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foobillardplus 3.43~svn170%2Bdfsg-2
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3.43 beta
=========
- russian localisation from Alrusdi
- collision detection for cue in table
- new pause function with key p on game with AI player
- replace gl_quads, gl_quad_strip with gl_triangle_strip
- zenity (gnome), kdialog (kde), xmessage (X11), MS Windows error dialogs
- replace glbegin/glend/glvertex and so on to vertex arrays
- bugfixing table display
- new default directory /usr/games
- Package Management for debian/ubuntu distribution
- Start of Apple Mac Port from Julian Mayer (thanks)
- old mouse movement is selectable under options
- selectable language option
- correct application restart in menu
- bug-fixes turning around in room
- bug-fixes for WINDOWS-Port SDL 1.2.15
- new high-res graphics, peoples, plants.....
- animated fire in fireplace

3.42 beta
=========

- reorg of sourcecode
- new sound engine inside
- change SDL_Audio to SDL_MIXER
- integration of backgroundmusic (ogg and mp3 support)
- include songs from "Zentriert ins Antlitz" (Marc Friedrich)
- an extern history function
- problems on toggle fullscreen solved
- problems set windowed video mode solved
- start of use SSE intrinsics

3.41 beta
=========

- Bugfix release

new in 3.4 beta
===============

- desktop icon
- textures for room and walls
- routines for displaying walls
- more optimizations in table.c 

new in Beta 2
=============

- Tron like game playfield (a little bit like the movie ;-)
- Glass balls (not really perfect, but a beginning
- new network module IPv4
- IPv6 only in the start mode shown, but only IPv4 works now (SDL_net problem)
- all game types can be played in the network gaming mode
- in birds eye view it's now possible to play a game with cue-moving etc.
- the main-menu now shows some more help on every option.

Start of foobillard++
=====================
 - a little bit textures for the roomfloor
 - new handling of changing to the next shot (more human feeling)
 - start to write a whole manual
 - start of basic utf8 handling for strings and fonts
 - bugfixing
 - much code rewriting
 - most mouse-commands also with keyboard possible
 - some problems with the .rc file solved
 - new improved controls direct on the screen (visible with icons)
 - some antialiasing filtering functionality
 - some anisotropic filtering funcionality
 - lost balls from table are detected correctly in jump shots
 - switching the jump shots on as default
 - more graphics
 - more sound
 - more options adjustable inside the game
 - new options
 - carambol play has now a (adjustable) defined ending with winning option
 - carambol play has a functional tournament mode
 - bug fixing
 - SDL is now a must have. Glut isn't supported anymore
 - freetype2 is now a must have. Without it, the program won't work
 - Snooker shows now the correct balls to play
 - new statusline for more info in gameplay
 
new in 3.2 (not published)
==========
 - Start of Localisation
 - better orientation for the Fonts
 - changed fonts for blueboldttf,iomanoid,youregon because they are not GPL
   (thanks to the Meego Port Team)
 - Special Options for WeTab Port
 - Corrected Game Start
 - Corrected Tournament
 - Corrected functions in billard3d.c
 - Corrected Menu handling
 - Improved and corrected moving around in all states

3.1 (internal Version)
======================
 - not published (internal Version, pre foobillard++)

new in 3.0a
===========
 - 3.0 didnt work because of wrong data-directory (thx to Jens Granseuer)

new in 3.0
==========
 - directional lighting working again
 - multitex check for table detail map (thx to Alan W. Irwin)
 - commandline option for table detail map
 - timeout for network-read 
 - snooker: white potted -> next !act player may place (thx to Peter Lord)
 - more realistic near range ball reflection (in fresnel vertex program)
 - correct VRPool keybindings for glut (press/release instead of toggle)
 - more intuitive --enable-sdl/glut (thx to Mike Frysinger)
 - fix: carambol: 2nd player uses yellow ball again

new in 2.9
==========
 - added 'struct' before GLUtesselator (thx to Lukasz Szift Hejnak)
 - table detail map texture (cloth)
 - better mipmap settings for text objects
 - internal format for rendered reflection GL_RGB instead of GL_RGB16
 - fixed some restart-bugs (player parameters wouldnt be kept)
 - undo for training mode

