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Changelog for stratagus-devel-3.3.2-2024.2.25.x86_64.rpm :

* Mon Aug 22 2022 Carsten Ziepke - Update to version 3.3.2
* fix potential music jitter when multiple callbacks are enqueued
* Tue Aug 09 2022 Carsten Ziepke - Update to version 3.3.1
* fix potential crash in editor with dynamic load
* ony draw references on units with debug print
* fix wrong assert, compilation on ubuntu 22.04
* Fix build with enabled DYNAMIC_LOAD- Changes in version 3.3.0
* Update stratagus-tinyfiledialogs.h
* On windows, prefer stratagus from PATH over registry
* Fixed fog for non-square maps
* workaround a few crashes in the online service
* add password flag to text fields
* HACK: make ctrl+keys work again in guichan
* add a lua function to restart the game
* guard against potential crashes due to bad lua coding of menus
* allow immediate reconnect to online service
* guard against lost network callbacks
* return success/failure from LoadStratagusMapInfo
* compile with c++17 filesystem support
* implement transmitting maps from server to client during join
* fix idle crash when online
* expose full file path in __file__; add disabled filesystem listing lua function
* allow unit selection in editor
* use ChangeOwner in SetUnitVariable(...\"Player\")
* add ability to change unit color in SetUnitVariable
* editor fixes
* add CopyUnitType function
* fix SetUnitVariable(\"Color\")
* add GiveUnitsToPlayer function
* use lookup tables for cp437 and cp866 font graphics
* add support for mapping between codepages
* Changed the body of function ChangeUnitsOwner.
* better docs for SetFontCodePage
* avoid useless utf8 work for numbers
* update codepoint mapping to allow multichar subst
* rename mobdebug.h, not a real header
* allow setting NumBounces for missile-clip-to-target
* draw missile cliptotarget centered on top left corner of target
* add animated sprite decoration
* add button check units-nor and fix CopyUnitType
* fix walls disappearing when changing surroundings
* use sdl hardware cursor to decouple the cursor speed from the game speed
* fix cursor drawing, now only the offset may be wrong
* fix mouse event coordinates for vertical pixel stretching
* make hardware cursor a preference
* fix scaled cursor hot pos
* deselect for list boxes
* try to clean up a bit better
* allow using bool flags for enable/disable decoration
* a bit more configurability for the decoration bar
* fix one more potential crash with font rendering
* add option to indicate damage in selection rect
* only show group if ShowOrders is true
* Make max messages configurable with SetMaxMessageCount and rework repeated message handling
* add a simple function to copy unit buttons to another unit
* add ability to set completely custom Colors for a unit
* add ability to define additional colors and set custom unit color
* fix a class of potential NPEs
* fix a crash in select script functions
* first attempt at a \"randomizer\" tool for the editor
* fix memory leak, thanks AATTAndrettin
* improve astar cleanup performance. thanks AATTAndrettin
* don\'t return depots unconditionally
* fix start location sticking to cursor
* tweak map randomize
* be backwards compatible with war1gus colorsets
* make randomize editor feature configurable
* add import
* expose Randomize map to lua
* Revert \"improve astar cleanup performance. thanks AATTAndrettin\"
* Revert \"don\'t return depots unconditionally\"
* tweak map randomization
* fix two potential crashes
* Revert \"Revert \"don\'t return depots unconditionally\"\"
* Revert \"Revert \"improve astar cleanup performance. thanks AATTAndrettin\"\"
* better random for random maps
* Add FindNextResource lua function
* make free workers icon clickable and hideable when no free workers available
* pause game when network is out of sync
* improve UnitDump logging
* improve logging of network out of sync
* SyncHash change logging
* ask for port for easy multiplayer debugging
* reduce backtrace size
* dump unit debug in dev launch
* more debugging and sync hashing
* sort the CUnit::Init variables as in the header
* workaround for not finding depot from mine
* port depot finder change from Wyrmgus that searches from outside mine
* add disabled astar overlay
* disable a bit of the extra much logging again
* Changed boolean into bool in online_service.cpp
* reuse game structures in replay types
* delete metaserver
* WIP: start unifying all GameSettings
* doc update for SetPlayerData
* fix SettingsPresets#Init
* more room for backtrace
