Hello community, here is the log from the commit of package openmw for openSUSE:Leap:15.2 checked in at 2020-05-13 13:47:49 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Comparing /work/SRC/openSUSE:Leap:15.2/openmw (Old) and /work/SRC/openSUSE:Leap:15.2/.openmw.new.2738 (New) ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Package is "openmw" Wed May 13 13:47:49 2020 rev:11 rq:804896 version:0.45+git.20200318 Changes: -------- --- /work/SRC/openSUSE:Leap:15.2/openmw/openmw.changes 2020-01-15 15:37:00.539010186 +0100 +++ /work/SRC/openSUSE:Leap:15.2/.openmw.new.2738/openmw.changes 2020-05-13 13:47:56.853386759 +0200 @@ -1,0 +2,326 @@ +Sat May 2 06:57:53 UTC 2020 - Carsten Ziepke <[email protected]> + +- Update to version 0.45+git.20200318: + * Do not write empty trade time + * Support for radial fog (feature #4708) + * Cleanup ownership for items in containers + * Do not use dynamic casts when using ObjectState + * Compare revisions by equality to support overflow + * Support recast mesh rendering + * Accept an extra numerical argument in GetItemCount +- Update to git fixes building with OpenSceneGraph 3.6.5 +- Added _service file to download fromt github +- Added libboost_iostreams-devel to BuildRequires + +------------------------------------------------------------------- +Wed Jan 29 17:24:53 UTC 2020 - Cristian Rodríguez <[email protected]> + +- Build with -fvisibility=hidden, generates better and ~3MB + smaller executables. + +------------------------------------------------------------------- +Fri Jul 12 08:44:50 UTC 2019 - Michel Normand <[email protected]> + +- update _constraints for PowerPC that needs more than 4.6G disk + +------------------------------------------------------------------- +Sun Jun 23 16:51:55 UTC 2019 - Maximilian Trummer <[email protected]> + +- update to 0.45.0 + * Non-actor objects display visual effects during spellcasting + * Creatures without any collision box use auto-generated ones + * Launcher: File paths of selected content files can be copied via context menu + * Actors play casting animations during scripted spellcasting + * As an option, barter deals permanently modify merchant disposition + * Ranged weapons deal critical hits to unaware opponents + * 360° screenshots of various kinds can be made + * 'ToggleBorders' debug instruction ("tb") available in console + * Sound generator keys in activator animations are supported + * Some of the debug settings previously available as command line arguments can be set up in the launcher + * Support for per-group KF animation replacers has been added + * Shader water is rougher during bad weather + * The number of enchanted items in a stack is shown in the Spells window + * The actual chance of hitting the target is used for AI weapon rating instead of just the skill + * The real potential damage of a weapon is used for its rating + * A bonus is applied to the rating of ranged weapons if the attacker is far enough from the target + * As an option, the Strength attribute affects Fatigue and Health damage in hand-to-hand combat + * The logging system has been heavily reworked + * AI no longer uses magic effects that affect hit chance if the enemy has not taken the appropriate stance + * AI uses the root mean square of melee-weapon damage for more precise weapon rating + * AI accounts for weapon speed when rating a weapon + * Various vanilla GMSTs regarding combat action rating are utilised + * 'sTo' GMST ("to") replaces hyphen in the Spellmaking menu + * New count field in the Alchemy window allows you to brew multiple potions at the same time + * To improve performance, actors outside of the AI processing range are no longer rendered but faded out + * AI processing range can be configured via an in-game slider and a configuration option + * If the animated creature model lacks a collision box, the non-animated model's collision box is used as a fallback + * Tooltips of thrown weapons show the actual in-game damage (twice the base-record damage) the projectiles have + * All top-bar dropdown menu options and most context menu options have icons + * Actors are rendered in Scene view + * Verifier functionality covers Enchantment records + * Added a check box to execute a case-sensitive global search + * Shift + C is default shortcut for viewing cells + * Shift + V is default shortcut for previewing records + * Global search has a status bar + * Frame rate in Preview window can be limited + * Log files are created in case of a crash + * Previously sorted-by-ID lists, such as magic-effect lists, are now alphabetically sorted + * As an option, base records are ignored in verifier runs + * Already existing marker models for light sources and creature levelled lists are now used + * All actors (not only those in active cells) restore Health and Magicka during player character rest + * Precise times of sunrise and sunset are now recovered from the imported Morrowind INI file + * Actors now properly aim during scripted spellcasting + * Skills and attributes that affect trading no longer cause low selling prices if they're too high + * Landing sound behaviour for NPCs and the player character has been reworked + * Scripted movement of an object now adjusts the position of actors standing on top of that object + * The last equipped item of a certain type is automatically re-equipped once a bound-item spell of the same type expires + * Restore effects can restore drained stats + * Attacks from unarmed, non-bipedal creatures no longer degrade armour + * For the time being, actors are no longer allowed to activate teleport doors so that their abrupt cell change doesn't cause a crash + * Using 'Resurrect' instruction on a dead player character fully resumes the game + * References to non-existent classes or factions no longer crash the game + * Weapons are visually unequipped before the start of a spellcasting stance transition + * The player character now gets a bounty when a player follower commits a murder + * Explicit reference calls no longer break [Tab] autocompletion in the console + * Naked expressions starting with a member operator are no longer allowed outside of the console + * The handling of Drain and Fortify effects for health, magicka, and fatigue has been reworked to match vanilla behaviour + * Enemies are no longer immune to ranged attacks at very close range + * Adding an item with a self-equipment script to an actor no longer causes a freeze + * Actors who are placed above the ground are now snapped down at a significantly larger distance when a cell is loaded, preventing them from falling to their death + * TrueType fonts are now properly rescaled + * Targets are now much easier to hit with on-touch spells + * The handling of scripted and death animations has been reworked to significantly improve mod compatibility + * 'GetSpellEffects' scripting function can now detect zero-duration effects + * Enemies are much easier to hit with low-reach weapons, since the intended start position of the attack raycast is now replicated + * Scripted sleeping interruptions no longer prevent the spawning of random sleep encounters + * Calling 'AddSoulGem' and 'RemoveSpell' scripting instructions with an extra argument no longer breaks script compilation + * 'GetPCInJail' scripting function has been reworked to more closely match vanilla behaviour + * Previous placeholder implementation of 'GetPCTraveling' scripting function has been replaced with a proper solution + * Message boxes can now have newline characters in the text argument + * Alignment of terrain texture painting has been corrected to match the vanilla look + * Attenuation of magic light sources is now properly calculated + * 'Goodbye' scripting function in dialogue results now makes any additional choices act like 'Goodbye' + * 'RemoveSpellEffects' scripting instruction now also removes permanent effects + * Movement prediction for spell aiming now uses the correct GMST to calculate the magic projectile's speed + * Animated collision shapes are no longer erroneously optimised + * The terrain texture blending map is now upscaled to more closely match the vanilla look + * Issues with actors not returning to their initial position in various situations have been fixed + * AI packages with a non-unique target no longer choose a random target with the same ID + * Text after the last end-of-line tag is no longer shown in books to match vanilla behaviour + * 'FixMe' script instruction has been reworked to more closely match vanilla behaviour + * Jumping on slopes is now less restrictive, preventing the player character from getting stuck