File vkquake.changes of Package vkquake

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Thu May  1 16:46:58 UTC 2025 - Michael Pujos <pujos.michael@gmail.com>

- Update to version 1.32.2
  * Fixes:
    - #767 : Deactivate transparent surface optimization (r_drawwater_fast 0)
      in order to fix non-water (lava, slime...etc.) transparency issues
      on particular levels. This has no apparent performance impact so
      r_drawwater_fast 0 is the default until a better solution arises
    - #785: Dot crosshair enables player footstep sounds in Scourge of Armagon
    - #787 : Added sv_fte_recursivehullckeck (default 1) to allow deactivation
      of FTE physics optimizations, for some levels with bad item placement
      (stuck in walls, falling through surfaces...etc)
  * Improvements:
    - #777 : MDL external skins support. (from QSS)
    - This change brings vkQuake roughly at the level of QSS w.r.t external
      textures support for BSP levels, BSP models, MDL & MD5 models
    Other minor external textures support adjustments
    - #784 : added DP_SV_NODRAWTOCLIENT and DP_SV_DRAWONLYTOCLIENT extensions. (from QSS)
    - Added more Crosshair choices
    - Added labels to Sliders (from QS). Added a Max FPS slider in particular
      with a more natural scale
    - Code cleanups
    - Library updates

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Wed Mar  5 19:26:15 UTC 2025 - Michael Pujos <pujos.michael@gmail.com>

- Update to version 1.32.1
  * Fixes:
    - #772: Performance regression when host_maxfps > 72 visible on
      especially large levels (you know what they are)
    - #764: Align modern hud closer to the remaster and render keys for
      hipnotic as well
    - #779: Erroneous assertion triggered
  * Improvements:
    - Boost fps on especially large levels by enabling sv_fastpushmove 1
      by default. Can be disabled (0) at any time if something goes wrong
    - #765: Standalone MD5 support. Mods can now use MD5 in QuakeC explicitly
      as *.md5mesh the same way *.mdl was used before. The 2 types of models
      can be mixed in the same progs.dat of course
    - Code cleanups
    - Library updates

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Sun Jan 12 10:08:24 UTC 2025 - Michael Pujos <pujos.michael@gmail.com>

- Update to version 1.32.0
  * Fixes:
    - #755: A VERY important, long-standing bug in the GPU Memory
      allocator fixed by @Novum, that could create all kinds of
      graphics corruption and even random crashes
    - #747: Fix Vulkan crashes when taking screenshots
    - #752, #761: MD5 models now manage 32bit textures correctly
      for both skins and fullbrights
  * Improvements:
    - #753: Add external WAD, WAD3, and Half-life format support.
      This great addition was brought by @Toodles2You, many thanks.
      This feature was also added to Quakespasm !
    - Removed most of the size limits for models, the one remaining
      is a 32K limit on model vertices. (from Ironwail)
    - Code cleanups
    - Library updates

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Fri Nov  8 17:34:51 UTC 2024 - Michael Pujos <pujos.michael@gmail.com>

- Update to version 1.31.3
  * Improvements:
    - Library updates : vkQuake is now using mpg123 by default instead
      of mad for mp3 support
  * Fixes:
    - #740: Fix broken saves in Mjolnir
    - #718: Fix MD5 models to support multi-meshes. Quake Remaster models
      were fine because mono-mesh, but other addons exist bringing multi-mesh
      MD5 models
    - Some smaller fixes here and there.

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Wed Oct  2 20:54:07 UTC 2024 - Michael Pujos <pujos.michael@gmail.com>

- Update to version 1.31.2
  * Improvements
    - Added proper nomonsters 1 option : Don't spawn monsters when starting a map
    - Add ability to bind function keys (F1-F12) in Key Bindings menu
    - Key Bindings now able to remap the usual Quake shortcuts bounded to
      function keys before
    - Allow any supported music type to play
    - Library updates
    - Code cleanups
   * Fixes
    - #734: Fix a potentially game-breaking bug, manifesting itself as
      frozen entities, or even game events not triggered at all
    - Vulkan fixes by @Novum
    - Remove "CDAudio disabled at compile time" message
    - Some smaller fixes here and there

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Fri Aug  2 17:46:31 UTC 2024 - Michael Pujos <pujos.michael@gmail.com>

