GZDoom 4.13.2 Released Notice: The survey is currently CLOSED. GZDoom 4.13.2 contains no survey code. This version will not prompt you to submit your hardware info.Please do not post bugs or issues in release threads! Click hereDownload (OpenGLES 2.0 and higher) Windows 64-… Continue Reading →
Unciv: 4.14.2 4.14.2 DoF popup requires choosing an option Downgraded back to LibGDX 1.12.1 to solve Wayland and AWT issues Resource uniques are initialized correctly Memory performance improvements Workers will repair pillaged Great improvement tiles – By Emandac A… Continue Reading →
SuperTuxkart 1.5-beta1 is available! The SuperTuxKart team is happy to announce the release of the first beta for STK 1.5.It’s a good time to test and report bugs so that the final release is as good as possible. Translators can also start updating translations.For the 1.x releases, one o… Continue Reading →
Libre Arts: Weekly recap — 29 October 2024 Week highlights: Dune 3D release, newly discovered projects for musicians and astrophotographers, an update on Scribus development. Astra Lite and Electra Stacking Astrophotographers who choose Linux don’t have a terrible lot of options. M… Continue Reading →
Unciv: 4.14.1 4.14.1 Modding: ‘upon gaining/losing the [promotion] status/promotion’ triggers now work correctly Allow AI to use perpetual culture/faith conversions Added version number to main menu By itanasi: New ‘Guard’ action for units that can retreat from com… Continue Reading →
Wesnoth: Wesnoth 1.19.5 The first release of the new development series, Wesnoth 1.19.5, is now available. Check the forum thread for a list of the most notable changes in this version, as well as the more technical full changelog for enthusiasts and content creators.The sou… Continue Reading →
Castle Game Engine: Fixes and optimizations: Shadow Volumes Optimizations, Shadow Maps Refactor, Nintendo Switch updates, important fixes We’ve made a big optimization to processing of large worlds (which means: many in a viewport), that in particular benefits cases when you use shadow volumes. This changes how an important rendering code works. We now make 1 pass to collect all the shapes, and reuse results of this pass a few times — 2x … Continue reading ➤ Continue Reading →