Revisions of stratagus

buildservice-autocommit accepted request 906831 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 14)
auto commit by copy to link target
Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 13)
- Update to version 3.1.2
  * Fix builds with experimental C++-17 filesystem
buildservice-autocommit accepted request 906533 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 12)
auto commit by copy to link target
Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 11)
- Update to version 3.1.1
  * Allow forest generation to be slower (at minimum it can now
    be 2^40 seconds, before the minimum was 256 seconds).
  * Allow regeneration rate to be slower (at minimum it can now
    be 1hp every 128 seconds, before 1hp every second).
  * Allow all custom variable auto increases to be slower (at
    minimum it can now be +/-1 every 128 seconds, before it was
    +/-1 every second)
  * Fix some compilation warnings
Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 10)
- Add patch:
  * 0001-fix-build-errors.patch
  * 0004-fix-filesystem-use-on-older-gcc-and-clang-versions.patch
  * 0005-fix-350-build-with-Werror-range-loop-construct.patch
buildservice-autocommit accepted request 903943 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 9)
auto commit by copy to link target
Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 8)
- Update to version 3.1.0
  * Be more compliant with server discovery and announcement to
    better support introspecting firewalls.
  * Be more conservative and use pure SDL when shader 0 ("none")
    is selected * Optimized shared vison code.
  * Now field of view parameters and auto targeting algorithm can
    be changed simultaneously for all computers of already started
    network game. It prevents desync causes. Mostly useful for 
    debug.
  * Map grid is optional now and can be disabled. Actual only for
    debug builds.
  * Added enhanced type of fog of war, as long as original
    sprite-based fog can't be used when shadow caster is enabled.
    Also added few parameters to tune it (blur radius, number of
    blur iterations, number fog easing steps, bilinear 
    interpolation).
  * Added "elevated" flag for units/buildings which can look over
    opaque fields (f.eg. towers).
  * Implemented shadow caster field of view type, which blocks
    vision through opaque obstacles (f.eg. cave walls in war1gus)
    or certain map tiles with enabled "opaque" flag. In additional
    there is a possibility to enable opacity for all rocks- OR
    forest- OR wall-tiles. This feature makes it possible to
    implement sight blocking for high/low ground.
  * Extended editor abilities to support games adding dynamic unit
    lists.
  * Support innoextract single-file installers for game launchers,
    such as those used by GOG
buildservice-autocommit accepted request 858189 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 7)
auto commit by copy to link target
Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 6)
- Update to version 3.0.0
  * Migrate to SDL2, remove old direct OpenGL backend
  * Migrate most custom code to handle image and audio formats,
    use SDL2_mixer and SDL2_image instead
  * Force the AI to observe dependencies when upgrading in network
    games
  * Fixed an issue with units continuing to attack destroyed walls
  * Fixed an issue with units never finishing their move action if
    another unit appears at the goal position
  * Fixed an issue when units would cease attacking
    non-threatening units of they came under attack, but their
    attacker is not reachable
  * Fixed a potential segfault in the AI pathfinder
  * Fixed a number of potential desyncs in network games, because
    the network random numbers where used for local sounds
  * Fixed an issue with grayscale application for 4 bpp images
  * Add an AlwaysThreat boolean flag for units that cannot attack
    but can cast spells and are thus still a danger for the AI
  * Improve the displayed number of additional selected units
  * Improve the pathfinding algorithm and related functions like
    retreating and roaming behavior
  * Improve the target selection when attack ground is used
  * Add support for online gaming via PVPGN
  * Add discovery of open games in the LAN using DNS-SD queries
  * Allow non-square pixel scaling to be set by games
  * Fix flickering when rendering movies into widget surfaces

- Update to version 2.4.3
  * Allow specifying colors, percentages, and border for the LifeBar.
  * Allow spaces in map names.
buildservice-autocommit accepted request 681567 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 5)
auto commit by copy to link target
Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 4)
Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 3)
Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 2)
- Update to version 2.4.2
  * Force load progress to screen only every 500ms. On modern machines,
    loading was so fast that almost all time was spent in screen redraw
    rather than loading.
  * Add support for game launchers to have optional contrib files that are
    just ignored if they are not present
  * Reliability: Fall back to software and windowed rendering before
    giving up on startup. This fixes the trouble some people have when
    they enable OpenGL or an unsupported fullscreen resolution and now the
    game won't start. Otherwise, they have to know where the
    preferences.lua file is stored and either delete or edit it.
  * Commandline: -Z now takes a WIDTHxHEIGHT argument, too, to define the
    base resolution to scale up from.
  * Bugfix: Warping mouse coordinates in zoomed mode was not scaled correctly.
  * Metaserver: Implement simple UDP hole punching to allow connections through some NATs
  * Metaserver: Add CREATEGAME command
  * Metaserver: Allow access for non-registered users
  * Bugfix: Remove checksumming of lua files for now due to issues
  * Installation: Include tinyfiledialogs and make extraction of game
    data more consistent for games that want it by offering the
    functionality on first launch based on header defines in the game
    launchers.
  * Bugfix: Regenerating forest tiles should no longer set the wrong tile index
  * Graphics: Allow each game to ship its own shaders by searching in the game data path
  * Keybindings: Use Alt+/ and Alt+\ do change shaders globally
- Run spec-cleaner
- Use pkg-config style build-dependencies
Martin Hauke's avatar Martin Hauke (mnhauke) committed (revision 1)
Displaying all 14 revisions
openSUSE Build Service is sponsored by