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
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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