in their place Yred
    fires a bolt of draining.
  - Kikubaaqudgha's wrath uses death curses in place of necromancy miscasts.
* Vehumet is less likely to give duplicate gifts.
* Xom is stimulated upon worship at a faded altar.

Items
-----
* Scroll of Acquirement rework:
  - Offers players a choice of five fully generated items.
  - Three of the item categories are randomly chosen and the other two are
    always gold and food (for species that eat).
  - Generated items are always useable and not hated by the player's current
    god.
  - The Miscellaneous category for evocable items is no longer available.
* New Potion of Stabbing that gives a 50% chance to upgrade weak stabs (e.g.
  distracted monsters) to strong ones (e.g. sleeping monsters).
* Tin of Tremorstones, a new multiuse evocable. Tremorstones have 3 charges
  which recover over time with XP. When used, it creates a number of radius 2
  explosions (the number scales with evocations skill) near the center
  of present monster that are triple-affected by AC (like LRD). The explosions
  are randomly skewed and may hit the user. Most useful for players with good
  armour.
* The chaos brand now has might and agility effects, no longer causes miscast
  effects, and its cloning effect can create friendly and neutral monsters.
* Potions of Brilliance now provide a stronger universal spell enhancer and
  remove spell hunger. They no longer provide an Int bonus nor wizardry.
* Potions of Might no longer provide a bonus to strength.
* Scrolls of Magic Mapping now reveal any floor traps on the level.
* The -Tele property no longer appears on artefact weapons and jewellery.
* Ordinary shields have been renamed to kite shields and large shields have
  been renamed to tower shields. This helps make equipment descriptions less
  ambiguous.
* The vorpal weapon ego no longer has distinct adjectives for each weapon
  class. Now all such weapons are described as 'vorpal'.
* Unrandart changes:
  - New unrand: Cigotuvi's Embrace, a +4 leather armour with rN+, rRot and
    *Drain that automatically gathers corpses to increase AC. The AC decays
    slowly over time but decays more quickly as more corpses are added.
  - Boots of the Assassin are now called the hood of the Assassin and use the
    headgear slot.
  - The demon blade Leech gains *Rage/+Rage and loses its AC-3 and EV-3
    properties.
  - The Elemental Staff now acts as an enhancer for all elemental schools,
    with enhancement applying independently for each school.
  - Warlock's Mirror can now reflect piercing ranged weapons.
  - The Staff of Olgreb now has a chance to deal poison-arrow flavored damage
    on hit, based on evocations skill. It no longer has an additional chance to
    cast Venom Bolt on top of casting OTR when evoked. It now grants poison
    immunity to monsters wielding it.
  - The Dragonskin Cloak now provides rCorr instead of sticky flame
    resistance.
  - The scythe of Curses no longer curses items in inventory, and now applies
    death curses instead of necromancy miscasts.
  - The plutonium sword still applies transmutations miscasts, but gains a
    chance to polymorph the target on hit (since this is no longer a miscast
    effect for monsters).
  - The brooch of Shielding is now a guardian spirit amulet with SH+8.
  - Bloodbane has been removed, having been merged into Leech.
  - Maxwell's Etheric Cage has been removed.
* Phial of floods now applies a silencing "waterlogged" debuff to all monsters
  in the flooded area and no longer summons water elementals.
* Staves of poison now do resistable poison damage on hit like other staves
  instead of just having a chance to poison.
* Distortion branded weapons no longer teleport foes.
* Distortion unwield effects no longer cause a translocations miscast. Instead,
  they either teleport the player to monsters, banish the player, or cause
  severe contamination.
* Regeneration items only activate after attuning to the player at full HP,
  identical to the amulet.
* Scarf egos are revised: cloud immunity and spirit shield are removed, harm
  and invisibility are added. Harm scarves do not drain the player when
  removed.
* Amulets of reflection now always give +5 SH and must attune to the player at
  full HP. Reflected missiles, poison, and banishments now correctly award
  piety.
* Cloak egos are revised: invisibility is removed, preservation (providing
  corrosion resistance) and stealth are added.
* The Harm property can now appear on randart armour, and does not incur a
  drain penalty on removal.
* Stat rings are now always either +6 or -4. AC, EV, and Slay rings are now
  always either +4 or -4.
* Removed: potion of agility, staff of power, crystal ball of energy, sack of
  spiders, lamp of fire, fan of gales, wand of scattershot, amulets of the
  gourmand, amulets of harm, amulets of rage.

Interface
---------
* The seed selection dialogue has been ported to webtiles and is enabled on
  select servers.
* auto_butcher has been changed to default to `always` (from the previous value
  of `very hungry`).
* A new option, auto_butcher_max_chunks, prevents automatic butchering with more
  than that many chunks in inventory. Its default value is 10 for non-ghoul
  characters.
* explore_auto_rest now defaults to true.
* New morgue section: screenshots. When notes are taken with : an ascii
  screenshot is additionally saved and can be added to morgues.
* The console monster list now displays monster status information and whether
  or not the monster is wielding a launcher or polearm, or has a wand
* The ^x summary display now shows monster status information
* A new option, monster_item_view_coordinates, can be set to true to display
  player-relative coordinates in the ^x display.
* The auto-travel trail displayed with show_travel_trail can now be customised
  in console (both for glyph and colour).
* The "visited status" of stairs and transporters can now be indicated both by
  glyph and by colour in console.
* Allies now show sleep and confusion status tiles.
* A new option, game_scale, allows for global pixel scaling to make dcss more
  usable on large and/or high-resolution monitors. (Values in the range of 2-4
  will be helpful for upscaling for 2k-4k monitors.)
* The behavior of `tile_filter_scaling=false` has been improved to work on all
  tiles in the game, for better pixelated effects.
* Webtiles now supports showing save info in the lobby; see CAO for this feature
  in action.

