File project.diff of Package openxray-git
--- _service.orig
+++ _service
@@ -2,10 +2,42 @@
<service mode="disabled" name="tar_scm">
<param name="url">https://github.com/OpenXRay/xray-16.git</param>
<param name="scm">git</param>
- <param name="revision">812-december-preview</param>
+ <param name="exclude">.git</param>
+ <param name="exclude">.gitattributes</param>
+ <param name="exclude">Externals/BugTrap/.gitattributes</param>
+ <param name="exclude">Externals/cryptopp/.gitattributes</param>
+ <param name="exclude">Externals/sse2neon/.gitattributes</param>
+ <param name="exclude">res/gamedata/configs/.gitattributes</param>
+ <param name="exclude">res/gamedata/scripts/.gitattributes</param>
+ <param name="exclude">res/gamedata/shaders/.gitattributes</param>
+ <param name="exclude">debian</param>
+ <param name="exclude">ArchLinux</param>
+ <param name="exclude">misc/docker</param>
+ <param name="exclude">misc/windows</param>
+ <param name="exclude">sdk/binaries</param>
+ <param name="exclude">sdk/libraries</param>
+ <param name="exclude">res/oalinst.exe</param>
+ <param name="exclude">Externals/BugTrap/source/.nuget/*.exe</param>
+ <param name="exclude">Externals/GameSpy/src/GameSpy/qr2/*.exe</param>
+ <param name="exclude">Externals/GameSpy/src/GameSpy/pt/fpupdate/*.exe</param>
+ <param name="exclude">Externals/BugTrap/pkg/*.dll</param>
+ <param name="exclude">Externals/AGS_SDK/ags_lib</param>
+ <param name="exclude">Externals/AGS_SDK/eyefinity_sample/dxut</param>
+ <param name="exclude">Externals/AGS_SDK/eyefinity_sample/media</param>
+ <param name="exclude">Externals/*vcxproj*</param>
+ <param name="exclude">Externals/cryptopp</param>
+ <param name="exclude">Externals/libogg</param>
+ <param name="exclude">Externals/libtheora</param>
+ <param name="exclude">Externals/libvorbis</param>
+ <param name="exclude">Externals/lzo</param>
+<!--
+ <param name="exclude">Externals/openal</param>
+ -->
+ <param name="exclude">Externals/zlib</param>
+ <param name="revision">dev</param>
<param name="filename">openxray</param>
<param name="changesgenerate">enable</param>
- <param name="versionformat">0.0.812+git.%cd</param>
+ <param name="versionformat">0~git.%cd.%h</param>
</service>
<service mode="disabled" name="recompress">
<param name="file">*.tar</param>
--- _servicedata.orig
+++ _servicedata
@@ -1,4 +1,4 @@
<servicedata>
<service name="tar_scm">
<param name="url">https://github.com/OpenXRay/xray-16.git</param>
- <param name="changesrevision">690dba93e158be5c8df2ed4d5e50e61b09974fa3</param></service></servicedata>
\ No newline at end of file
+ <param name="changesrevision">d81141361176a0b391efc4a075c3d14c0a059a44</param></service></servicedata>
\ No newline at end of file
--- openxray.changes.orig
+++ openxray.changes
@@ -1,4 +1,1013 @@
-------------------------------------------------------------------
+Tue Jan 03 08:45:55 UTC 2023 - aloisio@gmx.com
+
+- Update to version 0~git.20230103.d811413:
+ * Mark pure interfaces as NOVTABLE
+ * Added virtual destructor to IPhysicsShellHolder
+ * Make some empty destructors default
+ * Properly overload std::hash and std::swap
+ * Added useful macro XR_NOVTABLE
+ * UIArtefactPanel: Allow to use a vertical placement.
+ * clear_highlight_lists on every inventory action.
+ * xrEngine/device.cpp: Moved '*activate' variables to inner scope
+ * xrEngine/device.h|cpp: made OnWM_Activate function more readable
+ * Removed RDEVICE macro It was used to coexist with SDK based on Borland's C++ Builder
+ * xrEngine/device.h: removed debris from 31502af5ebdf43fc2ac81eae492bd182184c1414
+ * GitHub Actions: distinguish between clang and gcc built artifacts
+ * GitHub Actions: mirror: use mirror action v1.1.1 [skip ci]
+ * GitHub Actions: allow triggering build manually
+ * Layers/xrRenderDX*/dx*HW.h: reorganized includes
+ * Removed xrWeatherEditor attach system and it's parts from xrEngine The editor itself is still in the codebase, because we may need it during transition to new editor based on ImGui (#1166), but it will be removed in the future.
+ * MSBuild: excluded xrWeather editor and it's parts from solution build Still can be built manually
+ * Fixed weather editor crash on startup
+ * Fixed SDL2 includes System-style includes (<>) should be used instead of user ones ("")
+ * xrGame/script_game_object_inventory_owner.cpp: fixed possible crash when setting wrong community
+ * xrGame/Weapon.cpp: fixed small warning about possible nullptr access
+ * README.md: added @alexgdi to the contributors list
+ * xrCore/xrDebug.cpp: support for Windows ARM/ARM64/IA64
+ * Update lzo
+ * MSBuild: added ARM and ARM64 configurations Be aware that Windows ARM is still not supported at the moment, only Linux ARM.
+ * Removed MFCProj keyword from CxImage Windows project file
+ * README.md: removed some for's
+ * README.md: Contributors update ⭐
+ * misc/windows/xr_pack_build.cmd: properly handle configurations with spaces
+ * misc/windows/xr_pack_build.cmd: don't include CMakeLists.txt into the archive
+ * Fix Linux 'make package' (#1200)
+ * Fixed Linux build
+ * GitHub Actions: fix Windows artifacts package
+ * Windows: Moved lib and intermediate outputs to build folder
+ * Update resource.rc for Windows builds: some cosmetic changes
+ * Moved Linux specific resources to misc/linux folder (#660) And media to misc/media
+ * Moved some miscellaneous files to misc folder (#660)
+ * GitHub Actions: fix Windows artifacts package
+ * GitHub Actions: use run numbers in artifacts being output
+ * GitHub Actions: upload Linux builds using wildcard
+ * Changed default Windows build output folder and simplified builds packing script
+ * GitHub Actions: shorter and more readable names for Windows artifacts
+ * GitHub Actions: upload all artifacts using a wildcard and specify git commit sha in artifacts (#1199)
+ * xrCDB/xr_area_raypick.cpp: removed useless include
+ * xrSound/SoundRender_CoreA.h: removed unused EAX include
+ * xrSound: removed stale DirectSound backend files
+ * vscode: update launch and tasks settings
+ * xrRenderPC_R2/r2_rendertarget_build_textures.cpp: use D3DPOOL_DEFAULT for generated textures
+ * Fix #1180
+ * Add original zat_b14_stalker_1.ltx
+ * Fix #1186
+ * Add original jup_a12_bandit_cashier.ltx
+ * Returned OpenXRay Plus back to the main repository
+ * Replace `push_back` to `emplace_back` and code refactor (#1164)
+ * xrGame: moved 'using namespace luabind' from global TU scope to local function scope
+ * Bump Externals/sse2neon from `64521d5` to `72daa0f`
+ * xrGame/ai: moved 'using namespace luabind' from global TU scope to local function scope
+ * xrServerEntities/xrServer_Objects_script2.cpp: little formatting change
+ * xrGame/ui: moved 'using namespace luabind' from global TU scope to local function scope
+ * xrServerEntities: moved 'using namespace luabind' from global TU scope to local function scope
+ * xrRender: moved 'using namespace luabind' from global TU scope to local function scope
+ * xrSE_Factory/properties_list_helper_script.cpp: moved 'using namespace luabind' from global TU scope to local function scope
+ * xrAICore: moved 'using namespace luabind' from global TU scope to local function scope + formatting
+ * xrUICore: moved 'using namespace luabind' from global TU scope to local function scope
+ * Add methods for get/set ammo count (#1190)
+ * Fixed dialogs abuse and remove unreachable breaks after return (#1189)
+ * Fixed CMake can't find mimalloc (fixes #1188)
+ * CMake: removed -fvisibility=hidden usage
+ * vscode: update tasks and settings
+ * Code refactor and minor optimize using C++17 (#1178)
+ * Fixed crash in physics when trying to process material sounds (closes #768)
+ * xrGame/PhysicsShellHolder.cpp: remove unnecessary !! operation
+ * README.md: state Clear Sky support status as not enough stable
+ * README.md: additional info on codebase origins and game series support
+ * README.md: proper link fix
+ * README.md: small link fix
+ * README.md: added few more supported platforms
+ * README.md: state changes in project direction and new goals ⭐
+ * GitHub: Fixed vanilla bug report template is unavailable... [skip ci]
+ * GitHub: Added vanilla bugs report template [skip ci]
+ * Fixed mass warnings on Clang (#1170)
+ * Bump Externals/sse2neon from `5b6ee3e` to `64521d5`
+ * README.md: Added goals ⭐
+ * Update GLEW to 2.2.0
+ * Fixed Windows build
+ * Update DirectXMath NuGet package on Windows
+ * Update SDL2 NuGet package on Windows
+ * Visual Studio autoupdated engine.sln Just cosmetic changes autogenerated by Visual Studio
+ * Use prebuilt mimalloc (c7d4a099d918dab466a90fdad5795d8ff6d47aa0) Built from commit https://github.com/microsoft/mimalloc/commit/c7d4a099d918dab466a90fdad5795d8ff6d47aa0
+ * xrWeatherEditor: update .NET Framework version to fix GitHub Actions build
+ * Github Actions: fixed Windows build
+ * xrSdkControls: update .NET Framework version to fix build on GitHub Actions
+ * GitHub Actions: use MSBuild's NuGet
+ * GitHub Actions: use windows-latest for Windows builds
+ * GitHub Actions: use latest actions version from main/master branches
+ * Fixed build in VS 2022
+ * Added const modifiers, C++17 keywords for better code generation
+ * Replaced `push_back(std::make_pair(...))` to `emplace_back(...)`
+ * Fixed few mistakes and warnings in the code (#1142)
+ * Fixed bug with sprint on spot with weapon animation (fixes #1145)
+ * Move CUIStaticScript and CUIWindowScript from SCRIPT_EXPORT to global scope (#1159)
+ * xrGame/PHMovementControl.cpp: made STraceBorderQParams non-copyable
+ * Revert "Allow Noncopyable to be movable"
+ * Fixed animation glitch when trying to switch to grenade launcher when there is none (fixes #1146)
+ * Bump Externals/sse2neon from `270cf6e` to `5b6ee3e`
+ * Improvement creating slots from system.ltx (#1035)
+ * xrGame/Inventory.h|cpp: cleanup, default initialize variables in the class definition
+ * Removed OpenAL Router logging
+ * GitHub Actions: disabled ARM64 Alpine builds
+ * CMake: Respect `arm64` architecture (#1157)
+ * GitHub Actions: disable ARMv7 builds
+ * GitHub Actions: Switch Alpine builds to use mold linker to speed up compilation (#1155)
+ * GitHub Actions: Build ARM/ARM64 (#1154)
+ * *BSD support (#1153)
+ * xrGame/ai/monsters/rats/ai_rat_animations.cpp: fixed std::pair being passed to vsnprintf
+ * xrGame/file_transfer.cpp: fixed std::pair being passed to vsnprintf
+ * feat: Add code for support repair kits (#1030)
+ * xrGame/Inventory.h|cpp: moved CInventorySlot functions to the header
+ * Fixed game window doesn't hide on fatal crash Thanks to @Hrusteckiy for reminding me about the bug until I made this commit.
