forked from pool/gzdoom
Jan Engelhardt
0e5c835185
OBS-URL: https://build.opensuse.org/package/show/games/gzdoom?expand=0&rev=19
324 lines
14 KiB
Plaintext
324 lines
14 KiB
Plaintext
-------------------------------------------------------------------
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Wed Jan 23 15:22:45 UTC 2019 - Jan Engelhardt <jengelh@inai.de>
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- Update to new upstream release 3.7.2
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* The resolution selector now sets to auto detected resolution at
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startup, no longer uses entries from the config file.
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* Committing a scaling change for fullscreen sets scaling to 1.0
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to guarantee the selected number of pixels are actually used.
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* For details, see https://forum.zdoom.org/viewtopic.php?t=63346
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-------------------------------------------------------------------
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Thu Jan 3 01:37:12 UTC 2019 - Jan Engelhardt <jengelh@inai.de>
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- Update to new upstream release 3.7.1
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* Expand UDMF and ZScript API for side's own additive colors
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* Added NOFRICTION and NOFRICTIONBOUNCE actor flags
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* Added an AMD64 JIT for DECORATE and ZScript
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* Lights are now referenced by sections rather than surface, to
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speed up light linking. This should allow a dynamically-lit
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plasma bolt to pass over a 3D bridge in Frozen Time without
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turning the game into a slide show.
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* Add shader cache for Intel GPUs which should result in faster
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startups.
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- Add gzdoom-asmjit.patch
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-------------------------------------------------------------------
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Wed Nov 14 09:58:09 UTC 2018 - Jan Engelhardt <jengelh@inai.de>
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- Update description
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-------------------------------------------------------------------
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Tue Oct 16 11:52:51 UTC 2018 - Jan Engelhardt <jengelh@inai.de>
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- Update to new upstream release 3.6.0
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* Add OBJ model support
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* Add HITOWNER flag, when set, allows a projectile to collide
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with its shooter.
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* Enabled the linear shadowmap filter.
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* Added 5x and 6x upscaling with xBRZ
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* Exports various resurrection-related functions to ZScript.
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- Update to new upstream release 3.5.1
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* Added post processing support to the software renderer and
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softpoly.
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- Add fl2.patch
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-------------------------------------------------------------------
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Sun Aug 5 12:00:27 UTC 2018 - mardnh@gmx.de
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- Update to version 3.5.0
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* (modern branch only) Fullscreen is now borderless window (which,
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technically, it always has been, anyhow). Removed hacks which
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changed the desktop resolution in order to simulate exclusive
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fullscreen because they were a constant stability concern.
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* (modern branch only) fixed a performance regression with the
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software renderer, introduced by the recent changes to the video
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backend in 3.4.
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* Save item statistics - Items are now saved into save games and
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are displayed on the statfile
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* Upgrade libADLMIDI and libOPNMIDI
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* Large number of MinGW fixes
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* add tags for all Doom and Heretic monsters for mods that reveal
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monster names
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* various compatibility fixes for old maps and mods
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* fixed titlepic animation
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* Custom hardware shaders now can use custom texture units
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* default to "fullscreen" display
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* fixed a potential exploit with malformed WAD files.
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- Update to version 3.4.1
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* fixed: redirect script access to the compatflags CVARs to their
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internal shadow variables. This is needed so that MAPINFO settings
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for these flags don't get ignored.
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* fixed: flag CVars in ZScript referenced wrong addresses
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* fixed: ZScript used the wrong variable for compatflags2.
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* fixed: remove ARM specific gl_es definition since it's not even
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really much different from the main line definition, anyhow
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* fixed generation of brightmaps for sprites. This forgot to take
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the added empty border for filtering improvement into account.
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* fixed ADynamicLight's shadowmap index must be reset when loading
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a savegame.
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* fixed portal restoration on revisiting level in hub.
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* Added function to FLevelLocals to test if map is being reentered.
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* fixed crash with GL 3.x and fixed colormap active.
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- Update to version 3.4.0
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* enable #include support in modeldef files
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* removed DirectDraw and Direct3D backends, removed unaccerated SDL
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framebuffer backend
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* reorganization of 2D and 3D rendering code in preparation for Vulkan
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in the future, performance improvements on newer hardware
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* CVAR that handles it is now 'vid_rendermode' - vid_renderer,
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swtruecolor, and r_polyrender have been removed and combined into
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new CVAR
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* added a 'lightsizefactor' command to gldefs.
