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
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 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.
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)
2020-10-01 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.
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__
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
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.
Provided by Thomas Dettbarn in PR 55771.
On October 31st, 2020, I uploaded dMagnetic 0.26, which was capable
of reading the Amstrad CPC binaries from DSK images. :)
Update pkgsrc patches and remove the ones that were merged upstream.
Doom Legacy Changelog
1.48.6 SVN1550 (2020-09-09)
FEATURES 1.48.6
* DoomLegacy can read zip archives (Linux Only, enabled by compile option
ZIPWAD). When an load file is a zip archive, all loadable files within the
archive are loaded. When searching for a known file, zip archives of the
same name (but with .zip) are also searched.
This uses library libzip. When built with compile option ZIPWAD_OPTIONAL,
DoomLegacy detects if the libzip library is present on the user machine.
This allows DoomLegacy to run without the feature, when the user does not
have libzip.
A libzip before version 1.2 does not have a seek function. A compile
option will provide our own zip_seek function, so libzip 1.0 can be used.
* Recorded Demos now include both the Version and Revision numbers, so
revision specific behaviors can be enabled. DoomLegacy 1.48.6 has modified
its native demo format, which is revision specific. Older demo formats are
still playable.
* Recognize and handle DeePsea Tall patches. Enabled with compile option
DEEPSEA_TALL_PATCH. Michael Bauerle submitted the orignial patch, derived
from crispy doom.
BUG FIXES 1.48.6
* DoomLegacy and PrBoom monster infighting does not have missile
invulnerability between monsters of the same species. Some other ports
(Boom, MBF, Eternity engine) do not have the infight test, so their
monsters are always invulnerable to missiles from their own species.
Added another item to the infight control to select the behavior.
Implements "Full Infight" setting with missile damage (Legacy, PrBoom).
Implements other infight settings without missile damage (Boom, MBF,
Eternity).
Fixes BUG 0664.
Added MBF infight logic, thats stops monsters from firing on friends.
* Legacy demo would fail to start due to blocking the textcmd that loads the
map.
The Legacy 1.48.4 demo was recorded with player 0 issuing the map textcmd.
Player 0 was not in the game yet, and this was detected as a textcmd from
a non-existant player, which got caught by new security code. For textcmd
issued before player 0 is in the game, the demo needs to use SERVER_PID.
Fixed demo read to redirect player 0 demo textcmd to SERVER_PID.
DoomLegacy 1.48 has a single long combined textbuf, containing the textcmd
from all players. Within the combined textbuf, there are individual
textcmd marked with the player id. Individual textcmd are still limited to
255 chars as in an ordinary textbuf. The DoomLegacy 1.48.6 demo format has
been changed to store the entire combined textbuf buffer into the player 0
slot.
This is simpler for recording and playback, has the same effect, and
allows SERVER_PID textcmd, which the previous demo format did not.
The commands to create a player (and other server actions) are now issued
by SERVER_PID, where in older demos they were issued by player 0, before
player 0 existed. DoomLegacy 1.48 has better protection against malicious
network traffic than previous versions, and checking textcmd validity is
part of the security protection. This fixes demo playback to work with the
security checking.
Changed the SERVER_PID to 250 now, for future expansion of players.
This fixes bug 0665.
* Fixed the moonwalk bug, where monsters would sometimes walk backward. This
was due to a bad translation of an everything-in-one-expression to more
maintainable code.
* Make an oof sound when hit a 2s line, just like when hit a 1s line.
Adopted from PrBoom, a Killough enhancement.
* Make optional, and disabled, some old development hacks.
Option DEVPARM_LOADING:
Loaded development wads from a special directory. This used switches
-wart, -devgame (even older -shdev, -regdev, -comdev).
Option WADFILE_RELOAD:
If a filename started with a tilde "~", it was taken as an indication to
reload the file on every lump access. This was to enable leaving doom
running while changing wad files.
Option LOADING_DISK_ICON:
Not implemented in any port anyway.
* The Full Graphics startup was fragile, requiring constant fixing. Video
startup now changes directly to the config modes, which is faster and
cleaner. Removed some antiquated code and interactions, adopting an
interface that puts the main code in control.
* Fixed the violet line, trees, and tall sprites of "Lost civilization" wad.
This required being able to save the same texture as both a transparent
patch texture, for drawing hanging vines, and as a picture format texture,
for drawing tiled walls. This fixes Bug 0663.
