Package Release Info

gzdoom-4.7.1-bp154.1.49

Update Info: Base Release
Available in Package Hub : 15 SP4

platforms

AArch64
ppc64le
s390x
x86-64

subpackages

gzdoom

Change Logs

* Wed Oct 20 2021 Jan Engelhardt <jengelh@inai.de>
- Update to release 4.7.1
  * Allow map markers to scale relative to automap zoom.
  * Add cvars to control automap line alpha and thickness.
  * Resolved a VM abort upon morphing while the tome of power is
    active.
- Remove 0001-gles-look-for-libGLESv2.so.2.patch (merged)
* Wed Sep 22 2021 Jan Engelhardt <jengelh@inai.de>
- Update to release 4.7.0
  * GLES2 backend
  * Widescreen graphics for Strife
  * MBF21 support (beta)
  * DEHEXTRA works properly now
  * Various enhancements and fixes for ZScript
- Add 0001-gles-look-for-libGLESv2.so.2.patch
* Wed Jul 28 2021 Jan Engelhardt <jengelh@inai.de>
- Update to release 4.6.1
  * Bug fixes, and widepix updates
Version: 3.2.5-bp150.2.5
* Mon Jan 08 2018 jengelh@inai.de
- Update to new upstream 3.2.5
  * Implemented 'i_soundinbackground' to continue playing sounds
    and music while in background.
  * OpenGL rendering now continues even when losing focus if not
    running fullscreen.
  * Added 'playerrespawn' skill flag to allow gameplay mods to
    retroactively enable player respawns in single player on
    all maps.
  * Improved Advanced Sound Options menu - added option for
    FluidSynth chorus, removed fractional part from FluidSynth
    voices option.
  * Fixed applying of Doom 64 lighting to horizon portals.
  * Particles are now interpolated.
- Use system lzma-sdk
- Add 0001-Update-LZMA-SDK-to-version-17.01.patch,
  gzdoom-lzma.patch, gzdoom-wadsrc-extra.patch
* Tue Jan 02 2018 jengelh@inai.de
- Remove zdoom from the specfile (which had built both zdoom and
  gzdoom due to their similarity) and rename to gzdoom.spec.
- Update to new upstream release 3.2.4
  * Recognition for the HacX 2.0 IWAD
  * Recognition for the modified Doom 1/2/U IWADs and the "No Rest
    for the Living" expansion pack shipped in the Doom3 BFG Edition.
  * New GL3 node format for complex UDMF maps which need fractional
    precision on node splitters.
  * The ZScript scripting language has been added.
  * A new 32-bit software renderer has been added.
    The classic 8-bit renderer remains available.
- Add gzdoom-waddir.patch, gzdoom-staticlibs.patch.
* Sun Mar 24 2013 jengelh@inai.de
- Standardize on /usr/share/doom for IWADs.
- Per-user configuration is to be moved to ~/.config/zdoom
  (XDG environment variables are not respected, though),
  ~/.config/gzdoom and ~/.config/zandronum for the different
  game engines respectively.
* Thu Mar 21 2013 jengelh@medozas.de
- Update to new upstream release zdoom-2.6.0+svn4191
  and gzdoom-1.7.01+svn1526
  * berserk indicator on alternative HUD
  * support for BFG edition IWADs
  * sound precaching through MAPINFO.
- Imported zandronum-1.0+hg3641 (formerly Skulltag)
* Tue Jul 10 2012 jengelh@inai.de
- Update to new upstream release 2.6.0 (gzdoom-1.6.0)
  * Added Hacx IWAD support.
  * Added text-format Strife conversation system with USDF and ZSDF.
  * A textured automap is now available; automap graphics are now
  externalized.
  * Rewritten menu system, which can now be defined with the MENUDEF
  lump.
  * Externalized intermissions to MAPINFO.
  * Externalized IWAD detection and gave each IWAD its own
  independent config section.
  * Added FluidSynth and GUS emulator softsynths; fixed issues with
  TiMidity++.
  * Added VOC support and enhanced MIDI playback with support for
  alternative formats such as XMI and HMI.
  * Action specials: Added Ceiling_LowerAndCrushDist and
  Thing_SetConversation. Added console command to execute specials.
  * ACS: Increased maximum script number from 999 to 32767.
  * ACS: Named scripts allow to avoid script number conflicts
  altogether.
  * ACS: Added StrCopy, CheckSight, SetActivator, SetPointer
  functions.
  * ACS: Added APROP_ScaleX/Y and APROP_Mass actor properties.