- Update to version 1.31.1.1
  * Improvements
    -  Removed option Game > Load last save = fast, replaced by the addition
       of Game > Fast loading = on/off applicable to all loading actions:
       With Fast loading = on, loading the same level over and over become
       almost instantaneous, even for monster levels, like The Immortal Lock
    - Library updates
    - Code cleanups
  * Fixes
    - Various Linux build fixes (makefile)
    - Moving Elevators hurting player and monsters, with fixes by @andrei-drexler
      (sv_gamefix_elevators CVAR) and others
    - Remove Sky_ClipPoly: MAX_CLIP_VERTS hardcoded limit
    - Sound resample compute can overflow with very big sounds
    - Host_error: ed_alloc: no free edicts due to edicts "leak", showing up on big levels in particular

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Sat Jun 22 14:31:43 UTC 2024 - Michael Pujos <pujos.michael@gmail.com>

- updated build to use meson rather than plain Makefiles
- removed fix_maybe-uninitialized_error.patch not needed anymore
- Update to version 1.31.0
  * Improvements
    - Support r_skyalpha
    - Added Support for JPEG and PNG texture format
    - Support demos larger than 2 GiB
    - Many performance optimizations by @andrei-drexler from Ironwail
    - Increased internal limits on the number of models, triangles,
      sounds...etc. for the most demanding mods
    - We can now play Slayers Testaments.
    - Increase chase cam target trace distance for large open maps
    - Add set and seta commands
    - Add 2+3 arg forms of the toggle command
    - Backport angled sprites code from FTEQW
    - Tweak scr_viewsize 130 (hide pause, momentarily show notices)
    - Multithreading performance improvements by @Novum and @temx
    - Library updates
    - Code cleanups
  * Fixes
    - Clear button status on map load to prevent stray fires/jumps
    - Fix Dutch angle VP_PARALLEL_UPRIGHT sprites
    - Fix potential buffer overflow in COM_Parse
    - Fix potential buffer overflow in Mod_LoadAliasFrame
    - Fix potential infinite loop in S_PaintChannels
    - Work around some collision issues by @Macil
    - Give the cvars generated from float+vector autocvars prettier
      default/initial values
    - Fix viewmodel interpolation with >10Hz animations
    - Remove annoying '... is unbound, hit F4 to set' message
    - Fix 'S_FindName: out of sfx_t' errors when switching Mods / maps

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Sun May 19 15:47:12 UTC 2024 - Carsten Ziepke <kieltux@gmail.com>

- Fix building for openSUSE Leap, use gcc11

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Fri May  5 15:53:59 UTC 2023 - Jaime Marquínez Ferrándiz <jaime.marquinez.ferrandiz@fastmail.net>

- Add fix_maybe-uninitialized_error.patch

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Sat Mar 18 19:13:47 UTC 2023 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.30.1
  * Add a workaround for AMD driver bug causing corrupted sky and
    a minor Vulkan correctness fix.

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Tue Mar 14 12:33:56 UTC 2023 - Michael Pujos <pujos.michael@gmail.com>

- removed patch fix-aarch64-build.patch, not needed anymore
- requires vulkan-devel >= 1.2.162
- Update to version 1.30.0
  * Support for remastered models (Needs data from remastered Quake)
  * Support for dynamic lightmap shadows (requires an RT capable GPU)
  * Reworked all option menus
  * Support for modern HUD style
  * Transparency sorting (thanks @temx)
  * Dynamic lights are now computed in world instead of texel space for more consistent light sizes
  * New GPU memory allocator
  * Improved level load times

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Mon Dec 12 11:15:37 UTC 2022 - Michael Pujos <pujos.michael@gmail.com>

- added patch fix-aarch64-build.patch
- Update to version 1.22.3
  * Mouse support in menus
  * Support for binding weapons in controls menu
- Update to version 1.22.1
  * Fix potential crashes on vid_restart
  * Fix validation error complaining that VK_FORMAT_R32_UINT doesn't
    support linear sampling
- Update to version 1.22.0
  * GPU driven rendering (r_indirect) - much better performance in
    certain scenes (thanks @temx)
  * Windows installer, detects existing Quake installations
  * vkquake.pak is embedded into the executable, external file no longer
    used
  * Configuration is now saved to vkQuake.cfg instead of config.cfg
  * Demo seek support (arrow keys seek 10s, shift+arrows seek 30s,
    seek command bindable to function keys: bind F1 "seek -3")
  * Demo recording is no longer interrupted when loading savegames
  * fastload command loads savegame without reloading level
    (bind F6 "save quick"; bind F9 "fastload quick")
  * Underwater sound filter (snd_waterfx 0 to disable)
  * viewsize 130 for clean screenshots (+/- keys to quickly select)
  * Built-in zooming support (togglezoom, +zoom/-zoom, zoom_fov, zoom_speed)
  * Model .scale support for mods/maps
  * Lightstyles no longer saturate at 2x brightness
  * CPU/GPU optimizations for maps with very large geometry/lightmap
    footprints
  * Fixed pitch-black entities in some Arcane Dimension levels
  * r_speeds works again, r_showbboxes shows edict numbers
  * Various other bug fixes