* fix replay refactpring
* fix team assignments again
* fix build issues on linux
* don\'t use enum class until we remove tolua++
* always use vendored lua
* cleanups
* make changes work with tolua++, trying to be backwards compatible
* since FoV is relevant for sync, make it part of GameSettings
* move sync-relevant preferences into GameSettings
* debugprint game settings, fix sign of some settings
* give games the opportunity to store custom settings in GameSettings that get synced across the network
* ensure we store team preferences in replay and always re-init GameSettings with user preferences where applicable
* Revert \"always use vendored lua\"
* AiChecksDependencies is now synced across network clients
* don\'t autosave during replay
* always use network command queue, even in single player, for replays to work
* fix wrong assert
* fixed another assert problem when game is cleaning up
* fix compile error for gcc version >9.3.0
* dirty expansion to multiplayer random placement option
* fix server setup message size
* new idea for player order pref
* simplify network code
* ignore linux build
* fix game start, also serialize presets in server state
* fix wrong bounds for network commands after refactoring
* debug: try building with v142 toolset
* drop XP support from settings file
* show it as training when building from outside
* fix diagonal rule checks for buildings
* cancel building when building from outside and stopping
* make sure we cannot build nonsolid decorative buildings on water
* compact host array before game start
* send the new client index out to clients after compacting host array
* allow grayscale graphic loading
* debug print replay settings
* fix and document player team assignement via presets
* use references instead of copy of hosts
* avoid vectors as public static global members
* expose the boolean flags that moved to GameSettings
* set shared vision for teamed players
* newline in lua DebugPrint
* make SaveReplay work again
* minimum fix for \"static initializer fiasco\"
* don\'t reset NumDirections and Flip
* use std::bitset for user settings manipulation
* more flexibile default tile index
* implement terrain harvesting of other resources than wood.
* add \"non-mixing\" flag for solid tiles that don\'t need mixing
* ignore building rules when not in game (i.e. editor)
* don\'t count more than 10 repeats of a message
* fix checking of resource for terrain resources
* show buttons from
*the
* neutral player 16
* push clicking player into button callback action
* allow terrain harvesters to return resources early
* fix outside builder for buildings
* make popups accept functions
* allow plain graphic as panel content
* 1-based player index for users
* add option for ellipse selection with y-stretch factor
* fix compiler warning
* make color cycling speed configurable
* make scroll margins configurable
* fix editor ui bug with 5x5 cursor
* fix transports getting stuck during unloading. fixes https://github.com/Wargus/wargus/issues/121
* simplify upgrade_to check, give back resources when upgrade fails. fixes https://github.com/Wargus/wargus/issues/172
* play shore sound only when really docking/undocking
* minor fix for transporter pathing
* use an external command to play midi music on windows
* exe name fix
* ship midiplayer to clients
* minor cleanup for movie playing
* let midiplayer work with non-standard windows midi
* fix linux build
* add some more flexibility for live reloading of ui, allow using frames in panel graphics
* fix negative condition for panel content on variable value
* fix a crash
* add a wiggle animation for ships and planes to have sub-tile movement
* fixup last commit
* Expose unit variables PosBottom and PosRight
* allow rotating towards building unit, take displacement into account
* implement displacement move towards a unit
* use GetDrawLevel() for map drawing order calculation
* fix potential crash when portraits are used, draw portrait of first selected unit in group
* add support for different icons drawn based on health for single, multi, and transport selection
* allow content type icon to select icon kind (group, single, button, transport)
* fix mng constructor
* add \"talking\" as a tag in portrait definitions to show when unit is playing sound
* add support for UI.DefaultUnitPortrait to draw when no selection is active
* do not randomly play talking animations
* Bold text on some examples.
* Added examples in shaders.cpp
* use 32-bit alpha for fancy shadows
* Added more example codes for units scripts.
