File systemshock.changes of Package systemshock

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Sun Jan 19 20:54:58 UTC 2020 - Martin Hauke <mardnh@gmx.de>

- Update to new upstream release 0.8.2
- Remove not longer neede files
  * baselibs.conf
  * FindSDL2.cmake
  * FindSDL2_mixer.cmake
  * systemshock-find-sdl2.patch

-------------------------------------------------------------------
Thu Mar 28 20:05:49 UTC 2019 - Martin Hauke <mardnh@gmx.de>

- Update to new upstream release 0.7.6
  * bugfix release

- Update to new upstream release 0.7.5
  * Midi playback via FluidSynth, supporting soundfonts.
  * Toggle to switch between FluidSynth and AdlMidi music modes
  * CMake now uses the locally built SDL from build_deps instead
    of the systemwide one.

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Tue Nov 20 19:11:34 UTC 2018 - mardnh@gmx.de

- Update to version 0.7.0+git.20181024:
  * Render 3d view when using gamma slider
  * light squaring moved to shader
  * Update texture.frag
  * Fix ammo type oob
  * Add code to handle "invisible" mutants
  * square light intensity + make mutants "invisible"
  * fix software invis mutant disappears when near
  * Get prefs path+filename before opening file
  * Look for prefs, keybinds in exe folder
  * Cached textures can have same bm ptr but diff w,h
  * Factor gamma if OpenGL not used
  * Fix message length button + fix ghost mouse cursor
  * Portable prefs option + Add more settings to prefs
  * Move audiolog setting to prefs file
  * Compile with signed char, -O3 distributable build
  * Fix disappearing stars
  * Fix end of vmail music/pointer freeze
  * Fix gamma pref not loaded
  * Use LUT for gamma curve
  * Push global cursor when pausing
  * Handle gamma pref here
  * Handle gamma pref in SetSDLPalette()
  * Handle gamma pref in SetSDLPalette()
  * Undef/redundant assignment in expand one square
  * Fix oob in olh candidate
  * Check for gt max roam tries always fails
  * Prevent possible out of bounds in solve wire panel
  * [EDMS] Restore old files
  * Fix vanishing elevator objects
  * Enabling AppVeyor dependency caching again
  * Do music processing on one physical thread
  * c_ror_by_5() is an rvalue which has no effect
  * caseless fopen xmi
  * caseless fopen bin
  * Don't extract Xcode directory on Windows
  * Temporarily disable build_ext cache
  * Move version definition to the top
  * build_windows.sh: Use SDL2_mixer 2.0.2 with backport
  * build_deps.sh: Use SDL2_mixer 2.0.2 with backport
  * Update the clean up part
  * Use SDL2_mixer 2.0.2 with backport
  * Implement shift click obj
  * Implement shift click obj
  * Implement shift click obj
  * Detect shift+click
  * Fix opengl fails to init
  * Fixing black screen after screen size change
  * Reset weapon button up + Fix Esc skip credits
  * Reset weapon button when player dies
  * Fix regeneration freeze and cursor stuck on fire
  * Move var reset to appropriate place
  * Empty the slate when loading a saved game
  * Empty the slate after return to setup
  * Update README.md
  * Correct fade timing
  * Fixing compile error without OpenGL
  * Fix messages leave white pixels behind
  * Fix detail level button text
  * Get weapon recoil cursor chaos working
  * Chaos for mouselook weapon recoil
  * Use cutscene palette during fade also
  * Pause and fade to black at end of cutscenes
  * Sync fade rate with ticks elapsed
  * Making the zoom rectangle visible in OpenGL fullscreen mode
  * Crash-proof cheat commands