in V-shaped terrain + * Pathgrid nodes which lie between an actor and that actor's destination are now ignored + * Actors with an AiTravel package now stop near their target position if that position is blocked by another actor + * [Activate] key can no longer be held down to spam Persuasion and other kinds of repeatable actions + * Turning animations no longer reset idle animations + * Death animations from pre-0.43.0 savegames are now forward-compatible + * 'CenterOnCell' script instruction ("coc") now teleports the player character to the accurate door marker or exterior position for interior and exterior cells respectively + * Faction members are now aware of faction ownership during barter + * AiWander packages which are placed before an AiFollow package in the AI package list no longer override vital functionality of that AiFollow package + * Key focus in containers is now automatically (re)set to the [Close] button to prevent players from accidentally stealing items + * Spellcasting stance transitions no longer interrupt movement animations + * OK button in the Settings window has key focus by default + * It's no longer possible to cast an Absorb spell on oneself + * Non-audio files no longer crash the game when the engine tries to play them + * When there is a 'NiStringExtraData' node with MRK value in a NIF model node, only 'NiTriShape' meshes starting with "Tri EditorMarker" are ignored instead of the whole node + * 'RotateWorld' scripting instruction now rotates objects around the correct axis, while keeping the objects' initial rotation + * Applying the console command "Lock 0" to a door or a container now creates an unbreakable lock, like in vanilla Morrowind + * Actors without any AI packages now properly return to their initial position after combat or pursuit + * Guards with AiAlarm = 0 no longer attempt to arrest the player character when they observe a crime but no one reports it + * 'Begin' and 'End' script keywords can now be followed by a comma + * The default terrain texture no longer shines through terrain texture blending transitions + * Broken items are now ignored when trying to equip an item via quick key + * Actors now open doors more quickly + * Light sources which cannot be carried no longer prevent the AI from auto-equipping shields + * The handling of idle chances in AiWander packages has been reworked to more closely match vanilla behaviour + * 'NotCell' dialogue condition now supports partial name matches + * Scripted equipment now bypasses most standard equipping restrictions, e.g., those for beast races + * When a non-player object casts an Open spell, a player crime event is triggered if the player character is detected to ensure vanilla compatibility + * General-number formatting ("%g") now works like in vanilla Morrowind and properly handles the fractional part + * Cancelled AI packages are now removed from the package cache + * Non-ASCII strings are now properly handled in the content selector and in the ESM reader + * Silt striders in abot's "Silt Striders" mod are no longer rotated by 90 degrees + * The behaviour of weapon-using non-bipedal creatures has been reworked to make them less helpless in certain situations + * Actors who are vampires now display their regular record head when no vampire head is found + * Scripted animations no longer move actors away from their initial position + * Potential crashes in the quick-keys menu when an item is no longer available in the inventory no longer occur + * 'Goodbye' dialogue scripting instruction now disables hyperlinks in dialogue topics + * 'PositionCell' scripting instruction no longer tries to add local scripts to scripted items in the teleported player character's inventory twice + * Training cap is now limited by the trainer's modified skill instead of their base skill + * Crossbow reloading animations now only apply to the upper body + * Crossbows now use animations for one-handed weapons as a fallback + * Animations for turning in spellcasting stance are now used + * Animated meshes without slashes in their full path are now properly classified as animations + * Scripted spellcasting no longer increases the Alteration skill + * A potential zero division in the Fatigue calculation has been removed + * A knocked-down player character can no longer