+ * Добавил метод для перехода по локациям из скрипта. (#852)
+ * Pass NPC object to `trade_sell_buy_item` Actor callback (#851)
+ * xrUICore/Windows/UIWindow_script.cpp: reorganized script export
+ * Fixed crash in CS and SOC after 43536393bf5cfa8002554ececc63186154a5bbae
+ * Common/LevelStructure.hpp: make sure xrAI version stays within u8 bounds
+ * xrGame/alife_spawn_registry_header.cpp: fixed wrong variable used in version check
+ * Temporary, enable EFX by default only on Windows
+ * xrSound: renamed ss_EAX flag to ss_EFX
+ * Replaced "forcedword" enum members with explicit enum base type
+ * xrSound/SoundRender_Core.cpp: add XXX about old SDK functionality
+ * xrGame/ui/UIKeyBinding.cpp: use range based for instead of index based one
+ * xrGame/ui/UIKeyBinding.h: use std::array instead of plain array
+ * xrGame/ui/ServerList.h|cpp: use std::array instead of plain arrays This fixes build on GCC and Clang in some cases...
+ * Thanks to @ChugunovRoman, @Vertver and @Lnd-stoL!
+ * Allow Noncopyable to be movable This fixes build on GCC, Clang in some cases
+ * Support for flashlight on/off sounds (#1149)
+ * Fixed wrong scale&position of ammo and knife-binoc-bolt for SOC and CS. (#1043)
+ * Fixed Linux build
+ * Fixed Linux compilation after c595a5348990856c5be954cea410f15e2770193b
+ * Fixed run-time error in luabind after c595a5348990856c5be954cea410f15e2770193b due to class being exported twice
+ * Fixed compilation after c595a5348990856c5be954cea410f15e2770193b Oh God... Why this code is slicing const char* to uint16_t... I don't know...
+ * Export CHelmet and extended CCustomOutfit export to Lua (addition to #1003)
+ * Export CCustomOutfit class into lua (for CoC Compatibility) (#1003)
+ * Export CAmebaZone and CNoGravityZone classes into lua (for CoC Compatibility) (#1002)
+ * Add code for supporting of the knife slot for inventory (#1017)
+ * Improvement loading of weapons upgrades (#1034)
+ * Add code for supporting of backpacks feature (#1014)
+ * Add methods for remove danger, sound, hit and visible objects (#1015)
+ * Add the ResetBoneProtections method (#1016)
+ * Feature: Allow to create custom PDA tabs (#1031)
+ * GitHub Actions: temporary switch to macos-11 [skip appveyor]]
+ * MSBuild: Properly check for EnableUnitySupport when we want to enable /bigobj
+ * Fixed debug x64 build failure on GitHub Actions
+ * Scripts can now handle right mouse button click on map spot (#1090)
+ * Support running from the build tree without setting LD_LIBRARY_PATH (#739)
+ * README.md: Little clarification about contribution list
+ * Fixed crash in physics after second game start (fixes #1116, may be related to #1101)
+ * impr: Replace relative paths on variable (#1013)
+ * Additional code refactor
+ * Code refactor C++17 range based loops
+ * Bump Externals/sse2neon from `6a6a03c` to `270cf6e`
+ * Use default symbols visibility for macOS build.
+ * Removed IR_OnMouseStop (not used) Save a bit of CPU time in the input system
+ * xrEngine/IInputReceiver.h: little code cleanup
+ * Require a name when creating CUIStatic and CUIFrameLineWnd
+ * xrUICore/Static/UIStatic.h: use override specifier for overridden virtual destructor
+ * xrGame/Actor.cpp: add XXX [skip ci]
+ * Added OpenAL EFX support Thanks to OGSR, https://github.com/OGSR/OGSR-Engine
+ * xrSound: moved EAX code into separate class
+ * xrSound/SoundRender_CoreA.h: fixed annoying "unnecessary semicolon" warning on all usages of A_CHK macro.
+ * xrSound/SoundRender_Emitter.cpp: added XXX
+ * xrSound/OpenALDeviceList.cpp: fixed wrong X-RAM support check
+ * [xrGame] Fixed a assertion exit when trying to move an automatic weapon to the pistol slot for CS and SoC modes (Issue #382)
+ * SWM: Added global custom linear\curved smooth volume fading for all world sounds
+ * Added sound time factor
+ * Added sound doppler effect by Cribbledirge
+ * Bump Externals/sse2neon from `e8108fc` to `6a6a03c`
+ * Fix incorrect display of the hotkey on the item icon in the multiplayer trade menu (#1130)
+ * Make it mandatory to specify UI window name It makes it much better to debug UI system
+ * xrSound/OpenALDeviceList.h|cpp: refactoring, no functional changes
+ * Fix character can't walk when pop-up menu in inventory is opened The bug was introduced in b4b2e5906e39e21c7487b8dd1bb01506b985ee89
+ * Increase maximum number of sound targets to 256
+ * xrSound/SoundRender_Core.cpp: corrected outdated log output
+ * Updated OpenAL Soft version to 1.22.2
+ * xrSound/OpenALDeviceList.cpp: refactored device list initialization code a bit
+ * xrSound.vcxproj: removed unneeded dsound.lib linking
+ * Enable EAX support for all sound devices (#842)
+ * Layers/xrRenderGL/glBufferUtils.cpp: just a small formatting change
+ * README.md: Removed Codacy badge, maybe it will be restored later
+ * Updated funding information
+ * Updated readme ⭐
+ * Removed color attribute from loading screen progress bar (#1119)
+ * Fixed non-vanilla loading screen progress bar color (#1119)
+ * xrGame/ui/UILoadingScreen.cpp: fixed crash when loading stage is missing from loading screen XML
+ * Revert "xrGame/ai/monsters/monster_enemy_memory.cpp: monsters now calculating distance to enemy that created sound they hear"
+ * UI Debug: Draw focused windows rects in green colour
+ * Optimized logging in glHW.cpp and r2_test_hw.cpp
+ * [xrRenderPC_GL] Fix build
+ * [xrRenderPC_GL] TestOpenGLSupport now also more verbose.
+ * [xrRenderGL] More verbose output at fail GLEW initialization
+ * Bump Externals/sse2neon from `7464100` to `e8108fc`
+ * Bump Externals/libogg from `3069cc2` to `db5c7a4`
+ * More UB fixes [macOS compatibility] - rendering ssa comparator - virtual destructors - null pointer dereference
+ * Support OpenGL 4.1 in gl_renderer [macOS compatibility].
+ * Move Consoole->Show() during initialization to the main thread [macOS compatibility].
+ * Added some virtual destructors to avoid certain crashes [macOS compatibility].
+ * Remove null pointer dereference UB in renderer [macOS compatibility].
+ * xrGame/Weapon.cpp: fixed misfireUseOldFormula being uninitialized and having random values
+ * Made ph_frequency a normal float console command
+ * xrUICore/TabControl/UITabControl_script.cpp: added additional overload for AddItem function for SOC scripts (#392)
+ * Fixed CUITabControl::SetActiveTab script function being overriden incorrectly (fixes #722)
+ * Correct weapon misfire formulae in SOC and CS (#382 and #392)
+ * Bump Externals/sse2neon from `988782c` to `7464100`
+ * MSBuild: fixed Explosive.h is not in the Explosives folder [skip ci]
+ * MSBuild: fixed Chimera attack state weren't placed in chimera/states folder
+ * Fixed wrong keybinding groups: some actions should only be used in multiplayer
+ * Disabled warnings for Crypto++ on Windows
+ * Fixed wrong number of wide characters being allocated when rendering key bindings
+ * MSBuild: use 64-bit tools to build renderers
+ * Fix build error caused by space in source dir path
+ * README.md: mention macOS Actions builds [skip ci]
+ * Bump Externals/sse2neon from `89c67d0` to `988782c`
+ * Add macOS build to GitHub Actions (#1084)
+ * CMakeLists.txt: fix linking on Apple's ld64
+ * luajit.cmake: temporary comment out flags that prevent LuaJIT compilation on macOS
+ * CMakeLists.txt: fix unknown linker argument on Apple's ld64
+ * xrGame/debug_text_tree.h: fixed ambiguity in call to make_xrstr on macOS
+ * xrGame/screenshot_manager.cpp: check for XR_PLATFORM_WINDOWS for Windows-specific code Instead of checking for Linux... There are other platforms...
