File nblood.changes of Package nblood

-------------------------------------------------------------------
Mon Dec 09 16:22:04 UTC 2024 - mardnh@gmx.de

- Update to version 1.01~git20241208:
  * Explicitly disable SSSE3 when optimizing for x86_64
  * Blood: Precache baby spiders for mother spider
  * Blood: Support controllers inserted after menu initialization
  * Bump dawidd6/action-download-artifact from 3 to 6 in /.github/workflows
  * Blood: Add multiplayer support for hand enemies
  * Blood: Allow Caleb's shadow to render in mirrors
  * Blood: Fix shadows crashing when rendered in mirrors
  * Blood: Disable weapon interpolation for vanilla mode
  * Revert "Blood: temporarily disable weapon interpolation"
  * Blood: Remove useless tab
  * Blood: Don't bother dereferencing xsprite for non-modern maps
  * Blood: Remove outdated code relating to gGameClock
  * Blood: Optimize viewBurnTime()
  * Blood: Use original weapon sway calculation for vanilla mode
  * Blood: Use map name for blank save game names
  * Blood: Update hud_stats CVAR range
  * Blood: Assign unique channel to cultist death cry (#857)
  * Fix rumble detection
  * SW: Add Quick Save and Quick Load gamefuncs

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Wed Oct 23 14:19:11 UTC 2024 - mardnh@gmx.de

- Update to git snapshot 1.01~git20241022:
  * lots of bugfixes

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Mon Feb 12 19:43:36 UTC 2024 - mardnh@gmx.de

- Update to version 1.01~git20240204:
  * Fix firing state with akimbo mode for shotgun/napalm launcher
  * Expose quick save/load as button setting
  * Blood: Implement autorun/run functionality for controller input (#773)
  * Blood: Remove directory path characters for levelGetTitle() (#772)

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Sun Dec 10 10:41:01 UTC 2023 - mardnh@gmx.de

