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