  * ACS: Added temporary dynamic strings variables with StrParam.
  * ACS: Scripts can now have up to four parameters.
  * DECORATE: Added A_CheckFlag, A_FaceMaster, A_FaceTracer,
  A_RadiusGive, A_SetMass, A_SetScale, A_Warp and A_WolfAttack...
  * DECORATE: Enhanced A_AlertMonsters, A_BFGSpray, A_Blast,
  A_CustomBulletAttack, A_FireBullets, A_GunFlash, A_PainAttack,
  A_RadiusThrust...
  * DECORATE: Added an actor pointer manipulation system with several
  new codepointers...
  * DECORATE: Added DOHARMSPECIES, DONTCORPSE, SEEINVISIBLE and
  INVENTORY.UNTOSSABLE
  * DECORATE: Increased damage type flexibility in several ways with
  DeathType and PainType.
  * DECORATE: Added customizable fl├ęchettes.
  * DECORATE: Made accuracy and stamina accessible through DECORATE
  expressions.
  * DECORATE: Added ProjectileKickback, Inventory.RestrictedTo and
  Inventory.ForbiddenTo class-based properties.
  * DECORATE: Backported VisibleToTeam, VisibleToPlayerClass and
  weapon DropItem feature from Skulltag, and enhanced them.
  * DECORATE: Added "Fast" keyword for states and deprecated the
  unreliable FASTER and FASTMELEE flags.
  * Added a secret hint system.
  * 3D floors support.
  * FraggleScript support.
  * Voxel support.
  * SBARINFO: Ammo 1/2 capacities added to DrawNumber, support for
  color names in colored text.
  * SNDINFO: Added musicalias and attenuation.
  * Compatibility: fixed issues with Eternal Doom, Happy Time Circus,
  Phobos, vanilla compat, Boom compat, light levels higher than
  255, Heretic, Strife, MUSINFO, misnamed UDMF field.
  * Fixed loading of BMF palettes.
  * restart console command.
  * Added PALVERS lump for specifying alternate graphics to use with
  a paletted render, in case the graphics you really want to use
  look bad without true color.
  * Custom IWADs no longer need to include a COLORMAP, as ZDoom will
  generate one automatically if it is missing.
  * Fixed vertical tiling of non-power-of-two textures.
* Sat Nov 27 2010 jengelh@medozas.de
- cmake is really weird when it comes to CFLAGS.
  Pass :STRING= to make it actually use our flags.
- set RPM group for gzdoom to one that rpmlint accepts
- disable strip to make debuginfo packages work
- fix a crash caused by an uninitialized variable
* Fri Sep 10 2010 jengelh@medozas.de
- Enable building with experimental fluidsynth support
- Optimize PNGs before packing up
- Do not use FMODEx for building on non-x86
- Remove unneeded p7zip build dependency (repacked + patched
  .tar.xz is used since a while)
- Update to ZDoom 2.5.0
  * Obsoleted zdoom-binutils.diff
- Update to GZDoom 1.5.02
* Fri Jul 30 2010 jengelh@medozas.de
- Add patch to workaround compile issues with binutils 2.20.0
* Wed Jul 28 2010 jengelh@medozas.de
- Split up zdoom package into its components
- zdoom, gzdoom, zdoom-devel
Version: 4.6.0-bp153.2.3.1
* Sat May 22 2021 Jan Engelhardt <jengelh@inai.de>
- Update to release 4.6
  * Widescreen graphics for Heretic and Hexen
  * Sprite shadows like in the Build engine. Both in software and
    hardware renderer.
  * 16 bit channel PNG files can be read.
  * DEHEXTRA working properly now.
  * Various enhancements and fixes for ZScript.
* Thu Mar 04 2021 Jan Engelhardt <jengelh@inai.de>
- Add 0001-fixed-zipdir-inability-to-update-empty-zip-file.patch
- Update to release 4.5.0
  * For all of Doom's fullscreen images, there's now widescreen
    versions provided.
  * A simplified options menu is now available for quick setup of
    the important settings.
  * New keybindings presets. Users can now choose between the
    classic layout and a WASD-based one.
  * Menu and intermission screen now scale to the original
    Doom.exe's layout by default.
  * Major additions to the menu system - animated menu
    transitions, image slideshows and fixed size menus can now be
    created.
  * The console now uses the border flat as default background
    instead of the titlepic.