- Update to version 1.01~git20231208:
  * Blood: Avoid OOB access in MoveDude()
  * Duke3D: Fix renderer menu option hiding logic
  * compat.h: Remove macOS cctype shims
  * Duke3D: Make CON_GETGAMEFUNCBIND properly detect and return mouse binds
  * startgtk: Check if grp is null
  * Duke3D: Fix sloped sprite shading preview in editor
  * Duke3D: Fix sloped sprites to once again take on ceiling/floor shade
  * Blood: Add workaround for Cryptic Passage art naming in Fresh Supply data
  * Blood: Prioritize Fresh Supply DOS installations over One Unit Whole Blood
  * Blood: Use DOS version data if available when loading Fresh Supply
  * Replace `found = true` with `return` in paths code
  * Engine: If the texturecache.index file cannot be read, invalidate it
  * Optimize viewDrawPowerUps() (#765)
  * Rednukem: Fix build (#766)
  * libsmackerdec: Replace most std::vector with GrowArray
  * SW: Update port credits
  * Makefile: Condition mimalloc's -Wno-class-memaccess on GCC version
  * loguru: On FreeBSD and OpenBSD use `pthread_get_name_np` spelling instead of `pthread_getname_np`
  * loguru: Use strerror_r() on FreeBSD and OpenBSD
  * loguru: Fix -Wundef warning: check that _POSIX_C_SOURCE is defined before checking it
  * loguru: Fix possibly lossy truncation from uint64_t/long to unsigned
  * loguru: Use getthrid() on OpenBSD for fallback thread global thread id
  * loguru: Fix minor warning about unused variable
  * Add polyfills for std::vector to GrowArray for easy replacement
  * Update TinySoundFont library
  * macOS: Fix ld: warning: ignoring duplicate libraries: '-lm'
  * Fix libxmp-lite build failure on Intel Mac
  * Partially fix building FURY=1 on macOS
  * engine: add new TEXT_CENTERCONSTWIDTH flag for screentext to center glyphs within their allotted region in constant width mode
  * engine: respect xbetween value for screentext between chars in constant width mode
  * Update gamecontrollerdb.txt
  * Duke3d: fix edge case where a zero-byte .dat file would be misdetected as a .grp file
  * Duke3d: the most minor of minor fixes to windowsCheckForUpdates()
  * Duke3d: support sensible conversions between gamearray types when loading savegames
  * Makefile: specify minimum Windows version when linking
  * engine: only use debugbreak.h when actually debugging
  * engine: undef SMMALLOC_DLL
  * Revert "Duke3d: replace custom HTTP version check with https://github.com/yhirose/cpp-httplib"
  * engine: lower Polymost SCISDIST to 0.1f
  * Duke3d: disable "restartmap" console command in Fury mode
  * engine: avoid directly branching on the result of the CPUID instruction as it seems to contribute to setting off false malware reports
  * engine: rip out GetSystemTimeAsFileTime() implementation of enet_gettime() as it seems to contribute to setting off false malware reports
  * engine: #if 0 out Wine detection code as it seems to contribute to setting off false malware reports
  * Duke3d: update message for loading old saves
  * engine: drop -mssse3 from x86_64 compile flags so the binary runs on Phenom II again
  * Duke3d: update player sprite angle in P_UpdateAngles()
  * Duke3d: support actual volume control as an extra parameter to definesound
  * Blood: Expose KMT option for vsync (#764)
  * Blood: Fix missing field initializers in gSingleGameOptions
  * Blood: Ensure switch statements cover all enum values in gui.cpp
  * Blood: Remove unused but set variable
  * Blood: Replace Bsprintf with strcpy where the former is incorrect
  * Blood: Enact const-correctness in save writing functions
  * Blood: Remove macOS startup window processing for nonexistent options
  * Duke3d: fix 6220b0d988592cd7bcfc87a501fedd33cc95c211
  * Duke3d: #ifndef EDUKE32_STANDALONE the HTTP update checker
  * Duke3d: fix USE_OPENGL=0 build
  * Duke3d: add -nocontroller parameter to completely disable SDL controller support
  * engine: add warning if TROR somehow tries to draw the same wall more than once per frame
  * Duke3d: use "--" instead of "-" for unbound keys in the keyboard configuration menu
  * engine: don't pass SDL_INIT_HAPTIC to SDL_InitSubSystem() because it's not actually used for game controllers
  * Duke3d: fix population of startup window input device drop-down by moving their values back to the launcher configuration (eduke32.cfg)
  * Duke3d: add volume control for Duke Talk and an extra sound flag for other speech that should respect the same volume level (64)
  * Duke3d: replace custom HTTP version check with https://github.com/yhirose/cpp-httplib
