Log message:
games/arx-libertatis: update to arx-libertatis-1.2
Changelog:
Arx Libertatis 1.2 "Mega Mega Mega"
Released: 2021-07-13 (announcement)
Gameplay
* Added an alternate, less strict rune recognition algorithm
(enabled by default) (feature request #289, #653)
* Made rune recognition less dependent on framerate (bug #856)
* Added an alternate bow aim mode
* Added gravity to arrows unless fully charged
* Fixed weapon durability degrading faster at higher framerates
(bug #790)
* Fixed poison and magic resistance bonus from equipment and cheats
being ignored in some cases
* Fixed player ascending infinitely when attacked while levitating
(bug #640)
* Fixed Slow down (Rhaa Rune (decrease)Movis Rune (movement)) spell
affecting user interface and input and improve player movement
while it is active (bug #534)
* Fixed hunger dropping below 0% when overeating (bug #132, fix is
also applied when loading save files)
* Higher caster level now makes the Curse (Rhaa Rune (decrease)
Stregum Rune (magic)Vitae Rune (life)) spell more effective against
NPC Damages, Armor Class and Damage Absorption instead of less
effective
* Calculated Armor Class, Magic Resistance, Poison Resistance and
Damages stats now include attribute and skill modifiers from items
and spells (bug #322)
* The Critical Hit chance now includes item and cheat modifiers
* The Negate magic (Nhi Rune (remove)Stregum Rune (magic)
Spacium Rune (field)) spell and effect now correctly follows
the target
* Fixed player not receiving experience for kills by summoned
creatures
* Fixed selection of replacement weapon when the equipped one
breaks to select one that is similarly powerful
* Fixed maximum player Health and Mana ignoring attribute modifiers
from items and spells while the MAX or MAR cheats are active
* Fixed Akbaa not attacking the player after using his tentacle
attack twice (bug #584)
* Fixed spells without mana drain using the mana drain from
previous spells
* Fixed Confuse (Rhaa Rune (decrease)Vista Rune (vision)) spell
ending immediately (bug #615)
Graphics
* Windows: In multi-GPU setups (Optimus/PowerXpress) the more
powerful GPU is now used by default
* Added a configurable FPS limit independent of vsync, defaulting
to the display refresh rate
* Added a field of view setting (feature request #404)
* Re-added a fullscreen gamma option (feature request #254)
* Added support for fullscreen modes with different refresh rates
* Added anti-aliasing to alpha cutouts (color key anti-aliasing,
alpha to coverage and sample shading
* Added an option to disable anisotropic filtering
(feature request #96)
* Added options to disable view bobbing and camera shake
(feature request #405)
* Fixed missing blob shadows under dragged entities
* Fixed wrongly displayed light flare when dragging a torch (bug #783)
* Fixed water and lava not being animated while the night vision
spell is active (bug #1053)
* Fixed scaling of flares around lights with higher resolutions
* Fixed light flares showing through scene geometry or disappearing
when the light is still visible (bug #120)
* Fixed light flares showing through non-interactive entities
(e.g. doors that are opening or closing)
* Fixed light flares being drawn in front interface elements
including notes (bug #1145)
* Fixed light flares being disabled when the player book is open
* Fixed flashes, flares and other effects appearing in front of
the cinematic border
* Fixed missing dynamic lighting for far away scene geometry
(bug #1213)
* Fixed amount of sparks, flame and smoke particles depending on
the framerate
* Fixed cinematic light flicker depending on the framerate
* Fixed VSync setting not being applied until the game is restarted
* Fixed water and lava animation overlay (bug #512)
* Fixed map rendering glitches with buggy OpenGL drivers (bug #539)
* Fixed Negate magic (Nhi Rune (remove)Stregum Rune (magic)Spacium
Rune (field)) and Trap (Aam Rune (create)Morte
Rune (death)Cosum Rune (object)) spell effects not rotating
* Fixed overzealous entity culling (bug #588)
* Fixed weapons and equipment always being drawn in front of the
player hands and arms
* Fixed player hands clipping with walls in first person view
* Fixed arrow object rotation not matching direction
* Fixed missing arrow trails (bug #538) and improved the effect
(also used in the Speed (Mega Rune (increase)Movis
Rune (movement)) spell)
* Fixed NPC animations not playing when close to the player
(bug #270)
* Fixed missing aura when a protection spell ended before a Lower
armor (Rhaa Rune (decrease)Kaom Rune (protection)) on the same
target
* Fixed Ylside blow up effect only disappearing when looking at it
(bug #122)
* Fixed lighting only being updated every other frame (bug #75)
* Increased depth buffer from 16 bits minimum to 24 bits to
prevent Z-fighting (bug #759)
* Linux: Fixed missing anti-aliasing for some drivers
Interface
* Added options to scale the player book, HUD and cursor with
larger resolutions (feature request #391, #996)
* Added an option to limit speech width on wide screens (enabled
by default)
* Fixed scaling and positioning of magic flares when casting with