Monsters
--------
* New unique: Maggie, a younger version of the unique Margery, who appears
  just before and in Lair. She has a steam, acid, or swamp dragon scales, Bolt
  of Fire, and Mesmerize. Only one of Maggie or Margery will place in a game.
* Margery now always gets Fire, Shadow, or Storm dragon scales as a
  counterpart to Maggie's armour.
* Both Maggie and Margery have a small extra chance of spawning with a
  pre-enchanted Wyrmbane (1 or 2 points of enchantment, respectively).
* Monsters such as spiders no longer have a clinging ability.
* Mummy death curses are no longer necromancy miscasts, and instead have their
  own effect table.
* New monster: nameless horror. Nameless horrors are produced by summoning
  miscasts. They are giant, tanky, have an antimagic attack and abjuration as a
  natural ability.
* Hepliaklqana ancestors and demonic guardians can no longer be enslaved or
  frenzied.
* Summoned monsters can now get the inner flame status, both from the spell and
  the scroll.
* Monsters now try to avoid blocking the line of fire of monsters behind them.

Spells
------
* Spell in many schools have been redesigned to make the schools have better
  differentiation, more positional considerations, and better UI. The
  descriptions below describe the schools' individual focus and any new,
  changed, and removed spells in each school:
  - Fire spells have directed explosions or set things on fire:
    + New L1 Conjurations/Fire spell Foxfire that conjures two foxfire
      projectiles that quickly hone in on their target, each doing a bit more
      than half the damage of Flame Tongue.
    + Conjure Flame now creates embers on the player's position that turn into
      a flame cloud a turn later. The embers smother if a monster steps on them.
    + Inner Flame now creates a flame cloud under the affected monster
      whenever it takes damage in addition to the usual explosion it makes
      when the monster dies.
    + New L6 Conjurations/Fire spell Starburst that fires 8 range 5 bolts in
      the principle directions.
    + Removed spells: Flame Tongue, Throw Flame, Bolt of Fire.
  - Air school spells bounce, are pointy, or are hard to direct:
    + Airstrike damage now scales so it's greater the more unoccupied squares
      there are surrounding the target.
    + Summon Lightning Spire now places the spire randomly.
  - Earth spells are directed:
    + Borgnjor's Vile Clutch now is a range 6 always-penetrating beam instead
      of a smite-targeted 3x3 explosion.
  - Ice spells are diffuse and subtle:
    + New L3 Ice spell Frozen Ramparts that makes all walls within radius 2
      become covered in ice, damaging monsters that walk by. Damage bypasses AC
      and slows cold-blooded animals.
    + New L4 Conjurations/Ice spell Hailstorm that fires a ring of ice beams
      from radius 2 to radius 3, not affecting radius 1 squares. Monsters with
      rC+++ such as ice beasts are immune to this effect.
    + Ozocubu's Refrigeration does 33% more damage on-average and no longer
      harms the caster.
    + New L9 Ice spell Absolute Zero that instantly freezes to death the
      closest monster in range, leaving an ice block. A random closest monster
      is chosen as the target when there are ties. The spell is range 5 and
      very loud, with noise attenuated by power.
    + Removed spells: Throw Frost, Throw Icicle, Bolt of Cold, Glaciate.
    + As a result of these changes, Ice Elementalists no longer put starting
      skill in Conjurations.
  - Conjurations are pure magic with good accuracy in some way:
    + Iskenderun's mystic blast now makes a range 5 explosion around the
      player that damages and pushes back monsters, potentially colliding them
      with features and other monsters.
    + Dazzling Flash replaces Dazzling Spray. Makes a flash centered on the
      player of up to radius 3 that can blind monsters in the affected area.
    + Searing Ray now fires all its rays at the chosen target, adjusting
      the rays as the target moves. If no target is chosen, the spell
      repeatedly fires in the chosen direction. The rays all penetrate and
      each has the same damage and to-hit. The ray damage is adjusted to have
      the same overall damage distribution as before this change.
    + Spellforged Servitor now gives only one spell to the servitor. This is
      the highest level servitor-compatible spell the player has from the
      following sets, in order of preference: L4 and higher ranged damage
      spells, cloud spells, and low-level or short-range spells.
    + Force Lance is removed.
  - Poison spells poison things or perform some kind of alchemy
    + Sting is now a range 3 Poison/Transmutations spell using the same
      partly-resistable beam type previously used by Poison Arrow.
    + New L6 Poison/Transmutations spell Eringya's Noxious Bog that creates a
      temporary toxic bog trail as the player moves. The bog terrain applies
      the same partly-resistable damage flavor as Sting as well as the
      movement and combat penalties of shallow water.
    + Removed spells: Venom Bolt, Poison Arrow
    + As a result of these changes, Venom Mages now put starting skill in
      Transmutations instead of Conjurations.
  - Necromancy has balance adjustments to make the school not so strong and
    to begin to move it closer to a melee support school:
    + Corpse Rot now creates miasma clouds in a ring around the player, making
      one cloud for each corpse in LOS, but with lower duration.
    + Agony and Dispel Undead are now range 1, and Dispel Undead is now L4.
    + Regeneration and Bolt of Draining are removed.
* The Young Poisoner's Handbook now contains Ignite Poison.
* Confusing Touch is now level 3 and checks MR instead of monster hit dice.
* The player is now immune to the melee-fumbling effects of liquefied ground
  made by casting Leda's Liquefaction. The slow movement applies regardless of
  flight status and the spell can be used while flying.
* Firestorm and Ignition now can burn trees, and Fireball burns trees in all
  squares of its explosion.
* Call Imp no longer bases the type of imp summoned on spellpower.
* The Confuse spell has been removed.
* Spell miscast effects have been simplified to give contamination and a single
  per-school effect, scaling with spell risk and level. The new effects by
  school are:
  - Charms and Hexes: debuff and slow.
  - Summoning: durably summon a nameless horror (new monster).
  - Translocation: dimension anchor.
  - Transmutation: extra contamination for the player, malmutate a monster.
  - Conjuration: irresistable AC-ignoring damage.
  - Elemental schools: school flavored damage (Earth uses fragmentation
    damage).
* The Deflect Missiles spell has been removed.
* Tukima's Dance can no longer be used if the player sacrificed Love.
* Lesser Beckoning and Teleport Other now turn allies hostile.
* Eldritch Tentacles from malign gateway can no longer attack out of LOS of the
  player, and arrive sooner after the gateway is opened.