  * Update TinySoundFont library (#763)
  * Duke3d: add .ang member for walls in CON
  * Duke: make sounds permanent in cache again for the time being
  * Windows: SDL 2.28.4
  * Duke3d: fix error in d0e4efe55c39781654b7f3973bedf557f0c3dfd0
  * engine: clarify windowsHandleFocusChange() logic
  * Duke3d: allow the user to choose whether to continue with internal scripts once bad CON files are encountered in their game directory
  * libsmackerdec: Fix warnings
  * engine: disable glGetGraphicsResetStatus() stuff for now
  * Duke3d: make Gv_Clear() actually clear and Gv_Init() actually re-init
  * Duke3d: don't EDUKE32_PREDICT in the sound functions
  * Duke3d: use internal CONs if external CON compilation fails, like the DOS version did.
  * Duke3d: fix regression where trying to play an undefined sound with an index higher than the highest defined index could crash the game
  * Fury: fix a rare input issue involving creating savegames while the CON script execution is lagging
  * Fury: fix Aftershock accessibility issue
  * Rednukem - G_OpenDemoRead: Change most of ud's fields only after version check. There was a case reproduced upon loading Duke3D v1.5 with the demo from the TC "Duke, It's ZeroHour". It was recorded for v1.3d, so Rednukem wouldn't start it, but due to partially filling a subset of the ud struct, a new single player campaign would technically start in 1-player coop mode without friendly fire. This was leading to immunity to explosive weapons.
  * Fix enemy count for vanilla mode
  * Duke3d: maybe fix player's view pseudo-randomly returning to center
  * Duke3d: implement GAMEFLAG_NOCLASSIC and GAMEFLAG_NOPOLYMER grpinfo flags
  * Duke3d: resolve issue where eduke32.log ended up in whatever the cwd was when the binary was launched
  * Update gamecontrollerdb.txt
  * Duke3d: detect invalid .sectnum and .statnum with setactor
  * editor: fix M32_PRINTERROR macro
  * editor: fix updatesector/updatesectorz/updatesectorneighbor/updatesectorneighborz
  * Duke3d: though it's assumed that whatever set the player's cursectnum to -1 was correct in doing so, it probably doesn't hurt to double check before fragging the player
  * Fury: revise 1b25e6fcf6f61bfef45efc92d773546b9b36a02b
  * Duke3d: fix bug in CON EVENT_SCREEN where keypresses weren't being cleared between loop iterations, preventing animations where each keypress skips a segment without bailing out of the whole thing
  * Duke3d: these should have been in 3f4e11c25af76a0dcce1ab66fa97c9083c951a06
  * Duke: print sound precache warning in release builds
  * engine: print sprite number and tile of sprite when clipsectnum >= MAXCLIPSECTORS in clipmove()
  * Engine: Increase YAX_MAXCLIPSECTORS from 64 to 256
  * Duke3D: Comment out log message in appendstate/prependstate
  * Allow tileGetSurfType() to return ceiling type if supplied nType bitflag
  * README.md: Fix file lists (#757)
  * Improve height clamping and fix inaccuracy introduced in commit 8ec01f926a74784a84de48d41a76bd64674d5fb5
  * Engine/Duke3D: Several changes to TROR traversal in clipping functions
  * Duke3D: Only store boardfilename in the savegame if we have a usermap
  * Engine: Don't try to interpolate rotatesprite calls if the clock difference is negative.
  * Update gamecontrollerdb.txt
  * Duke3d: avoid passing -1 as bunchnum to SECTORS_OF_BUNCH
  * engine: avoid passing -1 as bunchnum to SECTORS_OF_BUNCH
  * engine: minor optimization of 209bc8793d0838bb02d487bd8a74e6199a9911d1 + similar blocks in fgrouscan
  * engine: fix bugs with 90 degree texture rotation wall cstat bit
  * Duke3d: allow sound data to expire out of cache1d again
  * engine: improve slope sprite interpolation on edges
  * Duke3d: change G_ReadGLFrame() to use regular memory allocation instead of pulling a block from cache1d because glReadPixels() is so slow anyway
  * engine: update xxHash to 6f9771f2c014a703f151ac646d5f8074b6236c84
  * engine: revert cache1d to mostly Ken's version
  * Duke3d: tweak controlflow struct added to VM in 4eb6cbe190cf79d758a4a64b9fa10af64d4609ad
  * Duke3d: only update a maximum of one VIEWSCREEN tile per frame
  * Duke3d: remove a bunch of EDUKE32_PREDICT macro usage from gameexec
  * engine: move glGetGraphicsReset() shenanigans to videoShowFrame()
  * engine: update lz4 to 76106cba6fbbf8efb63d9fa90f052d384d212c56
  * Windows: SDL 2.28.3
  * engine: additional sloped sprite clipping fixes
  * Fury: more comprehensive player getzrange checks
  * EDuke32: Blackhole any accumulated input when clearing the input FIFO/starting a level, prevents you from being spun around the wrong way when you spawn in.
