Release notes:
Dec 25 2020 (v0.32.0)
* KDreams, Catacombs (and Wolf3D): Make it possible
to bind actions to a game controller's D-pad.
* Wolf3D: Support game controllers, in a similar manner to
what's already been covered for Keen Dreams and the Catacombs.
Further add mappings for touch input.
* Wolf3D: Support stereo panning. This might not be fully accurate,
but hopefully, it's not that far.
* Wolf3D: Support saved games. They should be read and written using the same
formats as the original DOS versions. This may currently be buggy by
nature.
* SD_TimeCountWaitFromSrc/SD_TimeCountWaitForDest timing fix, applying to
all games, but especially noticeable while playing back demos in Wolf3D.
* Add support for Spear of Destiny FormGen version 1.0, as well as the
variation of FormGen version 1.4 which is actually identified as "V1.4"
in-game. Currently, the one mistakenly identified as "V1.0" won't be
detected.
The mission packs' data still needs to be the same as in the
Activision version, thus e.g., including the UAC logs.
* When game installations are shown in the launcher, don't print their
locations for now. This might become more useful later, in case it will
be possible to choose any of multiple game installations which otherwise
match the same version (e.g., due to somewhat differing game data).
It shouldn't matter as much for now.
* A change that may potentially break saved games made
with older versions of the KDreams and Catacombs ports:
The macros COMPAT_OBJ_CONVERT_OBJ_PTR_TO_DOS_PTR and
COMPAT_OBJ_CONVERT_DOS_PTR_TO_OBJ_PTR were fixed. The original sizes
of the object structs, as present in the DOS executables from the 90s,
are now used, instead of sizeof(objtype) from the source ports.
* Other misc. fixes and modifications. Thanks to Blzut3 for
assistance with a subset of the changes in this version.
git-multimail is a tool for sending notification emails on pushes
to a Git repository. It includes a Python module called git_multimail.py,
which can either be used as a hook script directly or can be imported
as a Python module into another script.
git-multimail is derived from the Git project's old
contrib/hooks/post-receive-email, and is mostly compatible with
that script.
Joins multiple existing image files into a single output.
Supports various flags for arranging the output or scaling down to desirable
dimensions.
Images of the same size will stitch together neatly:
If the images are more irregular in shape, the tool will attempt to arrange them
as neatly as possible, and scale some images in the process.
However, despite the bit pessimistic TODO, I was available to build it
on NetBSD/amd64 -current and pkgsrc-current after installing
devel/ocaml-opam (and wip/mccs), hacking a bit ocaml-tree-sitter to avoid a
`sudo make install` and with the following PR:
https://github.com/returntocorp/semgrep/pull/2308
...and keeping semgrep-core and spacecat binaries available in PATH
environment variable.
semgrep is a tool for easily detecting and preventing bugs and
anti-patterns in your codebase. It combines the convenience of grep
with the correctness of syntactical and semantic search. Developers,
DevOps engineers, and security engineers use semgrep to write code with
confidence.
A Python module for creating JUnit XML test result documents that
can be read by tools such as Jenkins. If you are ever working with
test tool or test suite written in Python and want to take advantage
of Jenkins' pretty graphs and test reporting capabilities, this
module will let you generate the XML test reports.
Release announcement:
* Gameplay
= Overhaul of the interface to be more sleek and functional
- Interface is much more slick
- Dark theme to be more consistent with space
- Font uses outlines to be more readable
= New map overlay with adjustable opacity
= Added rarity indicator to ships and outfits
= Changed fonts
= Indicate non-common NPC with exclamation marks
= Added accessory slot and unique accessory outfits as mission rewards
= Simple economy model implemented with map visualizations
= Added travelling merchant who sells unique items
= Made missiles and fighter bays reload while in space
= Modified the balancing of missiles
= Added asteroids and mining
= Improved player GUI
= Brushed GUI is now the default
= Improved and fixed escort system
= Made Pirates and FLF spawn in a fairer way
= Made time pass at different rates for different ships ("Time Dilation")
= Made piracy missions available from any Independent or black market
planet
= Substantially increased pay for unique missions (10x in most cases)
= Made references to the player gender-neutral
= Made combat music vary from faction to faction
= Made it so AI ships spawn with cargo
= Improved AI behaviours
= Nerfed Quicksilver
= Added the ability to buy "fake IDs" from pirate strongholds
= Made jammers into activated outfits that increase cloaking
= Added Soromid organic ships that level up organs
= Improved and expanded NPC portraits
= Commodities can be sold/bought everywhere
= Added a "slow mode", which runs the game at half speed (like an easy
mode)
= Added a ship log which records events
= Added a "system map" which displays information about known remote