higher resolutions (bug #535)
* Fixed scaling of cinematics with higher and wide resolutions
* Add an option to letterbox or fade out cinematics with wide
resolutions (fade by default)
* Fixed player book and minimap being stretched with wide resolutions
(bug #211)
* Fixed minimap texture filtering changing when hovering map markers
(bug #570)
* Added anti-aliasing to HUD element borders (even without MSAA)
* Improved quest book text layout
* Added options to control the in-game font size and weight
* Increased default font weight for text in the player book and notes
to improve readability
* Improved shop inventory sorting
* Added crosshair when aiming with a fully charged bow
* Sorting the inventory now never drops items to the ground
* Fixed missing quest book background when there are no quest entries
(bug #1021)
* Fixed wrong items being highlighted when in combine mode (bug #121)
* Add missing item halo when combining items
* Fixed item halo being displayed in front of dragged items
* Fixed too small font size at resolutions slightly above 640x480
* Fixed rendering of runes in the player book
* Removed light affecting the world when clicking on runes in the book
* Tweaked how spell/stealth/equipment/torch icons move when opening
the inventory
* Fixed purse halo not showing when selling certain items
* Fixed health and mana gauges not being hidden during the death
animation (bug #806)
* Fixed position of number in cursor when distributing skill points
* Fixed level transition icons on the map not being displayed
correctly (bug #782)
* The player book is now closed when returning to mouse look mode
(bug #143)
* Fixed missing characters after forced line breaks in text
(bug #718)
Controls
* Added raw mouse input support and an option to control mouse
acceleration
* Fixed border turning (bug #255) and added an option to disable it
* The "Resume game" menu entry and quickload (F9) now load the last
save if no game is running (feature request #45)
* Added a keyboard shortcut for drinking cure poison potions (not
bound by default)
* Added a keyboard shortcut to enter level transitions
(feature request #105)
* Add an auto ready weapon mode that only triggers on enemies
* Player book and notes can now be closed using Escape
(feature request #409)
* Improved item drag and drop behavior
* Improved drag threshold to make it less likely to accidentally
drag an item when Shift+clicking it (bug #1225)
* Fixed being able to exceed item stack size limits in some cases
(bug #1111)
* Added the ability to drop stacks of items to the floor or throw
them (feature request #36)
* Added the ability to pick up stacks of items outside inventories
while holding shift (stealth mode shortcut)
* Items can now be dragged across saves and level transitions
* Fixed rotation of dragged and thrown entities (bug #591)
* Fixed invert mouse setting affecting turning via keyboard or
screen borders
* Fixed double-click only working for the first slot in the Action
binding (bug #795)
* Mouse grab now released during cutscenes, conversations and
cinematics
* Fixed mouse not always being centered when exiting mouse look mode
* Mouse look mode is now cancelled on focus loss to prevent the
cursor being continuously warped to the window center
Audio
* Added an option to enable OpenAL Soft's virtual surround (HRTF)
support (enabled automatically when using headphones)
* Re-added environmental audio effects (reverb) using OpenAL EFX
(the game uses only one relatively neutral environment)
* Added a config option to select the audio device
(feature request #379)
* Restored more spell sounds and fixed spell sound positions
* The Harm (Rhaa Rune (decrease)Vitae Rune (life)), Ignite (Aam
Rune (create)Yok Rune (fire)) and Douse (Nhi Rune (remove)Yok
Rune (fire)) sound effects now correctly follow the caster/target
(bug #740)
* Added an option to mute audio when the window is not focused
* Fixed duplicated page turn sound when clicking top tabs in the
player book (bug #1125)
* Fixed casting sound being played on level load when restoring
persistent fields of protection
* Fixed bare handed entity hit sound being repeated each frame
* Fixed sound position when dousing torches
* Added missing panning for ambient sounds
* Audio listener orientation now uses the camera pitch (only
noticeable with HRTF)
* Fixed audio suddenly cutting off when getting too far from sources
Menu
* Added text and audio language options (available languages depend
on your Arx Fatalis version)
* Added German, Italian, Russian and Spanish localization of new
menu strings (feature request #1006)
* Improved customize controls menu:
* Overwriting bindings no longer moves the old key (bug #717)
* Key bindings can now be removed using the escape key
(feature request #408)
* Displayed key names now use the current keyboard layout
* Fixed removing duplicated key assignments
* Fixed being locked out of the config menu when binding the
'toggle fullscreen' action to the left mouse button (bug #1136)
* Fixed UI not updating properly when changing key bindings
(bug #717)