  * Clear interpolations before starting game
  * Add CKillMgr::AllowedType() to filter out ignored dude types
  * Undo or operation for lT xsprite member
  * Reorder kThingDroppedLifeLeech logic
  * Duke3D: Fix CON_EXIT not working correctly in while loops
  * Fix inaccuracy introduced in commit 351b1ce1b4d4e20cb74dae8b12ace0f9ed43d10f (#754)
  * Mapster32: Fix globalsound being broken in 3D Mode
  * Engine: Revert clipupdatesector() changes from df868267 and replace with a different approach
  * Engine: Rework the cansee() changes from 86e5fe7f to only affect TROR transitions
  * Fix inaccuracy introduced in commit 1efe584afcbb682550bbeab5b1caae469999994e (#753)
  * Duke3D: Add same sectnum checks as in hitscan() to A_RadiusDamage()
  * Engine: Fix hitscan() and clipmove() by checking for invalid sectnums
  * Undo CanMove() inaccuracy introduced in commit ed9b6f28fdfc6d3c00d0a5e412f8d30a79aa09b1
  * Rednukem: Add detection for new VACATION.GRP and DUKEDC.GRP
  * CON: Add missing GAMEVAR_RAWQ16PTR case in VM_GAMEVAR_OPERATOR
  * Duke3D: Add detection for new DOS crash-fixed VACATION.GRP (and DUKEDC.GRP)
  * Duke3D: fix actors on lotag 1 sectors not being squishable
  * Engine: fix regressions with clipupdatesector() from df868267
  * Engine: Fix clipmove() problems with TROR wall geometry resulting from commit 7f00d5ce
  * Fix potential enginecompatibilitymode regression in cansee()
  * Fix enginecompatibilitymode regression in hitscan()
  * Duke3D: Improvements to A_RadiusDamage()
  * Engine: Fix many cases in which cansee() would fail with TROR
  * Duke3D: Properly split TROR code from commit 19fd0915 into YAX_ENABLE blocks
  * Duke3D: Fix sprite shadows being drawn on transparent TROR layers
  * EDuke32: EVENT_PRE/POSTWEAPONSHOOT: Set ud.return[0]/userdef.return 1 to the number of the current shot we're processing in a burst
  * Duke3D: Make some actors work properly with TROR
  * Duke3D: Fix "return to center" triggering after CON_SAVE is executed
  * Use buildvfs_exists in OutputFileCounter::opennextfile
  * Engine: Account for floor and ceiling slopes in renderAddTsprite
  * Engine: Fix tsprite cutoff if the sprite stretches across multiple TROR layers
  * Engine: Overhaul TROR handling for hitscan() and clipmove()
  * Engine: Add TROR-awareness to sprite clipping in hitscan()
  * Engine: Add TROR-awareness to sprite clipping in clipmove()
  * Engine: Make clipupdatesector() TROR-aware with compatibility ENGINE_EDUKE32
  * Fix build failure and warnings if YAX_ENABLE is undefined
  * SW: Fix build error that originated from commit 003320f1
  * Engine: Disable Loguru's unsafe signal handler
  * Engine: Fix mapart tiles not reloading properly on map change in Polymost
  * Mapster32: Allow decreasing sprite repeat down to size of 1x1 in 3D mode
  * Mapster32: Don't lock up the editor while testing a map
  * Engine: Add new tsprite flag TSPR_FLAGS_NO_GLOW (32, hex: 0x20)
  * engine: fix wall aligned sprite lwall calculation overflow
  * Duke3D: Completely revert attempted jitter fix from 5977025e
  * PCExhumed: Integrate widescreen sprite package
  * CI: Build the ports for which we make releases first before others
  * KenBuild: Fix build after big updates in ae4a71a199773d77445a47e6ea80787969b2fd97
  * EDuke32: Give EVENT_POSTWEAPONSHOOT the return value of A_Shoot.
  * EDuke32: Port EVENT_PREWEAPONSHOOT and EVENT_POSTWEAPONSHOOT from NetDuke32.
  * Rednukem: Disable r_useindexedcolortextures when duke64 engine flag is on
  * Make port metadata like path loading more consistent
  * Cleanup: Remove source/rr/src/lunatic/
  * Cleanup: Remove extras/rrsrc/
  * Replace voxrotate[] and voxreserve[] with voxflags[] bits
  * Make port metadata like path loading more consistent
  * Duke: During the 3DR screen, handle events outside the FPS-limited section
  * Engine: Clean up voxflags[] a little bit
  * Engine: Fix voxel visibility rolloff in classic mode to match sprites

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Tue Aug 29 13:47:03 UTC 2023 - mardnh@gmx.de

- Update to version 1.01~git20230828

-------------------------------------------------------------------
Thu Dec 16 08:34:07 UTC 2021 - Martin Hauke <mardnh@gmx.de>

- Update to git snapshot 1.01~git20211205:
  * lots of bugfixes

-------------------------------------------------------------------
Mon Apr 22 20:03:15 UTC 2019 - Martin Hauke <mardnh@gmx.de>

- Initial package, version 1.01
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