+ * xrScriptEngine/script_lua_helper.cpp: removed unnecessary include SDL_stdinc.h already being included in Platform* files if needed
+ * Common/PlatformApple.inl: fixed forgotten static modifier to a global function
+ * xrCore/log.h: fixed invalid constexpr function Log
+ * Preparations to compile on macOS Some changes are manually merged from #923
+ * xrCore/Threading/ThreadUtil.h|cpp: removed ability to set thread's name from another thread
+ * Fix build on E2K
+ * CMake: output .pdb into bin too
+ * GitHub Actions: let CMake create build directories [skip AppVeyor]]
+ * CMake: refactoring to make FindTheora module better
+ * xrSound: explicitly link libvorbisfile in addition to libvorbis
+ * CMake: Find Vorbis using CMake module
+ * xrEngine/CMakeLists.txt: rearrange target link libraries
+ * Removed Crypto++ from CMake
+ * CMake: use existing SDL2Config.cmake.in to find SDL2 https://stackoverflow.com/questions/54005991/what-happened-to-findsdl2-in-cmake
+ * CMake: Properly link OpenGL, GLEW and OpenAL
+ * xrRender/blenders/blender_light_mask.h: removed forgotten SetDefine function
+ * Use amalgamated LuaJIT when CMAKE_UNITY_BUILD is ON Amalgamated build is the LuaJIT term for Unity build
+ * Fix LuaJIT build under WSL
+ * NOW TRULY fix static mimalloc being installed
+ * Fixed build Oops
+ * CMake: don't install engine's static libraries
+ * Renamed libraries named to prevent any possible clashes Added PREFIX to xrODE, so CMake won't call the final binary as libxrODE
+ * GitHub Actions: enable Unity Build for Ubuntu builds [skip AppVeyor] [skip Travis]
+ * Fix static mimalloc being installed We have introduced the option MI_SKIP_INSTALL, but just forgot to enable it.
+ * GitHub Actions: check linking with mold (#1077, closes #925)
+ * Fix CxImage build on Clang-10 with enabled Unity Build [skip ci]
+ * CMake: allow user to select system default stdlib
+ * CMake: allow users to select default system linker or custom one
+ * xrRender: forgotten use of cached largest sector in sun code
+ * Fixed Alpine Linux build
+ * Export actor conditions to Lua (#1018)
+ * xrGame/alife_simulator_script.cpp: replaced tabs with spaces [skip ci]
+ * Add lua functions for set start an actor position (#1006)
+ * Extend CUIGameCustom Lua export (#1019)
+ * GitHub Actions: Enable Unity Build on Alpine Linux Currently not enabled for Ubuntu builds due to make package fail on mimalloc
+ * Fixed PHNetState.cpp was compiled twice (in two projects) leading to fault at linking stage due to twice generated symbols
+ * Support Unity (Jumbo) build on Linux
+ * List pch_script.h of xrGame as PCH in CMake too
+ * Fixed crash on engine start
+ * Use Unity (Jumbo) Build only on GitHub Actions
+ * Fixed mp_screenshots_info build in Debug on Windows
+ * Fix Debug build in Windows
+ * Fix Windows compilation
+ * GitHub Actions: explicitly tell Alpine build is using GCC [skip ci]
+ * MSBuild: enabled Unity (Jumbo) build by-default for CIs
+ * Fixed Linux build
+ * utils can now be build with Unity (Jumbo) build
+ * GitHub Actions: enable Windows multithreaded build [skip AppVeyor] [skip Travis]
+ * Fix renderers build in all cases
+ * xrWeatherEngine can be build with Unity (Jumbo) build
+ * Fixed xrGame compilation for normal build
+ * xrRender_R2/R4/GL can be build with Unity (Jumbo) build
+ * xrRender_R1 can be build with Unity (Jumbo) build
+ * xrEngine can be build with Unity (Jumbo) build
+ * xrMiscMath can be build with Unity (Jumbo) build
+ * xrPhysics can be build with Unity (Jumbo) build
+ * xrD3D9-Null can be build with Unity (Jumbo) build
+ * xrCDB can be build with Unity (Jumbo) build
+ * xrGame can be build with Unity (Jumbo) build
+ * xrGame.vcxproj: moved monster squad rest state folder to Rest folder It was in Steal folder for some reason
+ * xrCore can be build with Unity (Jumbo) build
+ * CxImage: removed tchar.h include from global include ximadef.h It is polluting global defines when trying to use Unity (JUMBO) build with xrGame
+ * Moved xrCPU_Pipe functions from xrCore to xrRender
+ * xrGame: removed pch_script.h inclusion from files where it shouldn't be used
+ * Simplified some math classes: removed templates, use float directly, double is not used
+ * README.md: update info about GitHub Actions usage [skip ci]
+ * Fix Linux compilation
+ * [xrRender] Fixed game crash when rendering wallmarks (#1052)
+ * A bit of work on compilation speed improvement
+ * xrCore/xr_trims.h|cpp: replaced LPCSTR with pcstr
+ * xrCore/xrstring.h: removed <locale> inclusion Pretty heavy file
+ * xrRender: include header corresponding header files into SH_Constant.cpp and SH_Matrix.cpp
+ * GitHub Actions: Alpine: fixed Alpine installation stage name [skip ci]
+ * GitHub Actions: fixed DEB artifact path [skip AppVeyor]
+ * GitHub Actions: Make: use -j param again
+ * xrRender: rain pass optimization (#1067)
+ * GitHub Actions: build on Alpine (closes #1058) (#1072)
+ * GitHub Actions: Improved stages (#1071)
+ * GitHub Actions: add Clang build (#1070)
+ * Removed some #pragma comment(lib, "") from the engine sources
+ * xrRender: DX11: Removed staging textures usage for normal textures
+ * GitHub Actions: rename `CI` action to `Build`
+ * GitHub Actions: more verbose names
+ * xrRender: cached inverted view transform (#1066)
+ * xrRender: Rain: Unused code removed
+ * xrRenderGL: correct ortho projection matrix for rain/sun passes
+ * Forgotten file removed
+ * Optimized HDAO on compute shaders: don't create unneeded shaders Also removed direct OMSetRenderTargets calls. Not needed.
+ * Show extended statistics about render state changes
+ * xrRenderDX9/dx9SH_RT.cpp: optimize pDevice->StretchRect call We don't need to specify rects if we want to use entire surface always.
+ * xrRender_R2/r2_rendertarget.cpp: use const ref to RImplementation.o to reduce code length
+ * xrRender: OpenGL: use dx11MSAABlender.h glMSAABlender.h header is totally a duplicate.
+ * Fixed Linux compilation
+ * Optimized CRenderTarget: don't hold unused blenders in memory Create them in stack, use once and they will destroyed later.
+ * Removed direct texture surfaces mention from r2/r4_rendetarget.h These surfaces need to be defined directly only when building textures.
+ * Fixed resource leaks in renderers
+ * xrRenderPC_R2/r2_rendertarget.h: removed somehow appeared nonsense...
+ * Unified R4 and RGL files into xrRender_R2 folder as r3* files
+ * Restored sun shafts on R2 and R4 On RGL they were restored in 3f97e8cd18383985a7064afb5446ae86d0a704d8
+ * Add lua method to get the level changer destination level name (#873)
+ * xrRender: GL: fixed incorrect filtering causing some outline artifacts
+ * Fixed crash when trying to pass nil to `alife():release(...)` (#1055)
+ * Extend level script (#1032)
+ * xrRender_R2/r2.h: fixed codestyle of m_largest_sector_variable :)
+ * xrRender: misleading marker removed
+ * xrRender: camera movement tolerance increased
+ * xrRender: Cached largest sector
+ * Revert "GitHub Actions: use latest environments"
+ * Update appveyor.yml
+ * AppVeyor: Don't build branches with open pull requests
+ * GitHub Actions: use latest environments
+ * Added source groups to CMakeLists of almost all projects
+ * Use common r3_rendertarget_mark_msaa_edges.cpp for R4 and RGL
+ * Use common r3_rendertarget_create_minmaxSM.cpp for R4 and RGL Also moved r2_rendertarget.cpp in CMakeLists.txt to in correct alphabetical order
+ * Removed stale files from xrRenderPC_R4
+ * Get rid of DX10 leftovers (#1062)
+ * xrRender: GL: fixed sunshafts
+ * rgl: removed redundant fs shaders and attachment in shadow passes
+ * rgl: proper fb attachments binding
+ * Bump Externals/sse2neon from `6bf2fa3` to `89c67d0`
+ * OpenGL shaders GLSL conformance improvements Made floats to be explicitly floats, etc.
+ * Always clear R_dsgraph structs on each frame Forgot to do this in 5aeb5a64022628626688758d8a613d095511bddd
+ * OpenGL: use program pipelines or monolithic shader programs depending on GL_ARB_separate_shader_programs support. This is first step on removing dependency on this extension. Dependency on GLSL 4.10 is still there.
