File openxray.changes of Package openxray

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Sat Feb 15 18:35:58 UTC 2025 - Martin Hauke <mardnh@gmx.de>

- Update to version 2921january2025rc1+git.20250121
- Drop patch:
  * openxray-workaround-spurious-gcc8-warnings.patch

-------------------------------------------------------------------
Sat Dec 19 19:21:03 UTC 2020 - mardnh@gmx.de

- Update to version 0.0.812+git.20201203:
  * xrRender_R2/r2.cpp: fixed invertion for position decompression params on OpenGL
  * xrGame/ui/UIMap.h|cpp: use default virtual destructor (#694)
  * Fixed broken map spots in PDA (#693)
  * Cleanup of bone animation code (#691)
  * xrRender_R2: merged two duplicated r2_rendertarget.cpp into one
  * xrRender_R2: trying to fix fatal warning on GCC10
  * Fixed build after 1a45237059e59fa3a41e2163d76338de20cc01d3
  * xrRenderPC_R4/GL: merged r*_rendertarget files into one.
  * xrRenderPC_R*/r2_types.h: merged files into one
  * xrRenderPC_R*/r*_rendertarget: moved u_set_rt functions to separate file
  * xrRenderPC_R*/r*_rendertarget: reduced differences between files
  * xrRenderPC_R*/r*_rendertarget: moved build textures stage to separate function and file
  * xrRenderPC_R*/r*_rendertarget: reduced differences between files a bit
  * xrRender_R2: merged r2/r4/rgl.cpp into one file
  * Getting rid of INT, WORD types (#671 addressed to #23)
  * Getting rid of CONST, FLOAT, VOID types (#674 addressed to #23)
  * TabControl buttons can have auto assigned IDs
  * xrUICore/TabControl/UITabControl.cpp: don't crash if tb_cur is nullptr
  * xrGame/ui/UIMap.h|cpp: initialization functions now will use const CInifile&
  * Made map spots in SOC behave as in SOC (#392)
  * xrGame/ui/map_hint.h|cpp: Compatibility with SOC (#392)
  * xrGame/ui/UIMapWnd.cpp: made m_map_location_hint auto-deletable
  * xrGame/ui/UIMapWnd.cpp: initialize xml navigation earlier (#392) Right as it was in SOC. The reason for this change is that m_map_location_hint should be the latest child attached to CUIMapWnd
  * xrGame/ui/map_hint.h|cpp: removed ugly hack with custom drawing order
  * xrGame/ui/map_hint.h: default initialize members
  * xrGame/ui/UIHelper.h|cpp: Added CreateTextFrameLine function
  * Fixed knife doesn't strike anything in SOC (#392) In COP and CS strike is applied when motion mark is found, but SOC's knife doesn't have any...
  * Fixed R2 detection in Shadow of Chernobyl
  * Replacing the deprecated sys_errlist with strerror (PR #683, fixes #679, closes #682)
  * github ci: use ::set-output instead of ::set-env
  * github ci: use microsoft/setup-msbuild to add msbuild to PATH
  * xrRender: GL: shaders compilation fix for integrated Intel cards (#681)
  * HUD: added switch for left handed HUD (#680)
  * xrGame/string_table: fixed missing text about key binded to action
  * Load SOC xmls even if they have missing end tags.. (#392)

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Sat Oct 31 15:36:42 UTC 2020 - mardnh@gmx.de

