Changelog for
rocksndiamonds-3.2.4-87.1.x86_64.rpm :
Thu Aug 9 14:00:00 2012 lijewski.stefanAATTzabka.pl
- do not create ~/.rocksndiamonds/ world writeable.
bnc#736261 / CVE-2011-4606
Fri Oct 31 13:00:00 2008 meissnerAATTsuse.de
- run fdupes
Wed Mar 5 13:00:00 2008 anosekAATTsuse.cz
- updated to version 3.2.4
* lots of improvements and bugfixes. See ChangeLog for the full list
* title messages are now also searched in graphics artwork directory;
those found in graphics directory have precendence over those found
in level directory -- this handles title messages stored in graphics
directories as part of the artwork set, just like title images; this
makes sense, as corresponding special font definitions for messages
are usually defined in the same graphics artwork directory, and also
because title images and title messages that are combined in a level
set introduction should usually not be separated when the level set
is used with a different artwork set (e.g. using \"override graphics\")
* added use of hashes created from static lists (element tokens, image
config, font tokens) to speed up lookup of configuration parameters
* added \"busy\" animation when initializing program and loading artwork
* added initialization profiling for program startup (debugging only)
* added graphics engine directive \"border.draw_masked_when_fading\" that
enables/disables drawing of border mask over screen that is just faded
* added additional configuration directives for setup screen draw offset
menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where \"CHOOSE_ARTWORK\" is
used to define draw offset on custom artwork selection screens and
\"CHOOSE_OTHER\" is used on all other list style selection screens, like
choosing game speed or screen mode for fullscreen mode)
* added eight pure decoration graphic definitions for the game panel
* added support for accessing native Diamond Caves II level packages
* added game panel control to display arbitrary elements on game panel
* added game panel control to display custom element score (globally
unique for identical custom elements) either as value or as element
* added \".draw_masked\" and \".draw_order\" to game panel control drawing
* added displaying of gravity state (on/off) as new game panel control
* added animation for game panel elements (similar to game elements)
* added new pseudo game mode \"PANEL\" to define panel fonts and graphics
- panel fonts now use \".PANEL\" suffix instead of \".PLAYING\" suffix
- panel graphics now use \".PANEL\" suffix instead of \".DOOR\" suffix
(else graphics would have to use \".PLAYING\", which would be confusing)
* added attribute \".tile_size\" for element style game panel controls
* added
key as additional valid key to use for confirm requester
* improved menu fading, adding separate fading definitions for entering
and leaving a \"content\" screen (in general), and optional definitions
for the special \"content\" screens SCORES, EDITOR, INFO and PLAYING
* added (currently invisible) setup option to define scroll delay value
* added option \"game.forced_scroll_delay_value\" to override user choice
of scroll delay value for certain level sets with \"graphicsinfo.conf\"
* replaced setup option \"scroll delay: on/off\" by new setup option that
directly allows selecting the desired scroll delay value from 0 to 8
* added displaying of most game panel control elements (not animated)
* added new configuration directives to display additional game engine
values on the game control panel, like the following examples:
- game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
- game.panel.penguins - number of penguins to rescue
- game.panel.level_name - level name of current level
* added support for preview tile sizes \"1\" and \"2\" (1x1 and 2x2 pixels)
* added new player option \"no centering when relocating\" for \"invisible\"
teleportations to level areas that look exactly the same, giving the
illusion that the player did not relocate at all (this was the default
since 3.2.3, but caused visual problems with room creation in \"Zelda\")
* added new menu fading effect \"melt\", shamelessly stolen from \"DOOM\"
* improved menu fading, adding separate fading definitions for entering
and leaving a menu and for fading between menu and \"content\" screens
* improved menu fading, adding separate fading definitions for fading
between menu screens and fading between menu and \"destination\" screens
* titlemessage_initial_x and titlemessage_x set to \"[DEFAULT]\" in static
configuration (set from \"[titlemessage_initial]\" and \"[titlemessage]\")
* fading settings of \"[titlemessage_initial]\" and \"[titlemessage]\" set
to \"[DEFAULT]\" in static configuration (set from \"[title_initial]\" and
\"[title]\")
* improved title fading, allowing fading animation types \"none\", \"fade\"
and \"crossfade\" (including cross-fading of last title to main menu)
.......
Sat May 19 14:00:00 2007 cooloAATTsuse.de
- remove X-SuSE-translate from desktop file
Mon Mar 5 13:00:00 2007 ssommerAATTsuse.de
- BuildRequires SDL_net-devel
Mon Feb 5 13:00:00 2007 anosekAATTsuse.cz
- updated to version 3.2.3
* bugfix release
* some improvements on program startup performance
Mon Sep 11 14:00:00 2006 anosekAATTsuse.cz
- updated to version 3.2.2
- instant tape reloading for the last saved tape using \"quick save/load\"
- fixed bug that prevented solving levels without exit (like in Sokoban)
- fixed bug with quick loading tapes in fullscreen with EMC game engine
- fixed level time for EMC levels (needed for the upcoming EMC collection)
- added key shortcut \"Alt + Enter\" to toggle fullscreen mode at any time
- added support for mouse scroll wheel for all scrollbar gadgets
- added support for horizontal mouse wheel scrolling by holding \"Shift\"
- added support for single step mouse wheel scrolling by holding \"Alt\"
- improved down-scaling of images for better editor and preview graphics
Thu Aug 3 14:00:00 2006 anosekAATTsuse.cz
- updated to version 3.2.0
- finished new native game engine for Emerald Mine (Club) levels
- added all new elements from EMC engine also to R\'n\'D engine
- added selection between ECS and AGA graphics for EMC levels to setup
- added multi-player support for EMC game engine (with up to four players)
- added player switching (visual and quick) to R\'n\'D and EM game engine
- added key shortcut settings for switching player focus to setup menu
- added custom element actions for CE change page in level editor
- added \"CE value\" and \"CE score\" counters for custom elements
- added cascaded element lists to element list in level editor
- added dynamic element list with all elements used in current level
- added special Supaplex animations for Murphy being bored and sleeping
- added setup option to display element token name in level editor
- added up to five title screens for each level set to show after loading
- added credits pages to the \"credits\" section that were really missing
- lots of bugfixes and internal engine changes (see ChangeLog file)
- dropped obsolete patches
rocksndiamonds-3.1.1-overflow.patch
rocksndiamonds-3.1.1-userlevels.patch
Wed Feb 1 13:00:00 2006 mmarekAATTsuse.cz
- fix user levels being readonly after last update
(userlevels.patch) (patch from upstream)
Tue Jan 31 13:00:00 2006 mmarekAATTsuse.cz
- fix buffer overflow reported by David Binderman
[#146444] (overflow.patch)