File raze.changes of Package raze

-------------------------------------------------------------------
Sun Feb 23 12:30:28 UTC 2025 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.11.0
  * copy vid_dontdowait from GZDoom.
  * backend update from GZDoom.
  * fixed use of wrong file lookup function in map patching code.
  * Blood: fix placement of powerup counters on alt HUD
  * SW: fix shadow size math.
  * sw: widescreen menu background
  * SW: fix sector object setup.
  * don't spam the console log if there's math errors - mostly
    affects Linux/MacOS because there is no distinction from
    console apps or GUI apps so they put all the data in the
    console which can cause lag
  * SW: removed several unused sound functions.
  * Validate the file reader in DoOpenResourceFile.
  * avoid floats in integer math.
  * Duke: add range checks for accessing the moves array
  * account for 'amess96.voc' being renamed in the World Tour
    re-recordings.
  * SW: fixed use of sound attribute array.
  * Blood: fixed messed up math in podAttack.
  * Duke: fixed animated static monitors.
  * Duke: lower the coordinate precision for calculating the
    sector's center for ST09 to original Build.
  * toolchain support: make gcc14 happy
- Drop patch:
  * gcc14.patch (not longer needed)

-------------------------------------------------------------------
Sat Dec 28 06:12:46 UTC 2024 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.10.2
  * Fix SDL_WaitEvent causing program aborts on Linux during the
    launcher screen.
  * Built with MoltenVK 1.2.6 instead of the latest version.
- Update to version 1.10.1
  * hide additional parameters entry for now.
- Add patch:
  * gcc14.patch

-------------------------------------------------------------------
Sat Apr 20 19:37:48 UTC 2024 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.10.0
  * https://github.com/ZDoom/Raze/releases/tag/1.10.0

-------------------------------------------------------------------
Tue Jan 30 17:40:30 UTC 2024 - Carsten Ziepke <kieltux@gmail.com>

- Use gcc11 for openSUSE Leap, fixes building

-------------------------------------------------------------------
Mon Jan  1 10:10:21 UTC 2024 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.9.1
  * https://github.com/ZDoom/Raze/releases/tag/1.9.1

-------------------------------------------------------------------
Sat Dec 30 13:33:43 UTC 2023 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.9.0
  * https://github.com/ZDoom/Raze/releases/tag/1.9.0

-------------------------------------------------------------------
Fri Nov 24 12:48:52 UTC 2023 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.8.1
  * https://github.com/ZDoom/Raze/releases/tag/1.8.1
- Update to version 1.8.0
  * https://github.com/ZDoom/Raze/releases/tag/1.8.0
- Drop patch:
  * raze-discord.patch (not longer needed)

-------------------------------------------------------------------
Sat Apr 15 10:48:32 UTC 2023 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.7.1
  * https://github.com/ZDoom/Raze/releases/tag/1.7.1

-------------------------------------------------------------------
Sat Jan 14 20:37:04 UTC 2023 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.6.2
  * https://github.com/ZDoom/Raze/releases/tag/1.6.2

-------------------------------------------------------------------
Sun Dec 18 22:13:34 UTC 2022 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.6.1
  * https://github.com/ZDoom/Raze/releases/tag/1.6.1

-------------------------------------------------------------------
Sun Dec 11 22:13:23 UTC 2022 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.6.0
  * https://github.com/ZDoom/Raze/releases/tag/1.6.0
- Add patch:
  * raze-discord.patch

