--- - branch: MAIN date: Fri Feb 11 15:12:42 UTC 2022 files: - new: '1.2' old: '1.1' path: pkgsrc/games/prboom-plus/DESCR pathrev: pkgsrc/games/prboom-plus/DESCR@1.2 type: modified - new: '1.2' old: '1.1' path: pkgsrc/games/prboom-plus/PLIST pathrev: pkgsrc/games/prboom-plus/PLIST@1.2 type: modified - new: '1.9' old: '1.8' path: pkgsrc/games/prboom-plus/Makefile pathrev: pkgsrc/games/prboom-plus/Makefile@1.9 type: modified - new: '1.6' old: '1.5' path: pkgsrc/games/prboom-plus/distinfo pathrev: pkgsrc/games/prboom-plus/distinfo@1.6 type: modified - new: '1.1' old: '0' path: pkgsrc/games/prboom-plus/files/INSTALL.pkgsrc pathrev: pkgsrc/games/prboom-plus/files/INSTALL.pkgsrc@1.1 type: added id: 20220211T151242Z.6c1994b6d30f9009b6c05afe789fa015d8b0739d log: "games/prboom-plus: Update to 2.6.2\n\nPrBoom-Plus 2.6.2 @ 11 Feb 2022\n- added a prospective fix for OpenGL rendering: don't bleed walls\n through sky floors\n- account for proper crosshair offsets when locked on to monsters\n- relaxed \"IWAD tag not present\" error to a warning, which allows\n loading REKKR IWAD\n- fixed processing of multiple DEHs\n- UMAPINFO: fixed error reporting if token == TK_NoToken\n- fixed intermission screen for E0Mx\n- fixed Alt+Tabbing on Windows, broken in new SDL2 version\n- UMAPINFO: fixed using_FMI reset * no more crashes at textscreens\n \ (e.g. after MAP06, MAP11 or MAP20) after viewing finale picture upon\n finishing a level with UMAPINFO 'endpic' property\n- fixed freezing at TITLEPIC while using mousewheel in menus\n- fixed looping forever in G_NextWeapon()\n- UMAPINFO: fix 'entering' and 'enterpic' shown on exit levels\n- GL: adjust sky offsets for non-standard FOVs\n- fixed stuttering with uncapped framerate\n- added support for widescreen low resolutions\n- added REKKR to launcher string list\n- let G_GotoNextLevel() close the circle for maps with an endpic\n- Launcher: identify IWADs either by IWAD tag, or by PWAD tag and\n matching filename\n- Portmidi: fix freeze after song change\n- fixed scaled time interpolation when changing game speed\n- fixed wrong pitch of SFX when MIDI Player is set to SDL\n- v1.2 compat:\n * do not use sfx_getpow for powerups\n * do not render powerups and attacking Spiderdemon fullbright\n- UMAPINFO: fixed par times not showing\n- fixed demo playback warp consistency\n- added SKILL cheat to display current skill level\n- fixed calculation of interpolation frac value\n- guard against screen buffer underflow\n- fixed crash at startup by properly closing IWAD file handle\n- added vanilla_keymap option Ã\x83  la Chocolate Doom\n- added 'run' as a mouse-settable control (mouseb_speed)\n\nPrBoom-Plus 2.6.1um @ 16 Aug 2021\n- fixed MOD playback with DUMB 2.x\n- added TNTCLxx cheat, e.g. TNTCL04 sets complevel 4 (Final DOOM)\n- draw crosshair before messages, draw crosshair for fist/chainsaw and\n during on-screen messages\n- fixed crosshair locking on target for melee weapons\n- more consistently check for ammo instead of weapon type\n- fixed odd strafe values (vanilla allows even values only)\n- added TNTSHORT cheat to toggle shorttics on and off while in game\n- fixed typo in ZDoom-style Actor name (Slalagtite -> Stalagtite)\n- fixed Windows Alt-Tab\n- fixed a memory leak on SDL_Quit()\n- preserve automap position/scale when toggling overlay mode\n- allow binding weapon selection to mouse buttons\n- add a `-pistolstart` command-line parameter\n- fixed crashes on WADs with empty music lumps, e.g. Nihility.wad\n- enabled loading 16 bit RIFF wavs in WADs\n- make low-pass sound filter (introduced by the previous change)\n optional\n- if executable directory appears not writable, fall back to `.