forked from pool/gzdoom
133 lines
5.6 KiB
Plaintext
133 lines
5.6 KiB
Plaintext
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Tue Jan 2 13:14:54 UTC 2018 - jengelh@inai.de
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- Remove zdoom from the specfile (which had built both zdoom and
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gzdoom due to their similarity) and rename to gzdoom.spec.
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- Update to new upstream release 3.2.4
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* Recognition for the HacX 2.0 IWAD
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* Recognition for the modified Doom 1/2/U IWADs and the "No Rest
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for the Living" expansion pack shipped in the Doom3 BFG Edition.
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* New GL3 node format for complex UDMF maps which need fractional
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precision on node splitters.
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* The ZScript scripting language has been added.
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* A new 32-bit software renderer has been added.
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The classic 8-bit renderer remains available.
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- Add gzdoom-waddir.patch, gzdoom-staticlibs.patch.
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-------------------------------------------------------------------
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Sun Mar 24 00:38:53 UTC 2013 - jengelh@inai.de
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- Standardize on /usr/share/doom for IWADs.
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- Per-user configuration is to be moved to ~/.config/zdoom
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(XDG environment variables are not respected, though),
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~/.config/gzdoom and ~/.config/zandronum for the different
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game engines respectively.
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-------------------------------------------------------------------
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Thu Mar 21 16:06:30 UTC 2013 - jengelh@medozas.de
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- Update to new upstream release zdoom-2.6.0+svn4191
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and gzdoom-1.7.01+svn1526
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* berserk indicator on alternative HUD
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* support for BFG edition IWADs
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* sound precaching through MAPINFO.
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- Imported zandronum-1.0+hg3641 (formerly Skulltag)
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-------------------------------------------------------------------
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Tue Jul 10 14:12:20 UTC 2012 - jengelh@inai.de
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- Update to new upstream release 2.6.0 (gzdoom-1.6.0)
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* Added Hacx IWAD support.
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* Added text-format Strife conversation system with USDF and ZSDF.
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* A textured automap is now available; automap graphics are now
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externalized.
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* Rewritten menu system, which can now be defined with the MENUDEF
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lump.
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* Externalized intermissions to MAPINFO.
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* Externalized IWAD detection and gave each IWAD its own
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independent config section.
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* Added FluidSynth and GUS emulator softsynths; fixed issues with
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TiMidity++.
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* Added VOC support and enhanced MIDI playback with support for
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alternative formats such as XMI and HMI.
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* Action specials: Added Ceiling_LowerAndCrushDist and
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Thing_SetConversation. Added console command to execute specials.
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* ACS: Increased maximum script number from 999 to 32767.
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* ACS: Named scripts allow to avoid script number conflicts
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altogether.
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* ACS: Added StrCopy, CheckSight, SetActivator, SetPointer
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functions.
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* ACS: Added APROP_ScaleX/Y and APROP_Mass actor properties.
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* ACS: Added temporary dynamic strings variables with StrParam.
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* ACS: Scripts can now have up to four parameters.
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* DECORATE: Added A_CheckFlag, A_FaceMaster, A_FaceTracer,
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A_RadiusGive, A_SetMass, A_SetScale, A_Warp and A_WolfAttack...
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* DECORATE: Enhanced A_AlertMonsters, A_BFGSpray, A_Blast,
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A_CustomBulletAttack, A_FireBullets, A_GunFlash, A_PainAttack,
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A_RadiusThrust...
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* DECORATE: Added an actor pointer manipulation system with several
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new codepointers...
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* DECORATE: Added DOHARMSPECIES, DONTCORPSE, SEEINVISIBLE and
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INVENTORY.UNTOSSABLE
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* DECORATE: Increased damage type flexibility in several ways with
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DeathType and PainType.
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* DECORATE: Added customizable fléchettes.
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* DECORATE: Made accuracy and stamina accessible through DECORATE
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expressions.
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* DECORATE: Added ProjectileKickback, Inventory.RestrictedTo and
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Inventory.ForbiddenTo class-based properties.
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* DECORATE: Backported VisibleToTeam, VisibleToPlayerClass and
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weapon DropItem feature from Skulltag, and enhanced them.
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* DECORATE: Added "Fast" keyword for states and deprecated the
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unreliable FASTER and FASTMELEE flags.
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* Added a secret hint system.
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* 3D floors support.
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* FraggleScript support.
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* Voxel support.
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* SBARINFO: Ammo 1/2 capacities added to DrawNumber, support for
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color names in colored text.
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* SNDINFO: Added musicalias and attenuation.
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* Compatibility: fixed issues with Eternal Doom, Happy Time Circus,
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Phobos, vanilla compat, Boom compat, light levels higher than
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255, Heretic, Strife, MUSINFO, misnamed UDMF field.
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* Fixed loading of BMF palettes.
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* restart console command.
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* Added PALVERS lump for specifying alternate graphics to use with
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a paletted render, in case the graphics you really want to use
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look bad without true color.
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* Custom IWADs no longer need to include a COLORMAP, as ZDoom will
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generate one automatically if it is missing.
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* Fixed vertical tiling of non-power-of-two textures.
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-------------------------------------------------------------------
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Sat Nov 27 22:30:43 UTC 2010 - jengelh@medozas.de
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- cmake is really weird when it comes to CFLAGS.
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Pass :STRING= to make it actually use our flags.
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- set RPM group for gzdoom to one that rpmlint accepts
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- disable strip to make debuginfo packages work
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- fix a crash caused by an uninitialized variable
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-------------------------------------------------------------------
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Fri Sep 10 17:39:21 UTC 2010 - jengelh@medozas.de
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- Enable building with experimental fluidsynth support
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- Optimize PNGs before packing up
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- Do not use FMODEx for building on non-x86
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- Remove unneeded p7zip build dependency (repacked + patched
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.tar.xz is used since a while)
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- Update to ZDoom 2.5.0
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* Obsoleted zdoom-binutils.diff
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- Update to GZDoom 1.5.02
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-------------------------------------------------------------------
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Fri Jul 30 12:56:27 UTC 2010 - jengelh@medozas.de
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- Add patch to workaround compile issues with binutils 2.20.0
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-------------------------------------------------------------------
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Wed Jul 28 12:44:57 UTC 2010 - jengelh@medozas.de
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- Split up zdoom package into its components
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- zdoom, gzdoom, zdoom-devel
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