move or be moved in first-person view + * Some issues with sun specularity in the water shader have been fixed + * Movement animations without idle-animation fallback no longer trigger idle animations + * The game now switches between distorted (underwater) and undistorted sound effects based on the camera position instead of the player character's head position + * The inventory paper doll is now affected by GUI scaling + * Items with an 'OnActivate' command present in their script (such as "cursed" items) no longer visually disappear when they are picked up in menu mode + * Creatures no longer incorrectly flee from werewolves + * Minimum and maximum sound ranges with zero value are now separately reset to their default ranges + * Non-actor objects can no longer have a dialogue window opened via script + * Dialogue topics with reserved names, e.g., "Barter" or "Repair", now behave the same as in vanilla Morrowind + * Optimiser search for reserved node names is now case-insensitive + * Pinned windows are now properly updated + * Fast-travel logic now always depends on the type of the service NPC's cell instead of the destination cell type + * The underwater viewing distance limit is no longer broken + * The player character no longer uses headtracking in first-person view + * The handling of player character turning animations has been improved + * Several weapon animation inconsistencies during movement in first-person view have been fixed + * Idle animations are no longer reset in certain situations where they should be continuous + * If an innocent actor dies from the continuing effects of a player attack, the murder is now also reported if the player has already paid their fine + * Attack strength is now 0 if the player spams the [Attack] button + * The incorrect inequality operator "[]" is now interpreted as less-than operator "[" to ensure compatibility with certain mods + * Picking a stack of gold up in menu mode now grabs the whole item stack + * Scaling for animated collision shapes is no longer erroneously applied twice + * Fall damage is no longer erroneously applied twice + * The pseudo duration of instant magic effects has been adjusted in the spellmaking menu to match vanilla spell cost calculations + * A zero division occurring in 'NiFlipController' nodes without textures has been removed + * The flickering frequency of light sources and some light-related calculations have been fixed + * The sneaking offset in first-person view is now also applied when switching to sneak mode in midair + * Sneaking is no longer possible while flying + * Recharging enchanted items now always increases the Enchant skill regardless of success or failure, like in vanilla Morrowind + * NPC record entries Reputation, Disposition and Faction Rank are now loaded as unsigned variables + * Sneaking stance no longer affects speed if the actor is not actually sneaking + * 'GetPCJumping' scripting function has been reworked to match vanilla behaviour + * "%Name" string replacer can now be used in creature dialogue + * Force-equipping a weapon now resets ongoing attack animations + * HUD no longer displays an "item condition" for throwing weapons + * Levelling up no longer fully restores health but rather applies the gained health points + * Actors no longer fall from cliffs or run into obstacles when backing down from attackers + * Enabling collision with 'ToggleCollision' scripting instruction ("tcl") now snaps the player character down to the ground + * The number of known ingredient and potion effects is now determined by the modified rather than the base Alchemy skill + * Pitch factor handling for crossbow animations has been streamlined to more closely match vanilla behaviour + * Journal can no longer be opened while the Settings window is open ++++ 129 more lines (skipped) ++++ between /work/SRC/openSUSE:Leap:15.2/openmw/openmw.changes ++++ and /work/SRC/openSUSE:Leap:15.2/.openmw.new.2738/openmw.changes Old: ---- openmw-0.43.0.tar.gz New: ---- _constraints _service openmw-0.45+git.20200318.tar.xz ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Other differences: ------------------ ++++++ openmw.spec ++++++ --- /var/tmp/diff_new_pack.cFhA2B/_old 2020-05-13 13:47:57.241387594 +0200 +++ /var/tmp/diff_new_pack.cFhA2B/_new 2020-05-13 