+ * Removed some #pragma warning from the sources Fixed few warnings
+ * Removed CRT warnings silence from the build config
+ * Fix OpenGL renderer compilation on Alpine Linux
+ * Simplified R_dsgraph items sorting mechanism It will allow us to properly use OpenGL program pipeline objects, maybe even DX12 PSO
+ * Clear LODs list when destroying scene-graph
+ * Fixed crash after da87bb1e5e9acfc7c2d1a2dc049d8fb575b8a3c6 (#1040)
+ * xrRenderPC_GL/rgl_shaders.cpp: removed redundant static cast and optimized the code
+ * Optimized OpenGL shader compilation code
+ * CMake: Add source groups to xrCDB, xrCore, xrPhysics
+ * Fix Linux build
+ * Export all game actions to Lua (except kPAUSE action)
+ * Moved key_binding_registrator_script.cpp to xrEngine
+ * feat: Register new keys in key_bindings (#1011)
+ * Fix build warnings in src/Layers (#1040)
+ * Fixed Windows build
+ * CMakeLists.txt: set USE_CXIMAGE to TRUE if libjpeg is found
+ * README.md: Travis was configured to only compile ARM64 a while ago
+ * Cleaned PlatformWindows.inl includes a bit
+ * Delete r4_rendertarget_phase_luminance.cpp
+ * Renamed NodeCompressedOld to NodeCompressed8
+ * Fix Linux build
+ * Place few OpenGL backend files to where they should be
+ * R2+ renderers will now use common r2.h header
+ * rgl: re-use of r4 rendertarget_phase_* files (#953)
+ * Scripts will now receive normalised file paths on Linux (#1023)
+ * Bump Externals/sse2neon from `159be6a` to `6bf2fa3`
+ * xrRenderPC_GL/rgl_shaders.cpp: use strconcat instead of xr_sprintf
+ * xrEngine/main.cpp: removed unnecessary include
+ * Disable parallel materials loading due to bugs and crashes
+ * Fixed broken -nosound key
+ * Fixed Linux compilation on non glibc distros
+ * Fixed Windows compilation
+ * Added compiler hints that FPU control is used
+ * Fixed Windows compilation
+ * Engine can be built with musl libc (closes #622)
+ * Don't build CxImage on Linux if libjpeg is missing (addition to c835cbbd6c326a74740873dad6d56bc7bedeb868)
+ * Made xrCore compileable with musl libc (#622)
+ * Don't link Crypto++ on Linux if USE_CRYPTOPP is OFF
+ * Fixed build on Linux if JPEG is missing
+ * Don't add root renderable object when adding visuals to the scene graph
+ * Launch HOM calculation task right before Render, not before frame Because, otherwise, it will be calculated using previous frame matrices and frustums
+ * Moved dynamic scene-graph back to R_dsgraph_structure like it was before
+ * Another manual merge from #923 Plus, some additions
+ * Removed CDB::COLLIDER::*_options variables, all options are passed as function parameters
+ * Font render: moved empty strings optimization to an earlier stage
+ * xrEngine/xr_level_controller.cpp: load built-in key bindings before loading default_controls.ltx
+ * Extend A-Life simulator scripting abilities (#1033)
+ * Add methods for inactualize game and levels paths (#1036)
+ * Fixed crazy font rendering
+ * Bump Externals/sse2neon from `65d2856` to `159be6a`
+ * Fix Linux build
+ * Added more checks for XR_PLATFORM_APPLE (manual merge from #923)
+ * Refined platform macro checks for better portability Added checks for XR_PLATFORM_APPLE (manual merge from #923)
+ * Fix bug where user can't select sound device he wants
+ * xrSound/Sound.h: use C++11 default virtual destructor instead of empty
+ * Fixed Linux build
+ * Fixed Linux build
+ * Enabled xrSASH on all platforms, but with OpenAutomate enabled only on Windows
+ * Fixed Linux build
+ * Removed xrDelegate. Sorry :( it's not used
+ * Removed xr_cpuid and not really necessary platform code to increase portability.
+ * Bump Externals/sse2neon from `cad518a` to `65d2856`
+ * Reject item in active slot on death in TDM
+ * Bump Externals/sse2neon from `a02fd8a` to `cad518a`
+ * Fix build warnings in src/xrCore and src/Common
+ * Travis CI: build Debug configuration on ARM64 and use latest GCC (#1038)
+ * Travis CI: Build only ARM64
+ * xrGame/visual_memory_manager.cpp: removed useless else
+ * luajit.cmake: fix arm build
+ * Update from OpenXRay/mimalloc (#1028)
+ * Disable mirroring attempts on forks (#1027)
+ * Bump Externals/sse2neon from `814935c` to `a02fd8a`
+ * Fixed gamepad input scheme always being shown instead of keyboard/mouse
+ * Adjusted default quick use keys on gamepad
+ * Dynamic key bindings in localisation strings Story an action ID in the localisation strings and extract a key binding from it, instead of storing the key names (as text) This will allow us to substitute text with icons. (which is necessary for gamepads, especially)
+ * Fixed multibyte and wide encodings work completely incorrect Reverts part of the changes from 7ae37de4a3e8875fe960b4fdf0e8c30d026d55a6
+ * Add the section_for_each and set_readonly functions for ini file (for CoC Compatibility) (#1001)
+ * impr: remove necessary vscode settings
+ * Fix spawn loadouts for NPC (#1009)
+ * debug: fixes for #997
+ * Check only for key press when selecting menus in Main Menu Shniaga (#fixes #1008)
+ * debug: update editorconfig
+ * debug: fixes for #997
+ * Fix missing colon in readme
+ * Fix mirroring to Bitbucket
+ * Automatically mirror this repository to Bitbucket
+ * README.md: Added CppDepend to thanks section
+ * Visual Studio: made xr_3da the default startup project
+ * Visual Studio: xr_3da now has historical name – XR_3DA
+ * debug: Add VSCode workspace settings file
+ * debug: Remove CoC debugging config from VSCode launch.json file
+ * Bump Externals/sse2neon from `3e1424c` to `814935c`
+ * Disabled textures staging by default
+ * Fixed only R1 available in SOC game settings if R2 is missing (#392)
+ * Improvements for stalker actions depending on weapon types in SOC/CS (#382, #392)
+ * Work on SOC PDA UI (#392)
+ * xrGame/ui/UIHelper.cpp: don't delete elements even on unsuccessful initialization
+ * xrGame/ui/UIHelper.cpp: support non-critical XML loading for all elements (except CUIDragDropListEx, honestly)
+ * Addition to 8d4f5e895749a9afd8a9b8a0a21b86dfd066c165
+ * Fixed Linux build (closes #990)
+ * Fixed deadlock when trying to show error window in worker thread, while main thread is busy
+ * Fixed depth_downs.ps compilation on OpenGL for some cases
+ * Fixed #986
+ * Add console command to load pre-c5ef6c7 saves
+ * Refactored task system (closes #982) Looks like, it also works properly in SOC now (#392)
+ * Bump Externals/sse2neon from `e08a1a3` to `3e1424c`
+ * Bump Externals/zlib from `cacf7f1` to `21767c6`
+ * xrGame/InventoryOwner.cpp: add XXX
+ * Fixed crash in SOC after e71032d85b491676de202f112eedafa6b8682662 (Part 2, #382, #392)
+ * NEW GAME REQUIRED! Fixed task objectives not being saved (#392)
+ * Support for SOC task system (#392)
+ * Fixed crash in SOC after 3dc9f5a846bf637b1f6091df60189c2120864a29 (#382, #392)
+ * xrServerEntities/ai_sounds.h: removed Windows-specific code path
+ * xrRender/TextureDescrManager.cpp: always check that THM file is opened
+ * Bump Externals/sse2neon from `48abfaa` to `e08a1a3`
+ * Removed few more windows types
+ * Removed INT, ULONG
+ * Removed LPCVOID, PLARGE_INTEGER, LPDWORD, LPWORD
+ * Removed UINT8
+ * Removed BYTE
+ * Removed ULONG_PTR and LPBYTE
+ * Removed _W64 type
+ * Replaced FLOAT with float
+ * Bump Externals/sse2neon from `3cbb6e6` to `48abfaa`
+ * Fixes partial "Getting rid of Microsoft specific types" #23. LPCSTR to pcstr
+ * Fixes partial "Getting rid of Microsoft specific types" #23. LPCSTR to pcstr
+ * Add method `clear_callbacks` for GemeObect
+ * xrAICore/Navigation/level_graph.cpp: assert that level.ai exist
+ * Properly select noise texture in postprocess phase
+ * xrGame/Car.cpp: removed undef _USE_MATH_DEFINES
+ * debug: Add tasks and debugging for VSCode
+ * Fixed Linux build
+ * Removed stdcall usage. Part 2 It was only needed for SDK which was written using Borland C++ Builder, but we dropped it long time ago.
+ * Removed stdcall usage. It was only needed for SDK which was written using Borland C++ Builder, but we dropped it long time ago.
+ * Fixed few compiler warnings about variables initialization in constructor
+ * xrRender_R4: fix for unbound sampler in UI draw (#957)
+ * Redistribute OpenAL-Soft with our binaries on Windows
+ * xrGame/sound_collection_storage.cpp: use emplace_back instead of push_back
+ * Fixed building with SDL lower than 2.0.14 (again)
+ * Ability to disable gamepad sensors
+ * Adjusted gamepad sensor sensitivity
+ * Fixed building with SDL lower than 2.0.14
+ * Support gamepad gyroscope when aiming (#943)
+ * Renamed gamepad stick sensitivity console commands and variables
+ * Keybindings: Always translate key names to a localized name And update key names after current keyboard layout change
+ * xrGame/ui/UIKeyBinding.h: moved CheckStructure() and IsActionExist() to protected area They are only used inside the CUIKeyBinding class, so not need to keep them public.
+ * xrGame/WeaponKnife.cpp: correct check that the player is using the knife
+ * Fixed build
+ * Use psControllerSensScale instead of psMouseSensScale when processing gamepad input
+ * Support invent for Y gamepad axis when moving the camera
+ * Adjusted default gamepad sensitivity
+ * xrGame/UIMMShniaga.cpp: hardcodedly support using gamepad's D-Pad as arrow keyboard keys
+ * Vibrate only last input gamepad
+ * Support vibrating triggers on Xbox Series X gamepad when shooting
+ * Windows: update SDL to 2.0.20
+ * rgl: fix for stretched noise in radia hazard zones
+ * Fixed Windows build
+ * Compile ODE as C++17 with conformance mode on Windows
+ * Layers/xrRenderDX10/dx10HWCaps.cpp: fixed warning about truncating size_t to UINT
+ * Support building on Windows using v141, v142, v143 MSVC toolsets and autodetect Windows 10 SDK.
+ * xrNetServer/NET_PlayersMonitor.h: use Threading::ThreadId type instead of u32
+ * Wrap thread ids comparison (tip from #923, thanks to @OPNA2608) pthread_t is guaranteed to be arithmetic type, pthread_equal should be used
+ * Use Threading::ThreadId type instead of tid_t
+ * xrCore/Threading/ThreadUtil.cpp: throw compilation error when platform is unknown
+ * Bump Externals/luabind from `481d490` to `f97166e`
+ * Bump Externals/sse2neon from `755234d` to `3cbb6e6`
+ * Fix CMake generator expressions comparing options
+ * Fixed -nointro key breaks game start in Clear Sky (closes #866) Also -nogameintro key now won't disable "Press any key to play" on loading screen
+ * Fixed crash when trying to use noclip without starting a game Crash was introduced after blindly merging #938
+ * Fixed OpenGL renderer crash on launch Moved DX11 vertex/pixel shader profile processing to dx10HWCaps, now all renderers will use HWCaps for vertex/pixel profile.
+ * Fix actor freeze in air after turning noclip off (#938)
+ * Bump Externals/sse2neon from `efcbd51` to `755234d`
+ * xrRender_DX9: removed D3DXGetXXXShaderProfile usage Use own implementation instead
+ * Made Lua debug namespace available for scripts in Release (non-Master Gold) build (#936)
+ * Fix LUA_STUDIO debugger ifdefs (#937)
+ * Fixed crash on game exit Introduced with 9776e68772b49d8b7d8844318a072eec5c765039
+ * Fixed crash on game start Introduced with ad2270c4916fcb6f7c7ee93c9c277dbce4f22b49
+ * Engine can be compiled with Clang (closes #289, closes #499) Tested on WSL using Clang-10. Couldn't run the game, though, needs checking why.