new in 2.8
==========
 - new configure option --enable-nvidia=off also disables fresnel reflections
 - configure option --enable-bumpref is discarded.
 - tournament mode implemented
   * several named opponents with different strengths
   * a tounament window with status info after every match
   * cmdline option for fast motion of AI vs. AI games
 - internal changes in the main simulation loop
 - segfault fix (uninitialized string for score text in 8ball)
 - removed some compile warnings
 - sound also with glut (hardcoded for s16le and /dev/dsp for now)
 - new configure option "--enable-sound" to explicitly en/disable sound
 - VRPool keyfuncs also for glut (toggle instead of press/release)
 - also using glutPassiveMotionFunc for mouse movements
 - some simplifications of restart menu

new in 2.7
==========
 - bugfix: place-ball-texture in reflections always under white ball
 - performance gain by whole ball culling (also in reflections)
 - fresnel-like reflections using NV_vertex_program
 - rendered reflections a bit more decent
 - experimental, simple (really simple!) avatar
 - bugfix: training mode: if cueball into pocket take next ball still in game
 
new in 2.6
==========
 - switch for debug messages in configure script
 - bugfix: dont write .rc when not writeable
 - bugfix: segfault when more than 50 display modes (thx to Alan Claunch)
 - bumpmaps on table frame
 - slight performance gain by triangle strips (experimental)
 - variable bird view distance for different table sizes (thx to Stephen Illingworth)
 - ball spin prop. to hit strength again (seems i changed this once for testing)
 - cushion physics changes
 
new in 2.5
==========
 - polygon offset for reflections due to z-fighting on some hardware (thx to Michel D�nzer)
 - bugfix: str_contains didnt check for termination of 1st string (thx to Frank Gevaerts)
 - bugfix: fullscreen mode wasn't saved in config file.
 - AI-player skill adjustible in menu
 - gamemodes match/training
 - training mode: free placement and cueball selection
 - training mode: tab key to switch cueball
 - some VRPool hold-key-funcs implemented (work correctly in SDL only)
   * s .... mouse shot
   * b .... cue butt up/down
   * e .... english
   * m .... place cue ball

new in 2.4
==========
 - button2 after button1 = toggle cue view
 - hold button2 after button1 = place cue ball
 - hold button1 after button2 = adjust effet
 - black outlines for menu text
 - different blending func for rendered reflections
 - 8ball rule fix: potting 8 at break caused a win (thx to A. Friesen.)
 - manpage (thanx to Wouter Eerdekens)

new in 2.3
==========
 - bugfix: bumpref_list was not generated
 - fix: cueball could be placed all the time
 - new more complete snooker code (thx to Frank Gevaerts)
 - sound compatibility fix for big endian machines (thx to Frank Gevaerts)
 - table socket and floor
 - black ground of holes (no floor see through)
 - bugfix for some voodoo drivers (player text and menu didnt show up)
 - pool rules fix: no foul when hitting cushion outside the foul-region before ball in the foul-region
 - pool rules fix: no foul at break when potting other balltype than 1st hit
 - 3D-font rendering for text objects
 - 3D winner text
 - some debug message cleanup

new in 2.2
==========
 - non ANSI conform variable declaration fixed - sloppy me
 - only printable characters are accepted in textfield (thx Corey Edwards)
 - removed hardcoded "CC=gcc" in Makefile.am (thx Corey Edwards)

new in 2.1
==========
 - vast performance improvements of rendered reflections
   * cuberef lod (mipmap levels)
   * calc only cuberefs of balls in FOV
 - human/ai player adjustible in menu
 - better sdl friendliness (thx to Michael G. Martin)
 - automatically save actual settings into .foobillardrc file on quit
 - correct wraping (clamp to edge) of cubemaps
 - cue-offset crosshair on ball

new in 2.0
==========
 - fallback for systems without sound
 - automatically exclude bumpref for non NVIDIA cards at compiletime
 - additional configure parameter for enabling/disabling bumpref
     (if automatic detection doesnt work)