`\n- made pitch-shift range independent of target samplerate\n- fixed bogus condition preventing automap lines from being drawn\n- fixed saving of mouse button bindings\n- fixed interpolated z-coordinate after teleporting\n- added a new option \"Disable sound cutoffs\" to allow removed map\n objects to finish playing their sounds and to make seesounds\n uninterruptible\n- allow deleting savegames from menu\n- fixed automap crash when `USE_VERTEX_ARRAYS` and `GL_VBO` are\n undefined\n- fluidsynth: reset all controllers when looping a song\n- fixed hanging notes on exit when using Portmidi\n- show current and next levels when typing IDCLEV cheat\n- added a config key for \"exclusive\" i.e. mode-changing fullscreen\n- UMAPINFO: if interbackdrop does not specify a valid flat, draw it as\n a patch instead\n- appended revision tracker to UMAPINFO spec document\n- ALSA sequencer API backend for ALSA MIDI support (Linux only)\n- extended range of maps reachable via `-warp` and IDCLEV:\n * from E1M1-E4M9 to E1M0-E9M99 for D1\n * from MAP01-MAP33 to MAP00-MAP99\n * Limitations:\n * E0My doesn't work, since episode must always be > 0\n * `-warp x 0`, because zero passed to `-warp` as map number is used\n to warping to first changed map in PWAD\n- evaluate mouse motion only once per tick\n- show Time/STS widgets above status bar\n- removed lowpass-filter item from menu\n- fixed `P_SetMobjState()` stack, fixes crash on\n mayhem18p.wad/m18p31-1509.lmp\n- fixed crash in automap on certain maps (e.g. Sunlust MAP01) when using\n GL renderer, Thing Appearance = Icons and 2xIDDT\n- fixed menu intermission desync\n- fixed crash when leaving menu in Chex Quest\n- initialize the map title widget with the generic map lump name\n- make \"Next Level\" key simply increase map number if already outside\n regular level transition range\n- check for next level in IDCLEV cheat before announcing it\n- make sure \"Next Level\" key never warps to a non-existent map\n- reformatted umapinfo.txt so that it is easier to read in plaintext\n- fixed custom episode select for Doom 2\n- fixed shifting automap markers\n- allow translucent sprites on all complevels\n- allow disabling predefined translucency on all complevels\n- fixed flood HOM on certain maps (e.g. Plutonia MAP11, HR MAP01) (GL)\n- fixed sky walls for cases with sky vs. sky toptextures (e.g. E4M6)\n (GL)\n- fixed transparent spites being rendered incorrectly with transparent\n walls in view (GL)\n- generate a default save-slot name when saving to an empty slot\n- added mouse button binds for turn left/right\n- fixed sky scaling for non-standard sky sizes, e.g. Eviternity and\n Ancient Aliens (GL)\n- added new advanced HUD layout by Fireb3rt+\n- added slice_samplecount config option\n- added manifest to declare app as DPI aware, so that Windows will not\n apply DPI virtualization\n- added support for widescreen assets\n- added ZDoom's names for the new Crispy Doom/DEHEXTRA things to\n ActorNames[], so they can be used with BossAction() if needed\n- fixed UMAPINFO music restarting issue\n- skip the 'entering level' screen if one of endgame, endpic, endbunny\n or endcast is set (UMAPINFO)\n- fixed endbunny and endgame UMAPINFO fields\n- reset mlook on demo recording\n- added OpenGL sprite fuzz options (\"darken\", \"shadow\", \"transparent\",\n \"ghostly\")\n- properly check for the CreateFileMapping() symbol (build)\n- always precache sound lumps\n- replace W_SafeGetNumForName() with W_CheckNumForName()\n- removed defunct lump locking warnings\n- removed obsolete SFX usefulness references\n- allow colored blood to get set/overridden by DEHACKED, implemented\n Eternity's coloredblood spec, added three additional color translation\n tables for black, purple and white\n- made the Ouch Face fix available on all complevels\n- added the autoload directory feature from Chocolate Doom\n- implemented custom atexit() sequence, ported over from Chocolate Doom,\n fixing crashes during shutdown e.g. on Linux