planets
= Added support for giving commands to individual escorts
= New intro images replacing old placeholders
= Increased pirate name variety for bounty missions
= Ships now travel with you automatically for free, as with outfits
= Added map decorators showing locations of factions and the Nebula
= Added a dogfight aiming helper
= More music
= New and/or improved missions
- New Za'lek mini-campaign
- Completed the FLF campaign
- Fixed up the Collective campaign
- Improved the Shark (Nexus Shipyards) campaign
- Improved the Dvaered anti-FLF campaign
- Added and improved piracy missions
- New minor Soromid campaign, "Coming Out"
- New tutorial mission at the start of a new game
- Various newly added and improved generic missions
* Engine
= Support for compilation with Meson
= HiDPI-awareness
= Support for translations
= Added shaders to speed up and improve graphics
= Added support for non-ascii direct character input
= Added support for map decorators
= Removed support for Lua 5.0
= Removed support for SDL 1, only SDL 2 is supported
= Added support for translating
= Made the OSD compact itself to avoid showing redundant information
= Made Autonav able to follow ships
= Consolidated the effects of cloaking and jammers under cloaking
= Added workaround for ALSOFT buggy version that crashes
= Added a polygon-based collision algorithm
= Added some symbols for partial colorblind accessibility
= Support #include in shaders
= Multiple font support
= Many bugfixes
DOSBox Staging is an attempt to revitalize DOSBox's development
process. It's not a rewrite, but a continuation and improvement on
the existing DOSBox codebase while leveraging modern development
tools and practices.
These patches work around some errors when building with gcc.
Bump PKGREVISION because the code behaviour may have changed
with these patches (in which case the unpatched code was probably
incorrect).
Changelog:
== [2.22] -- 2020-12-19
=== Added
- Added 'wait_until' option to browser jobs to configure how long
the headless browser will wait for pages to load.
- Jobs now have an optional `treat_new_as_changed` (default `false`)
key that can be set, and will treat newly-found pages as changed,
and display a diff from the empty string (useful for `diff_tool`
or `diff_filter` with side effects)
- New reporters: `discord`, `mattermost`
- New key `user_visible_url` for URL jobs that can be used to show
a different URL in reports (useful if the watched URL is a REST API
endpoint, but the report should link to the corresponding web page)
- The Markdown reporter now supports limiting the report length via the
`max_length` parameter of the `submit` method. The length limiting logic is
smart in the sense that it will try trimming the details first, followed by
omitting them completely, followed by omitting the summary. If a part of the
report is omitted, a note about this is added to the report. (PR#572, by
Denis Kasak)
=== Changed
- Diff output is now generated more uniformly, independent of whether
the input data has a trailing newline or not; if this behavior is not
intended, use an external `diff_tool` (PR#550, by Adam Goldsmith)
- The `--test-diff-filter` output now properly reports timestamps from
the history entry instead of the current date and time (Fixes#573)
- Unique GUIDs for jobs are now enforced at load time, append "#1",
"#2", ... to the URLs to make them unique if you have multiple
different jobs that share the same request URL (Fixes#586)
- When a config, urls file or hooks file does not exist and should be
edited or inited, its parent folders will be created (previously
only the urlwatch configuration folder was created; Fixes#594)
- Auto-matched filters now always get `None` supplied as subfilter;
any custom filters must accept a `subfilter` parameter after the
existing `data` parameter
- Drop support for Python 3.5
== Fixed
- Make imports thread-safe: This might increase startup times a bit,
as dependencies are imported on bootup instead of when first used.
Importing in Python is not (yet) thread-safe, so we cannot import
new modules from the worker threads reliably (Fixes#559, #601)
- The Matrix reporter was improved in several ways (PR#572, by Denis Kasak):
- The maximum length of the report was increase from 4096 to 16384.
- The report length limiting is now implemented via the new length limiting
functionality of the Markdown reporter. Previously, the report was simply
trimmed at the end which could break the diff blocks and make them render
incorrectly.
- The diff code blocks are now tagged as diffs which will allow the diffs to
be syntax highlighted as such. This doesn't yet work in Element, pending on
the resolution of trentm/python-markdown2#370.
Changelog:
v2.7.3:
-------
- Smarter Game store. Catalogue entries can be read later at runtime and in the background
v2.7.2:
-------
- Disc color now is white
- Touch buttons give feedback when pressed/touched
- Improved overall direction and buttons control
- No more ugly vpad background
v2.7.1:
-------
- Added disc to the virtual dpad and improved overlay controls
- Using a newer SDL2 mixer function for creating the audio device