- Github project changed from 'deurk' to 'QW-Group'
- meson build dropped -- only uses cmake
- CMakeLists.txt patch added to link against system devel/pcre and
to stop trying to link 'dl', which is already in OpenBSD's libc
Diff from maintainer Tom Murphy. Thanks!
files were dropped (mostly entry_points.txt) or .egg-info files changed
to directories. Small patches were needed where some other build systems
were calling Python tools to install due to changes in setuptools.
Messy patching needed for games/0ad which bundles a spidermonkey tar of
a specific version and patches it using files in its own distribution.
Been through a bulk on i386, plus I tested a few things separately on
amd64 where fallout from the recent qscintilla update has broken some ports
on !LP64 which was blocking them on i386.
Probably an unintended side effect from the logic in the scons build
scripts. Duplicate this logic in the port Makefile instead of using the
ksh extended glob trick from my initial diff. This fixes packaging on
riscv64. Also tested on amd64 and arm64 (tb@).
ok sthen@ op@ (maintainer)
From Brad Smith:
```
I noticed odamex is currently failing to build on PowerPC with the AltiVec
support. Since we disable AltiVec support on PowerPC anyway then go ahead and
do so here as well.
```
Switch to using a do-install target in our Makefile like the FreeBSD
port is doing, instead of attempting to appease upstream one with an
endless supply of MAKE_FLAGS and FAKE_FLAGS.
diff from maintainer Timo Myyrä, thanks! While here sort LIB_DEPENDS.
This also backports a fix for the "gzdoom.pk3 not found" error from
https://github.com/coelckers/gzdoom/pull/1665
patch-core_ustring_h was about an implicit copy ctor, upstream fixed it
long ago in a different way.
The other patches were a revert for the use of long-distance matching in
zstd but that's been available without pooking at the zstd internals for
some time already.
most of the patches are upstreamed or not need anymore. freebidi is not
a dependency anymore; use the bundled dns resolver because it doesn't
work with libc' arpa/nameser.h
OK pascal@
- Use CFLAGS and CXXFLAGS instead of CMAKE_CXX_FLAGS and CMAKE_C_FLAGS.
- Use MODCMAKE_LDFLAGS instead of CMAKE_EXE_LINKER_FLAGS
- Fix broken builds with CMake 3.23
platform/x11/detect.py tries to create export templates when building
with GNU ld and tools=no. GNU ld in base is too old for that and it's
not straightforward to enable them using llvm (upstream says it doesn't
work) so just disable them; they're not that useful for us anyway.
bumping is just a pro-forma in this case: on llvm arches there are no
changes and on gcc-arches the previous version didn't built.
(while here reformat the comment at the top of patch-platform_x11_detect_py)
improvements, demo download script by and ok kirby@
Free Heroes of Might and Magic II (fheroes2) is a recreation of HoMM2 game
engine. This open source, multiplatform project, written from scratch, is
designed to reproduce the original game with significant improvements in the
gameplay, graphics, and logic (including support for high-resolution graphics,
improved AI, numerous fixes and UI improvements), breathing new life into this
turn-based strategy games.
A Godot build with the tools enabled is not really that great to run
standalone games due to the various extra checks that the engine does,
so disable the tools (i.e. the editor) in the -main package, but provide
a -tools package for folks that wants to develop games.
While here use target=release instead of debug_release for the -main
package: comments in the SConstruct file hints that debug_release
enables check useful only for development.
discussed many times with various people, tested by few (thanks!)
ok/improvements from sthen@
Sync ode/odeconfig.h with upstream ode, with more #ifdef goo to cater
for non-x86 archs.
Keep using SSE on amd64, and also on i386 where the speedup would make
sense for this port, as hinted by sthen@.
Maintainer timeout, ok sthen@ op@
This is the popular wordle game for the terminal, written in go.
Guess the word in six tries. Each guess must be a valid five-letter
word. Hit enter to submit. After each guess, the color of the tiles will
change to show how close your guess was to the word.
With suggestions from op@
ok op@
Based on code used in sdl2 backend. Tested with XBox {360,One}
gamecontrollers.
Discussion, feedback, contributions, and encouragement op@ (maintainer)
also enable DEBUG_PACKAGES while here
ok op@
because of the change to multiversion support; with plan to roll out a
different setup and launcher solution. However, as this is still not
ready for widespread use, the (legacy) helper scripts will at least
provide the previous functionality (limited to libgdx 1.9.11 in the
scripts).
Thanks to brynet@ who updated the scripts for this change.
(NB portgen usually gets this wrong; it also doesn't understand
dependencies that are restricted to only being used with certain
python versions. at this point you usually get better results
doing py-* ports by hand than with portgen)
This is due to a lack of backwards compatibility; all these and others
are full versions.
Separate versions can be installed at the same time; there are no file
conflicts. 1.9.9 will allow running Urtuk the Desolation.
At this point, remove the scripts libgdx-{setup,run} as they don't fit
in this layout anymore.
Discussed the gritty details of this with sthen, jca, espie...
ok sthen on initial diff, `make update-patches' done afterwards.
changelog: https://godotengine.org/article/maintenance-release-godot-3-4-3
As usual, no known incompatibilites with the previous Godot 3.4.X
releases and upstream encourage all users to upgrade to 3.4.3.
port-wise switch to devel/bullet instead of the bundled copy now that we
have an updated version.