  * Actually check if player has weapon to fire
  * null bmp check
  * Add extern
  * Add extern
  * Add CalcMotionCurOffset() and use generally
  * Remove hackpocalypse
  * Don't "Hack black!" if in cutscene
  * Move ZoomDrawProc() to mainloop()
  * Call ZoomDrawProc() just before & after SDLDraw()
  * Revise comment
  * Prevent out-of-bounds read in fr_get_real()
  * Fix animated screen not loaded crash
  * Fix colored forcefields not displaying
  * Animate zoom rectangle without pausing game
  * Animate zoom rectangle without freezing game
  * Fix "reviving" text color in intro cutscene
  * Better reload motion cursors + Set motion cursor
  * Make biohelp_load_cursor() more robust
  * Update motion cursors on screen start
  * Update motion cursor on fullscreen start
  * Change cursor color when adding or dropping weapon
  * Add functions for changing cursor color for weapon
  * Remove unused edms_vt.h
  * [EDMS] Additional meanings to objects
  * [EDMS] Additional type changes
  * Fix instances of null ptr deref in showobj()
  * Call tight_loop() in zoom_rect()
  * Fix randomly dropped modified keys
  * Quit hotkey ask for confirm
  * Fix save hotkey
  * Callback music volume
  * Callback music volume
  * Callback music volume
  * Fix alt key not working
  * Use text input events for printable char keys
  * Adjusting the music mix a bit
  * Stop audiolog when pausing, bonus music toggle fix
  * Implement user-definable keys
  * Implement user-definable keys
  * Implement user-definable keys
  * Implement user-definable keys
  * Implement user-definable keys
  * Implement user-definable keys
  * Need to poll all mouse events, not just movement
  * Scroll with num keypad, better nswe button code
  * Fix automap scrolling
  * Add newline
  * Fix divide by zero crash in cyberspace
  * Fix cyberspace mouselook
  * Reset "endgame flag" after return to menu
  * Limit simultaneous force bridge sfx on lev 4
  * fix assertion failure at SDL_ReadFromDataQueue
  * Restore lantern light on game load
  * Stream audiologs
  * Stream audiologs
  * Adjust cutscene audio volume here
  * Separate callbacks for music and cutscene audio
  * Separate callbacks for music and cutscene audio
  * Separate callbacks for music and cutscene audio
  * Separate callbacks for music and cutscene audio
  * Stream cutscene audio
  * Stream cutscene audio
  * Bitmap uncompress malloc'ed space too small
  * fix INT16_MIN, etc limit macros not found
  * Fix cutscene corruption, memory leaks
  * fix onscreen help toggle button text
  * save/load onscreen help and gamma in prefs
  * Duck music during audiolog playback
  * Duck music during audiolog playback
  * Duck music during audiolog playback
  * Duck music during audiolog playback
  * Duck music during audiolog playback
  * Resize the Bitmap Canvas when the screen size changes, if needed
  * Tweaks to adlmidi setup
  * Hack no music during win cutscene
  * Crash in load small texturemaps
  * should be SDL_atomic_t
  * Mutex adl
  * Shutdown atexit moved into init
  * Shutdown in proper order
  * Shorter delay
  * Comment out reinit'd vars
  * Add looping music code; Cleanup & reorganize
  * Repeat short tracks, add Start Track
  * Init and add Load Theme
  * Add Start Track
  * Add Xmi.c and .h
  * Add adlmidi
  * Add Xmi.c and adlmidi
  * Add files via upload
  * Make some sense for those objects
  * Converting types to 64-bit compatible
  * More unused files removed from EDMS/MODELS
  * clang-format on EDMS/Models