Development
-----------
* The WebTiles server has seen a major overhaul and now supports python 3 as
  well as Tornado 5+, as well as numerous other backend/technical improvements.
* The catch2 testing framework is now integrated into the project and is
  enabled in our CI testing.
* GitHub actions have been configured to replace Travis CI testing.
2020-12-09 12:28:39 +00:00
nia
f4265b4b5f cataclysm-dda: Update to 0.E.2
This is a minor bugfix release.
2020-12-08 12:08:20 +00:00
kamil
d2f0428c47 pioneers: Upgrade to 15.6
Subversion release 15.6
* Fix for #307: Prevent writing invalid games in the editor
* Re-enabled the Windows port (15.5 was not released for Windows)
* New feature: Allow automatic rolling of the dice
* New feature: When trading, charity can be prevented
* Explicit language selection with an environment variable: LANG for Windows, LANGUAGE for Linux
* Better IPv6 support for games found with Avahi
* Support for building with gcc 10
* Cosmetic improvements for many themes
* Use a more modern 'beep' on Linux
* New default: wide-screen layout
* Various improvements in the editor
* Code quality improvements

Subversion release 15.5
* Fix for #298: Allow trade after a road building development card
* Use more modern helper libraries for the inline help
* Minor code quality improvements

Subversion release 15.4
* New theme Nouvellia, by Brian Mansberger
* Fixed rendering issues in ccFlickr theme
* Improvements for the MinGW port
* Fix for #290: check for the winning condiation at the beginning of the turn
* Fix for #285part2: Fixed unplayable development card
* Use the default about dialog
* Framework change: replaced glib-gettextize by intltool
* GTK+3 deprecation checks are turned off per default
* Minor code quality improvements

Subversion release 15.3
* Relicense of the desktop icons to CC-BY-SA-4.0

Subversion release 15.2
* Ported from GTK+2 to GTK+3
* A new computer player, by Rodrigo Espiga Gomez

Subversion release 15.1
* Full IPv6 support
* More graphics are in vector format instead of bitmaps
* A map preview is shown when creating a game from the client
* A toolbar is added to the editor
* Added a dice deck instead of rolling the dice completely randomly
* The computer player uses more various chat messages
* Code cleanup, including fixed memory leaks
* The Microsoft Windows port now also has a server

Subversion release 14.1
* New features:
  * Added the game comments to the editor. With thanks to Micah Bunting
  * Added island discovery bonus in the editor. With thanks to Micah Bunting
  * Spectators see the nosetup nodes
  * Editor uses shortcuts for games folders
  * Large icons for the GNOME3 desktop

* Bugfixes:
  * Speedup of server-gtk
  * Setting the avatar icon works again
  * Trade is possible again in games without interplayer trade
  * Right-click in the editor shows the menu again
  * Code cleanup (Preparation for Gtk+3, hardening flags, memory leaks, ...)

Subversion release 0.12.5
* New features:
  * These features were written by Micah Bunting:
    * The maps in the editor can be manipulated more easily
    * The map can be zoomed
    * Full screen mode
  * Notifications. With thanks to Patrick
* Bugfixes:
  * Cosmetic fixes to the way the map is drawn
  * Fixed some crashes involving the pirate
  * Fixed some memory leaks in the meta server

Subversion release 0.12.4
* New features:
  * Added a logbot type computer player. With thanks to Andreas Steinel
  * New map: North Americ by Ron Yorgason
  * New map: Ubuntuland by Matt Perry
  * Added a close button on tab pages. With thanks to Anti Sullin
  * Use AVAHI, With thanks to Andreas Steinel
  * In the connect dialog, the games can be sorted
  * Computer player uses the soldier cards and monopoly cards better
  * New theme ccFlickr, by Aaron Williamson
  * Tooltips for the development cards. With thanks to Aaron Williamson
  * The editor can set/unset nosetup nodes
* Bugfixes
  * Fixed the FreeCIV-like and Wesnoth-like themes
  * The computer player is more stable
  * The meta-server is more stable
  * Use the correct size for the icons in the context menu in the editor

Subversion release 0.12.3
* New feature: Look in $XDG_DATA_HOME/pioneers/themes for themes
* New feature: Look in $XDG_DATA_HOME/pioneers for games
* Fixed IPv4 vs IPv6 connection issues when adding local computer players
* Some cosmetic changes

Subversion Snapshot release 0.12.2
* Bugfix: Rejected trade was not sent
* Bugfix: Tournament mode used seconds instead of minutes
* Translation updates