-------------------------------------------------------------------
Sat Jul 23 08:49:59 UTC 2022 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.5.0
  * Blood may not abort on a bogus start position.
  * Fix crash when exiting with no game data
  * fixed render order of non-orthogonal wall sprites.
  * glslang compiler and Vulkan backend update.
  * fixed automap angle in unrotated mode.
  * added workaround to render the crane in WT's 'Docks' map
    correctly. This one violates engine specifications by creating
    overlapping walls when the crane is rotated.
  * SW: changed fullscreen HUD to display all 8 keys without gaps
    ans overlapping.
  * fixed crash in Last Warrior map 9.
  * for Raze hud_aspectscale needs to default to true
  * Support for the DOS end-of-game text screens in Duke and SW on
    non-Windows systems.
  * Force synchronised input when cl_capfps is true.
  * fixed sky panning. This picked the wrong overload - to make
    things robust one of the functions was renamed.
  * Duke: Interpolate loogcnt when drawing onscreen.
  * Duke: Change a few return types from int to bool in HUD code.
  * Duke: Interpolate access_incs when drawing onscreen (security
    card usage).
  * Duke: Interpolate tipincs when drawing onscreen (tipping the
    dancers).
  * Duke: Interpolate knee_incs when drawing onscreen (stomping on
    shrunken enemies).
  * Duke: Interpolate fist_incs when drawing onscreen (hitting the
    nuke detonator at the end of each level).
  * Duke3d: smooth movement of recons.
  * Duke3d: make actors set to move vertically in CON act as if
    SFLAG_SMOOTHMOVE was explicitly enabled
  * Duke: fixed some crashes with bad map setups
  * fixed level number for RRRA's travel animations. First level is
    1001, not 1.
  * ported secret hack for WT's map 11 from SW Redux.
  * removed redundant setting of black shadow color with incorrect
    data check.
  * Remove m_filter option from the menu. The remainder of the
    removal will come from a backend sync with GZDoom.
  * Add bool lock to PlayerHorizon::settarget() when setting target
    from the ticker without having to call setters and resetters.
  * Interpolate FIRELASER trails.
  * fixed wall sprite clipping
  * fixed: FSkyVertexBuffer::RenderBox did not reset the object
    color after finishing.
  * SW: added interpolation for sine wave floors.
  * SW: fixed shadow positioning.
  * Duke: Add CON support for Duke Nukem 3D 1.1 Shareware.
  * Duke: Fix CON parser to detect shareware scripts.
  * helpers for wall sprite rendering improvement
  * fixed parsing issues in secret hint system.
  * -renamed spritetype’s owner field to ‚intowner‘ Mainly for
    asier searching.
  * function for checking wall sprites’ need for recalculation
  * RR: clear jaildoors array on map start. This was leaving stale
    data behind which could cause nasty crashes.
  * several more Blood fixes copied from NBlood
  * blood: GetHighestSprite fix
  * blood: fix velCeil calculation
  * blood: SetupGibWallState fix
  * blood: add missing case in OperateSprite
  * dd self check for burning cultist fix
  * Renamed checkFired6or7->checkLitSprayOrTNT
  * Reset thinkTime for kDudeModernCustomDude
  * Set inittype on actSpawnDude()
  * Check enemy type when adding to enemy level count. Fixes count
    issues with respawning enemies
  * Initialize viewbob members for playerResetPosture()
  * Fix kDudeModernCustomDude may not morphing during specific
    events
  * Renamed dword_138BB0 -> gCultTeslaFireChance
  * stretch HUD flames in widescreen
  * shadow positioning improvements from NBlood
  * Blood: fix delirium being twice as fast
  * Exhumed: pin death arms to the right side of the screen
  * added wipe transitions to screen job. Mainly to have the
    crossfade, the other styles are mostly bonus.
  * add proper scoping to the cutscene code, which needs to run in
    UI scope.
  * music system improvements
  * Zip64 support
  * fixes for menu scaling on ultrawide screens
  * Mac default paths fixed
  * pass shade values to sky renderer
  * fixed bad search path setup on macOS
  * don’t crash on sector-less walls.
  * lock cvar shader uniforms behind a command line parameter for
    now
  * Duke: set game palette before rendering the automap
  * improved the secret hint management for Blood. This now uses
    sprite and sector indices directly instead of encoding them
    into a larger number. Sprite secrets will use a $t prefix
    instead of $s now.
  * fixed sprite indices for map spawned sprites.
  * optimize fcos and fsin to use the BAM value directly for table
    lookup.
  * add level names to title bar (and by proxy, to RPC)
  * add gl_satformula == 2 - an optional 'more accurate'
    desaturation
  * implement discord rich presence, expand window title code.
  * copy-paste is simultaneously the most useful feature in the
    world, and a programmer's greatest curse. use with care.
  * only overwrite rpath if not already defined
  * add $ORIGIN to rpath for Linux
  * Fix tesla cultist prone state
  * Blood: fix crashes when trying to exit from a fatal error
    during startup. soundEngine can be null here.
  * added script exports for Duke's main structures.
  * added scripting exports for the global map types and a few
    more actor utilities.
  * do not call tileUpdatePicnum for voxelized tsprites.
  * Blood: fixed bad marker check in OperatePath
  * Exhumed: Properly fix interpolation issues when at the end of
    the level instead of trying to back up everything.
  * fixed bad assumption about g_visibility == 0 meaning
    fullbright.
  * avoid pointer arithmetic in feebtag.
  * fixed bad filter name for DukeDC's SSI variant fpr 1.5
  * fixed validation issue with maps that have a wall with
    nextwall == -1 and nextsector > -1.
  * made DCoreActor's properties functional.
  * SW: remap LIGHT_Tics to the otherwise unused
    spritetype::detail instead of the Z-coordinate.
  * do not update the sector for sector effectors moving
    themselves.
  * SW: bumped two hard limits because there's maps out there that
    exceed them.
  * partial engine floatification.
  * use full precision math for rotating sectors in Blood.
  * Duke: changed animation storage to be independent of the
    animated values' types.
  * SW: changed sector object interpolation to be independent of
    the interpolated values' types.
  * use a method for setting wall coordinates when loading a map.
  * use an access function for reading wall positions so that we
    have a non-modifiable value wherever this is possible.
  * Fix ceiling panning angle