* Sliders and option widgets can now be controlled using the mouse
wheel or by clicking at the desired position
* Fixed checkbox mouseover area (bug #528)
* Fixed disappearing menu textures after resizing the window (bug #275)
* Fixed slow cursor animation and shorter cursor trail with higher
framerates
* Increased the save thumbnail size
* Added support for Unicode save names (feature request #1032)
* Improved editing support in the save name textbox, including copy
& paste support
* Improved date/time display in the save list
* Added additional highlighting and improved positioning to the
credits
* Added the libraries and tools used for the build to the credits
* Added support for scrolling the credits using the mouse wheel
or keyboard
* Fixed credits scroll position changing on window size changes
Windowing
* Switched to SDL 2 for windowing and input (task #506) - SDL 1
backend will be removed in the next version
* No longer grabs all keys when fullscreen (with SDL2)
* The default ("Desktop") resolution now selects fullscreen
windowed mode (with SDL2) (feature request #300, #449)
* Added an option not to minimize the fullscreen window on
Alt+TAB (feature request #814)
* Added a new high-resolution icon
* Screen saver is no longer inhibited while in the menu in windowed mode
* Windows: Disabled OS-level DPI scaling (bug #706)
* Windows: Fixed missing window icon
* Linux: Translated the .desktop file to Italian and Spanish
* macOS: Handle Command + Q shortcut to close the window
Modding
* Added support for loading uncompressed FTL files
* Added a blender plugin for FTL files
* Added support for extending localization strings in mods
* Added a ^camera system variable returning the active camera
* Added a ^dragged system variable returning the item being dragged
* Added the ^angle* and ^view* system system variables returning
the rotation of the player or another entity
* Fixed ^gamedays system variable to give the number of days since
the playthrough start instead of the the number of 10-days
* Added the -o flag to the spellcast script command to orphan the
spell after being cast
* Added library and python wrapper for decompressing FTL files
Debugging
* Added a script console (feature request #356)
* Added more debug views and made the key binding configurable
(feature request #1500)
* Added --skiplogo, --loadlevel, --loadslot and --loadsave
command-line option to skip startup logos or load a level
or save file on startup
* Added support for loading save files by drag & drop
* Added ability to rename saves to arxsavetool
* Added a --benchmark command-line option
* Added a --override-gl command-line option and extension_overrides
setting to control used OpenGL extensions
* Changed to OpenGL debug context and enabled ARB_debug_output for
debug builds or with the --debug-gl option
* Added a config option for the vertex streaming buffer size
Tools
* Added support to arxunpak to extract all resources as seen by
the game (default when no arguments are given)
* Added support to arxunpak to create resource manifests with
checksums
* arxunpak now handles non-ASCII characters in filenames
* Unix: Added support for different French and Russian Arx Fatalis
CD versions to the data install script
* Unix: Added support for different localized demo versions to the
data install script
* Unix: Fixed support for copying non-English data files from Steam
installs in the data install script (bug #829)
Performance
* A lot of code cleanup and various performance tweaks
* Reduced number of redundant OpenGL state changes
* Improved vertex upload, now uses persistently mapped buffers when
available
* MSAA is now disabled for interface draw calls where it does not
make a difference
* Optimized particle effect rendering
* Changed blood rendering to only need one draw command per particle
* Disabled denormalized floating point numbers on x86 and ARM for
better performance
* Added a performance profiling tool
* Changed magic missile spell to only use one sound source instead
of one per missile
* Improved CPU usage when the window is minimized
* Improved pathfinding performance, especially when the target is
unreachable (bug #652)
* Windows: The OpenGL context is no longer re-initialized on
resolution changes
* Unix: Enabled -ffast-math in release builds (was already enabled
for MSVC)
Other Fixes
* Significantly improved the item-world collision test: thrown or
dropped items should no longer get stuck in walls, hover above
the ground or fall through the ground or walls (bug #50, #556, #956)
* Fixed screenshot shortcut (F10) always overriding the same file
* Fixed potential resource leaks
* Fixed direction of player speech outside cutscenes
* Save files now correctly store game time for playthroughs longer
than 1193 hours (AL 1.1.x and older as well as AF 1.21 simply
ignore the additional data)
* Fixed inconsistent state (weapon equipped while not in combat
mode) when loading a save that was created while in combat mode
* Fixed persistent arrow trails if arrows get outside the world
* Fixed game time not being reset to 0 when starting a new
playthrough after having an old one loaded