  * EDMS/MODELS: Remove unused files
  * EDMS: Refactor headers for 64bit compatibility
  * clang-format on EDMS
  * Remove unused file
  * Fix floor texture map corruption
  * Hack bitmap h from 320 to 200
  * Can close out of the credits with ESC
  * Divide by zero
  * The Right Way
  * The Right Way
  * Assign unused palette color to subtitles
  * Cutscene subtitles
  * Cutscene subtitles
  * Use new WaitForKey for stats and credits
  * Enter credits setup mode after win; show win stats
  * add print win stats function
  * Check for end char
  * Reverse-engineered credits display
  * Clear red pixels at game start
  * Setting the draw surface to the size of the desktop
  * Relative mouse mode (#174)
  * No longer need .temp.audio file. (#173)
  * Check for divide by zero
  * Fixing the MFD canvas bug that was blocking resolutions bigger than 1024x768
  * No longer setting brightness when changing to fullscreen
  * Fix change screen size
  * Keep mouse captured; fix toggle fullscreen
  * Global var for mouse captured state
  * Stop all sound channels when pausing
  * Fix gamma not updating in game loop
  * Fix gamma slider
  * Simplify skipping splash screens
  * Make change screen size even smarter
  * Uncapture mouse during cutscenes
  * Make changing screen size smarter
  * Preserve mouse captured when toggle fullscreen
  * Hide mouse cursor during cutscenes
  * Hide mouse cursor in movie when using -nosplash
  * Hide mouse cursor in movie when using -nosplash
  * Hide mouse cursor in movie when using -nosplash
  * Hack to allow pressing shift after move key
  * Set data member of snd_digi_parms to NULL
  * Fix toggling mouselook makes held obj disappear
  * Update cutsloop.c
  * Fix terrain elev sound doesn't stop
  * Fix terrain elev sound doesn't stop
  * Why add 1 when we are comparing sizes?
  * Prevent mouselook drift when clicking
  * Tog fullscreen rewritten to simply resize window
  * When mouse captured, prevent window resize
  * Fixed issue where audiologs sometimes wouldn't play
  * Destroying civilization now sends the player back to the main menu
  * Updating MFDs also crash fullscreen view
  * Drawing MFD crashes widescreen?
  * Trying to get things to run in higher resolutions
  * Added a script to run OSX by pointing it at the locally built SDL
  * CMake should find the built SDL now if it exists
  * Fix playmov compile error.
  * FIXPP: prepare to 64bit awesomness
  * FIXPP: Make 64bit compatible
  * Not needed anymore, requires FIXDEBUG
  * Disable FIXDEBUG as no need anymore for SS
  * clang-format on FIXPP
  * More printf format fixing
  * Fixed sprintf() format warnings
  * Simplify for cycle and make static analyzer happy
  * Close file after read in OpenGL.cc
  * Fixed dereferencing after deallocated error
  * Fix segfault before splash fade out
  * Can compile without OpenGL again
  * Emissive parts of textures get filtered properly now
  * clang-format on mfdfunc.c
  * Fixing invalid number of character '{'
  * Fixing potentional memory leak in mfdgadg.c
  * Fixes to gamesys.c
  * Fixed sprintf() warning
  * clang-format on frutil.c
  * Fixes to frsetup.c
  * Fixing out of bounds error
  * Remove unused files
  * Removed powerc and mk68k ifdefs
  * Removed unused LG memory manager
  * OpenGL: Rendering sensaround v1 hardware in software mode
  * Implement night sight hardware effect with OpenGL
  * More efficient OpenGL polygon rendering
  * OpenGL: Rendering sensaround v1 hardware in software mode

