Jan Engelhardt
65cd753c6e
OBS-URL: https://build.opensuse.org/package/show/games/gzdoom?expand=0&rev=69
606 lines
25 KiB
Plaintext
606 lines
25 KiB
Plaintext
-------------------------------------------------------------------
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Thu Jun 23 21:42:38 UTC 2022 - Jan Engelhardt <jengelh@inai.de>
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- Add 0001-Revert-load-the-hex-font-as-early-as-possible.patch
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-------------------------------------------------------------------
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Mon Jun 6 21:22:12 UTC 2022 - Jan Engelhardt <jengelh@inai.de>
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- Update to release 4.8.0
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* Added Raze-style HUD scaling. Not exposed in the menu yet,
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Set hud_oldscale to 0 and use shift with the screen resize
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keys to scale the status bar.
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* Handle the start/endoom screens with the ingame renderer.
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They are now present on all platforms and use the full screen
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size of the game.
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* Many MBF21 fixes.
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* Added the cutscene system from Raze.
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- Add gzdoom-discord.patch
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- Add 0001-Resolve-build-failure-on-i686-linux.patch
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-------------------------------------------------------------------
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Sat Apr 23 01:04:05 UTC 2022 - Jan Engelhardt <jengelh@inai.de>
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- Reenable use of system vulkan libraries on Tumbleweed.
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-------------------------------------------------------------------
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Fri Apr 15 23:08:58 UTC 2022 - Cristian Rodríguez <crrodriguez@opensuse.org>
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- Drop unused nasm from buildrequires.
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-------------------------------------------------------------------
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Wed Oct 20 21:47:30 UTC 2021 - Jan Engelhardt <jengelh@inai.de>
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- Update to release 4.7.1
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* Allow map markers to scale relative to automap zoom.
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* Add cvars to control automap line alpha and thickness.
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* Resolved a VM abort upon morphing while the tome of power is
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active.
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- Remove 0001-gles-look-for-libGLESv2.so.2.patch (merged)
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-------------------------------------------------------------------
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Wed Sep 22 11:26:37 UTC 2021 - Jan Engelhardt <jengelh@inai.de>
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- Update to release 4.7.0
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* GLES2 backend
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* Widescreen graphics for Strife
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* MBF21 support (beta)
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* DEHEXTRA works properly now
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* Various enhancements and fixes for ZScript
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- Add 0001-gles-look-for-libGLESv2.so.2.patch
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-------------------------------------------------------------------
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Wed Jul 28 11:24:38 UTC 2021 - Jan Engelhardt <jengelh@inai.de>
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- Update to release 4.6.1
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* Bug fixes, and widepix updates
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-------------------------------------------------------------------
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Sat May 22 17:03:00 UTC 2021 - Jan Engelhardt <jengelh@inai.de>
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- Update to release 4.6
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* Widescreen graphics for Heretic and Hexen
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* Sprite shadows like in the Build engine. Both in software and
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hardware renderer.
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* 16 bit channel PNG files can be read.
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* DEHEXTRA working properly now.
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* Various enhancements and fixes for ZScript.
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-------------------------------------------------------------------
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Thu Mar 4 19:55:21 UTC 2021 - Jan Engelhardt <jengelh@inai.de>
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- Add 0001-fixed-zipdir-inability-to-update-empty-zip-file.patch
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- Update to release 4.5.0
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* For all of Doom's fullscreen images, there's now widescreen
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versions provided.
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* A simplified options menu is now available for quick setup of
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the important settings.
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* New keybindings presets. Users can now choose between the
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classic layout and a WASD-based one.
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* Menu and intermission screen now scale to the original
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Doom.exe's layout by default.
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* Major additions to the menu system - animated menu
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transitions, image slideshows and fixed size menus can now be
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created.
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* The console now uses the border flat as default background
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instead of the titlepic.
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* It is now possible to fully quit the fullscreen console and
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get back to the title loop.
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* Interpolate positions and angles in the automap for smoother
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appearance.
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* Added $PitchSet for SNDINFO.
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* Allow indirections in the string table by prefixing the
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language string with '$$' the remaining text is interpreted
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as another string label to resolve.
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* Optimization of the patch texture checker - do not read in
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the entire file if checking the initial header is sufficient
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for rejecting it. This can speed up loading of large mods
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quite significantly.