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Sat Aug 13 14:21:37 UTC 2022 - Michael Pujos <pujos.michael@gmail.com>

- Update to version 1.20.3
  * Fixed multiple parallelism bugs
  * 8-bit mode now has dithering
- Update to version 1.20.2
  * Fixed a crash on startup with re-release Quake data
  * Fixed crash with small stack sized on Unix (e.g. musl libc)
- Update to version 1.20.1
  * Fix a bug that could cause random lockups with 1.20.0
  * Fix screenshot crash
  * Fix corruption if new vkquake.pak is missing or old one is still in place
- Update to version 1.20.0
  * Parallelized renderer for significantly higher performance
  * Parallelized texture mip generation for faster load times
  * SIMD code optimizations
  * "8-bit" color mode emulation
  * Scaling is now less blurry
  * Mods menu
  * Completely replaced memory management (no more -heapsize)

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Mon May 16 08:14:35 UTC 2022 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.13.1:
  * GUI scale is now relative to screen height (scr_relativescale 0
    to disable).
  * Crosshair is selectable from menu and added option for dot
    instead of cross.
  * Improved compatibility with latest Quake Steam re-release
    version.
  * Various smaller bug fixes
- Update to version 1.13.0:
  * GPU lightmap update and smooth dynamic light interpolation
  * Various bug fixes
  * Improved compatibility with 2021 Quake re-release
  Known issues:
  * Some entities don't animate smoothly with FTE protocol
    extensions. cl_nopext 1 is a workaround right now.
    Same bug exists in QSS.

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Fri Feb 18 12:55:29 UTC 2022 - Matthias Mailänder <mailaender@opensuse.org>

- Fix screenshot URL

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Mon Jan 24 22:08:13 UTC 2022 - Dirk Müller <dmueller@suse.com>

- update to 1.12.2:
  * Improved compatibility with the 2021 Quake re-release
  * Various bug fixes
  * Small performance improvements
  * Improved support for non power of two textures
  * Updated SDL to 2.0.18 
- remove 0001-Fix-format-overflow-warning-with-32-bit-gcc.patch: upstream

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Mon Dec  6 20:01:40 UTC 2021 - Martin Hauke <mardnh@gmx.de>

- Add patch:
  * 0001-Fix-format-overflow-warning-with-32-bit-gcc.patch

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Fri Nov 26 16:42:03 UTC 2021 - Martin Hauke <mardnh@gmx.de>

- Fix source url

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Fri Nov 26 08:57:22 UTC 2021 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.12.1
  * Bugfix release

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Thu Nov 25 22:40:02 UTC 2021 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.12.0
  * Support for scriptable particles ported from QuakeSpasm-Spiked
    (e.g. for Arcane Dimensions). If vanilla behavior is wanted
    they can be diabled with r_fteparticles 0

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Mon Oct 25 18:38:17 UTC 2021 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.11.1
  * Improved compatibility with 2021 Quake re-release
  Known issues:
  * Some entities don't animate smoothly with FTE protocol
   extensions. cl_nopext 1 is a workaround right now. Same bug
   exists in QSS.

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Sat Sep  4 15:49:49 UTC 2021 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.11.0
  * Initial support for Quake 2021 re-release
  * External vis file support
- Update to version 1.10.0
  * Merged protocol extensions from QuakeSpasm-Spiked. This fixes
    non smooth movement on elevators in certain cases.
  * Custom HUD client side QuakeC support for Arcane Dimensions
    (disable with cl_nocsqc 1).
  * SIMD CPU optimizations from Andrei Drexler - especially helpful
    in complex levels like ad_tears.
  * Stencil buffer optimizations for sky rendering reducing
    overdraw.
  * Resolution scaling to 1/2 1/4 or 1/8th resolution.
  * Added support for r_fullbright & r_lightmap.
  * Implemented full r_showtris support.
  * Option in menu to set max frame rate.
  * Higher precision game time and precise frame rate throttling.
  * Fix exclusive full screen alt+tab issues.
  * Bumped default heap size to 384MB.
  Changes from beta1:
  * Fixed potential issue with Intel GPUs and render scale.
  * Renamed "filter" to "textures" in menu to make it more clear
    what the option does.
  * Fixed missing gun icons in HUD.
  Changes from beta2:
  * Fixes ambient sounds.
  * Multiple memory corruption fixes.
  * Fix compatibility with some mods.
- Update to version 1.05.3
  * Fixed dynamic lights not updating properly.
  * Added menu options for particles (GL or software style).
  * Added "exclusive" menu option to fullscreen setting to control
    VK_EXT_full_screen_exclusive.
  * Removed a bunch of rendering cvars that do nothing in vkQuake.
  * Fixed edge case with out of range fog values.
- Strip binary