new in 1.9
==========
 - exact table polygons (no more black dots)
 - ball traces
 - better sound timing
 - better sound data 
   (ball-ball sound borrowed from kbilliards - scaled in time by 0.7 -
   thx to Samuele Catuzzi)
 - better rendered reflections due to cube offset
 - bump reflections on edges using NVIDIA opengl extensions
 - place_cue_ball.png real black instead of 0x010101
 - removed --netgame and --host=... options 
     (network game should be started from menu)
 - menu code for textfield entry
 - menu: added textfield for IP
 - menu: added textfield for portnumber
 - menu: added textfield for player names
 - smaller near clipping value
 - fixed shadow flicker bug

new in 1.8
==========
 - realtime rendered cubemap ball reflections
 - jumpshot code (experimental - not activated yet)
 - random seed at startup
 - bugfix: "rg on/off" text for lensflare menu
 - table theme moved to display menu
 - menu and cmdln option entries for cubemap reflections
 - cmdln option for cubemap reflection resolution
 - 2 GL_LIGHTs instead of one
 - rgstereo aim (specify left/middle/right eye for aiming (menu and cmdln))
 - player data of both players displayed
 - bugfix: intialize scores, when starting a new game
 - now also possible to run non-installed (from anywhere in the sourcetree)
 - bird view <F2> (external+freemove+centered position)
 - <F3> equivalent to <c>
 - <F4> equivalent to <f>

new in 1.7
==========
 - buxfix: glut linked in SDL binaries (thx to Corey Edwards)
 - black-white theme without frame texture
 - options_frame_tex now variable options_frame_tex_var
 - commandline options for famecolor and blackwhite theme
 
new in 1.6
==========
 - physics adjusted to more realistic speeds and friction coeffs.
 - added 0th and 1st order (in speed) cushion damping
 - power bar now prop to energy (speed^2) with max 7 m/s.
 - non-vertexarray code works again
 - ball-ball ang. mom. transfer with rolling cutoff
 - more english (spin) according to higher speeds and higher friction.
 - help added to menu
 - bugfix: wall-ball strobe-apart-check before dt
                   (balls would leave table on edges)
 - bugfix: balls strobe-apart-check before dt
                   (balls would not collide at flat angles and hight speed )
 - added free move mode for external view
 - added network game to menu
 - configure defaults to SDL instead of glut
 
new in 1.5
==========
 - holes adjusted to norm-sizes (and positions)
 - ball colors adjusted to normed colors
 - bugfix: create/free_pooltexbinds in MENU_ID_RGSTEREO_ON callback removed
 - create_pooltexbinds capsuled from code (only create_texbinds)
 - configure and spec files patched for "make srpm" (thx to Michal Ambroz)

new in 1.4
==========
 - carambol added (only simplified rules yet)
 - rudimentary carambol ai-player
 - snooker added (only simplified rules yet)
 - rudimentary snooker ai-player
 - bugfix: args can be seperated by whitespc in .foobillardrc (thx to Frank)
 - bugfix: SDL: keyrepeat used to hang, when toggling fullscreen
 - fullscreen also for GLUT
 - scoretext or symbol above player name, depending on gametype
 - ai_get_stroke_dir gets full player-struct as 3rd arg (instead of full_half)
 - menu entry for lensflare and helpline
 - stippled helpline
 - bugfix: user could place cue offset and cueball of AI-player

new in 1.3
==========
 - popup menu for many many options and game settings (ESC)
 - many code adapted for "on the fly"-switching in menus
 - experimental direct mouse-cue-move shot (using CTRL+button1)
 - bigger and seperate winner-text
 - no cue offset placement (shift+button2) when in cue view mode
 - bugfix: performance used to sink when using vertex arrays
 - bugfix: freetype lib used to initialize more than once
 - code cleanup: warning-free

new in 1.2
==========
 - bugfix: LOD depends on window size again
 - bugfix: font rendering: overlapping characters overwrote each other
 - fullscreen mode for SDL
 - commandline parameter for screen (window) geometry
 - darker place-cue-ball-cursor