Subversion Snapshot release 0.12.1
* Removed double menu entries
* New feature: the moment of checking for victory can be influenced. With
  thanks to Lalo Martins.
* Use scrollbars, so Pioneers will work correctly on smaller screens.
* Fixes for DoS that could stop the server.
* The computer player will not attempt to buy development cards when none are
  available.
* Changed the order of distributing player numbers when (re)connecting.
* Fixes for the new OpenBSD port.
* All names of the computer players are unique. With thanks to
  chrysn@users.sourceforge.net
* Easier selection of meta servers.
* Games created by the meta server will automatically add computer players
  after a minute.
* Tournament mode: the timer will only be started when a player enters the
  game, and the timer will be reset when the last player leaves before the time
  has elapsed.
* Fixed a crash that could occur after many trades.
* A new command line option to ./configure: '--enable-protocol=IPv4'. When
  this is given (needed for the *BSD ports), only connections on IPv4 are made.
* New language: Czech
* New board: South Africa
2020-12-07 20:02:00 +00:00
schwarz
cba78dfd8f updated games/gnuchess to 6.2.7
This release includes:
- Minor bug fixes mainly in the build scripts.
2020-12-05 08:52:42 +00:00
nia
f6dd9d2f87 Revbump packages with a runtime Python dep but no version prefix.
For the Python 3.8 default switch.
2020-12-04 20:44:57 +00:00
riastradh
77697b790a Revbump for openpam cppflags change months ago, belatedly. 2020-12-04 04:55:41 +00:00
nia
ce233915fb powder-toy: Update to 95.0
Cracker1000 (1):
      Add .life serialization support to lsns (#652)

Ian Bastos (2):
      check SDL2 framework on OSX
      Implement file drop handler (#666)

Nick Renieris (2):
      graphics/gldrawmethods: Fix compilation
      gui/game/brush: Add smooth/organic elliptical brush

Nikolas Ostrowski (1):
      include libcurl package in prerequisites

Nuno Miguel (1):
      Fix namespace error

Piotr Szegda (1):
      Update appdata.xml (#680)

QuanTech0 (1):
      Division by Zero fix (#689)

Sebastián Mestre (1):
      Use CoordStack for INST Flooding (#676)

Secundario (1):
      Do a single CoordStack allocation per thread

Tamás Bálint Misius (97):
      Replace http_* calls with Download calls in non-RequestBroker stuff
      Turn RequestBroker::RetrieveAvatar into a request derived from Download
      Turn RequestBroker::RetrieveThumbnail into a request derived from Download
      Use the new thumbnail renderer task everywhere
      Add RequestMonitor
      Turn RequestBroker::Get/SaveUserInfoAsync into a request derived from Download
      Rename Download* to Request* and move HTTP stuff inside src/client/http
      Fix filename field in multipart content-disposition headers
      More renaming, remove a few useless .c_str()s and fix a URL that had previously contained Download and thus fell victim to my mindless text replacement tricks
      Turn ThumbnailRendererTask into an AbandonableTask
      Fix dumb things that aren't necessarily lethal but are eyesores
      Add curl, rework Request and RequestManager a bit
      Remove spinning from AbandonableTask::Finish
      Change scheme to https everywhere
      Add STATICSCHEME macro to be used with requests to STATICSERVER
      Fix a bunch of threading-related issues
      Fix thumbnails sometimes not being resized in the save browser
      Follow redirects and fix save loading by ptsave parameter
      Fix AbandonableTask being utterly broken
      Only use curl mime feature if it actually exists
      Another curl version-dependent feature thing
      Fix save buttons and probably other things not being cleaned up in FileBrowserActivity (fixed #635)
      Tweak replace mode and specific delete mode (fixes #631)
      Fix pavg loading behaviour of QRTZ/GLAS/TUNG (fixes #607)
      Add more sign macros (fixes #578)
      Fix {ctype} sign macro displaying Empty for non-element ctypes
      Fix msvc compile error again
      Add more SSL client error strings
      Add option to redirect cout/cerr to files
      Print libcurl error buffer to stderr on client error
      Fix a few exceptions returning pointers to temporaries in what()
      Fix Lua reference leaks (fixes #638)
      Fix Element::Identifier assignment leak (closes #205)
      Clean up sign-related code a bit
      Use C++11 threads
      Get GetUserName out of the way on Windows
      Move notification out of block locking associated mutex in Gravity.cpp
      Flatten include trees
      Nuke using namespace std;
      Add really basic VS project generator
      Add new element script
      Leave only the 'wants pressure' check in Simulation::Load for QRTZ/GLAS/TUNG
      Fix transition properties not being validated
      Fix part_change_type not being called by sim.partProperty
      Add more transition type checks and fix tpt.eltransition
      Expose transition constants to Lua (fixes #654)
      Make elem.free rebuild menus (fixes #649)
      Update README and intro text
      Add missing standard include (fixes #644)
      Invoke vsproject.py automatically and make newelement.py a bit more friendly
      Ignore more VS crap
      Get widths in order, various other things
      Make Simulation.IncludePressure pref node accessible from OptionsView
      Reinstate inversion of inclusion of pressure when shift is held
      Use tool desc. and relevant menu desc. in tool search (fixes #289)
      Fix text wrapping (fixes #166)
      Allow wrapping after certain punctuation characters
      Fix highlighting in ConsoleView
      Purge the last traces of PositionAtCharIndex and CharIndexAtPosition
      Fix selection background of formatted labels
      Use current rendering modes when placing a save (fixes #446)
      Make Renderer::ResetModes actually reset modes
      Revise ctype-drawing (fixes #657)
      Replace a few occurrences of hard-coded font height with FONT_H
      Prioritise ctypeDraw functions over sparking
      Okay, it wasn't functionally equivalent (see 79f9a2d6)
      Prevent protocol downgrade attacks
      Prevent newlines from being needlessly appended (fixes #667)
      Only allow strong ciphers to be used
      Fix VS warning complaining about std::fill(float *, float *, int)
      Remove unused variables from Simulation::FloodINST
      Don't destroy the new command being entered in ConsoleView
      Nicer implementation of sim.parts
      Add option to make deco tools use sRGB colour space
      Add Lua API for deco tool colour space, see 51e5f2b
      Add gamma = 2.2 and 1.8 modes, see 51e5f2b
      Make sRGB the default colour space for deco tools, see 51e5f2b
      Add link to up-to-date build instructions to README.md
      Keep GameModel brush radius consistent
      Incorporate Gravity property into calculation of acceleration due to newtonian gravity
      Revert previous change, add NewtonianGravity element property instead
      Fix unsigned integer properties being returned as signed integers from Lua functions
      Blacklist SPRK in PCLN's and PBCN's ctypeDraw function
      Get rid of tiny callback classes, round No.1
      If you don't assign the callback, it won't be called
      Ditch element and tool classes
      Add HTTP API for Lua
      Much good #defining ENFORCE_HTTPS does if we don't include Config.h
      Make NOHTTP transparent to the Lua API
      Fix random warnings from clang 8.0.0
      Only make the request a POST if POST parameters are present
      Fix PMAPBITS compile-time sanity check
      Don't treat warnings as errors in MSVC (fixes #686)
      Failure to remove a tag shouldn't be fatal
      Fix crash when overwriting existing local saves
      Restrict saved version to 95.0 if signs with macros are present
      Catch exception by reference rather than value