- Update to version 0.0.784+git.20201031 (October 2020 Preview):
  * GitHub Actions now use actions/upload-artifact@v2 [skip ci]]
  * Fixed input lag on low FPS
  * Windows: Let MSBuild handle copying DLL dependencies
  * Added a workaround for missing patrol path (disabled by default)
  * xrCore: Fixed entire solution rebuild after getting git info on Windows
  * Fixed broken luminance on OpenGL render
  * xrRender_R2: prevent nullptr dereference in u_setrt()
  * xrRender_R2: merged four more files into common folder
  * CRenderTarget: added u_setrt() overloads that accept Z buffer as const ref_rt&
  * xrRender/FSkinned.cpp: added stub for parallel processing of visual's vertices
  * xrRender/FSkinned.cpp: load_hw() doesn't change source vertices, so I made them const
  * Layers/xrRender_R2/r2_blenders.cpp: fixed case-sensitive includes
  * Reduced differences between R2 and R4
  * Moved some R2 and R4 files into xrRender_R2 and resolved the diffs
  * Moved common R2 and R4 files with no diffs into xrRender_R2 folder
  * xrRender_R4/GL:: removed Non-MSAA/MSAA code branching in the bloom and postprocess phase
  * xrRenderPC_R2/r2_rendertarget_phase_accumulator.cpp: removed useless code branching
  * xrRender/ShaderResourceTraits.h: fixed R1 and R2 can't compile shaders on Release configuration
  * xrRender/r_constants.cpp: removed useless assertion that no longer needed.
  * xrRender/r_constants.h: added missing case to get_load function
  * xrRender/blenders/Blender_Screen_SET.cpp: fixed switch cases didn't have break
  * Fixed error made in the previous commit
  * Set maximal optimization level for shaders on Release builds
  * Fixed loadscreen doesn't hide after vid_restart
  * xrEngine/x_ray.cpp: removed optimization disabling pragma
  * xrRender/dxThunderboltRender.cpp: removed probable branch merge conflict leftovers
  * Removed DX10 leftovers Instead of using DX10 we will use DX11 with feature level 10.x Look at f612295d8a7fdf1c52ba967e3b1b1ccdfbb41d62
  * Removed xrRender_R3
  * Replaced xrRender_R3 with xrRender_R4 (it will work both in DX10 and DX11 modes)
  * xrRenderPC_R4/r2_test_hw.cpp: refactored DX11 testing
  * xrRenderPC_GL: moved testing code into r2_test_hw.cpp (like in other renderers)
  * xrRenderDX*/dx*HW.cpp: change global objects only if this CHW instance is a global HW object xrRenderDX10/xrRenderDX10.cpp: only crash the engine if this CHW instance is a global HW object, otherwise just mark this instance invalid.
  * xrRenderDX9/dx9HW.cpp: optimized static arrays traversal using range-based for
  * xrRender*/*HW.cpp: removed unused includes xrRenderGL/glHW.cpp: removed excess details in path to glHW.h
  * xrRender*/*HW.h|cpp: constified functions and variables
  * xrRenderDX*/dx*HW.cpp: fixed possible resource leaks when multiple CHW instances were created
  * Fixed Linux compilation
  * xrEngine/defines.h: cleanup after previous commit
  * Refactored renderers loading mechanism Allows us to define multiple renderer modes in the one render library.
  * xrRenderPC_GL: use staging buffer abstraction (#675)
  * xrRender/ResourceManager.cpp: fixed potential out of bouds string access
  * xrGame/ui/UIGameTutorialSimpleItem.cpp: fixed problems with tutorials stretching in widescreen in SOC/CS (#382, #392)
  * xrGame/GamePersistent.cpp: added -nogameintro key to skip game intros
  * xrGame/GamePersistent.cpp: fixed loading screen still being shown when game intro is playing Original bug that was introduced in COP Fixes problems in Clear Sky (#382)
  * xrCore/XML/XMLDocument.hpp|cpp: made functions parameters const where it's implied
  * Refactoring of the build package script
  * MSBuild: Output utils into bin/utils
  * MSBuild: Copy MSVC Redistributable into engine compilation folder
  * Update BugTrap submodule Receives latest changes from recently merged PR https://github.com/bchavez/BugTrap/pull/33
  * xrRender/SH_Texture.cpp: initialize the pointer to be safe
