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File raze.changes of Package raze
------------------------------------------------------------------- Sat Apr 20 19:37:48 UTC 2024 - Martin Hauke <mardnh@gmx.de> - Update to version 1.10.0 * https://github.com/ZDoom/Raze/releases/tag/1.10.0 ------------------------------------------------------------------- Tue Jan 30 17:40:30 UTC 2024 - Carsten Ziepke <kieltux@gmail.com> - Use gcc11 for openSUSE Leap, fixes building ------------------------------------------------------------------- Mon Jan 1 10:10:21 UTC 2024 - Martin Hauke <mardnh@gmx.de> - Update to version 1.9.1 * https://github.com/ZDoom/Raze/releases/tag/1.9.1 ------------------------------------------------------------------- Sat Dec 30 13:33:43 UTC 2023 - Martin Hauke <mardnh@gmx.de> - Update to version 1.9.0 * https://github.com/ZDoom/Raze/releases/tag/1.9.0 ------------------------------------------------------------------- Fri Nov 24 12:48:52 UTC 2023 - Martin Hauke <mardnh@gmx.de> - Update to version 1.8.1 * https://github.com/ZDoom/Raze/releases/tag/1.8.1 - Update to version 1.8.0 * https://github.com/ZDoom/Raze/releases/tag/1.8.0 - Drop patch: * raze-discord.patch (not longer needed) ------------------------------------------------------------------- Sat Apr 15 10:48:32 UTC 2023 - Martin Hauke <mardnh@gmx.de> - Update to version 1.7.1 * https://github.com/ZDoom/Raze/releases/tag/1.7.1 ------------------------------------------------------------------- Sat Jan 14 20:37:04 UTC 2023 - Martin Hauke <mardnh@gmx.de> - Update to version 1.6.2 * https://github.com/ZDoom/Raze/releases/tag/1.6.2 ------------------------------------------------------------------- Sun Dec 18 22:13:34 UTC 2022 - Martin Hauke <mardnh@gmx.de> - Update to version 1.6.1 * https://github.com/ZDoom/Raze/releases/tag/1.6.1 ------------------------------------------------------------------- Sun Dec 11 22:13:23 UTC 2022 - Martin Hauke <mardnh@gmx.de> - Update to version 1.6.0 * https://github.com/ZDoom/Raze/releases/tag/1.6.0 - Add patch: * raze-discord.patch ------------------------------------------------------------------- Sat Jul 23 08:49:59 UTC 2022 - Martin Hauke <mardnh@gmx.de> - Update to version 1.5.0 * Blood may not abort on a bogus start position. * Fix crash when exiting with no game data * fixed render order of non-orthogonal wall sprites. * glslang compiler and Vulkan backend update. * fixed automap angle in unrotated mode. * added workaround to render the crane in WT's 'Docks' map correctly. This one violates engine specifications by creating overlapping walls when the crane is rotated. * SW: changed fullscreen HUD to display all 8 keys without gaps ans overlapping. * fixed crash in Last Warrior map 9. * for Raze hud_aspectscale needs to default to true * Support for the DOS end-of-game text screens in Duke and SW on non-Windows systems. * Force synchronised input when cl_capfps is true. * fixed sky panning. This picked the wrong overload - to make things robust one of the functions was renamed. * Duke: Interpolate loogcnt when drawing onscreen. * Duke: Change a few return types from int to bool in HUD code. * Duke: Interpolate access_incs when drawing onscreen (security card usage). * Duke: Interpolate tipincs when drawing onscreen (tipping the dancers). * Duke: Interpolate knee_incs when drawing onscreen (stomping on shrunken enemies). * Duke: Interpolate fist_incs when drawing onscreen (hitting the nuke detonator at the end of each level). * Duke3d: smooth movement of recons. * Duke3d: make actors set to move vertically in CON act as if SFLAG_SMOOTHMOVE was explicitly enabled * Duke: fixed some crashes with bad map setups * fixed level number for RRRA's travel animations. First level is 1001, not 1. * ported secret hack for WT's map 11 from SW Redux. * removed redundant setting of black shadow color with incorrect data check. * Remove m_filter option from the menu. The remainder of the removal will come from a backend sync with GZDoom. * Add bool lock to PlayerHorizon::settarget() when setting target from the ticker without having to call setters and resetters. * Interpolate FIRELASER trails. * fixed wall sprite clipping * fixed: FSkyVertexBuffer::RenderBox did not reset the object color after finishing. * SW: added interpolation for sine wave floors. * SW: fixed shadow positioning. * Duke: Add CON support for Duke Nukem 3D 1.1 Shareware. * Duke: Fix CON parser to detect shareware scripts. * helpers for wall sprite rendering improvement * fixed parsing issues in secret hint system. * -renamed spritetype’s owner field to ‚intowner‘ Mainly for asier searching. * function for checking wall sprites’ need for recalculation * RR: clear jaildoors array on map start. This was leaving stale data behind which could cause nasty crashes. * several more Blood fixes copied from NBlood * blood: GetHighestSprite fix * blood: fix velCeil calculation * blood: SetupGibWallState fix * blood: add missing case in OperateSprite * dd self check for burning cultist fix * Renamed