using Wayland\n- fixed switching weapons when reaching zero ammo with\n boom_autoswitch == 0\n- made Doom sound quirk fixes available on all complevels\n- UMAPINFO: introduced the new 'label' field\n- do not cast degenmobj_t as mobj_t, breaks aliasing rules on platforms\n where mobj_t pointers are 64-bit aligned and degenmobj_t pointers are\n only 32-bit aligned\n- fixed `-solo-net` for demo restart\n- fixed levelstat crash for MAP33 and above\n- added autoload per PWAD feature, further enhancing the autoload\n directory feature\n- UMAPINFO: fixed 'episode' field parsing, 'label' is single-line\n- removed obsolete weapon toggle setting\n- added ftell() and fseek() implementations for DEHACKED lumps, allowing\n the DEH parser to roll back to the start of a line following a blank\n line and re-process it with the last valid block code handler\n- added mouse look / vertical mouse movement toggle notifications\n- fixed forcing aspect ratio correction only for the canonical 16:10\n (i.e. 320x200 and 640x400) modes\n- do not even attempt to play DEMO4 if it is not available\n- only apply palette changes when inside a level\n- fixed 32-bit widescreen pain palette\n- added a `-coop_spawns` parameter for using \"coop in single-player\" mode\n- fixed OpenGL effect palettes\n- added support for non-latin paths and filenames on Windows\n- made sure to always autoload prboom-plus.wad\n- introduced a supplemental data directory \"PRBOOMDATADIR\" to install\n prboom-plus.wad into (build)\n- prepared for different autoload base directories, respecting the\n \ `-noload` parameter\n- fixed playback of complevel 11 demo with UMAPINFO\n- fixed attempted playback of a UMAPINFO demo without UMAPINFO loaded\n- never exceed desktop resolution in fullscreen desktop mode\n- UMAPINFO: entries without defined 'levelname' fall back to default\n- UMAPINFO: fixed default intermission\n- fixed setting 'finaleflat' in FMI_StartFinale (UMAPINFO)\n- fixed load game during multiplayer demo playback\n- fixed OpenGL backfill\n\nPrBoom-Plus 2.6um @ 09 Feb 2021\n- fixed episode selection when playing Doom 2\n- fixed Doom 1 level progression\n- print a blinking arrow next to the currently highlighted menu item\n- print another blinking arrow to the right of the currently selected\n menu setting\n- support the DOOMWADPATH environment variable\n- add some extra states, sprites and mobjtypes from Doom Retro and\n Crispy Doom\n- fullscreen desktop for the software renderer\n- improved v1.2 compat:\n - fixed a desync on the internal demo in DTH1.WAD\n - fixed the walkways to the BFG rising a little too high on 1_ON_1.WAD\n - moving floors (except plats) should not make the floor stop sound\n- fixed infinite loop in macOS launcher\n- added CMake build system\n- fixed the mainfest to allow 64 bit builds\n- fixed PortMidi support on 64-bit Windows\n- disabled the \"popping skull player death\" easter egg\n- do not wait for VSync if running a timedemo\n- added -statdump parameter from Chocolate Doom\n- added mouse-strafe divisor setting\n- removed and/or replace all non-free data lumps\n- improved Boom random seed\n- added -stroller param\n- include secret exit in -levelstat\n- added configurable quickstart window\n- disallow 180-turn with strafe on\n- fixed endianess for 32-bit ZDoom nodes\n- show Extended Help screen when pressing the Help key\n- made armor color depend on type, not amount\n- added Chocolate Doom mouse behavior option\n- fixed Boom autoswitch behavior\n- reinstated the \"WEAPON ATTACK ALIGNMENT\" menu option\n- changed \"SECRET AREAS\" menu option to \"REPORT REVEALED SECRETS\"\n- fixed endianess for DeePBSP V4 nodes\n- show error message boxes on Windows, except when video-dumping a demo\n- unbind game speed changing keys in default config\n- fixed heap buffer overflows in UDP multiplayer