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* OPUS support (via libsndfile)
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- Drop gzdoom-spirv.patch (merged)
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-------------------------------------------------------------------
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Tue Sep 15 23:25:49 UTC 2020 - Jan Engelhardt <jengelh@inai.de>
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- Drop Recommends for music backends
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(this has moved to zmusic.spec)
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- Demote Recommends to Suggests
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-------------------------------------------------------------------
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Wed Jun 17 14:33:30 UTC 2020 - Jan Engelhardt <jengelh@inai.de>
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- Update to release 4.4.2
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* Made the new "Build" light mode operational
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-------------------------------------------------------------------
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Fri Jun 12 00:26:10 UTC 2020 - Jan Engelhardt <jengelh@inai.de>
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- Add gzdoom-sdlbug.patch.
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-------------------------------------------------------------------
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Thu Jun 11 15:19:30 UTC 2020 - Jan Engelhardt <jengelh@inai.de>
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- Update to release 4.4.1
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* Heretic's "bag of holding" had incorrectly given mace capacity.
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* Mapped "Smooth mouse" back to the "m_filter" CVAR, and
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removed the "smooth_mouse" CVAR.
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* Fixed crash with texture upscaling in the truecolor software
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renderer.
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* Fixed crash rendering 3D floors without ceiling or floor
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textures in software.
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-------------------------------------------------------------------
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Sun Jun 7 23:39:42 UTC 2020 - Jan Engelhardt <jengelh@inai.de>
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- Update to release 4.4.0
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* Heretic's "bag of holding" had incorrectly given mace ammo.
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* Added per pixel lighting for decals.
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* Added a compatibility option for a bad teleporter in the
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final map of Strife.
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* Add a cvar to control weapon bobbing while firing.
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* Fixed crash on maps with out of range sidedef and sector
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numbers.
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* Fixed missing sound for Polyobj_MoveTo.
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* Attenuated lights for Strife.
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* Added MTF_NOCOUNT to spawn flags.
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- Drop gzdoom-system-gme.patch (moved to zmusic.spec),
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gzdoom-dl.patch (unnecessary). Add gzdoom-spirv.patch.
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-------------------------------------------------------------------
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Wed Jan 29 17:43:59 UTC 2020 - Michael Scafidi <raptir@gmail.com>
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- Update to release 4.3.3
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* fixed resetting of music volume after closing dialogue
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* exposed Level.MusicVolume to ZScript
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* fixed calling a function on string CVar
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* added ability to filter VM disassembly dump
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* add check for unity version of Nerve.wad
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* infrastructure in place in case Nerve.wad changes again, this
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can be extended.
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* customized invulnerability colormap does not interfere with
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Powerup.ColorMap.
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* precache a few sounds being referenced in common game code.
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* define misc/secret for Hexen, too. By now there are some mods
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defining secrets for the game so this sound should be present
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there.
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* Implement special colormap support for softpoly
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* Softpoly: Fix broken fixed camera light for walls
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* make nosave standalone CVar flag, alongside server and user
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* implemented screenshots in softpoly backend
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-------------------------------------------------------------------
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Sun Jan 19 11:03:29 UTC 2020 - Jan Engelhardt <jengelh@inai.de>
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- Update to release 4.3.2
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* Added ML_NOSKYWALLS and ML_DRAWFULLHEIGHT
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* Added support for new Bethesda.Net Unity Edition WADs.
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-------------------------------------------------------------------
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Sat Jan 11 22:33:30 UTC 2020 - Jan Engelhardt <jengelh@inai.de>
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- Update to release 4.3.1
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* New softpoly backend for the hardware renderer.
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* Advanced texture colorization options.
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* Scripted map postprocessor.
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* Dictionary class for ZScript.
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* Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer
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translated to the user's color).
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* Support for MIDI on Linux via ALSA sequencer.
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-------------------------------------------------------------------
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Tue Dec 17 00:10:32 UTC 2019 - Jan Engelhardt <jengelh@inai.de>
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- Update to release 4.2.4
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* This is a bugfix release without new features. The notable
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highlight is that this fixes translucent objects in the
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software renderer.