+ * Correctly close the game on Alt+F4 press (closes #725)
+ * Enabled CDB cache by default and added integrity check (closes #714)
+ * xrPhysics/StdAfx.h: removed d3d9types.h include, it should not be here!
+ * Fixed tutorial guard key only uses one the key bindings
+ * Removed GetKeysBindedTo(), use better function instead
+ * Use AssociativeVector::emplace() instead of insert. (#926)
+ * Added emplace method to AssociativeVector. (#924)
+ * Logging: put a space after the color character (closes #60)
+ * Removed xr_pure_interface
+ * Removed PCRE dependency Refactored CPU frequency detection on Linux a bit
+ * Removed direct timeGetTime usage
+ * Fixed Linux build (another error)
+ * Fixed Linux build (#916)
+ * Made PCRE dependency optional
+ * Removed unused Readline dependency
+ * Use libjpeg directly to make screenshots. Removed dependency on FreeImage on Linux. (closes #916) Besides that, libjpeg is an optional dependency and does not required. (but you won't be able to make screenshots on OpenGL renderer without it)
+ * vs-chromium-project.txt: index cmake file, ignore linux object files
+ * Added VsChromium project file
+ * Allow g_no_clip cheat on non-Master-Gold Release (part 3) Build fix
+ * Allow g_no_clip cheat on non-Master-Gold Release (part 2) First part is 0b00b6442944c4c617ea4eafbc9508e1741f289f
+ * Removed malloc.h inclusion from projects (from #923)
+ * Allow g_no_clip cheat on non-Master-Gold Release
+ * Fixed quick slot labels has only partial names of binded keys
+ * Fixed always starting long gamepad feedback
+ * xrEngine/xr_input.cpp: use this instead of global instance in DumpStatistics
+ * Optimized gamepad input subsystem Supports hot reload now. Everything else are optimizations and unused stuff removal.
+ * Strictly separate keyboard and mouse bindings from gamepad bindings This allows us to improve gamepad key names, make them shorter.
+ * Don't show controller bindings if no controller available
+ * xrEngine/FDemoRecord.cpp: support gamepad input
+ * Fixed Linux build
+ * Support gamepad feedback (vibration)
+ * Added support for gamepad input for car and stationary mgun Untested, needs improvement, but quite ok for initial implementation.
+ * xrRender/TextureDescrManager.cpp: load THM in single thread, when -list_thm key is specified
+ * Hide input system implementation details from higher level entities
+ * Added predefined bindings for gamepad
+ * UIMMShniaga: support gamepad input
+ * Game tutorials: support gamepad input
+ * Use WINDOW_KEY_HOLD action instead of OnKeyboardHold function
+ * Allow binding controller axes (sticks and triggers) in the game settings UI
+ * Fixed player can't move using gamepad when inventory is open
+ * Use option for MASTER_GOLD and STATIC_BUILD in CMake
+ * Actor can now walk/slow walk/sprint using controller stick
+ * xrEngine/xr_level_controller.cpp: fixed wrong binding of controller triggers
+ * Fixed Linux build
+ * Fixed Linux build
+ * Initial gamepad support
+ * xrEngine/xr_level_controller.cpp: move jump/crouch/sprint actions lower
+ * Added kENTER game action to remove hardcoded Enter keyboard key usage
+ * xrGame/UIDialogHolder.h: reordered IR_UIOn* events a bit xrGame/Actor.h: reordered IR_On* events a bit
+ * Moved CStringTable to xrEngine
+ * Game input: Use binded game actions instead of hardcoded keyboard keys
+ * Moved xr_level_controller to xrEngine
+ * xrEngine/xr_input_xinput.cpp: More human readable mouse buttons description Plus, reordered a bit.
+ * xrEngine/IInputReceiver.h: removed unused joystick events
+ * xrEngine/xr_input_xinput.cpp: formatting, added missing space
+ * xrInput: removed unused iGetLastMouseDelta
+ * xrInput: send IR_OnControllerHold event instead of IR_OnKeyboardHold
+ * xrGame/ui/UILoadingScreen.cpp: cleanup loading screen on hide
+ * xrCore: improved CI build detection
+ * Fixed Linux Release build
+ * Recognize if the build was build by GitHub Actions (Windows only, need to recognize everything on Linux too)
+ * Control luabind error checking from engine side defines
+ * xray_build.props: just a small reformatting
+ * Fixed BuildVM build script doesn't like spaces in build folder paths
+ * Explicitly initialize g_fTimeFactor variable on xrGame initialization
+ * Fixed build
+ * Renamed _types.h -> xr_types.h
+ * From what I know, this was only need for Windows XP because of DirectX 9 had restrictions and problems with devices (device lost, etc)
+ * xrSound/SoundRender_Source_loader.cpp: don't show log about missing ogg-comment on MASTER_GOLD
+ * xrCore: refactoring of the build info printing
+ * xrCore/xrCore.cpp: moved SDLLogOutput to the bottom of the file
+ * Moved submodule check to Common.hpp
+ * Disabled ODE debug messages on Master Gold configuration
+ * Fixed crash when updating calls in CPHCommander (fixes #495) Fixed memory leak when clearing m_callsUpdateDeferred Reverted changes to CPHCommander::update() made in 46c6d2fe508c5e5cc91cb07a70227af916c39404
+ * xrDebug: submit user.ltx file on crash
+ * xrCore/xrDebug.cpp: add logs folder to BugTrap on FS initialization
+ * xrCore/xrDebug.cpp: moved messageboxdata to a lower scope
+ * Fixed crash when HDAO is enabled with quality lower than ultra
+ * xrRenderDX9/dx9HWCaps.cpp: properly load ATIMGPUD
+ * Cleaned up xrSound log on Master Gold
+ * xrRenderDX9/dx9HWCaps.cpp: return 0 if failed to initialize ATI API
+ * Trim spaces when logging CPU model name
+ * Log Device precaching time and memory usage once, not each frame
+ * Disabled NET singleton refcounter logging on Master Gold
+ * Moved stat_motions and stat_textures console commands to xrRender
+ * Disable renderer resources memory usage logging on MASTER_GOLD
+ * xrCore/_math.cpp: made random seed initialization use same code for all platforms
+ * xrRenderDX9: removed logging DirectX Driver Level
+ * Disabled logging COM references counts on Master Gold
+ * Reduced differences between R4 and RGL
+ * Renderers: Clean up and reorder graphics API defines directives. (#911)
+ * Added a notice about dev branch to the readme
+ * Statically link xrGameSpy, xrPhysics, ODE and OPCODE, projects on Master Gold configuration on Windows
+ * xrPhysics: use Device directly
+ * xrPhysics: use GameMtlLibrary directly
+ * Fixed d3dcompiler_47.dll path in the solution filters (#914) This is a forgotten part of d885d5d10f93dde0a7ab1b3a0897d384f5245af5
+ * Fixed x86 build (#914)
+ * Redistribute d3dcompiler_47.dll with our Windows binaries (closes #914)
+ * Fix compilation
+ * xrEngine/Device_destroy.cpp: replaced ugly DX9 check with more convenient one
+ * Enabled real-time fog config reload for non-Master Gold configurations
+ * xrEngine doesn't need to know how to handle OpenGL V-Sync OpenGL stuff should lay in the OpenGL renderer.
+ * Moved loading stages console command to xrGame and renamed it
+ * xr_level_controller.cpp: don't spam about SDL couldn't find a key name in MASTER_GOLD
+ * xrGame/ui/UILoadingScreen: use existing functionality for progress bar background
+ * xrGame/ui/UILoadingScreenHardcoded.h: use raw string literals
+ * Fixed wrong shader profile being selected on R1 shaders (closes #904)
+ * xrRender/ShaderResourceTraits.h: removed excessive check that always true
+ * Fixed mouse teleport doesn't work in exclusive input mode
+ * Moved mouse position management from IInputReceiver to CInput
+ * Revert "xrGame/ui/UIMapWnd.cpp: made m_map_location_hint auto-deletable"
+ * Refactored loading screen It's almost ideal now. Only thing left is to move CApplication rendering into the normal rendering cycle and then we can make smooth loading progress bar.
+ * Revert "Added support for SOC's THM format in SOC mode (#392) (#867)"
+ * Don't allow HDAO Ultra if compute shaders are missing in gamedata (closes #829)
+ * Added TODOs to xrGame/Actor.cpp and script_game_object3.cpp
+ * Fixed artefacts are not being displayed on the belt sometimes in CS (#392)
+ * Restored monsters inventory (#382, #392)
+ * xrGame/InventoryOwner.h: default initialize pointers, move initialization to member initializer list
+ * xrGame/ui/UITalkWnd.cpp: if we have process key press in the talk window, tell it is processed.
+ * xrGame/ui/UITalkWnd.cpp: don't allow opening trade dialog when talking in Osoznanie mode (#382, #392)
+ * xrGame/ui/UITalkWnd.cpp: add XXX
+ * Hide talk dialog on trade/upgrade window open
+ * Fixed NPC mechanic info not displayed on upgrades window
+ * xrGame/ui/UIActorMenu.cpp: added monster info to the inventory window (#382, #392)
+ * Fixed Clear Sky upgrades (#382)
+ * Correctly display upgrades hints for Clear Sky (#382) Won't work without parent commit ec6e29dc673b868107a69049a6c2a8a551b970d4
+ * Cleaned inventory upgrades UI a bit (#382)
+ * Cleaned up some UI code, made some TextWnds to be Statics as it was in CS (#382)
+ * Fix ODR violations found by ASAN (#862)
+ * Fix links to Travis CI (#894)
+ * Add "store all" hotkey in the inventory. (PR #547, closes #891)
+ * xrCore/xrDebug: release the window input and fullscreen immediately after encountering an error.