* The fast drawing of wall textures required them to be a power-of-2 in
width, so they could be tiled. To handle the case where it is not a
power-of-2 in width, it now uses a slower masked draw similar to that in
PrBoom, which also handles a negative offset. This fixes the large tree in
"Lost civilization".
* Fixed some old code to use POSIX fcntl, which allows it to compile on
SunOS. Patches submitted by Michael Bauerle. Fixes Bug 0666.
Features
Propper widescreen (and other aspects) support
Select difficulty in single player (remembered in the save game)
Adjustable game speed in-game
V-sync can now be disabled in the ini
Better line drawing function used for the automap
Support for loading custom Hell level maps
Make all objects and monsters available to custom maps
Added support for joining a game via hostname instead of IP
Bugfixes
You can now enter and exit fullscreen also when the game is paused
[Amiga] Fix double-clicking in menu
Original Diablo bugs
Fix some monsters AC and to-hit values on Nightmare/Hell ending up as 0
Fix player base block resetting to 0 after loading a save game
Correctly render trees in front of the player
Fully render sprites that are larger than the floor tiles
Fix objects disappearing when walking on the opposite wall
Dupping via belt has been fixed
Correctly detect if the mouse is clicking the world or UI in some areas
Minor typography corrections
Corrected name of Chamber of Bones in automap
Correctly align the inventory slots
Install the new interchangeable BLAS system created by Thomas Orgis,
currently supporting Netlib BLAS/LAPACK, OpenBLAS, cblas, lapacke, and
Apple's Accelerate.framework. This system allows the user to select any
BLAS implementation without modifying packages or using package options, by
setting PKGSRC_BLAS_TYPES in mk.conf. See mk/blas.buildlink3.mk for details.
This commit should not alter behavior of existing packages as the system
defaults to Netlib BLAS/LAPACK, which until now has been the only supported
implementation.
Details:
Add new mk/blas.buildlink3.mk for inclusion in dependent packages
Install compatible Netlib math/blas and math/lapack packages
Update math/blas and math/lapack MAINTAINER approved by adam@
OpenBLAS, cblas, and lapacke will follow in separate commits
Update direct dependents to use mk/blas.buildlink3.mk
Perform recursive revbump
1.10.3 (2020-08-09)
------------------------------------------------------------------------
Change: Also make roadside trees match the tree transparency option (#8245)
Fix: Center text and icons in the status bar vertically (#8273)
Fix: [NRT] Set invalid road and tram types for rail tunnel ends (#8269)
Fix#7980: Properly invalidate mouse-over station coverage highlight (#8263)
Fix#8250: [NRT] Company infrastructure window always omits last road/tramtype (#8251)
Fix#8162: [NRT] Improve error message when converting town owned road (#8247)
Fix#8216: Don't show floating text on autoreplace if cost is 0 (#8244)
Fix#8129: Crash if a news message expires while viewing the endgame screen (#8243)
Fix#8221: Use more specific error message when a bridge is too long (#8240)
Fix#8230: Resolve ".." when opening files in .tar (#8231)
Fix: A few race conditions in netcode (#8227, #8228, #8229)
Fix#7838: Crash relating to group creation and renaming (#8223)
Fix#8104: [SDL2] Fix window resizability when going from fullscreen to windowed mode (#8211)
Fix: Display banlist's indexes correctly (#8209)
Fix: Possible desync with subsidy creation (#8159)
Fix#8131: Draw small bridges pillars in more places (#8149)
Cave Story (Doukutsu Monogatari) is a classic freeware metroidvania
platform-adventure video game by Daisuke "Pixel" Amaya.
This is a somewhat upgraded/refactored version of NXEngine, a complete
open-source clone/rewrite of Cave Story.
Version 1.14.14
Add-ons client
* Add-on titles and descriptions translated to the current language are used when available.
The original English title is displayed in the UI and considered for search purposes in addition
to translations.
Add-ons server
* Made it possible to provide translations for add-on titles and descriptions at upload
time in the .pbl. Only clients running 1.14.14/1.15.4 or later can read the
translated values.
Language and i18n
* Updated translations: British English, Catalan, Chinese (Simplified),
Chinese (Traditional), Czech, Esperanto, French, Hungarian, Italian, Polish,
Portuguese (Brazil), Russian, Spanish, Turkish
Multiplayer
* 5p - The Wilderlands:
* Player 5’s units are sorted when cycling through them with the »n« key.