-------------------------------------------------------------------
Sun Jan 23 22:36:42 UTC 2022 - Martin Hauke <mardnh@gmx.de>

- Update to versino 1.4.0
  * added custom postprocessing shader support using the same
    system as GZDoom.
  * the new renderer is now the default after fixing most of the
    outstanding issues.
  * added interpolation for several special sector movement
    effects in RR.
  * added interpolation for Exhumed's UI.
  * experimental new light modes, based on GZDoom's original
    light modes. (new renderer only, these do not work with
    palette emulation.)
  * better handling for disabled autoaim in Duke/RR.
  * major internal rewrite to remove the limits of map items.
    Actors have been consolidated into garbage collected objects,
    like in GZDoom.
  * added a user map browser.

-------------------------------------------------------------------
Mon Dec 13 18:14:59 UTC 2021 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.3.1
  * SW: fixed sound listener angle for the remote control case.
    It was taking the angle of the rotating sector object instead
    of the angle from the listener's position to it.
  * Blood: make sure that invalid face sprites don't get rendered
    at all.
  * fixed: in palette emulation mode, assume all textures to be
    non-translucent.
  * Exhumed fixed bad parameter to getzrange causing player fall
    through sprite bridges.
  * fixed logic for discarding walls in new renderer.
  * fixed OOB write in section splitting code.
  * Add OpenGL ES to the backend options in the menu.
  * fixed triangulation via node builder for sectors with invalid
    walls causing spurious crashes.
  * GLES: Fix depth bias state
  * GLES: Fixed palette emulation mode and interpolation
  * reordered the init calls in engineLoadBoard. Sprite lists must
    be done after preparing the arrays, otherwise important bits
    get overwritten.
  * Duke/RR: Fixed sprite validation checks in animatesprites.
  * Duke: Ensure all weapon variables used for interpolation have
    the o values set when CON updates them.
  * Duke: Fix lotag signedness issue affecting SE10 (door
    auto-close).

