Changelog for
eduke32-20230118.1a90b98-4.85.x86_64.rpm :
* Wed Jan 25 2023 Carsten Ziepke
- Update to version 20230118.1a90b98- Removed man page building, because the generated man pages were empty, removed BuildRequires help2man- Removed unneeded BuildRequires nasm- Add ExcludeArch i586, because building fails even with nasm- Add eduke32-disable-rpath-linking.patch,fix for \"The binary or shared library defines `RPATH\' (or `RUNPATH\') that points to a non-system library path.\"- Removed conditional LTO use- Run spec-cleaner
* Sun Oct 17 2021 borisAATTsteki.net- Update to version 1633892719.d307f703c:
* Fix dumbass oversight in 6839e418e34bff05bdd5debad9bf9146a09d9d72
* Revert \"engine: make floor sprites clip a little more like floors\"
* SW: fix buffer overflow preventing the game from starting, exposed by switching to the new memory allocation systems
* engine: fix SDL fullscreen issues
* engine: remove r_pr_vbos cvar and the code paths used for values 0 and 1
* engine: add GL context version to glinfo, allow in 8 bpp mode (it\'s still backed by a GL surface, after all...)
* engine: manually flush console log file ptr in crash handler
* editor: fix \"gameexecutable\" option in configuration file
* Fury: don\'t block input when player .hard_landing is set
* Duke3d: zero player .horizRecenter and .horizSkew when zeroing return_to_center from CON
* Sun Apr 11 2021 Ferdinand Thiessen - Update to latest revision 9321 on 20210404
* Thu Aug 27 2020 Matthias Mailänder - Update to latest revision 8798 snapshot on 20200404
* Sat Apr 20 2019 Martin Hauke - Update to latest revision 7615 snapshot on 20190419- Use switch to SDL2- Build with CFLAGS- Run spec-cleaner
* Sat Apr 22 2017 borisAATTsteki.net- update to latest revision 6120 snapshot on 20170412
* Fri Jul 22 2016 borisAATTsteki.net- updated to latest revision 5811 snapshot on 20160704- added gcc-c++ as build requirement
* Sat Nov 08 2014 kieltuxAATTgmail.com- Update to 2.0.0rev4584 (20140831) Still building against SDL because of a bug in the timidity implementation of SDL2_mixer which has already been fixed upstream, but there has not been any release since. https://hg.libsdl.org/SDL_mixer/rev/8ef083375857- Removed subpackage eduke32-gui, eduke32-console It is now just eduke32 without a non-gui version.- Updated eduke32-demo-install.sh, because ftp.3drealms.com is down. Using now archive.org.- Spec file cleaning.- Using _service for source download.
* Sat Aug 27 2011 borisAATTsteki.net- updated package to 2.0.0 rev 1992 a lot of fixes some highlights Engine stuff:
* Polymer light access to m32script (light[].). As an application, provide a state \'insertlights\' that takes the currently active lights and puts them into the map as SEs (e.g. for maphack recovery).
* Prototype of a mechanism to gray out certain portion of a map, making them inactive to various, but not all, editing operations. Highlighting a set of sectors and pressing Ctrl-R will make the Z bounds be [(least ceiling z), (greatest floor z)] of all selected ones, pressing Ctrl-R when no sectors are highlighted will reset them. Not sure if it\'s for production use at this stage.
* The \'align walls\' feature [.] now has three independently toggleable behaviours: recurse nextwalls (toggled when Ctrl is pressed), iterate point2s (disabled when Shift is pressed), and also copy pixel width (toggled when Alt is pressed).
* Make shades clamp instead of overflowing in the editor
* Add \'r_shadescale_unbounded\' cvar. When set to 0, OpenGL renderers should never draw completely black objects (currently only implemented for Polymost)
* sector-like sprite clipping now works with x- xor y-flipped actual sprites Mapster32:
* Add \'r_shadescale\' to config
* In 3D mode, make SPACE behave the same as holding down a mose button: the currently pointed-at object is locked. Required some modification of a.m32 to play well (i.e. not reset SPACE). This is useful by itself but more so in conjunction with the next point
* make Alt behave as a modifier with PGUP/PGDN: when aiming at a 2-sided wall, move the other side\'s sector\'s ceiling or floor (only this is new).
* Auto-alignment of walls can be controlled in a finer grained fashion now: When pressing \'.\', only the immediate neighbors get aligned. Use Ctrl-. for the old behaviour.
* When inserting a point in 2D mode, auto-align the neighboring wall
* corruption checker has been hooked up to loading/saving routines to inform/warn the user
* also warn if mouse pointer is over corrupt wall which is shown in pink then: you should not move such a wall!
* faster map loading by deferring polymer_loadboard to 3d mode entrance (also removes some \'glGetTexLevelParameteriv returned GL_FALSE\' warnings)
* more logical maphack light handling, the logic is still a bit dodgy though
* some menu and misc. function fixup
* redundancy elimination... API:
* added consts various for \'char
*filename\' parameters
* loadboard() now accepts bit 4 for flags (formerly \'fromwhere\')
* Sat Jul 02 2011 jengelhAATTmedozas.de- Use %_smp_mflags for parallel building- Strip %clean section (not needed on BS)