new in 1.1
==========
 - SDL support included "configure --enable-SDL" (thx to Stephane Chauveau)
 - proper timing for SDL-version
 - simple network game support (--host=HOST_IP, --netgame)
 - better LOD-determination
 - additional detail level --balldetail=v (very high)
 - bugfix: place cue-ball into other balls not possible (+initial placement)
 - bugfix: in place-cue-ball-mode help text was brighter
 - sound support when compiling with SDL

new in 1.0
==========
 - major physics changes:
   * ball-ball friction (ang mom transfer, par mom transfer)
   * ball-wall friction (ang mom transfer, par mom loss)
 - ball cant rebounce on table after falling into hole
 - switched to more free fonts. (http://www.larabiefonts.com)
 - different fonts for player-, help-, and balltext.
 - again autoconf and automake applied (thx to Michal Ambroz)
 - again foobillard.spec for rpm       (thx to Michal Ambroz)

new in 0.9b
===========
 - bugfix: obsolete GLUT_STENCIL caused some problems for depth>16bit.
 - wheel support even for non imwheel-ers

new in 0.9a
===========
 - bugfix: segfault when no .foobillardrc present
 - help line for FOV added

new in 0.9
==========
 - freetype fonts for balls and player text
    ( fonts lent from http://www.pizzadude.dk )
 - balls autotextured (colors+text)
 - smooth movement (fine adjust per Ctrl obsolete)
 - red-green(cyan) stereo !!!!
 - symbolic icons for half/full/any
 - default ball detail set to high
 - bugfix: place cue ball not possible while balls moving
 - <F1> for help screen
 
new in 0.8
==========
 - better hole, edge and table surface design
 - better structure: HOLE_W substituted by HOLE_TAN (internal)
 - balls dropping into holes
 - bande: lower edge in line with upper edge
 - bande: corrected hit position to z=0
 - additional commandline option for balldetail

new in 0.7
==========
 - lensflare
 - stricter 8pool rules
 - correct timing for queue
 - more commandline options
 - config file (~/.foobillardrc) - takes same args as commandline
 - winner/loser bug with 8ball fixed
 - better table texture
 - positional light
 - segmented table area
 - table frame specular
 - hole bumpers
 - segmented cue
 - err of ai-players (commandline parameters)
 - X11R6 instead of X11 in makefile - thx to Mirco Mueller

new in 0.6
==========
 - compiles under windows (but runs?)
 - foul - placing of cue ball
 - 9-ball game
 - 9-ball aiplayer
 - commandline options (not for windows) for...
   * player names
   * player ai setting
   * 8/9 ball
   * table,edge color
   * table size
 - smaller default table size (7 ft)
 - display next ball for 9ball

new in 0.5
==========
 - timing also for zooming
 - corrected framerate-independent timing with max 100 fps
 - multiple position dependent shadows
 - cue shadows added
 - slow move also with both mouse buttons
 - queue move bound to 0-90
 - queue excentricity bound to ball radius
 - no shot while balls moving or AI-player
 - no power adjustments when AI-player active

new in 0.4
==========
 - proceed_dt_euler_new debugged and used
 - most sliding and rolling physics corrected
 - raii of xxxhedron-balls scaled to match sphere volume
 - increased default detail
 - detail adjusted for different window sizes
 - cue offset adjustible for excentric hit (ctrl+right mouse button)
 - diamond normals fixed and calculated concave
 - idle callback time triggered and # of proceed_td calls framerate dependent
 - billmove.c: replaced wirkabstand by mu*I/(m*d) instead of mu*d/10
 - added strength bar and adjustment (CRSR UP/DN)
 - players are reset to "any" when <n> pressed
 - command line argument "2" for human-human game
 - <enter> and <space> for fire
 - removed some obsolete pics

new in 0.3
==========
 - texture on table
 - simple billard rules
 - removed freeze bug
 - added multitexture reflection (faster but simpler) (<r>-key)
 - table foot brown instead of green
 - improved shadow map (only 8-bit gray)
 - new proceed_dt_euler func (not used yet)

new in 0.2
==========
 - better implementation of borders/holes
 - nicer table with wood furniture 
 - gold covers on table edges and golden diamonds
 - simple ai-player (space button)

new in 0.1
==========
 - table borders linear
 - better ball textures
 - animated queue with texture