* Map tweaks (changes to some castles & villages, the northern river and embellishments)
User interface
* Do not list nameless abilities in the Abilities and Ability Upgrades lists in unit
descriptions in Help.
* Fixed disabled buttons using the pressed highlight color.
Miscellaneous and bug fixes
* Made wmllint recognize [remove_time_area] in order to avoid spurious warnings about
unit ids.
* Files created by the scenario editor include a boilerplate warning about hand-editing them.
2.2.0 "Interactive Fantasy" (2020-09-27)
New games:
Added support for Blazing Dragons.
Added support for Griffon Legend.
Added support for Interactive Fiction games based on the following engines:
ADRIFT (except for version 5)
AdvSys
AGT
Alan 2 & 3
Archetype (newly reimplemented for Glk from the original Pascal sources)
Hugo
JACL
Level 9
Magnetic Scrolls
Quest
Scott Adams
ZCode (all ZCode games except the Infocom graphical version 6 games).
Currently, more than 1600 games are detected and supported.
Added support for Operation Stealth.
Added support for Police Quest: SWAT.
Added support for English translation of Prince and the Coward.
Added support for Ultima IV - Quest of the Avatar.
Added support for Ultima VI - The False Prophet.
Added support for Ultima VIII - Pagan.
New ports:
MorphOS port got a major rewrite.
General:
Autosaves are now supported for all the engines.
Errors are more likely to open the debugger, and be displayed, than just crash ScummVM.
Games are sorted in GUI ignoring the articles.
Now Hebrew is displayed correctly in GUI (requires FriBiDi library).
Updated the Roland MT-32 emulation code to Munt 2.4.0.
Added option to select the default voice for ports that support Text-to-Speech.
Added support for Discord Rich Presence integration on supported platforms (Windows Vista+, macOS 10.9+ 64 Bit)
Major improvements to the keymapper.
BBVS:
Added support for the demo, available from our website.
Added support for the Loogie minigame demo.
Dreamweb:
Added support for Russian fan-translation.
Fixed animation speed.
Illusions:
Fixed subtitle speed (set it to max for good speed).
Added support for Russian Duckman.
Kyra:
Added support for the SegaCD version of Eye of the Beholder I (with CD-Audio, animated cutscenes and map function).
Added support for the PC-98 version of Eye of the Beholder I.
Added support for the Spanish versions of Eye of the Beholder I and II, Legend of Kyrandia 1 (CD-ROM fan translation) and Legend of Kyrandia 2 (floppy version and CD-ROM fan translation). Fix Spanish Lands of Lore support (floppy version and CD-ROM fan translation).
Lab:
Fixed sound looping in some rooms.
Neverhood:
Added support for bigger demo, available from our website.
Prince:
Fixed inventory item descriptions display.
Added English translation.
Fixed bug with infinite loop when looking at some objects.
Queen:
Fixed loading a save game from the launcher.
Fixed random long delays when starting a game.
SCI:
Major improvements to Amiga and Mac sound drivers.
Improved MIDI playback and fixed many audio issues.
Fixed 30 original script bugs in ECO2, GK1, KQ4, KQ5, KQ6, KQ7, LB1, LONGBOW, PHANT2, QFG1, QFG3, QFG4, SQ5 and SQ6.
Fixed a script bug responsible for rare and random lockups in most Sierra games between 1992-1996.
Added support for Inside the Chest / Behind the Developer's Shield.
Added support for German LSL6-Floppy.
Added support for Hebrew Torin's Passage.
Added support for Italian Lighthouse.
Added support for Polish KQ5, LSL2, LSL3, LSL5 and LSL6-Floppy.
Fixed Russian LSL1 error when hailing a taxi.
Fixed Phantasmagoria 2 error when attempting easter eggs.
Fixed QFG3 auto-saves.
Fixed QFG4 and Shivers save game thumbnails being obscured by control panels.
Fixed a random crash in the Windows version when exiting a game.
Added support for Roland D-110 sound driver.
The "Prefer digital sound effects" checkbox works correctly now for SCI01/SCI1 games.
SCUMM:
Fixed palette issues leading to incorrect colors in MM NES intro and dark rooms.
Fixed the rendering of the flashlight in MM NES to match the original version.
Replaced the existing NES palette to a more accurate NTSC palette based on Mesen.
