Package Release Info

rocksndiamonds-4.1.4.1-bp152.1.4

Update Info: Base Release
Available in Package Hub : 15 SP2

platforms

AArch64
ppc64le
s390x
x86-64

subpackages

rocksndiamonds

Change Logs

* Mon Mar 30 2020 Christophe Giboudeaux <christophe@krop.fr>
- Update to 4.1.4.1
  * fixed bug in editor with group elements using graphic of
    other element
  * fixed crash bug when loading graphics sets with bad
    animation definitions
  * fixed bug in editor with custom elements using graphic
    of other element
  * removed support for SDL 1.2
  Visit https://www.artsoft.org/rocksndiamonds/ for the complete
  changelog.
* Sun Dec 23 2018 Sebastien CHAVAUX <seb95.scou@gmail.com>
- Update to version 4.1.1.0
  * improved support for network multi-player games
  * network games can now be fully configured by using setup menu
  settings
  * when playing network games, the level to be played is now sent
  to all clients
  * added UDP broadcast to auto-detect network server in local
  network
  * multi-player levels now marked in main menu preview with
  network or team mode
  * fixed team mode games in R’n’D game engine
  * added player option in level editor to let the first player
  solve the level
  * improved support for highly configurable virtual buttons on
  touch devices
  * options for transparency, grid size, highlighted and outlined
  virtual buttons
  * separately configurable virtual buttons for portrait and
  landscape mode
  * ultra-smooth scrolling using vertical sync (vsync) on
  supported devices
  * added setup option to directly play the next level after
  solving a level
  * added setup option to skip displaying the high scores after
  solving a level
  * added setup option to use extended list for game speed
  selection
  * added event actions (key events and screen buttons) to global
  animations
  * this allows for simulating key or button events when
  animations are clicked
  * added “passthrough” option to click several overlapping global
  animations
  * fixed bug with dragon fire destroying indestructible steel
  letter walls
  * fixed various other bugs (and probably added some new)
* Mon Jul 23 2018 bwiedemann@suse.com
- Update to version 4.1.0.0
  - Drop upstreamed reproducible.patch
  - Rebase half-upstreamed rocksndiamonds-3.3.1.2-src_libgame_setup.c-CVE-2011-4606.patch
  - many fixes and improvements
Version: 3.3.1.2-bp150.1.3
* Thu Mar 30 2017 meissner@suse.com
- require system user and group games on new distros,
  useradd and groupadd on older ones.
* Thu Apr 07 2016 bwiedemann@suse.com
- Add reproducible.patch to fix build-compare
* Fri Oct 10 2014 nemysis@gmx.ch
- Add because are added or deleted patches
* Wed Oct 08 2014 nemysis@gmx.ch
- Remove BuildRequires for libsmpeg-devel and add sed,
  because is unresolvable
- Use BuildRequires pkgconfig(SDL_image), pkgconfig(SDL_mixer),
  pkgconfig(SDL_net) instead of SDL_image-devel, SDL_mixer-devel,
  SDL_net-devel
- Remove PreReq for shadow and pwdutils
* Tue Oct 07 2014 nemysis@gmx.ch
- Changed .changes and used old entries from somebody else
- Update to 3.3.1.2, announce message:
  - fixed bug that prevents running the game on Mac OS X "Mavericks"
  - improved behaviour on restart after failing on a broken level set
  - Message for 3.3.1.1 update
  * added scripts directory to distribution package to enable building
    element definitions after editing artwork config source code files
  * added volume controls for sounds, loops and music to sound setup
  Most important changes since last release version 3.3.0.1:
  - added native package for Macs with intel CPUs
  - added support for compiling on 64-bit systems
  - added alternative game mode for playing with half size playfield tiles
  - added level selection screen (when clicking on main menu level number)
  - added displaying if level was played or solved on level selection screen
  - improved graphics performance for scrolling in Mac OS X version
  - improved graphics performance for native Supaplex game engine
  - improved single step mode in R'n'D, EM and SP engines
  - fixed two game engine bugs in Supaplex game engine
  - fixed displaying wrong Supaplex time (was running too fast before)
  - fixed invisible text in envelope config in level editor
- Use check for openSUSE > 12.2 for and use shadow else pwdutils
