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