  * It is now possible to fully quit the fullscreen console and
    get back to the title loop.
  * Interpolate positions and angles in the automap for smoother
    appearance.
  * Added $PitchSet for SNDINFO.
  * Allow indirections in the string table by prefixing the
    language string with '$$' the remaining text is interpreted
    as another string label to resolve.
  * Optimization of the patch texture checker - do not read in
    the entire file if checking the initial header is sufficient
    for rejecting it. This can speed up loading of large mods
    quite significantly.
  * OPUS support (via libsndfile)
- Drop gzdoom-spirv.patch (merged)
* Tue Sep 15 2020 Jan Engelhardt <jengelh@inai.de>
- Drop Recommends for music backends
  (this has moved to zmusic.spec)
- Demote Recommends to Suggests
* Wed Jun 17 2020 Jan Engelhardt <jengelh@inai.de>
- Update to release 4.4.2
  * Made the new "Build" light mode operational
* Fri Jun 12 2020 Jan Engelhardt <jengelh@inai.de>
- Add gzdoom-sdlbug.patch.
* Thu Jun 11 2020 Jan Engelhardt <jengelh@inai.de>
- Update to release 4.4.1
  * Heretic's "bag of holding" had incorrectly given mace capacity.
  * Mapped "Smooth mouse" back to the "m_filter" CVAR, and
    removed the "smooth_mouse" CVAR.
  * Fixed crash with texture upscaling in the truecolor software
    renderer.
  * Fixed crash rendering 3D floors without ceiling or floor
    textures in software.
* Sun Jun 07 2020 Jan Engelhardt <jengelh@inai.de>
- Update to release 4.4.0
  * Heretic's "bag of holding" had incorrectly given mace ammo.
  * Added per pixel lighting for decals.
  * Added a compatibility option for a bad teleporter in the
    final map of Strife.
  * Add a cvar to control weapon bobbing while firing.
  * Fixed crash on maps with out of range sidedef and sector
    numbers.
  * Fixed missing sound for Polyobj_MoveTo.
  * Attenuated lights for Strife.
  * Added MTF_NOCOUNT to spawn flags.
- Drop gzdoom-system-gme.patch (moved to zmusic.spec),
  gzdoom-dl.patch (unnecessary). Add gzdoom-spirv.patch.
* Wed Jan 29 2020 Michael Scafidi <raptir@gmail.com>
- Update to release 4.3.3
  * fixed resetting of music volume after closing dialogue
  * exposed Level.MusicVolume to ZScript
  * fixed calling a function on string CVar
  * added ability to filter VM disassembly dump
  * add check for unity version of Nerve.wad
  * infrastructure in place in case Nerve.wad changes again, this
    can be extended.
  * customized invulnerability colormap does not interfere with
    Powerup.ColorMap.
  * precache a few sounds being referenced in common game code.
  * define misc/secret for Hexen, too. By now there are some mods
    defining secrets for the game so this sound should be present
    there.
  * Implement special colormap support for softpoly
  * Softpoly: Fix broken fixed camera light for walls
  * make nosave standalone CVar flag, alongside server and user
  * implemented screenshots in softpoly backend
* Sun Jan 19 2020 Jan Engelhardt <jengelh@inai.de>
- Update to release 4.3.2
  * Added ML_NOSKYWALLS and ML_DRAWFULLHEIGHT
  * Added support for new Bethesda.Net Unity Edition WADs.
* Sat Jan 11 2020 Jan Engelhardt <jengelh@inai.de>
- Update to release 4.3.1
  * New softpoly backend for the hardware renderer.
  * Advanced texture colorization options.
  * Scripted map postprocessor.
  * Dictionary class for ZScript.
  * Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer
    translated to the user's color).
  * Support for MIDI on Linux via ALSA sequencer.
* Tue Dec 17 2019 Jan Engelhardt <jengelh@inai.de>
- Update to release 4.2.4
  * This is a bugfix release without new features. The notable
    highlight is that this fixes translucent objects in the
    software renderer.
- Add gzdoom-system-gme.patch, gzdoom-dl.patch
* Tue Oct 01 2019 Jan Engelhardt <jengelh@inai.de>
- Add gzdoom-asmjit.patch.
- Enable SSE/SSE2.
* Fri Sep 13 2019 Jan Engelhardt <jengelh@inai.de>
- Update to release 4.2.1
  * Level compatibility additions for Scythe 2 and Hell Revealed.