iczero (1):
      Fix race condition in Gravity.cpp

jacob1 (73):
      allow using element names as argument 2 to tpt.set_property again
      prevent weirdness when ctrl/shift/alt key event is canceled
      change a bunch of virtual to override (should fix annoying mac compile warnings)
      USE_SDL is no longer used
      Fix stamp and local save thumbnails being stretched
      Tick Client 10 times a second, makes thumbnails appear way faster
      Increase local browser ui size
      zoom api changes: throw errors instead of returning bools, zoomEnabled takes book as arg, some small refactoring
      Fix compile error in some older versions of clang
      use override in all possible places
      Fix updater
      Make element names a String (unicode support)
      Fix msvc compile
      Add CURL_STATICLIB when compiling on windows, add possibly needed msvc libraries
      run curl-config on linux; remove hacks for detecting old mac compiler
      Add MotD when using a broken alternate update server
      Allow loading window positions on 2nd monitor
      Fix sim.deleteStamp not updating stamps.def
      Fix pressure / ambient heat being saved as 0 instead of not at all when shift is held
      Fix msvc compile error
      better capitalization
      Fix POLO eating PROT ID#0 no matter where it is
      Fix crash when searching in element search ui
      Add sim.CELL constant + some other change I made a while ago for some reason
      Add disable-network command line argument
      misc whitespace changes
      Fix 'l' crash
      Fix stamps not saving properly to stamps.def. Make "Rescan Stamps" sort stamps by time created
      Fix tpt.eltransition.<elem>.presHighType
      Update gravity mask even while paused
      arbitrary gravity code cleanup
      Fix CELL size check when loading OPS saves
      don't automatically run vsproject.py when running generator.py, update msvc version
      Fix cipher list on Windows. Lock cipher changes behind a define, not going to define it for now
      vsproject.py updates
      LSNS: formatting changes, change if statements to switch
      Fix frame # not showing properly in HUD when recording
      Rewrite flood_water to use CoordStack and fix stack overflow, fixes #646
      Make water equalization fill in areas slightly more naturally
      Fix missing period in update notification, --no-fft compile fix
      Add somewhat ugly --nohttp option
      fix --nofft renderer check
      Fix --nohttp
      Fix static compilation
      Fix deleting stamps not working
      Fix off-by-one issue in sim.parts, fixes #678
      Fix clang 8 compile warnings
      Fix crash if any built-in scripts try to use the interface api
      Fix STK2 rocket boots not saving in saves
      Fix crash if error happens in ctypeDraw lua function
      Fix crashes if returning invalid arguments from graphics or ctypeDraw lua functions
      also allow nil here
      Add DefaultProperties, replaces some of the case statements in create_part
      Add Create function, handles setting default properties for elements that need randomness or special code
      Add CreateAllowed and ChangeType events
      Add Lua apis to interact with DefaultProperties, Create, CreateAllowed, and ChangeType
      Fix MSVC compile
      remove unnecessary arguments to FloodINST. Fix random warning.
      Don't look at generated/ anymore (fixes compile error)
      split http.request into http.get and http.post (for api reasons)
      allow making POST requests with empty body
      change to 1L because technically the argument is a long
      Add "perfect circle brush" option (on by default), to allow using old circle brush
      replace mode: reset created element back to default properties, instead of just changing type
      Fix fighters sometimes loading from saves with no element
      whitespace fix
      Check for Security.Framework on mac
      Fix bug where deco renders on EMBR in save thumbnails
      Fix TextPrompt::Blocking
      restrict new LSNS features to version 95.0 also
      Fix --no-http compile
      Version 95.0 (build 345)
      Fix compilation with static SDL 2.0.10

mniip (3):
      Fix --nolua compilation
      Fix font editor compilation
      Fix signedness warnings in String.h

moonheart08 (1):
      Add shebang to python scrips used in the project.

