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.
- migrated to Gtk+3
- remove g+s games plumbing from PLIST as Gtk+3 refuses to run setgid
binaries, move /var/games/gtkballs-scores to ~/.config if you want to
retain your scores.
The boring warning was:
/usr/obj/ports/multimc-0.6.12/MultiMC5/application/groupview/GroupView.cpp:848:9:
error: variable 'beginning_row' set but not used [-Werror,-Wunused-but-set-variable]