  * Add current, max and average velocity as stat.
  * Let Hexen Cleric and Mage use unique health chains.
  * Allow custom status bars to override notification and
    centered message display.
  * Improve crosshair health color to be more informative.
  * Added obituary fallbacks for actors that do not have
    any defined.
- Remove fl2.patch (merged)
* Fri Aug 23 2019 Jan Engelhardt <jengelh@inai.de>
- Update to new upstream release 4.2.0
  * The survey code has been re-enabled for this version: it sends
    basic info about the operating system but no private data:
    the number of CPU cores, the graphics card, and supported
    OpenGL/Vulkan versions.
  * Restored original vanilla behavior of Lost Souls' charging
    attack.
  * Exposed Append() method to ZScript dynamic array
  * Fixed an inconsistency with missiles bouncing off actors.
  * Added A_SoundPitch and an optional pitch parameter to
    A_PlaySound and S_Sound.
  * Attachable dynamic lights with ZScript or DECORATE.
- Drop _service and gzdoom-wadsrc-extra.patch,
  both unused since 4.1.3.
* Fri Aug 23 2019 Jan Engelhardt <jengelh@inai.de>
- Turn off LTO, it is broken. [boo#1142267]
* Sun Jun 09 2019 Martin Hauke <mardnh@gmx.de>
- Update to new upstream release 4.1.3
  * bug fixes for both zscript and vulkan (the vulkan renderer is
    pretty much complete at this point)
  * added native double round(double) function
  * added a crosshair on/off toggle
  * cl_blockcheats 2 blocks cheats without showing any messages,
    useful for streamers who happen to be mappers/modders/etc
- Update to new upstream release 4.1.0
  * workaround buggy preprocessor in old AMD OpenGL drivers
  * fix bloom pass regression
  * fixed scale calculations for option menus.
  * implement custom post process shaders for vulkan backend
  * improve error handling during vulkan initialization
  * fixed inverted logic for displaying the generic log in Strife.
- Remove patch:
  * gzdoom-staticlibs.patch (fixed by upstream)
- Update patch:
  * gzdoom-vulkan.patch
* Mon Apr 08 2019 Jan Engelhardt <jengelh@inai.de>
- Update to new upstream release 4.0.0
  * Experimental Vulkan renderer (via "+vid_backend 0" console
    option)
  * Scaling has been changed. GZDoom now runs at a minimum of
    640x400. An extra mode (960x600) has been added to replace the
    lost 320x200 one.
  * Added "cl_blockcheats" - useful for people who use debugging
    keys, allows a user to consciously turn off cheats without
    affecting the serveradd "cl_blockcheats" - useful for people
    who use debugging keys, allows a user to consciously turn off
    cheats without affecting the server
  * "wait" console commands no longer execute inside the level,
    and can run during intermissions and outside the game.
- Folded gzdoom-asmjit.patch into gzdoom-staticlibs.patch.
- Added gzdoom-vulkan.patch.
* Wed Jan 23 2019 Jan Engelhardt <jengelh@inai.de>
- Update to new upstream release 3.7.2
  * The resolution selector now sets to auto detected resolution at
    startup, no longer uses entries from the config file.
  * Committing a scaling change for fullscreen sets scaling to 1.0
    to guarantee the selected number of pixels are actually used.
  * For details, see https://forum.zdoom.org/viewtopic.php?t=63346
* Thu Jan 03 2019 Jan Engelhardt <jengelh@inai.de>
- Update to new upstream release 3.7.1
  * Expand UDMF and ZScript API for side's own additive colors
  * Added NOFRICTION and NOFRICTIONBOUNCE actor flags
  * Added an AMD64 JIT for DECORATE and ZScript
  * Lights are now referenced by sections rather than surface, to
    speed up light linking. This should allow a dynamically-lit
    plasma bolt to pass over a 3D bridge in Frozen Time without
    turning the game into a slide show.
  * Add shader cache for Intel GPUs which should result in faster
    startups.
- Add gzdoom-asmjit.patch
* Wed Nov 14 2018 Jan Engelhardt <jengelh@inai.de>
- Update description