* new code for palette changes in icons based on unit variables
* support alternative spritesheet for units below 50% health
* add a simple mechanism to combine graphics from lua with overlay/mask
* apply a shearing effect to generated shadows
* add shrinking for shadows
* clean up MakeShadow function a bit
* download/setup stargus
* support size in SDL_RWops from CFile
* share mngs
* let sdl mixer free our sdl_rwops
* allow dynamic load of sounds as well
* make dynamic load the default to start up faster
* don\'t overallocate mng array
* deal with a few minor errors
* make construction lazy loaded as well
* fix lazy loading of mng portraits
* keep units in transports sorted by size and give them space in UI
* fix ordering of units in transports by size
* extract arg quoting for iwndows
* make midiplayer more fancy with pipes for communication
* add missing stargus json
* download magick executable
* fix icon color palette swaps not being swapped back to default
* add assertions to avoid crash with wrongly indexed graphics
* update generate_index script to create api definition
* add a todo
* fix potential crash
* fix wrong assert
* fix missing semicolon
* make generated api better
* cache mapping of strings to filenames
* avoid runtime conversion to SDL_Color for font colors
* cache SDL colors for player colors at beginning of the game
* add simple benchmarking option
* fix a crash when freeing dynamically loaded sounds
* nicer fps bar
* set callback immediately when playing, not delayed
* port Wyrmgus change to FormatNumber, which has better performance
* fix a bunch of clang warnings
* make compilation without openmp work
* also build shared libraries of vendored lua
* fix omp_get_thread_num stub
* explicit sound channel initialization
* openmp cmake option
* add gprof linker flag
* make unit manager a global pointer, not a static global
* make FogOfWar a global pointer, not a static global
* check automatic attacks/spells fewer times to avoid performance penalty of AStar each cycle
* make vendored lua also work on windows
* dispatch audio callbacks to the event loop
* fixup failing music callback - don\'t let music play failure spam the event queue
* don\'t wait for vsync in benchmark mode
* allocate tileset on map creation, not statically
* fix lazy mng loading
* hackaround for mng free bug
* fix exit when no map was created
* make full black in mngs be transparent
* don\'t waste time drawing map tiles below fog of war
* fix debug printing with dummy renderer
* fix swapped mng sizes
* fix compile error
* fix wrong condition for mng lazy loading
* fix invalid sharing of mngs in copied unit type
* mng widgets are always dirty
* fix potential crash when lazily loading a sound that doesn\'t exist
* delete manually allocated UnitManager and FogOfWar
* expose Mng.MaxFPS to lua to set the max playback speed for mngs
* fix compilation without Mng support
* minor usability improvement for panel conditions
* no assert/debugprint in release builds
* XXX: do not crash on exit
* improve performance of AiEnemyUnitsInDistance
* reduce load on AI cycles by limiting how many forces may scan the map in one cycle
* change astar reset optimization to instead rely on memory alignment and the compiler optimizations for memset/memmove on aligned memory chunks with modern CPUs
* make max iterations for astar configurable
* comment unused cpu feature test code, align 512bits for AVX-512
* report benchmark results with cycles
* no assert/debugprint in release builds
* XXX: do not crash on exit
* re-enable simd test functions
* re-order to fix compilation
* start skipping frames when we are too slow
* fix typo
* more frame skipping, to work decently on rpi without accelleration
* avoid free-cycle
* Cleanup: dead local variables
* genversion: fix minor memory leak
* minor tweaks to micro-optimize performance for really slow machines
* fix potential crash on map load
* add workaround for potential crash on load
* Revert \"XXX: do not crash on exit\"
* Revert \"no assert/debugprint in release builds\"
* make frame skip a preference
* fix loading games with units in containers that do not have a type yet
* move tileset allocation to the explicit list of globals allocated in stratagusMain
* fix accidental double-free
* (i think) fix an assertion
* fix crash when graphic for flipped missile is loaded already as sprite
* add a bit of documentation about complex map building
* Mon Feb 21 2022 Carsten Ziepke - Update to version 3.2.0
* Fix mana IncreaseFrequency increasing with each update, which slowed down mana regeneration
* Fix setting RegenerationRate and RegenerationFrequency per unit using SetUnitVariable
* Fix accented char by using when .po files are UTF8
* Fix german sz
* Add optimization to not draw text when text is empty (mostly in mission briefing)
* Fix #359
* Added upscale table for explored map (alternative way to reveal map)
* Added blit surface with alpha blending function.
