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2022-11-21: Version 1.9.5 released

    When an enemy gets carried down on a slice and has landed, it is
    now shown as frozen until it revives, instead of disappearing
    until it revives. To restore the old disappearing behavior, pass
    new option --hide-landed-enemies.

2021-06-18: Version 1.9.4 released

    New option --no-active-event allows the user to avoid the
    automatic pausing that happens when the window loses the focus
    or is iconified.

    The sound files are now installed under /usr/share/burgerspace/sounds
    instead of /usr/share/sounds/burgerspace (assuming /usr as the
    installation prefix).

    The burgerspace-server manual page is now only installed if
    the network version is built.

    The COPYING license file is not installed anymore.

    Resolved g++ 9.3.0 compilation warnings.

2019-11-11: Version 1.9.3 released

    Fixed a crash that happened when the last life is lost at
    the exact time when the last ingredient falls to the bottom.
    Introduced more randomness in the standalone version.
    Added a German translation to the desktop file.
    Fixed compilation warnings.
    Fixed compilation issue with clang 6.0 re: bind(2).

2013-02-25: Version 1.9.2 released

    Slot selection when loading or saving games can now be done
    with up and down keys, to accommodate keyboard layouts where
    digits are shifted.
    Fixed bug where program crashed when saving game where
    player sprite was absent. Saved format version changed,
    but version 1 format can still be loaded.
    Added #include <unistd.h> to src/RemoteServer.cpp to resolve
    a compilation error related to close(1) under GCC 4.7.
    Fixed default UDP port displayed by ./configure --help.

2012-07-14: Version 1.9.1 released

    Now links with version 0.1.6 of flatzebra library.
    Fixed bug where chef was still displayed when in demo mode.
    Fixed compilation warnings given by gcc's -Wextra switch.
    Escaped "--" sequence in manual pages.
    Small fixes to compile under Visual C++ on Win32.
    RPM spec file rewritten using Fedora template.

2010-05-16: Version 1.9.0 released

    Two player, client-server version available.

    F11 key now toggles between full-screen mode and window mode.

    Support for XBox 360 USB Controller.

    Now requires flatzebra 0.1.5.

    Fixed compilation warnings to satisfy gcc's -Weffc++ option.

2010-03-30: Version 1.8.4 released

    Game now pauses automatically when window loses focus.
    Fixed compilation warnings.

2009-02-26: Version 1.8.3 released

    Pressing Escape key to quit now brings up a confirmation dialog.
    Various fixes to compile under GCC 4.3.
    The XPM files now define "const" character arrays.

2007-12-22: Version 1.8.2 released

    Games can be saved and loaded.  This code is experimental.

    More corner turn tolerance.  (See CORNER_TURN_TOLERANCE in
    src/BurgerSpaceEngine.cpp.)

    Updated the GPLv2 `COPYING' file to reflect new FSF address.

2004-05-02: Version 1.8.1 released

    Links with flatzebra 0.1.1.

2003-06-02: Version 1.8.0 released

    Adapted to the flatzebra library, the successor of gengameng.
    New option --z-for-pepper to use the Z key to shoot pepper
    instead of the Ctrl key.
    New .desktop file now always installed, and adapted to
    Desktop Menu Specification.
    Autoconf macro used to avoid GNU getopt code when compiling on
    BSD-like systems.
    When the sound device is not available, the program does not quit.
    When a game ends, the last level played remains displayed.

2003-01-22: Version 1.7.1 released

    When requested direction is impossible, last moving direction is
    attempted.  This can be useful to turn corners automatically.

2003-01-11: Version 1.7.0 released

    Disappointingly stupid sound effects added.
    Burger ingredients fall twice as fast.
    Makefiles cleaned up.

2002-04-03: Version 1.6.1 released

    Adaptation to gengameng 4.1.
    Contact email address removed from sources.

2001-11-25: Version 1.6 released

    Compatible with gengameng 4.0.

    Superfluous inclusion of <X11/keysym.h> now eliminated.

    ./configure script now has new option --with-gnome-desktop
    entry (or --without-gnome-desktop-entry) to decide if the
    installation adds a GNOME .desktop file and a PNG icon file to
    make BurgerSpace appear in the GNOME Games menu.  Default is
    to add the files.

    ./configure script also has new option --with-cxx to specify
    the executable program to use as the C++ compiler.  Useful
    when two versions of g++ (e.g., 2.95.2 and 3.0) cohabitate
    on a system.

2001-04-27: Version 1.5 released

    This version uses gengameng 3.0, which is based on SDL
    (http://www.libsdl.org/).  A Windows version is available.

2001-03-30: Version 1.4 released

    The signature of the onTimeOut() function in src/xtmain.cc
    has been corrected so that the file compiles on a RedHat 7.0
    system.  It should not have compiled on my RedHat 6.2 system,
    because the type of the function was not compatible in
    principle with XtAppAddTimeOut().  Strangely, NeedFunctionPrototypes
    is defined when X11/Intrinsic.h is read by g++ (2.95.2 in my case),
    so the compiler should have seen the type mismatch.
    RedHat 7.0 uses g++ 2.96, so perhaps that makes the difference.

    The FocusIn and FocusOut events are now used to turn the keyboard
    auto-repeat off and on.  Version 1.3 of BurgerSpace used the
    EnterNotify and LeaveNotify (EnterWindowMask and LeaveWindowMask)
    events instead of FocusIn and FocusOut (FocusChangeMask).
    This caused inappropriate behavior.

2001-03-23: Version 1.3 released

    The XtNinput resource is explicitly set to true in the call
    to XtVaAppInitialize() in src/xtmain.cc.  This makes sure that
    the application request the focus from the window manager.

    Thanks to David Nusinow for this patch.

2001-01-13: Version 1.2 released

    Version 1.2 uses gengameng 2.0, which avoids polling the keyboard
    with XQueryKeymap() and expects instead to be informed of key
    state changes upon KeyPress and KeyRelease events.  See xtmain.cc
    for an example of how to get those events and how to transmit
    the information to the game engine.

    This change seems to solve some of the problems of people who
    reported that the game did not receive any keyboard input.
    However, there are still reports of similar problems.