File gzdoom.changes of Package gzdoom
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Sun Aug 5 12:00:27 UTC 2018 - mardnh@gmx.de
- Update to version 3.5.0
* (modern branch only) Fullscreen is now borderless window (which,
technically, it always has been, anyhow). Removed hacks which
changed the desktop resolution in order to simulate exclusive
fullscreen because they were a constant stability concern.
* (modern branch only) fixed a performance regression with the
software renderer, introduced by the recent changes to the video
backend in 3.4.
* Save item statistics - Items are now saved into save games and
are displayed on the statfile
* Upgrade libADLMIDI and libOPNMIDI
* Large number of MinGW fixes
* add tags for all Doom and Heretic monsters for mods that reveal
monster names
* various compatibility fixes for old maps and mods
* fixed titlepic animation
* Custom hardware shaders now can use custom texture units
* default to "fullscreen" display
* fixed a potential exploit with malformed WAD files.
- Update to version 3.4.1
* fixed: redirect script access to the compatflags CVARs to their
internal shadow variables. This is needed so that MAPINFO settings
for these flags don't get ignored.
* fixed: flag CVars in ZScript referenced wrong addresses
* fixed: ZScript used the wrong variable for compatflags2.
* fixed: remove ARM specific gl_es definition since it's not even
really much different from the main line definition, anyhow
* fixed generation of brightmaps for sprites. This forgot to take
the added empty border for filtering improvement into account.
* fixed ADynamicLight's shadowmap index must be reset when loading
a savegame.
* fixed portal restoration on revisiting level in hub.
* Added function to FLevelLocals to test if map is being reentered.
* fixed crash with GL 3.x and fixed colormap active.
- Update to version 3.4.0
* enable #include support in modeldef files
* removed DirectDraw and Direct3D backends, removed unaccerated SDL
framebuffer backend
* reorganization of 2D and 3D rendering code in preparation for Vulkan
in the future, performance improvements on newer hardware
* CVAR that handles it is now 'vid_rendermode' - vid_renderer,
swtruecolor, and r_polyrender have been removed and combined into
new CVAR
* added a 'lightsizefactor' command to gldefs.
* allow animated title pics.
* Add support for Unreal Engine 1 vertex mesh format.
* added LevelLocals vec2/3Offset(Z) functions for portal-aware
offsetting without needing actors
* Add "OnGiveSecret" virtual function on Actor for customizing behavior
of secret finding.
* BLOCKASPLAYER flag: treat non-player actors as blockable by
"block players" lines
* added 'revealed on automap' linedef flag, UDMF only
* added forced automap style to linedef, UDMF only
* Added startup song definition for custom IWADs
* This release contains a major render optimization for highly detailed
maps that may give a +20% performance improvement on Intel and AMD
hardware (less on NVidia because the driver has far less overhead that
could be optimized away.)
- Update to version 3.3.2
* Fixed detection of .ipk7 custom IWADs
* Restored vanilla behavior of lightning for original Hexen
* Added loading of ZSDF lumps by full paths
* Disabled the survey code
* Exported P_ActivateLine() to ZScript along with constants for
activation type
* Increased size of the savegame comment area.