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* allow animated title pics.
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* Add support for Unreal Engine 1 vertex mesh format.
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* added LevelLocals vec2/3Offset(Z) functions for portal-aware
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offsetting without needing actors
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* Add "OnGiveSecret" virtual function on Actor for customizing behavior
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of secret finding.
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* BLOCKASPLAYER flag: treat non-player actors as blockable by
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"block players" lines
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* added 'revealed on automap' linedef flag, UDMF only
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* added forced automap style to linedef, UDMF only
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* Added startup song definition for custom IWADs
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* This release contains a major render optimization for highly detailed
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maps that may give a +20% performance improvement on Intel and AMD
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hardware (less on NVidia because the driver has far less overhead that
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could be optimized away.)
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- Update to version 3.3.2
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* Fixed detection of .ipk7 custom IWADs
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* Restored vanilla behavior of lightning for original Hexen
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* Added loading of ZSDF lumps by full paths
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* Disabled the survey code
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* Exported P_ActivateLine() to ZScript along with constants for
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activation type
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* Increased size of the savegame comment area.
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- Update to version 3.3.1
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* Better handling of defaults with some ZScript/DECORATE functions
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* Many bug fixes since 3.3.0
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- Update to version 3.3.0
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ZScript & Mapping Highlights
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* Added dynamic spot lights, configurable in the UDMF map format
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* Exported GetChecksum() function as part of FLevelLocals in ZScript
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* Mod-defined aliases no longer permanently change CVARs
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* Added FriendlySeeBlocks actor property that allows a modder to expand
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the maximum radius that a friendly monster can see enemies. It's
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accessible from both ZScript/DECORATE and UDMF
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* Custom submenus are no longer removed from altered protected menu
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* Exported S_GetMSLength() function to ZScript
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* Added GetRadiusDamage() function. It returns the raw calculated
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explosion damage falloff by distance only
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* Added Screen.getViewWindow() function
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* Exported Trace() interface to ZScript
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* Added TeleportSpecial() as an alias for Teleport() in ZScript to
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deconflict from Actor.Teleport() function
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* Added Distance2DSquared() and Distance3DSquared() functions
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* Fixed skip_super application for ZScript
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* Split off the interface part of DHUDMessage
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* Exported sector effect pointers
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* Fixed missing pointer assignment on Lighting effect creation
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* Made left button down event available to UI event handler
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* Exported Inventory.AltHUDIcon field to ZScript
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* Added WorldLinePreActivated to override line activation
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* Added DI_MIRROR flag to statusbar image drawing, useful for rearview
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mirrors
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* Enabled string and float user_ properties in UDMF things
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Other Highlights
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* Added in-game reverb editor using the menu system
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* Improved French translations
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* Fixed 'precise' rendering in OpenGL
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* Added new Materials Shader system to allow textures to show new
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properties such as glossiness and specularity, affected by dynamic
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lights, or with PBR, reflecting their direct surroundings
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* Added new rocket smoke sprites by Talon1024
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* Embedded Timidity++ into GZDoom directly
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* Added light definition for megasphere
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* Fixed midtex nowrap clipping bug when 3d floors are in view
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(Software Renderer)
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* Improved profilethinkers in various ways
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* Added variables am_unexploredsecretcolor and am_ovunexploredsecretcolor
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to mark undiscovered secrets differentl
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- Drop patch (Upstream updated to 18.05):
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* 0001-Update-LZMA-SDK-to-version-17.01.patch
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- Rebase patch:
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* gzdoom-lzma.patch
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-------------------------------------------------------------------
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Mon Jan 8 12:48:59 UTC 2018 - jengelh@inai.de
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- Update to new upstream 3.2.5
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* Implemented 'i_soundinbackground' to continue playing sounds
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and music while in background.
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* OpenGL rendering now continues even when losing focus if not
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running fullscreen.
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* Added 'playerrespawn' skill flag to allow gameplay mods to
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retroactively enable player respawns in single player on
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all maps.
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* Improved Advanced Sound Options menu - added option for
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FluidSynth chorus, removed fractional part from FluidSynth
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voices option.
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* Fixed applying of Doom 64 lighting to horizon portals.
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* Particles are now interpolated.
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- Use system lzma-sdk
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- Add 0001-Update-LZMA-SDK-to-version-17.01.patch,
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gzdoom-lzma.patch, gzdoom-wadsrc-extra.patch
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-------------------------------------------------------------------
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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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