* Switched enhanced fog render to new BlitSurface with alpha blenfing.
* Added posibility to get a single pixel value from an eased texture.
* Implemented possibility to set opacity values for different levels of visibility.
* Const correctnes stuff.
* Added possibility to set opacity for differen levels of fog in the mini map.
* Enable alpha blending for fog of war in the minimap.
* Disable of force explore for unseen tiles for map reveleation.
* Aded methods to get opacity setpoints for different layers of fog
* Implemented revealed/unseen levels of opacity for legacy fog. Switch to 2-staged rendering for legacy FOW (1: to Viewport\'s fog surface, 2: to theScreen).
* Added CGraphic\'s draw method with custom modifier for every pixel. Implemented pixel modifier for drawing legacy fog. Also added posibility to draw CGraphic to any surfaces (not only to TheScreen)
* Removed unneded anymore legacy global variables for fog color and opacity.
* Comments and const correctness
* Fixed potentially memory leak
* Added missed check for NoFogOfWar option
* Added reveal map modes
* Added extended network messages for changing map reveal and fog of war.
* Update RevealMap() for new modes
* Added missed comments with CommandLog\'s
* Added comments, and fixed error message for reveal modes.
* Removed unnecessary AlphaFogG
* Move legacy fog into the CFogOfWar. Refactor.
* Legacy fog gtraphic moved from CMap to CFogOfWar
* Enabled initialization of minimap variables with nullptr
* Revert accidental comitted local changes for launch.json
* Swithing back to render legacy fog via AlphaFogG graphic set to fix broken color cycling.
* Minimap update: checking visibility for tile now realized via CFogOfWar::VisTable for both fog types.
* Removed unused variables
* Revert changes in SetFogOfWar
* Cleanup
* Performance optimization: std::function replaced by pointer to func
* Performance optimization: enable multithreading for legacy fog drawing
* Removed unnecessary #include
* Only checksum stratagus.lua. this has at least the game version
* enable LUA debugging
* Do not crash when unit to remove or transform no longer exists (fixes war1gus#213)
* Extend 0-hp non-solid decorations edge case to allow building under things. fixes war1gus #220
* Do not reset SplashFactor or NumDirections when redefining missiles
* Add .DS_Store to .gitignore.
* Some additions to build vendored libs
* Add some editor files to .gitignore
* Add in vendored depenedencies.
* Some cleanup, removed the full toluapp source directory, so only using the simple one.
* Delete unused folder in lua source tree.
* Added back legacy renderer for tiled fog. some refact.
* Fixed comments
* Update stratagus-tinyfiledialogs.h
* Remove old include. Auto formatted.