ssccsscc (3):
      Added Lua function for working with zoom
      Added Lua function for working with zoom
      Fixed typo

suve (3):
      Add the --no-install-prompt option to Sconscript
      Add a man page
      Guess best scale on startup (#684)

yarek (2):
      Add horizontal separator
      Small UI refactor nFixed category refreshing

yareky (1):
      Allows to change menu selection from hovering to mouse click
2020-12-03 14:37:19 +00:00
ast
6671bc7a58 games/cgoban-java: Updated cgoban.jar to v3.5.23 from http://files.gokgs.com/javaBin/cgoban.jar 2020-12-02 08:50:24 +00:00
nia
ea28802c5a minetest: Update to 5.3.0
Changelog:
https://dev.minetest.net/Changelog#5.2.0_.E2.86.92_5.3.0
2020-12-01 13:16:25 +00:00
nia
fb73e9894d nudoku: Needs autopoint 2020-12-01 11:09:18 +00:00
micha
b9741eb4be games/woof: Update to 3.0.0
* The player coordinates widget on the Automap is now optional.
* Sounds may now be played in their full length. However, this only
  applies to sounds originating from (removed) map objects, not to
  those that emerge "in the player's head".
* All textures are now always composed, whether they are multi-
  patched or not. Furthermore, two separate composites are created,
  one for opaque and one for translucent mid-textures on 2S walls.
  Additionally, textures may now be arbitrarily tall.
* A new wrapping column getter function has been introduced to allow
  for non-power-of-two wide mid-textures on 2S walls.
* Parts of the renderer have been upgraded to use 64-bit integer types.
* Empty DEHACKED lumps are now skipped.
2020-11-30 12:24:52 +00:00
dholland
6415ba6fa1 Make games/craft build again.
The custom C++ preprocessor thingy has been choking for a while on
clang; recently gcc's jointed the party. Work around this by building
it with -g instead of -O2. (For me at least with gcc, while -O2
produces a tool that gives spurious syntax errors, plain -O gives one
that loops forever instead, which isn't an improvement.)

Maybe someday someone will bother to find out where the undefined
behavior is.

Also build the actual game with -Wno-return-type to silence complaints
about dead functions not declared as dead and similar, and while here
adjust things so it still installs correctly regardless of umask.
2020-11-29 03:11:54 +00:00
wiz
b72bcbd7f6 dMagnetic: update to 0.28.
Provided by Thomas Dettbarn in PR 55831.

dmagnetic (0.28-1) unstable; urgency=medium

  * Spectrum128 and Spectrum+3 binaries can be used
  * Acorn Archimedes binaries can be used for playing
  * Some internal bugfixes

 -- Thomas Dettbarn <dettus@dettus.net> Sat, 28 Nov 2020 12:56:54 +0100
2020-11-28 15:22:19 +00:00
nia
ac4d122073 armagetronad: 0.2.9.0.1
Changes on the 0.2.9 branch

- Added detection and reaction code for timing assist bots
- /shuffle now works before you actually join a team
- Implemented /shout command and associated settings
- Fixed suspension and silenced status not being re-applied after a player
  disconnects and rejoins a server.
- Tweaks to enemy influence system.
- Ingame menu and console now are drawn on top of a semi-transparent,
  darkened area for increased readability.
- New first start menu with clearer language selection and initial setup.
- Tutorial match against one AI at slower speed.
- Tutorial tooltips for the most important keybindings.
- ADD_MASTER_SERVER command to announce a server to a new master server.
  Simplifies the process to list your server on a subculture.
- Team launch positions logged to ladderlog with POSITIONS event. Disabled by
  default.
- New command-line option "--input" added to poll for input from a file
  instead of stdin.
- Added WHITELIST_ENEMIES_[IP/USERNAME] to allow players to be enemies, even
  if they come from the same IP address and ALLOW_ENEMIES_SAME_IP is
  disabled (which is its default setting).
- GAME_END, NEW_MATCH, and NEW_ROUND ladderlog events include date and time.
- Added ENCODING ladderlog event, which specifies the encoding for data in
  ladderlog.txt.
- "--input" now can be used more than once to read from multiple files or pipes.
- new team management ladderlog messages:

       TEAM_CREATED <team name>
       TEAM_DESTROYED <team name>
       TEAM_RENAMED <old team name> <new team name>
       TEAM_PLAYER_ADDED <team name> <player>
       TEAM_PLAYER_REMOVED <team name> <player>

- Manage external scripts on Unix dedicated servers. New commands:
  SPAWN_SCRIPT, RESPAWN_SCRIPT, FORCE_RESPAWN_SCRIPT, KILL_SCRIPT,
  LIST_SCRIPTS, SCRIPT_ENV.
- New setting ACCESS_LEVEL_ANNOUNCE_LOGIN that determines if a player's
  login/logout message can be announced.
- Authentication is now enabled by default.
2020-11-25 20:34:37 +00:00
nia
c611ecc8c2 xscorch: Needs pkg-config 2020-11-25 08:05:29 +00:00
fcambus
602998290d nudoku: update to 2.1.0.
ChangeLog:

2.0.0 to 2.1.0 (2020-11-20)
  * Use actual terminal background color (instead of black) as background
  color (pr #31)
  * Define minimum gettext version instead of exact one (pr #32)
  * Require gettext 0.20
  * Add Japanese translation (pr #40)
  * Minor code change
2020-11-24 21:00:02 +00:00
nia
039ece1775 powder: Update to 118
Added a desktop menu entry, manual page, and made it honor CFLAGS.

Upstream changes unknown.
2020-11-24 18:10:03 +00:00
nia
045f7d53d2 qstat: Update to 2.14
Qstat version 2.14

Summary of New Features
-----------------------
New protocols:
	DirtyBomb aka Extraction [-dirtybomb]
	Starmade [-starmade]
	Farmsim [-farmsim]

Refactored output splitting out xform processing into its own files improving various portions of it.