- Update to version 3.3.1
* Better handling of defaults with some ZScript/DECORATE functions
* Many bug fixes since 3.3.0
- Update to version 3.3.0
ZScript & Mapping Highlights
* Added dynamic spot lights, configurable in the UDMF map format
* Exported GetChecksum() function as part of FLevelLocals in ZScript
* Mod-defined aliases no longer permanently change CVARs
* Added FriendlySeeBlocks actor property that allows a modder to expand
the maximum radius that a friendly monster can see enemies. It's
accessible from both ZScript/DECORATE and UDMF
* Custom submenus are no longer removed from altered protected menu
* Exported S_GetMSLength() function to ZScript
* Added GetRadiusDamage() function. It returns the raw calculated
explosion damage falloff by distance only
* Added Screen.getViewWindow() function
* Exported Trace() interface to ZScript
* Added TeleportSpecial() as an alias for Teleport() in ZScript to
deconflict from Actor.Teleport() function
* Added Distance2DSquared() and Distance3DSquared() functions
* Fixed skip_super application for ZScript
* Split off the interface part of DHUDMessage
* Exported sector effect pointers
* Fixed missing pointer assignment on Lighting effect creation
* Made left button down event available to UI event handler
* Exported Inventory.AltHUDIcon field to ZScript
* Added WorldLinePreActivated to override line activation
* Added DI_MIRROR flag to statusbar image drawing, useful for rearview
mirrors
* Enabled string and float user_ properties in UDMF things
Other Highlights
* Added in-game reverb editor using the menu system
* Improved French translations
* Fixed 'precise' rendering in OpenGL
* Added new Materials Shader system to allow textures to show new
properties such as glossiness and specularity, affected by dynamic
lights, or with PBR, reflecting their direct surroundings
* Added new rocket smoke sprites by Talon1024
* Embedded Timidity++ into GZDoom directly
* Added light definition for megasphere
* Fixed midtex nowrap clipping bug when 3d floors are in view
(Software Renderer)
* Improved profilethinkers in various ways
* Added variables am_unexploredsecretcolor and am_ovunexploredsecretcolor
to mark undiscovered secrets differentl
- Drop patch (Upstream updated to 18.05):
* 0001-Update-LZMA-SDK-to-version-17.01.patch
- Rebase patch:
* gzdoom-lzma.patch
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Mon Jan 8 12:48:59 UTC 2018 - jengelh@inai.de
- Update to new upstream 3.2.5
* Implemented 'i_soundinbackground' to continue playing sounds
and music while in background.
* OpenGL rendering now continues even when losing focus if not
running fullscreen.
* Added 'playerrespawn' skill flag to allow gameplay mods to
retroactively enable player respawns in single player on
all maps.
* Improved Advanced Sound Options menu - added option for
FluidSynth chorus, removed fractional part from FluidSynth
voices option.
* Fixed applying of Doom 64 lighting to horizon portals.
* Particles are now interpolated.
- Use system lzma-sdk
- Add 0001-Update-LZMA-SDK-to-version-17.01.patch,
gzdoom-lzma.patch, gzdoom-wadsrc-extra.patch
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Tue Jan 2 13:14:54 UTC 2018 - jengelh@inai.de
- Remove zdoom from the specfile (which had built both zdoom and
gzdoom due to their similarity) and rename to gzdoom.spec.
- Update to new upstream release 3.2.4
* Recognition for the HacX 2.0 IWAD
* Recognition for the modified Doom 1/2/U IWADs and the "No Rest
for the Living" expansion pack shipped in the Doom3 BFG Edition.
* New GL3 node format for complex UDMF maps which need fractional
precision on node splitters.
* The ZScript scripting language has been added.
* A new 32-bit software renderer has been added.
The classic 8-bit renderer remains available.
- Add gzdoom-waddir.patch, gzdoom-staticlibs.patch.
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Sun Mar 24 00:38:53 UTC 2013 - jengelh@inai.de
- Standardize on /usr/share/doom for IWADs.
- Per-user configuration is to be moved to ~/.config/zdoom
(XDG environment variables are not respected, though),
~/.config/gzdoom and ~/.config/zandronum for the different
game engines respectively.
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Thu Mar 21 16:06:30 UTC 2013 - jengelh@medozas.de
- Update to new upstream release zdoom-2.6.0+svn4191
and gzdoom-1.7.01+svn1526
* berserk indicator on alternative HUD
* support for BFG edition IWADs
* sound precaching through MAPINFO.
- Imported zandronum-1.0+hg3641 (formerly Skulltag)
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Tue Jul 10 14:12:20 UTC 2012 - jengelh@inai.de
- Update to new upstream release 2.6.0 (gzdoom-1.6.0)
* Added Hacx IWAD support.
* Added text-format Strife conversation system with USDF and ZSDF.
* A textured automap is now available; automap graphics are now
externalized.