checkFired6or7->checkLitSprayOrTNT * Reset thinkTime for kDudeModernCustomDude * Set inittype on actSpawnDude() * Check enemy type when adding to enemy level count. Fixes count issues with respawning enemies * Initialize viewbob members for playerResetPosture() * Fix kDudeModernCustomDude may not morphing during specific events * Renamed dword_138BB0 -> gCultTeslaFireChance * stretch HUD flames in widescreen * shadow positioning improvements from NBlood * Blood: fix delirium being twice as fast * Exhumed: pin death arms to the right side of the screen * added wipe transitions to screen job. Mainly to have the crossfade, the other styles are mostly bonus. * add proper scoping to the cutscene code, which needs to run in UI scope. * music system improvements * Zip64 support * fixes for menu scaling on ultrawide screens * Mac default paths fixed * pass shade values to sky renderer * fixed bad search path setup on macOS * don’t crash on sector-less walls. * lock cvar shader uniforms behind a command line parameter for now * Duke: set game palette before rendering the automap * improved the secret hint management for Blood. This now uses sprite and sector indices directly instead of encoding them into a larger number. Sprite secrets will use a $t prefix instead of $s now. * fixed sprite indices for map spawned sprites. * optimize fcos and fsin to use the BAM value directly for table lookup. * add level names to title bar (and by proxy, to RPC) * add gl_satformula == 2 - an optional 'more accurate' desaturation * implement discord rich presence, expand window title code. * copy-paste is simultaneously the most useful feature in the world, and a programmer's greatest curse. use with care. * only overwrite rpath if not already defined * add $ORIGIN to rpath for Linux * Fix tesla cultist prone state * Blood: fix crashes when trying to exit from a fatal error during startup. soundEngine can be null here. * added script exports for Duke's main structures. * added scripting exports for the global map types and a few more actor utilities. * do not call tileUpdatePicnum for voxelized tsprites. * Blood: fixed bad marker check in OperatePath * Exhumed: Properly fix interpolation issues when at the end of the level instead of trying to back up everything. * fixed bad assumption about g_visibility == 0 meaning fullbright. * avoid pointer arithmetic in feebtag. * fixed bad filter name for DukeDC's SSI variant fpr 1.5 * fixed validation issue with maps that have a wall with nextwall == -1 and nextsector > -1. * made DCoreActor's properties functional. * SW: remap LIGHT_Tics to the otherwise unused spritetype::detail instead of the Z-coordinate. * do not update the sector for sector effectors moving themselves. * SW: bumped two hard limits because there's maps out there that exceed them. * partial engine floatification. * use full precision math for rotating sectors in Blood. * Duke: changed animation storage to be independent of the animated values' types. * SW: changed sector object interpolation to be independent of the interpolated values' types. * use a method for setting wall coordinates when loading a map. * use an access function for reading wall positions so that we have a non-modifiable value wherever this is possible. * Fix ceiling panning angle ------------------------------------------------------------------- Sun Jan 23 22:36:42 UTC 2022 - Martin Hauke <mardnh@gmx.de> - Update to versino 1.4.0 * added custom postprocessing shader support using the same system as GZDoom. * the new renderer is now the default after fixing most of the outstanding issues. * added interpolation for several special sector movement effects in RR. * added interpolation for Exhumed's UI. * experimental new light modes, based on GZDoom's original light modes. (new renderer only, these do not work with palette emulation.) * better handling for disabled autoaim in Duke/RR. * major internal rewrite to remove the limits of map items. Actors have been consolidated into garbage collected objects, like in GZDoom. * added a user map browser. ------------------------------------------------------------------- Mon Dec 13 18:14:59 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to version 1.3.1 * SW: fixed sound listener angle for the remote control case. It was taking the angle of the rotating sector object instead of the angle from the listener's position to it. * Blood: make sure that invalid face sprites don't get rendered at all. * fixed: in palette emulation mode, assume all textures to be non-translucent. * Exhumed fixed bad parameter to getzrange causing player fall through sprite bridges. * fixed logic for discarding walls in new renderer. * fixed OOB write in section splitting code. * Add OpenGL ES to the backend options in the menu. * fixed triangulation via node builder for sectors with invalid walls causing spurious crashes. * GLES: Fix depth bias state * GLES: Fixed palette emulation mode and interpolation * reordered the init calls in engineLoadBoard. Sprite lists must be done after preparing the arrays, otherwise