  * Getting rid of DWORD_PTR, CHAR, LPSTR types (#672, #23)
  * Getting rid of UINT, UINT8, UINT32, ULONG types (#670, #23)
  * Getting rid of BYTE type (#669 addressed to #23)
  * [deref] Reset OpenAL context via correct context ptr
  * [perf] Use already computed proections
  * [macro] Ensure macro evaluation priority
  * [format] Fix UB on format <> arg type in printf
  * [flow] Unsigned is always >= 0
  * [bounds] Ensure no out of bounds access
  * [leak] Free DefaultOutputHandler memory on early return
  * Revert "[flow] Append path separator when it is not appended" This reverts commit 1f3a59f6b4cb7e88ec8b05938dac3dd6b1cdbb7a. (breaks filesystem)
  * xrRender/r__sync_point.cpp: prevent error on first get data
  * Fixed Debug compilation on Windows
  * Cleaned up Crypto++ project Improves build speed on Windows.
  * Added forgotten define to a Windows build
  * xrGame/string_table.cp: a bit of a cleanup
  * Replace dword with u32 (#665)
  * [format] Fix format and placeholder type matching
  * [flow] No sense in passing references if args are not modified
  * [style] Remove unneeded template param specification
  * [format] Ensure format and type placeholders match
  * [format] Fix UB for nonconsistent format and placeholder types
  * [init] Initialize class members to safe defaults
  * [flow] Expected int type instead of bool one
  * [flow] Deleting of gcroot m_container is nonsense
  * [leak] Do not throw potential OutOfMemoryException from destructor
  * [flow] Check result after dynamic_cast
  * xrGame/string_table.cpp: insert unknown actions as is
  * xrEngine/xr_input_xinput.h|cpp: added error protection in the GetActionAllBinding()
  * [flow] Add virtual destructor for type which has children and deleted
  * [flow] Add virtual destructor for type which has children and deleted
  * [flow] Propagate null checks to prevent NullReferenceException
  * [flow] Safe invocation of event subscribers
  * [flow] Remove already true condition
  * [macro] Close va_list after usage
  * [bounds] Prevent out-of-bounds reads
  * [alloc] Fix UB in deletion of T[] by delete
  * [leak] Do not leak memory blocks
  * [perf] Use range for loop instead of iterators
  * [perf] Implement IEquatable<T> to prevent boxing and reflection on comparisons
  * xrEngine/xr_input_xinput.cpp: formatting
  * [priority] Make reverse sqrt intention explicit
  * xrRender/r__sync_point.cpp: fixed typo
  * [bounds] Do not overflow texture matrices array
  * [flow] Remove zero side effects statement
  * [flow] Do not initialize var to same value twice
  * [init] Initialize class members to safe defaults
  * [flow] Fix double fclose
  * [review] PR review fixes
  * [init] Fix code style
  * [flow] Remove unneeded check
  * [perf] Emplace instead of insert
  * [flow] Make member const
  * [flow] Use const reference (PR review)
  * [init] Move member init to ctor init list
  * [bounds] Prevent out-of-bounds read/write on m_samplerArray[stage]
  * [init] Ensure var is initialized in any control flow path
  * [flow] Close opened va_list 'args'
  * [flow] Remove #endif without #if
  * [init] Do not initialize members by themselves
  * [flow] Fix suspicious operator == for fpPixel
  * [flow] Do not dereference invalid iterator end()
  * [flow] Remove obsolete this == NULL comparison
  * [flow] Ensure pointers are initialized in any exec path
  * [flow] Check args before access, not after
  * [flow] Close correct file handle on early return
  * [flow] Remove unneeded size_t -> int cast
  * [flow] Fix iFloor return type
  * [flow] Unsigned is never < 0
  * Revert "[flow] Unsigned is never < 0"
  * [init] Initialize best node index to safe default (PR review)
  * [style] Fix formatting per PR review
  * [flow] Unsigned is never < 0
  * [perf] Do not perform m_name empty ctor call + assignment
  * [perf] Emplace instead of insert
  * [init] Initialize member by default in ctor