- Add PreReq for shadow (was removed pwdutils)
- Change %fdupes
- Change Desktop entry file
- Change Summary
- Removed Contributions-1.2.0.tar.bz2 and move to new package
  rocksndiamonds-data
- Use simple sed instead of rocksndiamonds-3.3.0.1-smpeg.patch
- Use rocksndiamonds-3.3.1.2-src_libgame_setup.c-CVE-2011-4606.patch
  instead of rocksndiamonds-CVE-2011-4606.patch, upstream still has
  not patched the security problem themselves
- Add BuildRequires for libsmpeg-devel
- Use %{name}-icons.tar instead of %{name}.png
- Add BuildRequires for hicolor-icon-theme
- Remove BuildRequires for deprecated pwdutils
- Add Requires for %{name}-data
- Change description
- Simplify installation handling
- Remove not needed files
* Mon Sep 23 2013 idonmez@suse.com
- Add games user/group on demand (fate#314560)
* Sat Jan 26 2013 joop.boonen@opensuse.org
- Dropped all permission scripts
* Thu Jan 24 2013 joop.boonen@opensuse.org
- run_permissions was replaced by set_permissions
  http://en.opensuse.org/openSUSE:Packaging_Conventions_RPM_Macros#.25set_permissions
* Fri Jan 18 2013 joop.boonen@opensuse.org
- run_permissions is obsolete, not supported in openSUSE > 12.2
- cleaned the spec file up
* Fri Jul 13 2012 meissner@suse.com
- do not create ~/.rocksndiamonds/ world writeable.
  bnc#736261 / CVE-2011-4606
* Fri Mar 23 2012 jengelh@medozas.de
- Parallel build with %_smp_mflags; strip redundant sections/tags
* Sun Apr 24 2011 PVince81@opensuse.org
- updated to version 3.3.0.1
- moved game data to /usr/share instead of /usr/share/games
  according to packaging conventions
* Tue Nov 03 2009 coolo@novell.com
- updated patches to apply with fuzz=0
* Fri Oct 31 2008 meissner@suse.de
- run fdupes
* Wed Mar 05 2008 anosek@suse.cz
- updated to version 3.2.4
  * lots of improvements and bugfixes. See ChangeLog for the full list
  * title messages are now also searched in graphics artwork directory;
  those found in graphics directory have precendence over those found
  in level directory -- this handles title messages stored in graphics
  directories as part of the artwork set, just like title images; this
  makes sense, as corresponding special font definitions for messages
  are usually defined in the same graphics artwork directory, and also
  because title images and title messages that are combined in a level
  set introduction should usually not be separated when the level set
  is used with a different artwork set (e.g. using "override graphics")
  * added use of hashes created from static lists (element tokens, image
  config, font tokens) to speed up lookup of configuration parameters
  * added "busy" animation when initializing program and loading artwork
  * added initialization profiling for program startup (debugging only)
  * added graphics engine directive "border.draw_masked_when_fading" that
  enables/disables drawing of border mask over screen that is just faded
  * added additional configuration directives for setup screen draw offset
  menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
  in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
  SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
  used to define draw offset on custom artwork selection screens and
  "CHOOSE_OTHER" is used on all other list style selection screens, like
  choosing game speed or screen mode for fullscreen mode)
  * added eight pure decoration graphic definitions for the game panel
  * added support for accessing native Diamond Caves II level packages
  * added game panel control to display arbitrary elements on game panel
  * added game panel control to display custom element score (globally
  unique for identical custom elements) either as value or as element
  * added ".draw_masked" and ".draw_order" to game panel control drawing
  * added displaying of gravity state (on/off) as new game panel control
  * added animation for game panel elements (similar to game elements)
  * added new pseudo game mode "PANEL" to define panel fonts and graphics
  - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
  - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
  (else graphics would have to use ".PLAYING", which would be confusing)
  * added attribute ".tile_size" for element style game panel controls
  * added <space> key as additional valid key to use for confirm requester