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Sat Aug 18 18:07:11 UTC 2018 - mardnh@gmx.de

- Update to version 0.6.0+git.20180817:
  * Opengl: Fixing texture caching crash when the software fallback happens
  * Adding missing star shader
  * Implement night sight hardware effect with OpenGL
  * Update README.md
  * Opengl: stars render more like in software mode
  * Fixed a possible random memory write
  * Update README.md
  * Update README.md
  * Stars draw properly above the groves again
  * Some cleanup in Shock.c
  * Added a startup arg to skip the splash screens
  * OpenGL: stars scale to window size
  * OpenGL: reducing palette thrashing
  * Only backing up the palette when the SDL palette changes
  * Shockolate Version num is no longer hard coded
  * Palette based fading works again, revived in the Splash screen
  * Fixed OpenGL video mode button not always showing up
  * Mouse look is scaled to window size now
  * Better OpenGL error handling and Software mode fallback
  * Graceful fallback to Software if shader loading fails
  * Update README.md
  * Delivering shaders in the Linux and OSX builds
  * Distributing shaders might be a good idea
  * Post-OpenGL additions to appveyor.yml
  * OpenGL related error handling, defaulting to Software mode.
  * Add preference whether to capture mouse or not
  * OpenGL: Rendering the 3D view to a frame buffer to preserve pixel sizes
  * Append custom C/C++ flags, not overwrite them
  * Fix for textures being wrong when first switching to Opengl mode
  * Build fix: Remove unneeded include
  * Drawing stars in one draw call
  * Caching shader attribute locations
  * Opengl: fixing initial renderer scale
  * Opengl: Making sure texture pitch is correct
  * Opengl: Fixing transparent fields
  * Opengl: fixed rendering artifacts when resizing the window in fullscreen
  * Fixing resize logic
  * Opengl: Preserving aspect ratio in fullscreen
  * Fixing perfomance on Mac
  * Redrawing background when the resolution changes
  * Opengl: Better fix for Mac rendering issues
  * A better fix for render ordering on Mac
  * Implement sound looping
  * Correctly free elevator semaphore when stopping sound
  * hide Windows console in distributable packages
  * remove debug message
  * Opengl: Fixing pause screen on OSX
  * Opengl: Fix for HUD ordering on OSX
  * OpenGL: fix for artifacts on screen after switching between fullscreen modes
  * Upping default log level to info
  * Removing some debug spew from file loading
  * Better placement of cutscenes on the screen
  * Adding support for variable frame rate in the movie
  * Only drawing movie to screen when needed
  * Cleanup to remove floppy version cutscene stuff
  * Trying to sort out framerate of movies
  * Fixing initial movie palette
  * debug some stuff
  * Movies stop when done playing now
  * Starting to play movies using the SVGA resources
  * Twiddle around with the ducking and volume levels; fix audio log volume slider
  * Fix build without OpenGL
  * Clear each view area before rendering
  * Redraw menu when switching renderer in fullscreen mode
  * color.frag shader doesn't need to care about the emissive property
  * Better texture filtering of sprite edges
  * Exclude color 2 (white) from maximum brightness effect
  * Convert line endings when reading shader file
  * Add renderer selection button to video options
  * Loading shaders from files
  * Implement palette effect for textures
  * Fix background of computer screens with text
  * Fix include name.
  * Only caching locked textures once
  * Making more local functions static
  * Texture cache only upates locked textures once per frame now
  * Fixing text drawing by updating all non-locked textures
  * Added locking in the texture cache for static textures
  * Save renderer settings
  * Remove debug output, use ERROR() instead of printf()
  * OpenGL texture cache for all bitmaps
  * Support non-fullscreen 3D views
  * Support incremental updates of the 3D view
  * Fixing model lighting
  * Real fix for opengl object lighting
  * Some cleanup, fixing skies in groves
  * Drawing stars like LGS did
  * Attempting to fix model lighting
  * Fixing model lighting on some systems
  * Fixing model lighting
  * Fix Travis CI, try #2
  * Fix build without OpenGL
  * Allow building without OpenGL support
  * Undo the engine's own MIP-mapping
  * Implement OpenGL texture cache
  * Temporarily remove caching from appveyor.yml to fetch and build GLEW
  * Fix star texture initialization on Windows
  * Draw stars using OpenGL
  * fix tabs like the pedantic monster I am
  * Windows version of OpenGL stuff
  * Can toggle texture filtering on and off
  * Draw polygons using OpenGL
  * Set SDL_HINT_RENDER_DRIVER hint
  * Use NULL instead of nullptr (C++11)
  * Drop GLM includes, use hard-coded 3D projection matrices
  * Wrap game includes and external declarations in 'extern "C"'
  * Use normal renderer in Cyberspace
  * Fix build on Linux, cosmetic fixes
  * Removing uneeded glew.c file
  * Removing some double includes for SDL OpenGL
  * Fixing some includes
  * Calling SDL_GL_SwapWindow appropriately
  * Fixing to work on OSX
  * Implement lighting
  * Fix regression from 'Render 3D objects using OpenGL'
  * Render doors etc. using OpenGL
  * Render 3D objects using OpenGL
  * Use OpenGL to render sprites
  * Use correct texture coordinates
  * Testing
  * Remove GLEW include
  * Disable unneeded Z-buffer
  * Don't draw four vertices for a triangle
  * Target OpenGL 2.0, GLSL 1.10
  * Use plain string literals for shader code
  * WIP: Experimental OpenGL renderer

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Fri Aug 03 19:43:33 UTC 2018 - mardnh@gmx.de