  * [perf] Do not need to do string -> char* -> string
  * [flow] Do not access destroyed temporary
  * [overflow] Fix ControllersToken overflow
  * [perf] Emplace instead of copy and insert
  * [io] Read color channels to a correct type vars
  * [flow] Pass correct remaining buffer size to xr_sprintf
  * [flow] Read from buffer only if it is not out of range
  * [init] Initialize class members to safe defaults
  * [flow] Ensure context Stats are always initialized
  * [flow] Reset SummFreq on context creation
  * [flow] Remove unneeded check for nullptr
  * [flow] Append path separator when it is not appended
  * [init] Initialize class member to safe default instead of garbage
  * [init] Initialize members to default instead of garbage
  * [macro] Ensure macro evaluation priority
  * [init] Initialize members by default instead of garbage
  * [perf] Emplace vertex instead of insert
  * [perf] Construct solving operator in place
  * [perf] Create pair in container instead of copying
  * [flow] Unsigned is always >= 0
  * [init] Initialize members to safe values in FS_File ctor
  * [flow] string.c_str() is never null, just empty ('\0')
  * [flow] Do not violate rule of 3 - define copy ctor
  * Fixed CxImage compilation in Debug configuration
  * xrGame/ui/UICellItem.cpp: don't crash when actor_menu_item.xml is missing (#392)
  * Compatibility with SOC's UI properties box (#392)
  * Don't crash if upgrade properties are missing (#392)
  * xrGame/map_manager.cpp: don't crash if someone added relation minimap spot via scripts instead of the engine (#382)
  * xrRender/HOM.h|cpp: made visible(vis_data& vis) thread-safe
  * xrCore/FTimer.h: adding ability to append one timer results to another timer with thread-safety guarantees Also added scope stats helper
  * xrRender/HOM.h|cpp: constified everything
  * Revert "xrRender: Returned rt_Generic order from Clear Sky"
  * xrRender: ability to configure GPU syncronization timeout Use carefully
  * xrRender: Moved GPU synchronization into a special class
  * xrRenderPC_R4/r4_rendertarget_phase_smap_D.cpp: replaced direct GAPI call with our backend call Also did the same in r4_rendertarget_phase_smap_S.cpp
  * xrRenderPC_R3/r3.h: removed unused members from RenderR3Statistics
  * Fixed crash when changing graphics quality settings Constants can be null.
  * xrRender_R*/r*_rendertarget: removed excess line (just formatting)
  * xrGame/stalker_animation_manager_update.cpp: fixed wrong printf argument (#654)
  * another fix appveyor build for linux x86
  * xrEngine/Stats.h: returned TEST timers
  * xrRenderPC_R4/r4_shaders.cpp: ISAMPLE should be always 0 if MSAA optimization is on
  * xrCore/LocatorAPI.cpp: always log $fs_root$
  * fix appveyor build for linux x86 (#652)
  * xrCore/LocatorAPI.cpp: use m_paths.emplace(...) instead of m_paths.insert(std::make_pair(...))
  * xrCore/LocatorAPI.cpp: removed automated fsltx search and root scan (bad code) Reverts d4ee8b506c8b6786497ccd328866d18bc51b079d and 26841e3c064635d9a4e1a0d49b391b175441af96
  * gamedata: Implemented OpenGL SSR reflections on water from LVutner (#641)
  * Fix Debug/ReleaseWithDebugInfo build errors and fix segfault at game exit in linux (#645)
  * Fixed tesselation shaders macros not being defined
  * I hope the pixel shader diffs are fixed now
  * Attempts to fix pixel shaders diffs
  * Fixed incorrect CRC32 calculations for shader cache (thx @Giperion), add extra logging (#640)
  * xrRender: Blenders: minor refactoring
  * xrRender: Blenders: tree separated
  * xrRender: Blenders: Particle separated
  * xrRender: Blenders: Model_EbB separated
  * xrRender: Blenders: detail_still separated
  * xrRender: Blenders: BmmD separated
  * xrGame: fix Linux game running (disabled parallel task)
  * xrRender: Blenders: clear projection TTF by default (#637)
  * Fixed compilation
  * Disabled mouse mode warp for SDL2
  * Revert "Windows: updated SDL2 to 2.0.10 [skip Travis]" [skip Travis]