Fixes
-----
hcache segv fixes
packetmanip fixes for packet combining


--
Steven Harltand


QStat version 2.11

** UPDATED for 2.11 **
November 04, 2006

Summary of New Features
-----------------------
new protocols:
   Warsow [-warsows, -warsowm]
   Prey [-preys, -preym]
   TrackMania [-tm]
   Tremulous [-tremulous, -tremulousm]

add -nx and -nnx options that enable resp. disable name transformation
calculate player score for AMS servers

Fixes
-----
fix segfault when a "tribes2 master" returns garbage

--
Steve Jankowski
Steven Hartland
Ludwig Nussel
2020-11-24 17:49:41 +00:00
nia
6f5c54e5f6 sdlpop: Update to 1.21
2020 August 20
=================
(version 1.21)

FIXED: Skeletons not on level 3 did not behave like skeletons.
FIXED: Don't crash if the intro music is interrupted by Tab in PC Speaker mode.
FIXED: Don't switch to PC Speaker mode if there is a mod name in the replay file.
DONE: Detect guard skill customizations in PRINCE.EXE. (Used in Illusions of Persia, for example.)
	TODO: Should we add the guard skill options to the INI, the CFG, the replays, or the settings menu?
FIXED: Don't draw the right edge of loose floors on the left side of a potion or sword.
FIXED: A guard standing on a door top (with floor) should not become inactive.
FIXED: Left jump (top-left) didn't work on some gamepads.
FIXED: Replaying from the command line did not work if there were no replay files in the replay folder.
DONE: Added support for gamecontrollerdb.txt file.
DONE: Detect changes of the shadow's starting positions and automatic moves in PRINCE.EXE.
DONE: Added "Restart Game" to the pause menu, so now it's possible to restart the game using a controller.
DONE: Added fast forward.
	TODO: Speed up music and sound effects during fast forwarding.
ADDED: You can now use quicksave and quickload while recording a replay.
	TODO: Verify that the quickloaded state is from the currently running recording.
2020-11-24 14:30:31 +00:00
nia
670360ef7f yquake2: Update to 7.45
Quake II 7.44 to 7.45:
- Fix a crash under windows when opening the games menu with mods
  installed.

Quake II 7.43 to 7.44:
- Fix some input option not getting saved.
- Limit busywaits to the full client. This lowers the cpu consumption
  of q2ded considerably.
- Rework the build system to be more distribution friendly. The base
  CFLAGS and LDFLAGS can now be overridden by the environment and by
  options passed to make. (by Simon McVittie)
- Fix some corner cases of broken IPv6 connectivity.
- Fix qport colliding between several Yamagi Quake II clients.
- Keyboard keys unknown to Yamagi Quake II can now be bound.
- Adaptive vsync is now supported by setting 'r_vsync' to '1'.
- Implement 'coop_pickup_weapons'. When set to '1', a weapon may be
  picked up by coop players if the player doesn't have the weapon in
  their inventory or no other player has already picked it up.
- In coop elevators wait for 'coop_elevator_delay' seconds.
- If 'cl_anglekick' is set '1' angle kicks are ignored. This breaks
  the gameplay a little bit, but helps against motion sickness. This
  cvar is cheat protected.
- Add 'listmaps' command and autocompletion for maps. (by JBerg)
- Make 'wait' in scripts wait for 17 ms. This fixes some movement
  makros.
- Support for Haiku. (by David Carlier)
- Add a 'mods' submenu. (by earth-metal)
- Add the 'vstr' command and 'nextdemo' cvar. Ported from ioquake3.
  (by Denis Pauk)
2020-11-24 13:04:52 +00:00
nia
491def0170 vms-empire: Update to 1.15
1.15: 2020-01-26 01:20:45Z
	Fix for infinite-fighter-tange bug,
	New 'J' command to show city production in editing mode.
2020-11-24 12:18:46 +00:00
nia
17c1a0a845 xcowsay: Update to 1.5.1
2020-10-01  Nick Gasson	 <nick@nickg.me.uk>

	* src/floating_shape.c (make_shape_from_pixbuf): Correctly detect
	if the display is composited or not.
	* src/floating_shape.c (draw_shape): If the window manager is
	non-compositing use the root window content as the window
	background. The previous release would show black squares instead.

	* xcowsay 1.5.1 released!

2020-02-08  Nick Gasson  <nick@nickg.me.uk>

	* xcowsay 1.5 released!

2020-02-03  Nick Gasson  <nick@nickg.me.uk>

	* src/xcowsay.6: Remove the note about the lack of anti-aliasing.

2020-02-02  Nick Gasson	 <nick@nickg.me.uk>

	* src/floating_shape.c (make_shape_from_pixbuf): Update to Gtk3.

	* src/bubblegen.c (bubble_init_cairo): Use Cairo to draw bubble.

	* src/bubblegen.c (bubble_init): Merge `bubble_init_left' and
	`bubble_init_right'.

2017-04-10  Nick Gasson  <nick@nickg.me.uk>

	* src/xcowsay.c (main): patch from Tony Finch to make cow
	location more random.
2020-11-24 10:36:23 +00:00
wiz
196d0d846a *: recursive bump for poppler 20.11.0 2020-11-21 09:34:53 +00:00
nia
6db05e3afa xscorch: Update to 0.2.1
Changes in 0.2.1
------------------

   KNOWN BUGS:
    * Leap Frogs fail to leap in Interleaved Mode, because the land
      is not cleared by one explosion before the next missile is animated.
    * Some moves/items are interpreted locally instead of sent through
      the network server like they should be.  It contributes to desync.
    * Graphics/Computers are fast - hangs and crashes have been reported.
    * The wedge code sometimes draws straight ends instead of rounded ones.
    * The man page is out of date enough to notice.


   BUG FIXES:
    * Audited for 64-bit pointers and should now run on 64-bit platforms.
    * Hans de Goede of the Fedora project fixed a stack smash in saddconf.
    * Fix from Sayu for roller infinite loop on elastic/rubbery walls bug.


