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*: Recursive revbump from audio/flac-1.5.0
games/chocolate-doom: Update to 3.1.0 3.1.0 (2024-08-01) General ======= * Drag and drop loading of WAD, Dehacked and demo files is now supported on Windows - simply drag the files onto chocolate-doom.exe (thanks Fabian). * WAD file autoloading was added - WAD and DEH files can be copied into an autoload folder to be automatically included on every game start. * Music pack configuration has been significantly simplified. By simply copying .flac/.ogg music files into a folder they will be automatically detected by filename and used. * Music packs can now be used with OPL as a fallback, and music pack config files can have any name ending in '.cfg'. * MP3 music packs are now supported. * Network synchronization now uses a PID controller by default, which makes games more smooth and more stable, especially for Internet play. * UDP hole punching is now used to make servers behind NAT gateways automatically accessible to the Internet. * OPL emulation now uses Nuked OPL3 v1.8 (thanks nukeykt) Allow simultaneous PC speaker emulation and OPL emulation (thanks Michael Day). * The setup tool now uses "Romero Blue" as a background (see the wiki: https://doomwiki.org/wiki/Romero_Blue for more info). * The 0 and 5 keys on the number pad can now be bound independently of any other keyboard key (thanks BlooD2ool). * With aspect ratio correction disabled, the game can scale to any arbitrary size and remove all black borders in full screen mode. (thanks chungy) * The executable's location is now checked when looking for IWADs. * The IWAD files installed by Steam-on-Linux are now detected (thanks chungy). * It's now possible to use -response to load response files. * Default savegame name now includes the WAD filename (thanks Fabian). * Mouse movement is no longer read when the game window is inactive (thanks Julia Nechaevskaya). * Chocolate Doom now by default generates a "pet name" for the user to respect privacy (thanks Jon!) * The Freedoom single-player IWAD files are now officially supported, since recent versions changed all levels to be vanilla compatible. * Add native support for the FluidSynth midi synthesizer. * Add a fsynth_gain config key to fine tune the FluidSynth output level (thanks Fabian). * Redesign of native MIDI support in Windows (thanks ceski and Roman Fomin): Emulates DMX MPU-401 feature set by default, change with winmm_complevel. MIDI device reset between songs using "GM System On", change with winmm_reset_type. Configurable delay after reset for legacy MIDI hardware (e.g. Roland SC-55), change with winmm_reset_delay. * Add improved gamepad support via the SDL_GameController interface. This includes support for analog triggers, modern dual-stick default bindings (based on Unity Doom), descriptive button names for common controller types and configurable dead zones for stick axes. (Michael Day). * All games now have shiny new icons! * The -display parameter was added to specify the display number on which to show the screen (thanks Robin Emeršič). Build systems ============= * SDL2_mixer and SDL2_net can now be optionally disabled to increase portability to systems that might not support audio or networking (thanks turol). * Travis CI was replaced with GitHub Actions (thanks Michael Francis). * mingw CI was added for automatic Windows-building (thanks turol). * A cpp-linter CI was added to improve the quality and formatting of code (thanks turol). * The --disable-zpool autoconf argument for disabling memory pooling was added to make debugging easier (thanks turol). * Python 2 has been deprecated and Python 3 is now used exclusively (thanks Fabian). Refactorings ============ * CMake project files have been added, replacing the Microsoft Visual Studio and Code::Blocks files. CMake maintains support for multiple IDEs and versions thereof, and reduces developer overhead when updating Chocolate Doom (huge thanks to AlexMax for this work). * Source code has been retrofitted to fix many compiler warnings and add const annotations to many variables (thanks turol). * Several functions have been hardened against incomplete reads and error conditions, and made safer (thanks turol). * Man page generation has been reworked to use autoconf macro substitution, making it eaiser for downstream forks to change the project name (thanks Jon). * We now print a meaningful error message when a savegame cannot be loaded (thanks Zodomaniac, chungy). There's now a log file feature for the network code to aid in tracking down multiplayer bugs. * AppData files were updated to the AppStream standard (thanks Mike). * Many abuses of the extern keyword have been cleaned up to prevent undefined behavior (thanks turol). * Install of bash completion scripts was fixed (thanks Mike Swanson). Bug fixes ========= * Fixed an exception thrown by the Windows kernel when debugging with GDB (thanks AXDOOMER). * Loop metadata now works properly