+ * Updated readme ⭐
+ * xrEngine/device.h: removed virtual functions implementations on helper classes
+ * xrEngine/Device_destroy.cpp: includes clean up
+ * xrEngine/device.h: removed unneeded function
+ * xrRender/ResourceManager_Reset.cpp: create temporary buffer_vector in stack instead of xr_vector
+ * xrEngine/Device_destroy.cpp: Removed special case for environment reset
+ * Fixed build with old SDL2 installed in the system
+ * The engine will now handle monitors connect/disconnect/orientation change
+ * Increased game window opacity when dragging window via Win+Tab
+ * Device video modes system huge refactoring
+ * Renamed Vid_SelectedMonitor to psCurrentMonitor
+ * Use psCurrentVidMode for refresh rate instead of separate variable
+ * Cleaned up psDeviceFlags enum
+ * Ability to hide red text on the center of the screen using console command (PR #871, closes #869)
+ * README.md: Added Patreon badge
+ * Removed CPU::GetCLK() (#663)
+ * Wrapped direct calls to SDL_GetTicks()
+ * Added support for SOC's THM format in SOC mode (#392) (#867)
+ * build(deps): bump Externals/sse2neon from `4638cf8` to `efcbd51`
+ * xrGame/ui/UIMap.cpp: add XXX [skip ci]
+ * Recreate main menu only after we have exited from it's Lua script (fixes #715)
+ * Update luabind
+ * xrCore/log.cpp: disabled log flushing after each 32768 lines in log
+ * Use desktop resolution and refresh rate on first launch (#777)
+ * Improved level graph manager (#382, #392) Made it more efficient and safe. This is continuation and refactoring of 6b30ac37b30f46c2df381ad29ae7c0a646c87c3b and d0f0ce19396ddead348afafedacfc0bcd7c24f1d.
+ * Fixed demo record help doesn't render (was broken or disabled intentionally in COP)
+ * Fix 1280x1024 has too big fonts for this resolution (closes #642)
+ * build(deps): bump Externals/luabind from `70ef64f` to `71a5661`
+ * build(deps): bump Externals/sse2neon from `9bbd9e2` to `4638cf8`
+ * Renamed always_active console command to rs_always_active
+ * Fixed broken always_active console command
+ * Minimize game window only when fullscreen modes are enabled Addition to c2c18e4cc8f8414ef61e278ea6e232770e812a05
+ * xrEngine: removed Device_misc.cpp
+ * Fixed exclusive fullscreen doesn't work when always_active console command is on
+ * Layers/xrRenderGL/glHW.h removed pDevice, default initialize pPP and pFB
+ * xrEngine/device.cpp: fixed Device refers to itself in third person
+ * Refactored refresh rate handling (closes #777)
+ * Refactored fullscreen/windowed modes handling
+ * xrEngine/xr_ioc_cmd.cpp: removed -debug key, just enable these console commands on non-master gold builds
+ * xrGame/script_game_object_script2.cpp: fixed wrong mob home middle radius calculation (#382) xrGame/ai/monsters/monster_home.cpp: optimized mob home middle radius calculation
+ * xrGame/ui/UIActorMenu_script.cpp: Don't crash if inventory_upgrades.effect_repair_item callback is unavailable
+ * Update LuaJIT (closes #840)
+ * Filesystem: ignore Thumbs.db while scanning game db archives
+ * Filesystem: allow read file paths with upper case symbols
+ * MSBuild projects: put script multiplayer files into mp_script folder
+ * Require to disable exceptions for Master Gold only on Windows Taken from pull-request #815
+ * Add "X-Ray " and " thread" to thread names only on windows
+ * Fix thread names not being set in Linux
+ * Cmake-fix for full compilation. Help for Xottab and r-a-sattarov (#850)
+ * build(deps): bump Externals/GameSpy from `d50fa99` to `3b9b8ed`
+ * build(deps): bump Externals/libogg from `b674b56` to `3069cc2`
+ * xrGame/xrServer_process_spawn.cpp: returned game_sv_mp_script check from SOC/CS (#382, #392)
+ * Improved old shadow cascades blenders (#382, #392) Excessive, unneeded and wrong functionality removed, everything can be done with just check for old shadow cascades mode.
+ * xrGame/ui/UIHudStatesWnd.cpp: formatting [skip ci]
+ * xrGame/ui/UIHudStatesWnd.cpp: fixed ammo info doesn't hide when you switch to a weapon without ammo (#382)
+ * xrGame/ui/UIHudStatesWnd.cpp: don't show empty slash on weapon info panel (#382)
+ * Fixed xrGame compilation after merging #797
+ * xrCDB/Frustum.cpp: reduced testSphere_dirty function code size (#791)
+ * Revert "Added integrity check to CDB cache (closes #714)"
+ * Fixes partial "Getting rid of Microsoft specific types" #23 (#797)
+ * Don't crash the engine when prefetching sounds (closes #632)
+ * xrCore/xrDebug_macros.h: added R_ASSERT_CURE macros
+ * Added integrity check to CDB cache (closes #714) Also fixed xr_free used while xr_delete should be used
+ * build(deps): bump Externals/sse2neon from `e1b780c` to `9bbd9e2`
+ * xrGame/Inventory.cpp - fixed eating items for multiplayer
+ * LuaJIT-proj/luajit.cmake: added use of O3 for e2k O3 on mcst-lcc approximately equal to O2 at gcc X86/ARM
+ * xrRender/NvTriStripObjects.cpp: return early if there's no faces
+ * xrGame/GamePersistent.h: made ambient_sound_next_time an AssociativeVector
+ * xrCore/Containers/AssociativeVector.hpp: added reserve method
+ * xrGame/GamePersistent.cpp: cleanup
+ * xrRender: correct stride values
+ * Replaced D3DX with DirectXMath in old shadow cascades code
+ * Improved old shadow cascades check for xrRender_R2+ (affects COP, CS #382, SOC #392)
+ * Update r__pixel_calculator.cpp
+ * xrRender_R2/r2_R_sun.cpp: cleanup
+ * xrRender_R2/r2_R_sun.cpp: use xr_vector, not std::vector
+ * xrRender_R2/r2_R_sun.cpp: cleanup
+ * xrServerEntities/xml_str_id_loader.h: suppressed debug log on Master Gold
+ * Partially replaced D3DX with DirectXMath
+ * xrRenderPC_R1/FStaticRender.h: use ID3DBaseTexture instead of IDirect3DBaseTexture9
+ * xrCore/xrDebug.cpp: removed Borland C++ Builder leftovers
+ * xrCore/xrsharedmem.cpp: replace Lock* with Lock
+ * xrRender/Debug/dxPixEventWrapper.h: removed excess whitespace
+ * xrRender/ResourceManager.cpp: fixed wrong quotes in include
+ * xrEngine/main.cpp: renamed -gl command line key to -rgl
+ * Optimize explosions
+ * build(deps): bump Externals/libogg from `369657c` to `b674b56`
+ * xrRenderPC_GL: Fixed Linux build
+ * xrRenderPC_R2/R4: merged r*_R_sun into common xrRender_R2/r2_R_sun.cpp
+ * xrRender: merged *ConvexVolume code into common xrRender_R2/r2_sun_support.h
+ * xrRenderPC_GL/CMakeLists.txt: reordered files a bit
+ * xrRender/r__pixel_calculator.cpp: cleanup a bit
+ * xrGame/console_commands.cpp: enabled set_weather console command on Release
+ * Layers/xrRenderDX11/CommonTypes.h: modernize and cleanup
+ * Fixed Release Windows build
+ * Windows: disabled editors building on Release Master Gold
+ * Temporary fix for Linux build
+ * Windows: Disabled C++ exceptions on Release Master Gold
+ * Windows: updated SDL2 NuGet package
+ * Fixed Windows Debug build
+ * fix: rename internal function '__cpuidex' to 'xr_cpuidex' (#811)
+ * fix: check luabind submodule existing (#813)
+ * Fix luajit compile flags (#814)
+ * xrGame/xrServer_info.cpp: add XXX
+ * xrCore/Threading/TaskManager.cpp: fixed crash at exit
+ * Explicitly initialize and finalize xrGame instead of using DllMain or __attribute__((constructor)) / __attribute__((destructor)) (#804)
+ * Fixed few asserts detected with debug CRT
+ * xrPhysics/xrPhysics.cpp: use static global variable instead of DllMain/__attribute__((constructor))
+ * Externals/submodule_chech.hpp: fixed GCC warning
+ * xrCore/_bitwise.h: swapped x64 and x86 specific code
+ * xrCore/Threading/TaskManager.cpp: fixed crash on startup in some cases
+ * MSBuild: Fix debug build
+ * Use NuGet DXSDK.D3DX package instead of repository-local DXSDK Thank you, Chuck! <3
+ * Add MASTER_GOLD option into CMake build (#807)
+ * build(deps): bump Externals/sse2neon from `2ebfe7c` to `e1b780c`
+ * build(deps): bump Externals/libogg from `31bd3f2` to `369657c` (#800)
+ * build(deps): bump Externals/libvorbis from `4e1155c` to `84c0236` (#801)
+ * xrRender: updated to use new AGS SDK (closes #476)
+ * build(deps): bump Externals/AGS_SDK from `dbeff30` to `7d2d1a2`
+ * Fix resource linking
+ * Added check for luabind availability with an assumption that submodules are missing if it's unavailable.
+ * Fix CMAKE_INSTALL_PREFIX issue (#790)
+ * Make luajit cross-compileable (#789)
+ * src/xrGame/CMakeLists: added additional message for debug case on e2k
+ * src/xrCore/xr_cpuid.cpp: added check of 3DNow for e2k
+ * Preparations for static linking: added XRAY_STATIC_BUILD macro check (#210)
+ * Fixed xrSE_Factory build
+ * xrEngine/LightAnimLibrary.cpp: removed redundant XR_EXPORT
+ * Removed CommonImportExport.inl
+ * CMake: disabled CryptoPP usage by default
+ * Fix wrong arguments passed into format function (#787)
+ * build(deps): bump Externals/sse2neon from `4355e56` to `2ebfe7c` (#784)
+ * Fixed alignment.
+ * Removed unneeded parentheses.
+ * Changed memory order to relaxed, even though it seems it should't affect anything.
+ * Finalized cpuid for e2k.
+ * Added nullptr check before trying to demangle. Fixes a SIGILL on E2K.
+ * Also added fillInAvailableCpus() for ARM.