* Fixed ^sender script variable possibly changing during script
execution
* Fixed a buffer overflow when saving with very long script
variables
* Fixed missing black bars in a cutscene in the castle of Arx
(bug #1014)
* Fixed Akbaa tentacle not being hidden when it is supposed to be
in the Ylside bunker
* Fixed crashes with item stack sizes or player gold amounts
above 999999
* Fixed wrat teleport breaking when saving and loading during the
teleport
* Fixed inconsistent weapon attachment when saving while in combat
mode (bug #581)
* Fixed getting stuck in a cutscene in level 5 (bug #1293)
* Made saving more robust against unexpected filesystem errors
(bug #439) or other programs opening the save file (bug #1218)
* Improved handling of corrupted inventories in save files
(bug #1445)
* Fixed initial player position when starting a new game after
already having loaded an existing game (bug #140)
* Fixed minimap reveal status not being reset when starting a new
game (bug #1349)
* Fixed script variables not getting cleared on new game
* Fixed an error when a resource file size changed after the game
start
* Fixed various crashes:
* Fixed a crash when loading saves with more than 1500 entities in
a single level (bug #375)
* Fixed a crash when the entity whose inventory is open is destroyed
(bug #843)
* Fixed a crash when the caster or target of a spell is destroyed
(bug #951)
* Fixed a crash when the entity selected for combining is destroyed
(bug #452)
* Fixed a lockup when throwing items at certain objects
* Fixed problems when loading save files with bugged entity positions
(bug #894, #995)
* Fixed asserts with very high player stats not obtainable during
normal gameplay (bug #942)
Technical Changes
* Fixed build with CMake 3.5.0 or newer
* Fixed Windows XP support with newer MSVC versions
* New dependency: GLM 0.9.5.0 or newer
* macOS: New dependency: iconutil (from Xcode) or icnsutil for
building the .icns icon
* New crash reporter dependency: WinHTTP / libcurl 7.20.0 or newer
* Dropped support for CMake < 2.8.3
* Dropped support for Boost < 1.48
* Dropped support for Qt < 4.7
* Added support for using libepoxy instead of GLEW to load OpenGL
functions
* The unity build is now enabled by default
* No longer stores deleted entities in save files if not needed
* Added SDL 2 fall-back for error dialogs
* Cleaned up missing data files error dialog, ask before running
arx-install-data
* Added support for statically linking Freetype and ZLIB
* Color output is no longer enabled if $NO_COLOR is set or if $TERM
is unset or set to "dumb"
* Added support for setting a runtime libexec search dir different
from the install path
* Added support for the ARX_PATH environment variable under Windows
* Added support for storing .pak and loose files in a data
subdirectory
* Added support for loading data files relative to the executable
* Added support for configuring additional data search paths
* There is now a dialog on crash and the crash report is prepared
even if the Qt-based reporter is not available
* Fixed build on newer macOS versions
* Save files now track which playthrough they belong to (not used
in the UI yet)
* The arx binary now displays a graphical error dialog when passed
bad command-line arguments
* Changed passwall cheat to bypass culling
* Removed the need for a custom vertex shader
* Added support for using OpenGL ES-CM 1.x when desktop OpenGL is
not available
* Add a script warning when a command is missing parameters
* The Gold linker is used and link time optimizations are now
enabled automatically when building from source
* Enabled address randomization for the main executable in MSVC
builds
* Made .pak loading case-insensitive on all platforms
* Windows: Added support for statically linking Qt in the crash
reporter
* Windows: Support using a 32-bit crash reporter for a 64-bit arx
process
* Windows: Added Unicode filesystem support (feature request #786)
Removed Features
* DirectX backends (Direct3D, DirectSound, DirectInput)
* Video bit depth option
* Support for loading uncooked objects (.teo) and scenes (.scn)
* Removed link_mouse_look_to_use config option
* Removed the unused killme script command
* Removed the unused stack, code, rgb and sub-commands from the
zoneparam script command
* Remove stubbed-out -a flag from the set script command
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Log message:
games/*: fix alignment of variable values
pkglint -Wall -r --autofix --only aligned
After running the above command, three packages had to be adjusted
manually:
In maelstrom-x11, pkglint didn't see that a commented variable
assignment should have been re-aligned as well.
In netmaze, there was a single line that didn't align well with all the
others, but pkglint decided to adjust the whole paragraph to this single
line. The result would have been ok, but not good.
In tscp, there was a paragraph where some of the lines were indented
one space more than the others. This rule is useful when one variable
name is very long compared to the others, but not in this case.
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