with music packs on Windows. Mouse movement is ignored when the game window isn't active (thanks Julia Nechaevskaya). * A bug was fixed where music would not play after pausing on an intermission screen (thanks Julia Nechaevskaya). * Timeouts when connecting to a network server were fixed (thanks @bradc6). * A long-standing bug where some visplane overflows caused crashes was fixed (thanks Michael Francis). * A multiplayer deadlock bug where clients would stop sending tics after missing tics from the server was fixed. There are both client- and server- side fixes to fix the problem when playing with older versions (thanks MadDog and Mortrixs for help tracking this down). * The macOS launcher now quits automatically when all windows are closed. * The mouse speed calibration thermometer was fixed. * Some improvements have been made to PC speaker emulation to better match Vanilla (thanks NY00123). * Filenames and paths with non-latin characters now work on Windows (thanks Roman Fomin). * Properly handle orphan carriage returns when parsing deh files (thanks Michael Day). Doom ==== * Doom 1.2 demo support was added (thanks James Canete!) Map33 intermission screen and map33-map35 automap names are emulated (thanks CapnClever). * We now exit gracefully when player starts are missing (thanks Michael Francis). * We now exit gracefully on levels with a boss brain and no boss spitter things (thanks Jason Benaim). * It's now possible to play multiplayer with gameversion=1.2. * When the game hits the limit for the number of wall scrollers, a count of the number of scrollers is now displayed (thanks Jon). * Sector special 17 (random light flicker) is now accurately emulated to only appear in gameversion > 1.2 (thanks tpoppins). * Fixed mouse events causing unwanted key presses (thanks Michael Day). * French Doom II files doom2f.wad and french.deh are now automatically detected (thanks Acts19quiz). * Mouse buttons are now bindable to run (thanks Archenoth). * The "Sky never changes in Doom II" bug is now accurately emulated (thanks Michael Francis). * Mouse buttons are now bindable to turn left/right (thanks Fabian). * Fix possible undefined behavior and accurately emulate vanilla when -skill parameter is given a negative value (thanks Henrique Jorge). Heretic ======= * P_FindNextHighestFloor was changed to match vanilla behavior (thanks AXDOOMER). * WAD hash table is now generated for speed (thanks Michael Francis). * HHE level name replacements now apply on the intermission screen (thanks ETTiNGRiNDER). * Mouse buttons are now bindable to scroll through inventory and "use artifact" (thanks Michael Day). * Mouse buttons are now bindable to run (thanks Archenoth). * Multiplayer demo playback was fixed (thanks Ryan Krafnick). * The GOG.com release is now detected (thanks Mike Swanson). * Mouse buttons are now bindable to turn left/right (thanks Fabian). * Fix NULL backsector crash (thanks kitchen-ace and Julia Nechaevskaya). Hexen ===== * ACS code has been hardened against potential security vulnerabilities. * WAD hash table is now generated for speed (thanks AXDOOMER). * Mouse buttons are now bindable to scroll through inventory and "use artifact" (thanks Michael Day). * Mouse buttons are now bindable to run (thanks Archenoth). * Multiplayer demo playback was fixed (thanks Ryan Krafnick). * The GOG.com release is now detected (thanks Mike Swanson). * Mouse buttons are now bindable to turn left/right (thanks Fabian). * Fixed demo desyncs in P_LookForPlayers (thanks Michael Day) * Add support for two different v1.1 variants through -gameversion argument (thank NY00123). Strife ====== * Sehacked replacements of the "empty slot" string now work. * VOICES.WAD is now found in a case-insensitive way (thanks Michael Francis). * PC speaker sound effects are now supported (thanks ceski). * Mouse buttons are now bindable to turn left/right (thanks Fabian). * Fixed demo desyncs in P_LookForPlayers (thanks Michael Day) * Fix possible undefined behavior and accurately emulate vanilla when -skill parameter is given a negative value (thanks Henrique Jorge).
* recursive bump for libxkbcommon 1.7.0 Marc Baudoin reported problems with using old binary packages with the new libkxbcommon, so force everything to 1.7.0
*: Recursive revbump from audio/pulseaudio-17.0
*: recursive bump for Python 3.11 as new default
*: Recursive revbump from audio/libopus 1.4
*: bump PKGREVISION for flac shlib bump
Bump all dependent packages of wayland (belatedly) The package changed with the addition of its libepoll-shim dependency. Otherwise, we can get: ERROR: libepoll-shim>=0.0.20210418 is not installed; can't buildlink files.
g*/*: revbump(1) for libsndfile
revbump for icu and libffi
Recursive revbump for audio/jack
*: revbump for libsndfile
games/chocolate-doom: Update to 3.0.1 Security update to fix CVE-2020-14983.
*: recursive bump for libffi
chocolate-doom: install icons to the right directory
chocolate-doom: Imported version 3.0.0 OK from yhardy@.