* Add in wchar_t version of GetExtractionLogPath
* Added code example for CclGetUnitsAroundUnit
* Added example codes in script_map.cpp
* Fix warning about tempnam, add in basic optimization for release build
* Add launch config for wargus/war1gus game launchers
* Minor improvement for argument handling in game launcher
* Include mobdebug
* Enabled curses dialogs
* Fix music playback. fixes Wargus/wargus#345
* Fix help message for wargus tool
* Avoid crashing with arbitrary utf8 codepoints. fixes #364
* Fix fullscreen flag
* Add a preference for the stats shown when no selection is active
* Do not accept multiple research requests for the same upgrade, fixes #352
* Fix broken fonts on war1gus
* Revert \"do not accept multiple research requests for the same upgrade, fixes #352\"
* Do not apply the effects of an upgrade multiple times, fixes #352
* Force the AI to honour single-research vs multi-research and document that a bit
* For the purposes of UI panels, HideAllied also hides from the player
* Allow configuration of Border color for lifebar
* Add simple heuristic for border size for life bar
* Fix compiler detection and flags
* Actually close files used through sdl. should fix #373
* Fix swapped map width/height. fixes Wargus/wargus#402
* Expose __file__ as current script name and use that for pre- and postscript for maps
* Expose TextBox widget and add map preamble/postamble script storage
* Make sure to reset the __file__ global as we go through files
* Add GetDiplomacy lua function
* Just treat music like a sound channel to fix war1gus#195
* Revert \"just treat music like a sound channel to fix war1gus#195\"
* Allow querying type bool flags on units
* Add way to get the pixel position of a unit
* Fix path to pdb
* Allow loading a file ignoring errors, and ignore preamble/postamble errors in editor- Spec file cleaning, remove references for old openSUSE version
* Sat Jul 17 2021 Martin Hauke - Update to version 3.1.2
* Fix builds with experimental C++-17 filesystem
* Thu Jul 15 2021 Martin Hauke - Update to version 3.1.1
* Allow forest generation to be slower (at minimum it can now be 2^40 seconds, before the minimum was 256 seconds).
* Allow regeneration rate to be slower (at minimum it can now be 1hp every 128 seconds, before 1hp every second).
* Allow all custom variable auto increases to be slower (at minimum it can now be +/-1 every 128 seconds, before it was +/-1 every second)
* Fix some compilation warnings
* Sun Jul 04 2021 Martin Hauke - Update to version 3.1.0
* Be more compliant with server discovery and announcement to better support introspecting firewalls.
* Be more conservative and use pure SDL when shader 0 (\"none\") is selected
* Optimized shared vison code.
* Now field of view parameters and auto targeting algorithm can be changed simultaneously for all computers of already started network game. It prevents desync causes. Mostly useful for debug.
* Map grid is optional now and can be disabled. Actual only for debug builds.
* Added enhanced type of fog of war, as long as original sprite-based fog can\'t be used when shadow caster is enabled. Also added few parameters to tune it (blur radius, number of blur iterations, number fog easing steps, bilinear interpolation).
* Added \"elevated\" flag for units/buildings which can look over opaque fields (f.eg. towers).
* Implemented shadow caster field of view type, which blocks vision through opaque obstacles (f.eg. cave walls in war1gus) or certain map tiles with enabled \"opaque\" flag. In additional there is a possibility to enable opacity for all rocks- OR forest- OR wall-tiles. This feature makes it possible to implement sight blocking for high/low ground.
* Extended editor abilities to support games adding dynamic unit lists.
* Support innoextract single-file installers for game launchers, such as those used by GOG
* Tue Dec 22 2020 Martin Hauke - Update to version 3.0.0
* Migrate to SDL2, remove old direct OpenGL backend
* Migrate most custom code to handle image and audio formats, use SDL2_mixer and SDL2_image instead
* Force the AI to observe dependencies when upgrading in network games
* Fixed an issue with units continuing to attack destroyed walls
* Fixed an issue with units never finishing their move action if another unit appears at the goal position
* Fixed an issue when units would cease attacking non-threatening units of they came under attack, but their attacker is not reachable
* Fixed a potential segfault in the AI pathfinder
* Fixed a number of potential desyncs in network games, because the network random numbers where used for local sounds
* Fixed an issue with grayscale application for 4 bpp images
* Add an AlwaysThreat boolean flag for units that cannot attack but can cast spells and are thus still a danger for the AI
* Improve the displayed number of additional selected units
* Improve the pathfinding algorithm and related functions like retreating and roaming behavior
* Improve the target selection when attack ground is used
* Add support for online gaming via PVPGN
* Add discovery of open games in the LAN using DNS-SD queries
* Allow non-square pixel scaling to be set by games
* Fix flickering when rendering movies into widget surfaces
* Sat Apr 25 2020 Martin Hauke - Update to version 2.4.3
* Allow specifying colors, percentages, and border for the LifeBar.
* Allow spaces in map names.
* Fix spawning missile positions.
* Let AI players attack each other if the presets have been adjusted to move them to different teams.