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- Add gzdoom-system-gme.patch, gzdoom-dl.patch
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-------------------------------------------------------------------
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Tue Oct 1 06:23:02 UTC 2019 - Jan Engelhardt <jengelh@inai.de>
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- Add gzdoom-asmjit.patch.
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- Enable SSE/SSE2.
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-------------------------------------------------------------------
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Fri Sep 13 11:39:15 UTC 2019 - Jan Engelhardt <jengelh@inai.de>
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- Update to release 4.2.1
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* Level compatibility additions for Scythe 2 and Hell Revealed.
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* Add current, max and average velocity as stat.
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* Let Hexen Cleric and Mage use unique health chains.
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* Allow custom status bars to override notification and
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centered message display.
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* Improve crosshair health color to be more informative.
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* Added obituary fallbacks for actors that do not have
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any defined.
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- Remove fl2.patch (merged)
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-------------------------------------------------------------------
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Fri Aug 23 12:40:51 UTC 2019 - Jan Engelhardt <jengelh@inai.de>
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- Update to new upstream release 4.2.0
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* The survey code has been re-enabled for this version: it sends
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basic info about the operating system but no private data:
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the number of CPU cores, the graphics card, and supported
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OpenGL/Vulkan versions.
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* Restored original vanilla behavior of Lost Souls' charging
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attack.
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* Exposed Append() method to ZScript dynamic array
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* Fixed an inconsistency with missiles bouncing off actors.
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* Added A_SoundPitch and an optional pitch parameter to
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A_PlaySound and S_Sound.
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* Attachable dynamic lights with ZScript or DECORATE.
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- Drop _service and gzdoom-wadsrc-extra.patch,
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both unused since 4.1.3.
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-------------------------------------------------------------------
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Fri Aug 23 12:28:14 UTC 2019 - Jan Engelhardt <jengelh@inai.de>
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- Turn off LTO, it is broken. [boo#1142267]
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-------------------------------------------------------------------
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Sun Jun 9 11:31:24 UTC 2019 - Martin Hauke <mardnh@gmx.de>
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- Update to new upstream release 4.1.3
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* bug fixes for both zscript and vulkan (the vulkan renderer is
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pretty much complete at this point)
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* added native double round(double) function
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* added a crosshair on/off toggle
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* cl_blockcheats 2 blocks cheats without showing any messages,
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useful for streamers who happen to be mappers/modders/etc
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- Update to new upstream release 4.1.0
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* workaround buggy preprocessor in old AMD OpenGL drivers
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* fix bloom pass regression
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* fixed scale calculations for option menus.
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* implement custom post process shaders for vulkan backend
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* improve error handling during vulkan initialization
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* fixed inverted logic for displaying the generic log in Strife.
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- Remove patch:
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* gzdoom-staticlibs.patch (fixed by upstream)
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- Update patch:
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* gzdoom-vulkan.patch
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-------------------------------------------------------------------
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Mon Apr 08 20:31:53 UTC 2019 - Jan Engelhardt <jengelh@inai.de>
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- Update to new upstream release 4.0.0
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* Experimental Vulkan renderer (via "+vid_backend 0" console
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option)
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* Scaling has been changed. GZDoom now runs at a minimum of
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640x400. An extra mode (960x600) has been added to replace the
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lost 320x200 one.
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* Added "cl_blockcheats" - useful for people who use debugging
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keys, allows a user to consciously turn off cheats without
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affecting the serveradd "cl_blockcheats" - useful for people
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who use debugging keys, allows a user to consciously turn off
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cheats without affecting the server
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* "wait" console commands no longer execute inside the level,
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and can run during intermissions and outside the game.
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- Folded gzdoom-asmjit.patch into gzdoom-staticlibs.patch.
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- Added gzdoom-vulkan.patch.
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-------------------------------------------------------------------
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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
|
|
all maps.
|
|
* Improved Advanced Sound Options menu - added option for
|
|
FluidSynth chorus, removed fractional part from FluidSynth
|
|
voices option.
|
|
* Fixed applying of Doom 64 lighting to horizon portals.
|
|
* Particles are now interpolated.
|
|
- Use system lzma-sdk
|
|
- Add 0001-Update-LZMA-SDK-to-version-17.01.patch,
|
|
gzdoom-lzma.patch, gzdoom-wadsrc-extra.patch
|
|
|
|
-------------------------------------------------------------------
|
|
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
|