+ * Fixed missing function header
+ * Attempt to fix cpuid eating away all the memory. Trying to read cpuid Intel-way on other architectures makes no sense.
+ * Removed invalid memory order for store operation.
+ * Fix luajit rebuilding every time (#776)
+ * xrGame/CMakeLists: added hack for MCST lcc compiler The MCST lcc compiler does not support a file > 4 Gb, this is an EDG (Edison Design Group) frontend bug, so generation of debug information is disabled
+ * luajit.cmake: added hack for MCST version of LuaJIT Used pre-generated buildvm_arch.h when compiling LuaJIT from MCST
+ * Fix some build warnings (#766)
+ * setting time for archive files
+ * xrRender_GL: Implemented HW.BeginPixEvent() and HW.EndPixEvent() (closes #765)
+ * Fixed NPC's combat range tuning in CS and SOC (#382, #392)
+ * xrGame/wallmark_manager.cpp: restored ability to set more than one wallmark to entity or ammo/explosive
+ * GitHub Actions: Fix Linux x86 build (#764)
+ * xrRender: Fixed Linux compilation
+ * xrRender_GL: Fixed compilation under Linux
+ * GitHub Actions: use GCC 9 to compile on Linux
+ * GitHub Actions: use latest available GCC
+ * xrRender: removed direct (static) link dependency on d3d9.dll 1. It is already being loaded dynamically on DX9 renderers, let's reuse this. 2. For DX11 we will use ID3DUserDefinedAnnotation. Old PIX events are deprecated in favor of not loading d3d9.dll.
+ * xrRender: incapsulated dxPixEventWrapper implementation into HW
+ * Reorder includes in renderers precompiled headers HW will now always adjust skinning mode
+ * xrRender_R4: use different shader cache paths for different feature levels
+ * xrRender_R2/r2_test_hw.cpp: report renderer unsupported if failed to create D3D
+ * xrRender_R4: use D3DCompiler_37.dll for Clear Sky in DX10 mode (#382) Addition to #627
+ * xrRender_R4: removed direct link dependency on d3d11.dll and dxgi.dll In the static link configuration, it is more correct to dynamically load DirectX DLLs
+ * README.md: fixed small typo
+ * README.md: separated pull request contributors from individuals
+ * README.md: added forgotten colon
+ * README.md: fixed markup
+ * README.md: Added credits
+ * xrCore/_math.cpp: corrected GetCLK implementation for ARM
+ * Rename cpuid.h header, fix __cpuid call (#761)
+ * Fix wrongly configured CMakeLists after previous commit
+ * Use sse2neon repository as submodule It will allow us to keep updated. (with dependabot help) Also, this should fix build on Linux ARM64
+ * build(deps): bump Externals/libogg from `cab46b1` to `31bd3f2` (#756)
+ * build(deps): bump Externals/libvorbis from `143caf4` to `4e1155c` (#759)
+ * build(deps): bump Externals/libtheora from `91203fd` to `7180717` (#754)
+ * build(deps): bump Externals/GameSpy from `5cd0fcd` to `d50fa99` (#757)
+ * build(deps): bump Externals/mimalloc from a43a51a to 57f7f9b (#753)
+ * CI: Don't build dependabot created branches
+ * Create Dependabot config file
+ * CMake: Fixed xrCore compilation on ARM
+ * Remove cotire and use target_precompile_headers in CMake (#750)
+ * Commented out parallel particles processing
+ * utils/ETools: removed SDK related code from ETools
+ * xrCore/Threading/TaskManager.cpp: include immintrin.h on E2K too
+ * xrRender: Added r__dsgraph_structure.h Later, R_dsgraph_structure class will be returned
+ * xrRender/r__dsgraph_render.cpp: removed unnecessary frustum backup
+ * Removed code for syncronous HOM processing (forgot to remove them in 2c74874681f82acf40df1b2dfd96cc796d4176fe)
+ * Moved HOM processing into task manager Also restored lstRenderables exact front-to-back sorting order for R2+
+ * Fixed Linux build
+ * Fixed Linux build
+ * Task scheduler optimization
+ * Removed Secondary Thread, now it's just a task
+ * Fix AppVeyor build, fix DCMAKE_BUILD_TYPE typo
+ * xrCore/cpuid.h: added invariant TSC detection
+ * xrCore/cpuid.h|cpp: refactoring
+ * Revert "xrCore,xrCDB: replace cpu features on SDL"
+ * Moved setting primary thread name to xrCore::Initialize()
+ * xrCore/Threading/TaskScheduler: fixed stats
+ * Fixed compilation after 3853982a011ece969fbcfd058f723ef090b6b5bd
+ * Fixed compilation under new Visual Studio version
+ * xrCore/Threading/Task.hpp: moved task data to m_data struct
+ * Returned A-Life Order Attack command (#382)
+ * Fixed Linux compilation
+ * Fixed Linux build
+ * Removed Intel TBB (also removed pugixml from debian/control
+ * Revert "xrCore/fastdelegate.h: support for capturing lambdas (you must manage lambda lifetime!)"
+ * Added new custom task scheduler
+ * github: remove libssl-dev from packages to install (#746)
+ * xrCore/fastdelegate.h: support for capturing lambdas (you must manage lambda lifetime!)
+ * xrCore/fastdelegate.h: MakeDelegate now support lambdas
+ * Move LuaJIT in LuaJIT-proj directory in CMake, fix luajit executable build
+ * CMakeLists: Fix compiler output not accounting for the build type. (#742)
+ * Refactor luajit.cmake to match with LuaJIT makefile (#737)
+ * Enable GC64 mode in LuaJIT on Linux
+ * E2K: improved cmake configuration
+ * README.md: more explicit statement about SOC support
+ * README.md: extended build status [skip ci]
+ * Added use of Intrinsics on e2k (MCST Elbrus 2000) MCST e2k (Elbrus 2000) architecture has half native / half software support of most Intel/AMD SIMD e.g. MMX/SSE/SSE2/SSE3/SSSE3/SSE4.1/SSE4.2/AES/AVX/AVX2 & 3DNow!/SSE4a/XOP/FMA4
+ * Refactored LuaJIT build system on Windows + Support for spaces in build paths + Cleaning up LuaJIT folder from build debris to avoid collisions
+ * Revert #559 This commit reverts merge of https://github.com/OpenXRay/xray-16/pull/559/ and https://github.com/OpenXRay/LuaJIT/pull/1
+ * xrSound/SoundRender_Core/SourceManager.cpp: replace manual lock entering/leaving with scoped lock
+ * travis: use core_count=2 for arm64 (#735)
+ * implement CDB cache versioning via timestamp #714
+ * Added search of FreeImagePlus library and its include path (#733)
+ * xrCore/fastdelegate.h: added support for stateless lambdas
+ * xrCore/fastdelegate.h: fixed build
+ * xrCore/fastdelegate.h: replaced safe_bool idiom with explicit bool operator
+ * xrCore/fastdelegate.h: formatting
+ * luajit.cmake: fixed build with latest version of LuaJIT (#732)
+ * xrCore/fastdelegate.h: removed wrong r-value passing
+ * xrCore/fastdelegate.h: rewrite using variadic templates
+ * xrCore/fastdelegate.h: removed Borland specific X-Ray additions
+ * Removed unused XRay::Scheduler Removed ACCELERATED_SORT from Util.hpp (was only used in XRay::Scheduler)
+ * Fixed build when using TBB_PARALLEL=OFF option
+ * luajit.cmake: added e2k definition Added definition of e2k (MCST Elbrus 2000) architecture.
+ * Enabled X-Ray allocator back on LuaJIT
+ * Enable GC64 mode in LuaJIT on Windows
+ * Update LuaJIT to the latest branch
+ * Revert "SOC hud weapon support for SOC mode (#392)"
+ * Removed disabled TaskScheduler tasks
+ * SOC hud weapon support for SOC mode (#392)
+ * xrCore/fastdelegate.h: always allow function-type syntax
+ * xrCore/fastdelegate.h: removed VC6 workarounds
+ * xrCore/fastdelegate.h: removed old GCC workaround
+ * xrCore/fastdelegate.h: removed non-STATICFUNCTIONHACK method (always use evil method)
+ * README.md: Updated sponsors badge -> financial contributors badge
+ * xrCore: fixed vector comparison fixed
+ * xrCore: ridiculous comparison removed
+ * xrRender: reduced memory footprint for portals
+ * xrRender: typo in solution filters
+ * xrRender: common `detectSector`
+ * xrRender_GL: fixed cloud lerping (#31)
+ * xrRender_GL: Corrected check for HQ Geometry fix
+ * Don't report renderers as supported when no shaders found Refactored code, made a function to simplify renderer modes adding. Also removed .dll ending in the assertions descriptions.
+ * xrRender_R2/xrRender_R2.cpp: check if r2a and r2 can be added too
+ * xrRender_R1: fixed DX9 resources leak when checking for renderer availability
+ * Common/CommonImportExport.inl: removed XRRENDER_GL_EXPORTS
+ * Moved global define MASTER_GOLD from Release to Master Gold configuration
+ * Windows: Added Master Gold configuration It will be statically linked Release (#210) (it contains Release at the beginning, so it can inherit all Release settings automatically)
+ * xray_project_configurations.props: moved Debug x64 to correct place
+ * Release packages for Windows now will contain full configuration names instead of short names
+ * Some clarifications to the readme
+ * Added Patreon page link to FUNDING.yml
+ * Fixed OpenGL don't work when TBB_PARALLEL compile option is off
+ * Fixed broken models on R1 after 7fe378b1efc0f02e3c32e56c19a2bdfb68029eaf (#473)
+ * xrRender: small refactoring
+ * xrCDB: fixed registration of cdb cache in FS
+ * xrRender: Added a check for the file to be opened (caused crashes on Linux if the name thm contains uppercase characters)
+ * CMake: Fix typo in FindReadline.cmake (PR #720, fixes #719)
+ * MSBuild: fixed warning about missing trailing slash in OutDir
+ * MSBuild: Moved TargetPlatform and WindowsTargetPlatformVersion to xray_project_configuration.props. Removed Common.props
+ * MSBuild: xray_input.props: removed GameSpy from global search paths
+ * MSBuild: Common, minilua and BuildVm in Mixed are now compiled as Mixed
+ * MSBuild: Moved build configuration to xray_build.props
+ * MSBuild: Added xray.props. It will replace Common.props
+ * MSBuild: project files cleanup
+ * MSBuild: projects build configuration is now located in one .props file
+ * MSBuild: project configurations are now located in one .props file
+ * Fixed showing "Pause" label
+ * Refactor CMake files
+ * OpenGL shaders: fixed compilation error with extreme quality of hdao
+ * xrRender_GL: implemented anisotropic filtering control and mipmap lod bias control
+ * xrRender_GL: corrected near sun shadows
+ * Added graph for FPS history (use `rs_fps_graph` to enable) (#705)
+ * xrRender: BeginScene/EndScene calls moved from CBackend to CHW
+ * xrRender/R_Backend_Runtime.cpp: moved comments inside #ifndefs Now, comment about DX9 is where it was in the original engine sources.