* Rewritten menu system, which can now be defined with the MENUDEF
lump.
* Externalized intermissions to MAPINFO.
* Externalized IWAD detection and gave each IWAD its own
independent config section.
* Added FluidSynth and GUS emulator softsynths; fixed issues with
TiMidity++.
* Added VOC support and enhanced MIDI playback with support for
alternative formats such as XMI and HMI.
* Action specials: Added Ceiling_LowerAndCrushDist and
Thing_SetConversation. Added console command to execute specials.
* ACS: Increased maximum script number from 999 to 32767.
* ACS: Named scripts allow to avoid script number conflicts
altogether.
* ACS: Added StrCopy, CheckSight, SetActivator, SetPointer
functions.
* ACS: Added APROP_ScaleX/Y and APROP_Mass actor properties.
* ACS: Added temporary dynamic strings variables with StrParam.
* ACS: Scripts can now have up to four parameters.
* DECORATE: Added A_CheckFlag, A_FaceMaster, A_FaceTracer,
A_RadiusGive, A_SetMass, A_SetScale, A_Warp and A_WolfAttack...
* DECORATE: Enhanced A_AlertMonsters, A_BFGSpray, A_Blast,
A_CustomBulletAttack, A_FireBullets, A_GunFlash, A_PainAttack,
A_RadiusThrust...
* DECORATE: Added an actor pointer manipulation system with several
new codepointers...
* DECORATE: Added DOHARMSPECIES, DONTCORPSE, SEEINVISIBLE and
INVENTORY.UNTOSSABLE
* DECORATE: Increased damage type flexibility in several ways with
DeathType and PainType.
* DECORATE: Added customizable fléchettes.
* DECORATE: Made accuracy and stamina accessible through DECORATE
expressions.
* DECORATE: Added ProjectileKickback, Inventory.RestrictedTo and
Inventory.ForbiddenTo class-based properties.
* DECORATE: Backported VisibleToTeam, VisibleToPlayerClass and
weapon DropItem feature from Skulltag, and enhanced them.
* DECORATE: Added "Fast" keyword for states and deprecated the
unreliable FASTER and FASTMELEE flags.
* Added a secret hint system.
* 3D floors support.
* FraggleScript support.
* Voxel support.
* SBARINFO: Ammo 1/2 capacities added to DrawNumber, support for
color names in colored text.
* SNDINFO: Added musicalias and attenuation.
* Compatibility: fixed issues with Eternal Doom, Happy Time Circus,
Phobos, vanilla compat, Boom compat, light levels higher than
255, Heretic, Strife, MUSINFO, misnamed UDMF field.
* Fixed loading of BMF palettes.
* restart console command.
* Added PALVERS lump for specifying alternate graphics to use with
a paletted render, in case the graphics you really want to use
look bad without true color.
* Custom IWADs no longer need to include a COLORMAP, as ZDoom will
generate one automatically if it is missing.
* Fixed vertical tiling of non-power-of-two textures.
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Sat Nov 27 22:30:43 UTC 2010 - jengelh@medozas.de
- cmake is really weird when it comes to CFLAGS.
Pass :STRING= to make it actually use our flags.
- set RPM group for gzdoom to one that rpmlint accepts
- disable strip to make debuginfo packages work
- fix a crash caused by an uninitialized variable
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Fri Sep 10 17:39:21 UTC 2010 - jengelh@medozas.de
- Enable building with experimental fluidsynth support
- Optimize PNGs before packing up
- Do not use FMODEx for building on non-x86
- Remove unneeded p7zip build dependency (repacked + patched
.tar.xz is used since a while)
- Update to ZDoom 2.5.0
* Obsoleted zdoom-binutils.diff
- Update to GZDoom 1.5.02
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Fri Jul 30 12:56:27 UTC 2010 - jengelh@medozas.de
- Add patch to workaround compile issues with binutils 2.20.0
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Wed Jul 28 12:44:57 UTC 2010 - jengelh@medozas.de
- Split up zdoom package into its components
- zdoom, gzdoom, zdoom-devel