   MISCELLANEOUS:
    * Updated the FSF's address in our GPL notices.
    * Upgraded various autotools cruft so it kinda works with newer versions.
    * Patch from Ilya Barygin to allow linking with the --as-needed option.
    * Added autoselection of h_addr_list[0] vs. h_addr.
    * Updated the libtoolization.


   GTK 2.0 CONVERSION
    * GTK >= 2.20 is now required.  I got tired of the GTK habit of
      constantly coming up with a new shiny thing and deprecating every
      way that used to be the right way to do stuff, so I am not going
      to even vaguely try to support GTK < 2.20.
    * Fixed segfault in some menus caused by incorrect use of GtkDialogBox.
    * Changed yet more random interfaces GTK changed for whatever reason.
    * We need to finish GTK2 support.  We are using allow deprecated some.
      1. GdkFont is deprecated, so all the font code still needs rewritten.
      2. The chat window used GtkText and still need to be rewritten.
      3. sgtk/swidgets/sconsole.c:#define  __ALLOW_DEPRECATED_GDK__
         sgtk/swidgets/sdialog.c:#define  __ALLOW_DEPRECATED_GDK__
         sgtk/swindow-gtk.c:#define  __ALLOW_DEPRECATED_GDK__
2020-11-20 15:15:24 +00:00
nia
6a1c9e2533 xgalaga: Update to 2.1.1.0
Version 2.1.01.0 (HR 2008/03/05)
- Updated configure.in and Makefile.in for building an new configure
  script and Makefile with BSD support (autoconf -o configure configure.in).
  The goal is to build on supported platforms 'out of the box'. If there
  is anything to do, please let me know at
   tshe_hermann remove_this at web dot de
- Added scrolling credits in the title screen. Therefore increased
  the third paragraph of the version number.

Version 2.1.00.2 (HR 2008/02/11)
- Changed numbering scheme to a dotted style to become better compatibility
  with distro's numbering scheme.
- Fixed broken sound. xgal.sndsrv.linux opens /dev/dsp now with O_WRONLY.
  This makes simultaneously playing oggs working.
- Added man page (content and build handling). Added <s> and <Q> key.

Version 2.1.00-1 (HR 2008/02/07)
- added ifdefs in score.c for compiling with no sound support
- added file mkinstalldirs. Needed by make install

Version 2.1.00-0 (HR 2008/02/06)
- This release is mainly a bugfix relase. Some of them are years old.
  See hints below.
- added the xgalaga_2.0.34-44.diff from debian. Thanks to Joey Hess for
  collecting all these stuff over the years.
  Main changes are: compiling xgalaga-hyperspace, full screen mode, security
  fixes for HOME-Variable and global score file, joystick support,
  improvements of sound server, new weapons machine gun and spread shot, ....
- Bugs as reported at sourceforge Request ID 1394882 "make error on fc4 64-bit"
  and 1167157 "make error on FC3" are supposed to be fixed. Changed the order
  of header files in several .c files. I have no 64 bit system to test this,
  but I got the same error on ubuntu 7.10
- Debian bug report #149743: "xgalaga starts when i want to turn sounds off" is
  fixed. In fact, it started on any key except <q> or <Q>. Now starts only on
  the keys <k> and <m> as stated in the last line on the title screen.
  Turning sound off works during the game and at the title screen. For clarity
  there is now a 'Q' (=quiet) right from the level, which appears, when sound
  is switched off.
- Debian bug report #60266: "Too slow when sounds are not available" is
  probably fixed. I could not exactly reproduce the bug. On my box, xgalaga
  crashes totally. Maybe it depends on the sound system. I added the evaluation
  of the returncode on writing to /dev/dsp. The crash was gone away.
- Debian bug report #399987 "xgalaga -level accepts ""impossible to loose""
  levels" is partially fixed. The -level parameter value is cut to 15. Higher
  levels are still avalable by playing (good luck).
- Added a couple of additional key codes. The <p> (pause) and <s> (toggle
  sound) did not work, because they produce key codes increased with 256.
  Editing the high score name also didn't work on the same reason.
- Added bugfix for "[1837041] Fix seg fault" as reported on sourceforge
- Changed order of libs in configure.in. This (and some other improvements)
  makes xgalaga compile under Cygwin/X
2020-11-20 13:50:23 +00:00
nia
bca5dbb740 easyrpg-player: Update to 0.6.2.3
This release was unplanned but we introduced a regression in 0.6.2.2 that
   we have to fix. Next time we will be a bit more conservative in
   backporting fixes :(. But this is for-sure the last patch release. The
   next release will be huuuge.

  Regressions fixed

   The implementation of Skill reflection crashed the Player when the skill
   had no target, e.g. when it was a skill that just toggled a switch. This
   broke directly the first battle in OFF. (#2342)

  Battle

   The correct default state rank B instead of C is now used for enemy damage
   calculation. (#2332)

   Damage calculation for states is now more correct: The damage/recovery is
   rounded down. (#2343)

  For Developers

   The Player compiles now on the Haiku operating system. (#2359)

   When using vcpkg and CMake 3.15 or newer the detection whether a shared or
   a static runtime (/MD vs /MT) shall be used is now autodetected via
   MSVC_RUNTIME_LIBRARY. (#2267)

   CMake will not download the TestGame via git anymore. The motivation here
   was years ago that we want to use the TestGame for unit and regression
   testing but this never happened.
2020-11-20 12:39:10 +00:00
nia
b5b8cf27b3 iortcw: Fix powerpc executable suffix 2020-11-13 16:17:06 +00:00
nia
738f8f5ac6 Make luajit PaX MPROTECT safe. 2020-11-06 12:15:53 +00:00