The name is changed from games/multimc to games/blockgame due to MultiMC's new
guidelines for unofficial builds.
This new version introduces the long awaited support for Microsoft/Xbox
accounts.
OK kmos@
clang 13 is stricter and -O2 causes segfault. clang 11 worked with -O2.
As a workaround, override with -O0 until root cause is identified. Bump
revision.
Reproduced on FreeBSD by Vasily (upstream and author of FreeBSD port).
While here, take maintainership.
ok brynet@
https://github.com/FNA-XNA/FNA/releases/tag/22.01https://github.com/FNA-XNA/FAudio/releases/tag/22.01https://github.com/FNA-XNA/FNA3D/releases/tag/22.01
New Features:
Update to FNA3D 22.01
Update to FAudio 22.01
Added SetVideoTrackEXT extension
Added SrgbEXT extension
Fixes:
The FNA3D log is now hooked later in FNAPlatform initialization, to try and load SDL before FNA3D
Partially works around a regression in the new dyld in macOS Monterey
Fixed DDSFromStreamEXT mip loading to calculate each mip level in full
New Features:
Added support for SRGB textures/renderbuffers
Removed Features:
The Metal renderer has been removed, in favor of Vulkan/MoltenVK
Fixes:
Vulkan: Various fixes for device support checks
Image: Log errors from stb_image
2.4.18:
This release just fixes audio on Windows.
2.4.16:
This release primarily fixes a bug that I introduced in 2.4.14 that
corrupted replay file headers. This release reverts that change, and
can also read the corrupted header for replays made with the bad
code.
2.4.20:
This release added several new functions/events to the bzfs API and
reorganized the client menus to improve usability. It also adjusts
some default options, such as radar size, to improve the new user
experience.
2.4.22:
This release fixes several issues with SDL 2 window management. This
fixed a lot of edge cases, mainly with macOS and Linux. There were
also a few other minor fixes with plugins and the handling of
autopilot and bots.
Port changes:
graphics/glew added as dependency
Patch by Tom Murphy and tested by Brad Smith, thank you!
Committed with wantlib fixes.
1.52 API
this is based on the just committed goldberg_emulator update and some
pre-configure and CFLAGS can be simplified now.
tested with opening the editor and also running Cruelty Squad and
Haiki with it without regressions
maintainer op@ also tested with Oddventure, Joyful Spring, and
Pixelorama; ok op@
Release notes:
https://godotengine.org/article/maintenance-release-godot-3-4-2
change location of header files:
include/goldberg_emulator/sdk_includes -> include/goldberg_emulator/steam
dependent ports godot and hlsteam will be updated
testing with godot build and ok op@
update requested, tested, and ok by rsadowski@
rsadowski@ helped with WANTLIB update, cmake options, and vulkan-hpp patch
also tested by me briefly including in-game gameplay without issues.
note on my testing OpenGL backend is still the default on amd64 with intel
GPU. I can't find documentation on a switch to enable Vulkan backend yet.
Best place to view changelogs is the Hard Light fs2open forums:
https://www.hard-light.net/forums/index.php?board=50.0
Upstream isn't packaging source tarballs anymore, so now using GH with
the cmake module and librocket pulled in additionally similar to what
emulators/ppsspp and other ports do.
Port changes:
* reintroduce execinfo (it's now in base and not creating trouble)
Libraries are opened with dlopen now. So we have expected portcheck
warnings: Extra: curl.26 openal.4
Quake II 8.00:
* Client side support for the optional Vulkan renderer library.
* Non existent renderer libraries are now skipped over by the menu.
* Fix several bugs when loading autosaves.
* Bump the maximal number of OGG/Vorbis files to 128.
* Several fixes to the Barracuda Shark. (by BjossiAlfreds)
* vid_fullscreen and r_mode are no longer special, they require an
explicit vid_restart like every other cvar.
* Remove hardcoded map fixes and replace them by optional entity files.
Add several newly discovered map fixes. (by BjossiAlfreds)
* Send the network protocol version to the server. This can be used by
the server to support clients with different network protocol
version. (by Knightmare)
* Force SDL to minimize the window when its focus is lost. This fixes
several problem under Windows with SDL 2.0.14 and newer.
* Switch the semantics of the vid_fullscreen cvar. 1 is now native
fullscreen, like it was in Vanilla Quake II. 2 is desktop
fullscreen. When desktop fullscreen is selected through the menu,
r_mode is forced to -2.
* Add g_footsteps to control the generation of footstep sound. This cvar
is cheat protected. 1 is Vanilla Quake II behavior and the default.
0 never generates footstep sound, 2 always generates them.
* Support stereo wave files. (by 0lvin)
* Add cl_r1q2_lighstyle. When set to 1 Yamagi Quake II uses the Vanilla
Quake II light styles (for example yellow light for the
Hyperblaster) instead of the default r1q2 light styles.
* Add a submenu to configure gamepad and joystick sensitivities. (by
Larry Davis)
* Ensure that the config file is written before changing the active mod.
This prevents config changes from getting lost.
* Overhaul the search path logic. Make sure that each directory is added
only once.