code\n- fixed -longtics having no effect\n- changed video capture to an ffmpeg-based approach\n- track demo joins for TAS-detection purposes\n- fixed some episode transition issues when using UMAPINFO\n- added automap rotate and overlay keybindings to menus\n- fixed a bug in DeHackEd string replacements with a length of exactly\n four\n- added \"Dropped Item\" menu support\n- enabled automap Follow Mode by default\n- disabled chorus and reverb for Fluidsynth by default\n- fix segfault with -viewangle parameter\n- next levels no longer reset if endscreen is disabled in UMAPINFO\n- added 200 Sounds for DEHEXTRA\n- respawn when using IDDQD while dead\n- fixes for empty DeHackEd lumps and entries\n- restrict \"next level\" button usage to in-level only\n- added adaptations for fluidsynth 2.0\n- added \"No Vertical Mouse\" setting and keybind\n- save / load -complevel 9 friction\n- added extensible demo format + \"PR+UM\" signature\n- made canonical resolutions (320x200, 320x240, 640x400 and 640x480)\n always available in menu, regardless of what video driver/SDL report\n- fixed aspect ratio for canonical resolutions; be sure to set\n \"Aspect Ratio\" to \"Auto\" and \"Status Bar and Menu Appearance\" to\n \"Not Adjusted\" for both 320x200 and 640x400\n- set minimum windows size to prevent window from shrinking when\n changing video modes\n- \"Screen Multiple Factor\" now functions like a \"window size factor\"\n (i.e. like \"-1\", \"-2\", \"-3\" in Chocolate Doom) and has no effect in\n fullscreen modes\n- added \"Integer Screen Scaling\" option (Ã\x83  la Crispy Doom), which\n restricts the screen size to integer multiples of the game resolution,\n under Options -> General, page 5\n- both executables now share the same config file \"prboom-plus.cfg\",\n with all config keys always preserved - including the GL-related ones\n- switched to the unified executable \"prboom-plus\" with optional OpenGL\n rendering\n- portmidi: pitch bends are now reset when stopping song\n- added support for more mouse buttons\n- fixed resolution-independent mouse sensitivity\n- added demo restart functionality - record a new demo on map restart\n- setup menus remember last active item\n- fixed the KFA cheat sting not read from .bex patches\n- UMAPINFO docs updated re: \"bossaction\" field\n- fixed a crash when running out of space while typing in a file path\n into the autoload fields (Options -> General, page 2)\n- fixed the \"Garbage lines at the top of weapon sprites\" issue (#95)\n- add support for named complevels on command line:\n -complevel 1.9 = -complevel 2\n \ -complevel doom2 = -complevel 2\n -complevel ultimate = -complevel 3\n -complevel udoom = -complevel 3\n -complevel final = -complevel 4\n -complevel tnt \ = -complevel 4\n -complevel plutonia = -complevel 4\n -complevel boom \ = -complevel 9\n -complevel mbf = -complevel 11\n -complevel vanilla \ = complevel autodetected according to IWAD loaded\n- allow MBF sky transfers in all complevels\n- add support for colored blood and gibs\n- fixed key-bindings unusable after mouse-wheel up/down\n\nPrBoom-Plus 2.5.1.7um @ 16 Jun 2019\n- adds a special marker to demos recorded with UMAPINFO\n- addes support for ZDBSP's compressed node format\n- fixes the rendering problems in OpenGL\n- fixes TRANMAP caching\n\nPrBoom-Plus 2.5.1.6um @ 11 Jun 2019\nThis fixes a major bug with the episode selection menu not working and\nadds IDCLEV checks for maps outside the standard range.\n\nPrBoom-Plus 2.5.1.5um @ 10 Jun 2019\nFirst official release with UMAPINFO support\n\n2.5.1.4.umapinfo_test @ 22 Apr 2017\nBeta version with UMAPINFO support.\nNote that this is for testing as the newly added MAPINFO feature has\nnot seen thorough testing yet.\n" module: pkgsrc subject: 'CVS commit: pkgsrc/games/prboom-plus' unixtime: '1644592362' user: micha