-------------------------------------------------------------------
Wed Dec  8 23:29:24 UTC 2021 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.3.0
  * Blood fix some major issues rendering modern features largely
    inoperable in 1.2.x.
  * Blood: Backport GDX fix for lighter just appearing when
    switching to the aerosol.
  * Duke/RR: strip trailing spaces off strings parsed in CON.
  * properly macro-fy parsed strings from Blood's INI.
  * Blood: Fix TNT pickup accidentally equipping player with voodoo
    doll.
  * Exhumed: fixed bad interpolation setup in AddFlow, plus some
    variable renaming.
  * enable depth clamping in GLES backend
  * Duke/RR/SW: Fix several crashes when noclipping out of the
    valid map area.
  * Make a number of CVARs in gamecvars.cpp saved as part of the
    global config: cl_weaponsway cl_viewbob cl_interpolate
    cl_slopetilting cl_showweapon cl_syncinput cl_hudinterpolation
    cl_loadingscreens
  * fixed camera textures breaking in SW when restarting a level.
    fixed bad sector being chosen for rendering in maps with sector
    overlaps.
  * added .ssi to the list of known extensions for container files.
  * fixed handling for cl_capfps and cl_nointerpolate to never use
    any smoothratio value other than 1.0.
  * Blood: don't play the same looped sound multiple times on the
    same actor. This caused some strong echoing on E4M6.
  * fixed center aligned rendering of 2D content. This calculates
    the centered pivot point in integer texel coordinate space so
    for odd numbers it must round down instead of using a
    fractional position.
  * fixed animated voxels in new renderer.
  * fixed assignment of map hacks with multiple maps assigned. The
    parser only ever added the last MD4 but not the others.
  * fixed translucent voxel rendering.
  * make upscaling of sky textures depend on the single tile size,
    not the entire composite texture.
  * fixed sky rendering in paletted sectors for Polymost.
  * [Blood] Fix self collisions for lifeleech projectiles
  * [Blood] Match view height clamping behavior to 1.21
  * Change out of box default of cl_runmode to 0, which allows the
    bound run key to act like an autorun negator.
  * SW: un-flag mirrors that got smashed. The new renderer cannot
    check tilenums.
  * SW: Tidy up use of cl_nomeleeblur use within panel code.
  * address issues with key down/key up events being sent in the
    same tic not having an effect on game actions that require a
    key being held down.
  * Make screenjob valid keys for skipping ignore the Alt key as
    its used for modifiers, and special keys like the screenshot
    bind.
  * flush the network timer right after loading and before
    starting a level. Without this the entire load time may get
    registered as skipped frames.
  * Exhumed: flag the main menu as animated. This is needed for
    the plasma display to animate properly.
  * Duke: Fix issue where calculated value for old player variable
    return_to_center could have been negative, causing undefined
    behaviour.
  * Add support for Duke Nukem's Penthouse Paradise as shipped
    with the Zoom release of Duke Nukem 3D Atomic.
  * processMovement(). Remove cl_exhumedoldturn CVAR and tidy up
    numeric literals in use.
  * Build: Promote sintable[] array values to precision Blood uses.
  * Blood: Fix horizon adjustment for death camera to avoid Fixed
    > Float > Fixed conversion.
  * Exhumed: Don't run through the slopetilting math if the view
    is locked.

-------------------------------------------------------------------
Sat Oct 16 08:35:59 UTC 2021 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.2.1
  * fixed uninitialized light index variable for floor sprites
    causing spurious crashes in GLES.
  * disabled palette emulation for the GLES backend. Right now the
    shader does not support it and will require significant
    redesign to work well with the target hardware. This could
    softlock the engine.
  New feature:
  * Add cvars to control automap line alpha and thickness
  Other fixes:
  * Blood: added 0 checks to all divisions for calculating
    dudeSlope. This could crash if a dude had itself set as target.
  * use correct math to access a texel's center for rendering
    voxels.

-------------------------------------------------------------------
Sun Oct 10 11:18:43 UTC 2021 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.2.0
  * full internationalized fonts for all games
  * enabled language options for already complete languages (DE,
    PT, RO)
  * optional advanced weapon interpolation for Blood
  * GLES backend for better low end hardware support
  * enabled the text screens when quitting Duke and SW.
  * update of Blood's 'modern' features to the latest version of
    NBlood

-------------------------------------------------------------------
Sun Sep  5 10:31:44 UTC 2021 - Martin Hauke <mardnh@gmx.de>

- Initial package, version 1.1.3
openSUSE Build Service is sponsored by