Added a new GUI option to switch to an alternative NES palette based on the NES Classic.
Improved colors in Apple //gs Maniac Mansion.
Fixed crash when entering garage in Apple //gs Maniac Mansion.
Added support from Classic Full Throttle from Remastered release.
Supernova:
Improved English translation.
Sky:
Fixed syncing of music volume between native settings panel and ScummVM configuration.
Sword1:
Added support for localized menus in Novy Disk Russian Trilogy release.
Added support for Spanish playable Demo available from our website.
Sword2:
Added support for Spanish playable Demo available from our website.
Titanic:
Fixed Barbot crash after asking what else he needs.
Wintermute:
Added subsystem for tracking achievements, implemented for 10+ games.
Xeen:
Add missing sprite drawer for enemies hit by Energy Blast.
Fixed freeze due to bad mob data at the top of Witches Tower.
Fix crash loading some savegames directly from the launcher.
Fix curing the well in Nightshadow.
Fix loading of wall items from savegames.
Fix U/D keys not working on Quests dialog
Fix incorrect mirror destination for Dragon Tower
Fix crash reading book in Great Pyramid safe
Prevent attributes from going negative
Fix border faces animation during Clairvoyance
ZVision:
Fixed regression in the safe puzzle in Zork Nemesis: The Forbidden Lands.
Fixed getting perfect score in Zork: Grand Inquisitor.
Android port:
Added support for immersive fullscreen mode.
Improved keyboard and mouse input.
iOS port:
Fixed unsupported graphic mode for some games (such as SCI games with high quality video scaling enabled).
Removed Quit button to follow the iOS design guidelines.
Removed virtual keyboard input assistant bar. In particular this means that we no longer see a bar at the bottom of the screen when using an external keyboard.
Added save of current game state if possible when switching to a different task and restore game state when returning to the ScummVM task.
Linux port:
Added option to use the system file browser instead of the ScummVM file browser.
MacOS X port:
Fixed blurry on Retina screens. Unfortunately this required dropping support for the dark theme for window decorations.
Fixed Taskbar icon display when running a game (this was broken since ScummVM 1.9.0).
RISC OS port:
Added a VFP optimized build for newer hardware.
Windows port:
Added support for using additional OneCore voices for text to speech.
Active support for Windows Vista and lower is now discontinued. While we still provide builds for those systems in the foreseeable future, some newer features might be missing.
- Binaries are now built with optimization flags and debugging information
(stripped for release).
- A "secret" option to force integer video scaling factors has been added
("integer_scaling").
- A mouse button binding for the "Use" action has been added. Double click
acting as "Use" has been made optional.
- The "Ouch Face" and the "Picked up a Medikit that you really need" message
are now shown as intended.
You may have to rebind your mouse buttons!
- Level stats and level time widgets have been added to the automap.
- The weapon sprites can now be centered during attacks.
- A crash when a Dehacked patch attempts to assign a non-existent code
pointer has been fixed.
This is a tool for Go players which performs the following functions:
* SGF editor
* Analysis frontend for KataGo, Leela Zero or compatible engines
* GTP interface
* IGS client
* Export to a variety of formats
The basic goal for this program is to provide an everyday SGF editor
that is fast, easy and convenient to use and does everything you
could want out of such a tool. Some of the more unusual features
include a Go diagram exporting function for sites like lifein19x19.com
or Sensei's library, as well as SVG vector graphics or slide export.
q5go also supports some non-standard Go variants. For beginners,
tutorials that explain the rules and basic tactics are included.
This program is based on the old Qt3 version of qGo, but ported to
Qt5 and modernized.
Bug-fix release, fixing linedef type 242 rendering with moving control
sectors and SDL2_Mixer opening a different number of audio channels than
requested.
GemRB v0.8.7 (2020-08-23):
New features:
- new smarter pathfinder with bumping support
- animal taming, iwd2 hardcoded saving throw bonuses
- vcpkg and out-of-the box msvc support
- non-ascii data filename support
Improved features:
- disk reading speedups, ease of setup
- iwd chargen, pst spell timing, hardcoded overlays, iwd2 casting ai
- better actor speeds & walk sounds
- audio, pst ini handling, savegame compatibility, morale handling
- effects, projectiles, actions, range calculations
- bugfixes
Notes:
- switched to c++11 and cmake 3.1 as a minimum
- dropped windows 9x compatibility