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File nblood.changes of Package nblood
------------------------------------------------------------------- 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) ------------------------------------------------------------------- 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 ------------------------------------------------------------------- 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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