  * improved menu fading, adding separate fading definitions for entering
  and leaving a "content" screen (in general), and optional definitions
  for the special "content" screens SCORES, EDITOR, INFO and PLAYING
  * added (currently invisible) setup option to define scroll delay value
  * added option "game.forced_scroll_delay_value" to override user choice
  of scroll delay value for certain level sets with "graphicsinfo.conf"
  * replaced setup option "scroll delay: on/off" by new setup option that
  directly allows selecting the desired scroll delay value from 0 to 8
  * added displaying of most game panel control elements (not animated)
  * added new configuration directives to display additional game engine
  values on the game control panel, like the following examples:
  - game.panel.time_hh/time_mm/time_ss	- level time in HH/MM/SS format
  - game.panel.penguins			- number of penguins to rescue
  - game.panel.level_name		- level name of current level
  * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
  * added new player option "no centering when relocating" for "invisible"
  teleportations to level areas that look exactly the same, giving the
  illusion that the player did not relocate at all (this was the default
  since 3.2.3, but caused visual problems with room creation in "Zelda")
  * added new menu fading effect "melt", shamelessly stolen from "DOOM"
  * improved menu fading, adding separate fading definitions for entering
  and leaving a menu and for fading between menu and "content" screens
  * improved menu fading, adding separate fading definitions for fading
  between menu screens and fading between menu and "destination" screens
  * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
  configuration (set from "[titlemessage_initial]" and "[titlemessage]")
  * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
  to "[DEFAULT]" in static configuration (set from "[title_initial]" and
  "[title]")
  * improved title fading, allowing fading animation types "none", "fade"
  and "crossfade" (including cross-fading of last title to main menu)
  .......
* Sat May 19 2007 coolo@suse.de
- remove X-SuSE-translate from desktop file
* Mon Mar 05 2007 ssommer@suse.de
- BuildRequires SDL_net-devel
* Mon Feb 05 2007 anosek@suse.cz
- updated to version 3.2.3
  * bugfix release
  * some improvements on program startup performance
* Mon Sep 11 2006 anosek@suse.cz
- updated to version 3.2.2
  - instant tape reloading for the last saved tape using "quick save/load"
  - fixed bug that prevented solving levels without exit (like in Sokoban)
  - fixed bug with quick loading tapes in fullscreen with EMC game engine
  - fixed level time for EMC levels (needed for the upcoming EMC collection)
  - added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
  - added support for mouse scroll wheel for all scrollbar gadgets
  - added support for horizontal mouse wheel scrolling by holding "Shift"
  - added support for single step mouse wheel scrolling by holding "Alt"
  - improved down-scaling of images for better editor and preview graphics
* Thu Aug 03 2006 anosek@suse.cz
- updated to version 3.2.0
  - finished new native game engine for Emerald Mine (Club) levels
  - added all new elements from EMC engine also to R'n'D engine
  - added selection between ECS and AGA graphics for EMC levels to setup
  - added multi-player support for EMC game engine (with up to four players)
  - added player switching (visual and quick) to R'n'D and EM game engine
  - added key shortcut settings for switching player focus to setup menu
  - added custom element actions for CE change page in level editor
  - added "CE value" and "CE score" counters for custom elements
  - added cascaded element lists to element list in level editor
  - added dynamic element list with all elements used in current level
  - added special Supaplex animations for Murphy being bored and sleeping
  - added setup option to display element token name in level editor
  - added up to five title screens for each level set to show after loading
  - added credits pages to the "credits" section that were really missing
  - lots of bugfixes and internal engine changes (see ChangeLog file)
- dropped obsolete patches
  rocksndiamonds-3.1.1-overflow.patch
  rocksndiamonds-3.1.1-userlevels.patch