* Fix multiplayer desync, use local random function for building sound randomness.
* Use goal position of previous command as starting point for chained commands. This fixes sending a unit somewhere and then chaining the command to guard.
* Fix an OpenGL crash on video playback.
* Allow self-casting.
* Add a flag for units that should snipe from a distance, so those units will try to stay out of range of others as much as possible. This fixes an issue whereby Alleria or a ballista would enter tower range needlessly.
* Add a fix to make sure terrain resources are lost when harvesting actions are cancelled.
* Randomly play building sounds when constructing.
* Play shore sounds when units reach the shore.
* Add an action to let units auto-explore. This is also used so that AI players now send out exploration units across the map. (The latter is for effect.)
* Add a DemoMode to allow auto-playing AI demos from the main menu when idle.
* Fix editor changing of surroundings to recurse until all transitions are done.
* Enable auto-cast during attack move.
* Allow casting on unit portraits.
* Fix an issue where the minimap was not updated after a building was destroyed.
* Add TTL percent calculation that can be used from Lua scripts to show the time to live for a summoned unit.
* Draw the click missile (the cross that is placed when ordering a unit) over the fog of war. It was invisible otherwise, and with order-lines disabled it was not clear if the order had been received.
* Improve the performance of the AI enemy finder. Ported from Wyrmgus.
* Print stack information on errors to get better bug reports.
* Show panel index 2, even if only this unit has mana and not the entire unit type.
* Make code work with Lua 5.3. However, the build will still use 5.1 because 5.2 and 5.3 are noticeably slower.
* Sun Mar 03 2019 Martin Hauke - Update to version 2.4.2
* Force load progress to screen only every 500ms. On modern machines, loading was so fast that almost all time was spent in screen redraw rather than loading.
* Add support for game launchers to have optional contrib files that are just ignored if they are not present
* Reliability: Fall back to software and windowed rendering before giving up on startup. This fixes the trouble some people have when they enable OpenGL or an unsupported fullscreen resolution and now the game won\'t start. Otherwise, they have to know where the preferences.lua file is stored and either delete or edit it.
* Commandline: -Z now takes a WIDTHxHEIGHT argument, too, to define the base resolution to scale up from.
* Bugfix: Warping mouse coordinates in zoomed mode was not scaled correctly.
* Metaserver: Implement simple UDP hole punching to allow connections through some NATs
* Metaserver: Add CREATEGAME command
* Metaserver: Allow access for non-registered users
* Bugfix: Remove checksumming of lua files for now due to issues
* Installation: Include tinyfiledialogs and make extraction of game data more consistent for games that want it by offering the functionality on first launch based on header defines in the game launchers.
* Bugfix: Regenerating forest tiles should no longer set the wrong tile index
* Graphics: Allow each game to ship its own shaders by searching in the game data path
* Keybindings: Use Alt+/ and Alt+\\ do change shaders globally- Run spec-cleaner- Use pkg-config style build-dependencies
* Thu Sep 21 2017 rpmAATTfthiessen.de- Fixed build with Leap 42.3 and Tumbleweed. (tolua++)
* Fri Feb 17 2017 rpmAATTfthiessen.de- Fixed build on Leap (need gcc >= 5)- Install man page
* Tue Feb 07 2017 mailaenderAATTopensuse.org- Update to version 2.4.1
* Sat Jan 16 2016 rpmAATTfthiessen.de- Added fix-findtolua++.patch to fix build on openSUSE > 13.2- Some spec file cleanup
* Wed Sep 16 2015 kieltuxAATTgmail.com- Update to 2.3.0:
* FluidSynth support.
* Some new image controls for Guichan widgets.
* Lots of AI improvements.
* Improved netcode stability.
* Spell casting improvements : a lot of additions to control spell autocasting.
* Some new features to animation scripting, such as ability to call Lua functions.
* Grayscale icons feature support.
* Cutom in-game buttons.
* A lot of minor feature additions (their amount is really too big to list all of them here, see changelog)
* And huge amount of old bugs fixed.
 
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