  * Strict back-to-front HUD objects should not be also added to emissive objects
  * Corrected AUR package after #591 (#635)
  * Corrected AUR package description (#634)
  * Fixed bug in filesystem with file path searching
  * xrRender_R4: unlocked ISAMPLE, now it can have values other than zero
  * xrRender: Fixed possible nullptr dereference
  * Reduced differences between renderers
  * xrRender: use CBackend to clear targets within a rect instead of calling GAPI directly
  * xrRender: use CBackend to clear targets instead of calling GAPI directly
  * xrRender: Added abstractions for clearing render targets within the rect
  * xrRender: Added generic abstractions for clearing render targets
  * Extented Fcolor usability Added constructors from packed u32 and floats, also operator= added.
  * xrRender_R1/R2: replaced direct IDirect3DDevice9::SetRenderState with CBackend equivalents
  * xrRender/dxConsoleRender.cpp: Fixed OpenGL using uninitialized variable Extracted the DX10+ code to separate function
  * Fixing R3 issue with mark_msaa_edges.ps (#627, #382)
  * xrGame: Fixed linux resource loading (#631)
  * Fixed broken reload DOF when ammo count > 0
  * Fixed actor weapon shadow on R1
  * Layers/xrRender/Shader.cpp: deleted excess line
  * xrRender_GL: Assign a texture for volumetrics to be sane
  * CBlender_Screen_SET::CompileProgrammed(): fixed textures check and addressing not being done for all cases
  * xrRender: Blenders: high detail removal leftovers
  * xrRender: Blenders: editor code restored
  * xrRender: GL render build fixed
  * xrRender: Blenders: `LaEmB` refactored
  * Restored case insensitivity on Windows
  * xrCore: Debug: correct path to fsltx in error message (#630)
  * xrRender: Blenders: `Screen_SET` refactored
  * xrRender: Blenders: `ShWorld` refactored
  * xrRender: Blenders: `GRAY` refactored
  * xrRender: Blenders: `Vertex_aref` refactored
  * xrRender: Blenders: `Vertex` refactored
  * xrRender: Blenders: `Blur` refactored
  * xrRender: Blenders: `Editor_Wire` refactored
  * xrRender: Blenders: `Editor_Selection` refactored
  * xrRender: Blenders: `default_aref` refactored
  * xrRender: Blenders: `Default` refactored
  * xrRender: Blenders: unused palette removed
  * xrRender: Blenders: generic `SampledImage`
  * xrRender: Blenders: generic pass Begin/End clause
  * xrRender: HW: added caps for fixed PL and combined images
  * xrRender_R2/R3/R4: but assign a texture only if it is null
  * xrRender_R2: fixed wrong specified shader when checking new shadow cascades support
  * xrRender_R2/R3/R4: moved texture assign to initialization stage. Shaders are not always use index 0 for s_smap, so I made a dynamic resolve.
  * xrRender_R4/r4_rendetarget_mark_msaa_edges.cpp: marked resource leak as fixed
  * xrRender: Returned rt_Generic order from Clear Sky Enabled MSAA in main menu Fixed confusion with rt_Generic targets on R3/R4 introduced in https://github.com/OpenXRay/xray-16/commit/0bb2fb0afd59af9be84e85b32e4f4e81ede21b4f
  * xrRenderGL/glSH_RT.cpp: fixed typo
  * xrRender_R3/R4/GL: encapsulated rendertarget resolve into CRT
  * xrRender/ResourceManager: move ShaderElement instead of copying it while creating a shader
  * xrRender: Reduced memory usage by moving unused blenders to the stack
  * xrRender_GL: removed rt_secondVP leftovers
  * xrRender_R3/R4/GL: Reduced branching with rt_Generic_0_r/*_1_r
  * xrRender_R3/R4/GL: Reduced branching with rt_MSAADepth and basic depth

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Sat Jul 11 17:39:40 UTC 2020 - Martin Hauke <mardnh@gmx.de>

- Update description

-------------------------------------------------------------------
Mon May 25 08:08:49 UTC 2020 - Martin Hauke <mardnh@gmx.de>

- Initial package, version 0.0.558+git.20200521
- Add patch:
  * openxray-workaround-spurious-gcc8-warnings.patch
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