File raze.changes of Package raze
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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)
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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
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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
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Tue Jan 30 17:40:30 UTC 2024 - Carsten Ziepke <kieltux@gmail.com>
- Use gcc11 for openSUSE Leap, fixes building
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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
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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
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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)
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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
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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
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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.
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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