13:47:57.241387594 +0200 @@ -1,7 +1,7 @@ # # spec file for package openmw # -# Copyright (c) 2017 SUSE LINUX GmbH, Nuernberg, Germany. +# Copyright (c) 2020 SUSE LLC # Copyright (c) 2012-2015 openSUSE_user1 # # All modifications and additions to the file contributed by third parties @@ -13,18 +13,18 @@ # license that conforms to the Open Source Definition (Version 1.9) # published by the Open Source Initiative. -# Please submit bugfixes or comments via http://bugs.opensuse.org/ +# Please submit bugfixes or comments via https://bugs.opensuse.org/ # Name: openmw -Version: 0.43.0 +Version: 0.45+git.20200318 Release: 0 Summary: Reimplementation of The Elder Scrolls III: Morrowind -License: GPL-3.0 AND MIT +License: GPL-3.0-only AND MIT Group: Amusements/Games/RPG -Url: http://www.openmw.org -Source: https://github.com/OpenMW/%{name}/archive/%{name}-%{version}.tar.gz +URL: https://www.openmw.org +Source: openmw-0.45+git.20200318.tar.xz Source2: %{name}.rpmlintrc BuildRequires: MyGUI-devel >= 3.2.1 BuildRequires: cmake @@ -32,6 +32,7 @@ BuildRequires: fdupes BuildRequires: gcc-c++ BuildRequires: libboost_filesystem-devel +BuildRequires: libboost_iostreams-devel BuildRequires: libboost_program_options-devel BuildRequires: libboost_system-devel BuildRequires: pkgconfig @@ -85,7 +86,8 @@ * customisable GUI %prep -%setup -q -n %{name}-%{name}-%{version} +%setup -q +cp 'files/mygui/DejaVu Font License.txt' ./DejaVuFontLicense.txt ## fix __DATE__ and __TIME__ STATIC_BUILDTIME=$(LC_ALL=C date -u -r %{_sourcedir}/%{name}.changes '+%%H:%%M') @@ -104,8 +106,11 @@ -DOPENMW_RESOURCE_FILES="%{_datadir}/%{name}/resources/" \ -DUSE_SYSTEM_TINYXML="ON" \ -DDESIRED_QT_VERSION=5 \ + -DCMAKE_POLICY_DEFAULT_CMP0063=NEW \ + -DCMAKE_CXX_VISIBILITY_PRESET=hidden \ + -DCMAKE_VISIBILITY_INLINES_HIDDEN=1 -make %{?_smp_mflags} VERBOSE=1 +%make_build %install %cmake_install @@ -118,13 +123,8 @@ cp -pr files/launcher %{buildroot}%{_datadir}/%{name}/resources/ || exit 1 ## Install docs -install -d -m755 %{buildroot}%{_docdir}/%{name}/licenses -cp -pr %{buildroot}%{_datadir}/licenses/%{name}/* %{buildroot}%{_docdir}/%{name}/licenses/ || exit 1 -rm -rf %{buildroot}%{_datadir}/licenses/ -install -m644 README.md CHANGELOG.md AUTHORS.md %{buildroot}%{_docdir}/%{name}/ -install -m644 docs/license/GPL3.txt %{buildroot}%{_docdir}/%{name}/licenses/ rm -f manual/opencs/.gitignore -cp -r manual/opencs %{buildroot}%{_docdir}/%{name}/ || exit 1 +rm -Rf %{buildroot}%{_datadir}/licenses/%{name} ## fix location of appdata mkdir -p %{buildroot}/%{_datadir}/appdata @@ -144,22 +144,26 @@ %desktop_database_postun %files +%license LICENSE DejaVuFontLicense.txt +%doc README.md +%doc CHANGELOG.md +%doc AUTHORS.md +%doc manual/opencs/* %dir %{_datadir}/%{name} %dir %{_sysconfdir}/%{name} -%dir %{_docdir}/%{name} -%{_docdir}/%{name}/* -%{_datadir}/%{name}/* %{_datadir}/pixmaps/*.png %{_datadir}/applications/*.desktop +%{_datadir}/%{name}/* %dir %{_datadir}/appdata %{_datadir}/appdata/openmw.appdata.xml %config(noreplace) %{_sysconfdir}/%{name}/openmw.cfg %config(noreplace) %{_sysconfdir}/%{name}/openmw-cs.cfg %config(noreplace) %{_sysconfdir}/%{name}/settings-default.cfg -%config(noreplace) %{_sysconfdir}/%{name}/gamecontrollerdb.txt +%config(noreplace) %{_sysconfdir}/%{name}/gamecontrollerdb*.txt %config %{_sysconfdir}/%{name}/version %{_bindir}/bsatool %{_bindir}/esmtool +%{_bindir}/niftest %{_bindir}/%{name} %{_bindir}/%{name}-essimporter %{_bindir}/%{name}-iniimporter ++++++ _constraints ++++++ <constraints> <hardware> <memory> <size unit="G">4</size> </memory> </hardware> <overwrite> <conditions> <arch>ppc64</arch> <arch>ppc64le</arch> </conditions> <hardware> <disk> <size unit="G">5</size> </disk> <memory> <size unit="G">5</size> </memory> </hardware> </overwrite> </constraints> ++++++ _service ++++++ <services> <service mode="disabled" name="tar_scm"> <param name="url">https://github.com/OpenMW/openmw.git</param> <param name="scm">git</param> <param name="revision">d8e1a6b</param> <param name="changesgenerate">enable</param> <param name="filename">openmw</param> <param name="versionformat">0.45+git.%cd</param> </service> <service mode="disabled" name="recompress"> <param name="file">*.tar</param> <param name="compression">xz</param> </service> <service mode="disabled" name="set_version"/> </services>
