File project.diff of Package starfighter

--- starfighter.changes.orig
+++ starfighter.changes
@@ -1,4 +1,84 @@
 -------------------------------------------------------------------
+Sat Sep 12 19:02:07 UTC 2020 - Martin Hauke <mardnh@gmx.de>
+
+- Update to version 2.3.2
+  * Fixed some spelling errors.
+  * Replaced use of AUDIO_S16 with the correct AUDIO_S16SYS; the
+    effect of this is that the old definition could potentially
+    cause sound distortions depending on the platform which
+    shouldn't happen anymore.
+  * Replaced use of "stupid" in some dialog with "foolish", since
+    we've been trying to avoid careless sanist rhetoric in projects
+    we manage recently. "Foolish" is a more neutral term that
+    doesn't carry any negative connotations toward mentally
+    disabled people.
+  * Updated the starfighter.desktop file to be more complete.
+  * Fixed leftover links to the old website.
+  * Added a manfile, based on one written by a Debian contributor.
+- Update to version 2.3.1
+  * Adjusted in-mission dialogs to match the dialogs' timing (with
+    one exception, the first Kline encounter, so as not to mess
+    with music cues there).
+  * Made it so that, during the Kline fight in Classic difficulty,
+    Kline's health goes to the health levels of respective stages
+    when stage changes. This is done to simulate the behavior of
+    the original, where Kline actually had four separate health
+    bars that didn't bleed into each other.
+  * Fixed a bug in rendering of Unicode text which allowed
+    multi-byte Unicode characters to be split into multiple parts.
+- Update to version 2.3
+  * When someone I'm very close to played Project: Starfighter
+    recently, we noticed a major bugs in Project: Starfighter
+    pertaining to gamepad control. 
+- Update to version 2.2.1
+  * Full, proper analog control has been implemented both for
+    moving the cursor and for moving your ship. This release also
+    fixes a problem where controllers with analog triggers
+    wouldn't work correctly.
+- Update to version 2.2
+  * Added Super-Easy mode, which makes enemies weaker, allies
+    stronger, and does various other things to make the game much
+    easier.
+  * Changed the default difficulty mode from 'Normal" to "Easy".
+    Beginners should play Easy mode before Normal mode in my
+    opinion, and it's easier to go forward one than back one.
+  * Fixed the way spread works in Classic difficulty. It previously
+    was handled in a special manner because version 1.2 does it
+    that way, but it turns out that that was a change introduced
+    by version 1.2, and version 1.1 actually had spread just like
+    in every other difficulty mode.
+  * "Fixed" the way damage is done with the charge cannon in
+    Classic difficulty. It's absolutely ridiculous, but the result
+    is so staggeringly different I decided it isn't really a
+    genuine classic experience without it. Version 1.1's charge
+    cannon was so overpowered that some minibosses could be
+    one-shotted with a full blast, due to a quirk in how they
+    dissipate. This release restores that behavior in Classic
+    difficulty only.
+  * Added a difficulty indicator to the titles of save slots.
+- Update to version 2.1
+  * Improved colorblind accessibility by making friendly bolts
+    brighter than enemy bolts and by making the HUD's display of
+    powered-up status use brighter colors and textured coloring.
+    This change also makes it possible to see all information
+    through a heavily red-shifted display.
+  * Made it so that the Firefly's exhaust is still displayed when
+    low on shield, and halved the amount of explosions shown at
+    that time. Prior to this change, the explosions (indicating
+    low health) replaced the exhaust entirely, which I thought
+    was a bit odd.
+  * Except in Classic and Nightmare difficulties, the game now
+    waits to start the jump-out sequence until all worthwhile
+    powerups have been collected. This in particular ensures that
+    you always have a chance to collect all the money that bosses
+    drop; it was previously very easy to miss large amounts of it.
+  * Except in Classic difficulty, powerups now move outward from
+    their ships at only half the speed they used to. This is meant
+    to stop them from spreading out incredibly far from the source.
+  * Various fixes and improvements, including improvements to
+    Gettext translation support.
+
+-------------------------------------------------------------------
 Mon Mar 30 11:31:38 UTC 2020 - Christophe Giboudeaux <christophe@krop.fr>
 
 - Update to 2.0:
--- starfighter.spec.orig
+++ starfighter.spec
@@ -16,15 +16,14 @@
 #
 
 
-%define baseversion 2.0
 Name:           starfighter
-Version:        2.0.0.3
+Version:        2.3.2
 Release:        0
 Summary:        Liberate the universe from the evil company WEAPCO
 License:        GPL-3.0-or-later
 Group:          Amusements/Games/Action/Arcade
 URL:            https://pr-starfighter.github.io/
-Source0:        https://github.com/pr-starfighter/%{name}/releases/download/v%{version}/starfighter-%{baseversion}-src.tar.gz
+Source0:        https://github.com/pr-starfighter/%{name}/releases/download/v%{version}/starfighter-%{version}-src.tar.gz
 Source1:        %{name}-icons.tar
 BuildRequires:  fdupes
 BuildRequires:  gcc-c++
@@ -48,7 +47,8 @@ freeing key systems along the way. The g
 escape a Weapco patrol that has intercepted him.
 
 %prep
-%setup -q -a 1 -n %{name}-%{baseversion}-src
+%setup -q -a 1 -n %{name}-%{version}-src
+sed -i 's/\r$//' README.txt
 
 %build
 %configure
@@ -76,5 +76,6 @@ rm -fr %{buildroot}%{_datadir}/doc/%{nam
 %{_datadir}/icons/hicolor/
 %{_datadir}/pixmaps/%{name}.png
 %{_datadir}/%{name}
+%{_mandir}/man6/starfighter.6%{?ext_man}
 
 %changelog
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