+ * xrRender: added ability to use parallax for terrain materials
+ * Travis CI: update to Ubuntu Focal Fossa, removed x86 builds (#708)
+ * Removed xrManagedApi and xrPostprocessEditor
+ * xrCore: marked inheriting classes as final, where possible
+ * xrCore: marked overriding functions as such
+ * xrRender_R2/r2_rendertarget.cpp: don't create unused rendertargets
+ * More stable check for HQ Geometry fix (#473)
+ * Fixed RPM package missing info about provided dependencies (PR #706, closes #650)
+ * Added debug break instruction for ARM Thumb
+ * Fixed mp_configs_verifyer and mp_screenshots_info compilation. MSVC: enabled these projects compilation.
+ * xrDXT: replaced __declspec(dllimport/dllexport) with XR_IMPORT/XR_EXPORT Plus some formatting
+ * Removed LWO
+ * Fixed x64 errors in CompressionTest and xrDXT (thanks to compiler warnings) MSVC: Enabled CompressionTest compilation
+ * Revert "xrEngine: fixed typo in R2 presence detection"
+ * xrEngine: fixed typo in R2 presence detection
+ * xrRender: Fixed more warnings (fixes build on Rx64) [skip Travis]
+ * MSVC: Enabled warning (and fixed them) as errors on renderers [skip Travis]
+ * xrRender_R2/r2_rendertarget.cpp: fixed wrong #ifdef, should be #if
+ * xrRender: fixed warnings about D3D_VIEWPORT type narrowing casts
+ * xrEngine: flush SDL events queue on console opening (#703)
+ * docs: add instructions for docker
+ * chore: bump gitignore
+ * feat: add docker configuration for developers
+ * xrGame: Fixed crashes when loading some saves under Linux
+ * [flow] Fix Female profile loading
+ * [flow] Use freopen return stream
+ * [init] Always initialize rcode to prevent UB on access to
+ * [macros] Close variadic list after usage
+ * [overflow] Prevent out of buffer write
+ * [flow] Do not dereference null pointer
+ * [flow] Read profile sex correclty (now females are happier)
+ * [free] Prevent null pointer dereference
+ * [overflow] Prevent out of buffer write
+ * [init] Set class members in ctor initialization list
+ * [init] Initialize class members to safe defaults
+ * [init] Set members in ctor initializer list
+ * [init] Initialize class members to safe defaults
+ * [init] Initialize class members in ctor parameter list
+ * [init] Initialize class member to safe default
+ * [perf] Move assign to vectors if source vector is not used anymore
+ * [flow] Passed by ref small value never changes, use pass by value
+ * [dupl] Remove duplicated random generator
+ * [flow] Ensure random generator evaluation order
+ * [init] Initialize class member to safe default
+ * [init] Initialize vertex count to safe default
+ * [flow] Ensure local variable doesn't hide member one
+ * [flow] Use static_assert instead of array size hacks
+ * [perf] Pass large (12 bytes) args by reference
+ * Temporary fix for x64 compilation [skip travis]
+ * MSVC: increased warnings level to 2 [skip travis]
+ * xrPhysics/IPHCapture.h: removed excess empty line [skip ci]
+ * xrPhysics: correct implementation of pure virtual destructor
+ * xrCore/_std_extensions.h: removed excessive fallthrough attribute
+ * xrPhysics, xrGame: more correct way of organizing cross-platform shared library initializer
+ * xrCDB/xrCDB.cpp: removed useless DllMain (does nothing)
+ * xrGame/HudSound.h|cpp: removed not needed (and wrong) destructor
+ * g_spawn console command implementation with checks (#699, closes #483)
+ * xrCDB: added caching for OPCODE trees (#698)
+ * xrCore/_vector4.h: removed wrong global variables instead of typedefs.
+ * fix: replace old settings values with new
+
+-------------------------------------------------------------------
Sat Dec 19 19:21:03 UTC 2020 - mardnh@gmx.de
- Update to version 0.0.812+git.20201203:
--- openxray.spec.orig
+++ openxray.spec
@@ -1,7 +1,7 @@
#
# spec file for package openxray
#
-# Copyright (c) 2020 SUSE LLC
+# Copyright (c) 2023 SUSE LLC
# Copyright (c) 2020, Martin Hauke <mardnh@gmx.de>
#
# All modifications and additions to the file contributed by third parties
@@ -17,8 +17,9 @@
#
+%define __builder ninja
Name: openxray
-Version: 0.0.812+git.20201203
+Version: 0~git.20230103.d811413
Release: 0
Summary: X-Ray Engine Linux port by OpenXRay team
License: BSD-3-Clause
@@ -28,29 +29,42 @@ Source0: %{name}-%{version}.tar.x
Source1: README.SUSE
Source99: openxray-rpmlintrc
# PATCH-FIX-OPENSUSE openxray-workaround-spurious-gcc8-warnings.patch mardnh@gmx.de -- Workaround spurious gcc8 warnings.
-Patch0: openxray-workaround-spurious-gcc8-warnings.patch
+###Patch0: openxray-workaround-spurious-gcc8-warnings.patch
+###Patch1: use_system_libs.patch
+Patch2: fix_no_return_in_nonvoid.patch
+#Patch3: syslibs2.patch
+###
BuildRequires: binutils-gold
BuildRequires: cmake
BuildRequires: fdupes
BuildRequires: freeimage-devel
-%if 0%{?sle_version} > 150300 || 0%{?suse_version} > 1500
-BuildRequires: gcc-c++ >= 8
+%if 0%{?suse_version} > 1500
+BuildRequires: gcc-c++
%else
-BuildRequires: gcc8-c++
+BuildRequires: gcc11-c++
%endif
BuildRequires: git-core
BuildRequires: hicolor-icon-theme
BuildRequires: libjpeg-devel
BuildRequires: liblockfile-devel
-BuildRequires: lzo-devel
-BuildRequires: pcre-devel
+###
+#BuildRequires: luajit-devel
+#BuildRequires: luabind-devel
+###
+BuildRequires: ninja
BuildRequires: pkgconfig
-BuildRequires: tbb-devel
+BuildRequires: cmake(OpenAL)
BuildRequires: pkgconfig(cryptopp)
BuildRequires: pkgconfig(glew)
+BuildRequires: pkgconfig(lzo2)
BuildRequires: pkgconfig(ogg)
-BuildRequires: pkgconfig(openal)
+#BuildRequires: pkgconfig(pcre)
BuildRequires: pkgconfig(sdl2)
+%if 0%{?suse_version} > 1500
+BuildRequires: pkgconfig(tbb)
+%else
+BuildRequires: tbb-devel
+%endif
BuildRequires: pkgconfig(theora)
BuildRequires: pkgconfig(vorbis)
@@ -67,31 +81,23 @@ original game files.
See: %{_docdir}/openxray/README.SUSE for details.
%prep
-%setup -q
+%autosetup -p1
cp %{SOURCE1} .
-sed -i -e '/^#!\//, 1d' res/*.desktop
-%if 0%{?sle_version} <= 150300 && 0%{?suse_version} < 1550
-%patch0 -p1
-%endif
+sed -i -e '/^#!\//, 1d' misc/linux/*.desktop
+###%%if 0%{?sle_version} <= 150300 && 0%{?suse_version} < 1550
+###%%patch0 -p1
+###%%endif
%build
-mkdir build && cd build
-# FIXME: you should use the %%cmake macros
-# compilation does not work with obs-provided %%optflags!
-cmake .. \
-%if 0%{?sle_version} <= 150300 && 0%{?suse_version} < 1550
- -DCMAKE_C_COMPILER=/usr/bin/gcc-8 \
- -DCMAKE_CXX_COMPILER=/usr/bin/g++-8 \
-%endif
- -DCMAKE_BUILD_TYPE=Release \
- -DCMAKE_INSTALL_PREFIX=%{_prefix}
-%make_build
+export CC=gcc
+export CXX=g++
+test -x "$(type -p gcc-11)" && export CC=gcc-11
+test -x "$(type -p g++-11)" && export CXX=g++-11
+%cmake
+%cmake_build
%install
-cd build
-%make_install
-# FIXME: .gitattributes should not be part of the installed files
-rm %{buildroot}%{_datadir}/openxray/gamedata/shaders/.gitattributes
+%cmake_install
%fdupes %{buildroot}%{_datadir}
%files
@@ -101,22 +107,22 @@ rm %{buildroot}%{_datadir}/openxray/game
#
# FIXME: mimalloc should be installed in the correct folders
# Should be fixed by upstream (mimalloc GH#223) !
-/usr/lib/mimalloc-1.6/
+###/usr/lib/mimalloc-1.6/
#
-%{_libdir}/OPCODE.so
-%{_libdir}/libODE.so
+###%%{_libdir}/OPCODE.so
+###%%{_libdir}/libODE.so
%{_libdir}/xrAICore.so
%{_libdir}/xrAPI.so
%{_libdir}/xrCDB.so
%{_libdir}/xrCore.so
%{_libdir}/xrEngine.so
%{_libdir}/xrGame.so
-%{_libdir}/xrGameSpy.so
+###%%{_libdir}/xrGameSpy.so
%{_libdir}/xrLuabind.so
%{_libdir}/xrLuajit.so
%{_libdir}/xrNetServer.so
%{_libdir}/xrParticles.so
-%{_libdir}/xrPhysics.so
+###%%{_libdir}/xrPhysics.so
%{_libdir}/xrRender_GL.so
%{_libdir}/xrScriptEngine.so
%{_libdir}/xrSound.so