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Fri May  7 16:46:45 UTC 2021 - Ferdinand Thiessen <rpm@fthiessen.de>

- Update to version 1.05.2
  * Only use VK_EXT_full_screen_exclusive with NVIDIA drivers as
    people reported problems with other configurations
  * Fall back to non exclusive full screen if swap chain can't be created
  * Fix descriptor set leak
  * Fix rare crash in vertex buffer memory management
  * Fix world dynamic light update lagging one frame behind brushes

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Sat Dec 26 22:42:48 UTC 2020 - Jacob Tice <jacob.a.tice@gmail.com>

- Update to version 1.05.1
- Drop 0001-Remove-use-of-VK_DYNAMIC_STATE_RANGE_SIZE.patch

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Sun Sep 13 17:03:57 UTC 2020 - Christophe Giboudeaux <christophe@krop.fr>

- Add upstream patch to fix the factory build:
  * 0001-Remove-use-of-VK_DYNAMIC_STATE_RANGE_SIZE.patch

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Fri Mar 27 23:05:55 UTC 2020 - Christophe Giboudeaux <christophe@krop.fr>

- Update to 1.04.1. Changes since 1.02.0:
  * Lots of Vulkan fixes
  * Frame rates over 72 Hz don't break physics anymore
  * Default maximum frame rate raised to 200 Hz.
  * Fix crashes with some Intel drivers and anti aliasing
  * Fix crash "out of dynamic vertex buffer space"
    in some very large custom maps
  * Fix gun position being different than in QuakeSpasm
    when status bar alpha is 0
  * Fixed alpha tested alias models
  * Fixed too large dynamic buffer allocations
  * Lightmaps are now dynamically allocated (from QuakeSpasm)
  * Particles are now rendered as quads instead of triangles
    by default (r_quadparticles) like in QuakeSpasm.
  * Fix alpha tested geo not testing depth
  * Fix issue where wrong push constants were being
    set if render size is smaller than window
  * Fixed certain UI elementes being rendered with alpha
    blending instead of alpha testing like in QS
  * Fix issue with Intel GPUs crashing when leaving full screen
  * Updated to latest QuakeSpasm code
  * Fix particle alpha being affected by fog

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Mon Jun 17 19:34:23 UTC 2019 - Martin Hauke <mardnh@gmx.de>

- Update to version 1.02.0
  + Frame rates over 72 Hz don't break physics anymore (from
    QuakeSpasm spiked)
  + Default maximum frame rate raised to 200 Hz.
  + Fix crashes with some Intel drivers and anti aliasing
  + Fix crash "out of dynamic vertex buffer space" in some very
    large custom maps
  + Fix gun position being different than in QuakeSpasm when status
    bar alpha is 0
  + Other minor Vulkan fixes

- Update to version 1.01.0
  + Extremely large textures should now work
  + Fixed alpha blending issue in some maps
    (e.g. xmasjam2018_bloodshot)
  + Partial support for r_showTris (world and particles)
  + Update to latest QuakeSpasm code

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Sun Oct 14 06:16:10 UTC 2018 - sean@suspend.net

- Update to 1.00.0
  + Peformance optimizations (use function pointer instead of loader)
  + Compute shader water texture update
  + Update to latest QuakeSpasm code

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Tue Jun 27 22:45:25 UTC 2017 - luke.nukem.jones@gmail.com

- Update to 0.96.2
  + Fix for AMD hang

- Changes from 0.96.1
  + Bump limits for Arcane Dimensions 1.60 (ad_sepulcher)
  + Fix for broken dynamic lights since version 0.92
  + Add fence between command buffer completion and present
    (required by Vulkan spec)
  + Potential optimization for some drivers: Mark command buffers as
    VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT

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Thu Jun 15 00:21:19 UTC 2017 - boris@steki.net

- update Source url to work as intended  

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Tue Jun 13 02:02:17 UTC 2017 - luke.nukem.jones@gmail.com

- Initial packaging
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