important bits get overwritten. * Duke/RR: Fixed sprite validation checks in animatesprites. * Duke: Ensure all weapon variables used for interpolation have the o values set when CON updates them. * Duke: Fix lotag signedness issue affecting SE10 (door auto-close). ------------------------------------------------------------------- Wed Dec 8 23:29:24 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to version 1.3.0 * Blood fix some major issues rendering modern features largely inoperable in 1.2.x. * Blood: Backport GDX fix for lighter just appearing when switching to the aerosol. * Duke/RR: strip trailing spaces off strings parsed in CON. * properly macro-fy parsed strings from Blood's INI. * Blood: Fix TNT pickup accidentally equipping player with voodoo doll. * Exhumed: fixed bad interpolation setup in AddFlow, plus some variable renaming. * enable depth clamping in GLES backend * Duke/RR/SW: Fix several crashes when noclipping out of the valid map area. * Make a number of CVARs in gamecvars.cpp saved as part of the global config: cl_weaponsway cl_viewbob cl_interpolate cl_slopetilting cl_showweapon cl_syncinput cl_hudinterpolation cl_loadingscreens * fixed camera textures breaking in SW when restarting a level. fixed bad sector being chosen for rendering in maps with sector overlaps. * added .ssi to the list of known extensions for container files. * fixed handling for cl_capfps and cl_nointerpolate to never use any smoothratio value other than 1.0. * Blood: don't play the same looped sound multiple times on the same actor. This caused some strong echoing on E4M6. * fixed center aligned rendering of 2D content. This calculates the centered pivot point in integer texel coordinate space so for odd numbers it must round down instead of using a fractional position. * fixed animated voxels in new renderer. * fixed assignment of map hacks with multiple maps assigned. The parser only ever added the last MD4 but not the others. * fixed translucent voxel rendering. * make upscaling of sky textures depend on the single tile size, not the entire composite texture. * fixed sky rendering in paletted sectors for Polymost. * [Blood] Fix self collisions for lifeleech projectiles * [Blood] Match view height clamping behavior to 1.21 * Change out of box default of cl_runmode to 0, which allows the bound run key to act like an autorun negator. * SW: un-flag mirrors that got smashed. The new renderer cannot check tilenums. * SW: Tidy up use of cl_nomeleeblur use within panel code. * address issues with key down/key up events being sent in the same tic not having an effect on game actions that require a key being held down. * Make screenjob valid keys for skipping ignore the Alt key as its used for modifiers, and special keys like the screenshot bind. * flush the network timer right after loading and before starting a level. Without this the entire load time may get registered as skipped frames. * Exhumed: flag the main menu as animated. This is needed for the plasma display to animate properly. * Duke: Fix issue where calculated value for old player variable return_to_center could have been negative, causing undefined behaviour. * Add support for Duke Nukem's Penthouse Paradise as shipped with the Zoom release of Duke Nukem 3D Atomic. * processMovement(). Remove cl_exhumedoldturn CVAR and tidy up numeric literals in use. * Build: Promote sintable[] array values to precision Blood uses. * Blood: Fix horizon adjustment for death camera to avoid Fixed > Float > Fixed conversion. * Exhumed: Don't run through the slopetilting math if the view is locked. ------------------------------------------------------------------- Sat Oct 16 08:35:59 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to version 1.2.1 * fixed uninitialized light index variable for floor sprites causing spurious crashes in GLES. * disabled palette emulation for the GLES backend. Right now the shader does not support it and will require significant redesign to work well with the target hardware. This could softlock the engine. New feature: * Add cvars to control automap line alpha and thickness Other fixes: * Blood: added 0 checks to all divisions for calculating dudeSlope. This could crash if a dude had itself set as target. * use correct math to access a texel's center for rendering voxels. ------------------------------------------------------------------- Sun Oct 10 11:18:43 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to version 1.2.0 * full internationalized fonts for all games * enabled language options for already complete languages (DE, PT, RO) * optional advanced weapon interpolation for Blood * GLES backend for better low end hardware support * enabled the text screens when quitting Duke and SW. * update of Blood's 'modern' features to the latest version of NBlood ------------------------------------------------------------------- Sun Sep 5 10:31:44 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Initial package, version 1.1.3
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