- Update to version 0.5.10.4+git.20180803:
  * Lowering volume mix of music
  * Fixed music playback after coming back from the intro cutscene
  * Fixing screen location of anims
  * Wiring up cutscene music
  * Starting to play some simple cutscenes
  * Fixing crash in anim when calling AnimRecur after it has finished
  * More vmail cleanup
  * Cleaning up vmail anims
  * Fixing vmail scaling
  * Use two jobs on AppVeyor too
  * Use two make jobs to build systemshock
  * Use two make jobs to build SDL2
  * Reduce verbosity of unpacking SDL2
  * Fixing rendering by using rs8 mode
  * Fixing frame timings
  * Using special vmail mouse cursor again
  * Wiring up more of the video mail stuff
  * Animations notify about ending properly
  * Working on reviving video mail animations
  * Locking the mouse to the window in game mode
  * Fix background of computer screens with text
  * better fix for the "Click-for-Options cursor is displayed instead of crosshair" when pressing F bug
  * Add fully qualified URL to releases page
  * Fix for the "Click-for-Options cursor is displayed instead of crosshair" when pressing F bug
  * - Copy intro text from readme.md to platform specific readmes - Improve appearance of Linux/OSX distributable readme.md - Switch things around in main readme.md as CI systems are now in place, and the assets are a common prerequisite to everyone
  * Change naming of temporary audio file to get around run-as-admin requirement
  * Removing audiologs from the list of non working things in the readme
  * Changed default audiolog setting to audio only
  * Upping the number of sound channels
  * Fixing audiolog playback not happening sometimes
  * Audiolog music ducking scales better now
  * Fixing crash when closing an audiolog resource
  * Ducking the music volume when an audiolog is playing
  * Removing comment typo
  * Fixing audiolog memory leaks
  * Fixing up Audiolog playback
  * Using the default SDL_Mixer frequency for audio
  * Using the french audiologs for testing
  * Playing back audiologs

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Fri Jul 20 15:30:39 UTC 2018 - mardnh@gmx.de

- Update to version 0.0.0+git.20180719:
  * Slowing down the cyberspace mouselook
  * Move the cheat keys behind Control-2 through Control-5
  * Update README.md
  * Add RES_LIB to AFILE_LIB linking
  * Restoring playback
  * Functions to open MOVI files.
  * Logger functions in SDLSound.c
  * Use 32-bit version of libstdc++ found in minGW
  * Update readme-windows.txt
  * Better release build description
  * AppVeyor should publish to the same release as TravisCI
  * Build appveyor builds on branches too
  * Using the tag name in AppVeyor deployments
  * No longer skipping tags with AppVeyor
  * Updating AppVeyor config to only deploy when tagged
  * Including updated readme in TravisCI artifacts
  * Updating TravisCI config
  * Trying that AppVeyor config again
  * Appveyor builds have versioned artifact names
  * Update README.md
  * Turning off AppVeyor deployments for now
  * Better appveyor versioning scheme
  * Adding the readme to windows builds
  * Adding end user readme files
  * Updating AppVeyor config
  * Fixed Exception throwen when selecting QUIT in the in-game menu
  * Add some comments to the AppVeyor configuration
  * Add deploy section to travis build
  * All of the Appveyor junk
  * Change RndRange() function to include both limits
  * Fix crash using broken surgery machine
  * Some more cleanup in README.md
  * Fixing the 'Releases' link in the README
  * Updating README.md with the correct TravisCI badge
  * Add travis build badge to README.md
  * Update Linux build on travis
  * Add travis build
  * Add SDL2_CONFIG variable for MacOS to fix build_deps.sh script
  * First round of searching for sdl_mixer should just look in the build dir
  * Better way of looking for locally built SDL2_mixer
  * Skeleton functions for playing movies
  * Debugging RES library
  * Moved fopen_caseless() functions to own file
  * clang-format of RES
  * clang-format on audiolog.[ch]
  * Reworked AfileOpen() to open FILE handles

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Wed Jul 11 19:59:47 UTC 2018 - mardnh@gmx.de

- Update to version 0.0.0+git.20180711:
  * First draft of a separate "Downloads" section in readme.md
  * Enable biometer in the difficulty setup screen
  * Fix artifacts in biometer when deleting track tails

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Sat Jul 07 20:28:44 UTC 2018 - mardnh@gmx.de

- Update to version 0.0.0+git.20180706:
  * Correcting music path in the readme
  * Avoid slowdown when touching energy drain mine
  * Bit of logging cleanup
  * Fixing a weird memory issue with the placeholder cutscenes
  * Placeholder cutscenes for death, win, and intro
  * Starting on a placeholder cutscene screen
  * Handle mouse wheel events
  * Moved Debugging blit as optional build-time option
  * Fixing vector.c error in fullscreen mode
  * Revert "Merge pull request #62 from Interrupt/revert-61-fix_3"

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Sat Jul  7 20:25:38 UTC 2018 - mardnh@gmx.de

- Initial package
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