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From 2013-10-23 to 2013-11-05

2013-11-05

14:15 Feature #1646: Stereo 3D enhancements
One artistic challenge in the "resource pack" category might be 3D weapon models. The Team Fortress 2 developers chos... cmbruns
14:06 Revision 6d192975 (github): Fixed|libdeng2: Partially notifying a widget tree
When notifying a widget tree and stopping halfway, one has to make
sure the appropriate pre/post notifications still ...
skyjake
14:06 Revision 3e69a4c3 (github): UI|AboutDialog: Changed date format to use system locale
skyjake
14:03 Revision e4153bf5 (github): GL|CompositorWidget: Adjusting blending for offscreen composition
The crucial thing is how the alpha channel information is written
in the render target. Normally this can be ignored,...
skyjake
14:00 Revision 6598bd83 (github): Stereo 3D: Added GPL banner
skyjake
14:00 Revision 9e95b49c (github): UI|AboutDialog: Changed date format to use system locale
skyjake
12:53 Revision 32dc142f (github): Fixed|VR: Use correct macro to register a change callback
skyjake
10:57 Feature #1655 (In Progress): Offscreen UI composition
skyjake
08:13 Feature #1655: Offscreen UI composition
Currently implemented in the "oculus-rift" branch. The remaining missing detail is appropriate alpha blending for the... skyjake
08:11 Feature #1655 (Closed): Offscreen UI composition
Doomsday's UI framework needs to have the ability to flatten a widget tree into an offscreen buffer (such as a GL tex... skyjake
08:36 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> We should think about which tasks need to be accomplished to close this issue (#1636), and which sh...
skyjake
08:35 Feature #1657 (Closed): Oculus Rift field-of-view angle
The correct FOV angle is a crucial part of Oculus Rift rendering:
* Create a mechanism for maintaining or restoring ...
skyjake
08:19 Feature #1656 (Closed): UI for VR / Oculus Rift config
If an Oculus Rift is available, the UI should show appropriate settings to configure it. Other VR settings should als... skyjake
08:05 Feature #1654 (Closed): [VR] Displaying the 2D UI within a 3D view
In a 3D VR environment, Doomsday's and the games' 2D UI elements must be displayed differently. For instance, for Ocu... skyjake
05:19 Revision 45bbbc2e (github): Merge pull request #6 from cmbruns/oculus-rift
Oculus rift skyjake
04:53 Revision 9f493cba (github): Client|Map Renderer: Cleanup
danij
04:09 Revision 860746a9 (github): Refactor|Client|Map Renderer: Updated RL_RenderAllLists() to use DrawLists; cleanup
TODO: Redesign DrawList specification/"RTU map" stuff.
TODO: Revise plane geometry generation to build tristrips.
TOD...
danij
04:04 Revision a6782e6d (github): Refactor|Client|Map Renderer: Updated all drawing to use DrawLists
danij
04:02 Revision 39ac6fba (github): Client|Map Renderer: Began dismantling of the old render lists module
danij
03:55 Revision 9c2ee909 (github): Client: Added RenderSystem
Presently this merely acts as the owner of the DrawLists. danij
03:50 Revision 71795d3d (github): Client|Map Renderer: Added DrawLists
Encapsulates DrawList management. danij
03:49 Revision e2c75aed (github): Client|Map Renderer: Added DrawList
Provides a drawable list of buffered GL primitives/or GL commands. danij
01:20 Revision 8628ae26 (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
Conflicts:
doomsday/client/src/ui/vrcontenttransform.cpp
cmbruns

2013-11-04

23:22 Feature #1636: Support for Oculus Rift
Thanks for the detailed explanation of which values can/should be obtained from the SDK. The fact that an effective F... danij
23:19 Feature #1636: Support for Oculus Rift
skyjake wrote:
> > offscreen render buffers
>
> I've got [offscreen render buffers] mostly working.
That's gre...
cmbruns
22:15 Feature #1636: Support for Oculus Rift
danij wrote:
> If the FOV provided from the Oculus SDK is not treated as an absolute then of what benefit is there t...
cmbruns
20:51 Feature #1636: Support for Oculus Rift
> offscreen render buffers
I've got this mostly working. The situation in the oculus-rift branch is that I've hard...
skyjake
19:56 Feature #1636: Support for Oculus Rift
skyjake wrote:
> danij wrote:
> > Are we saying that VR is so exceptional that by default we shouldn't honour the F...
danij
19:45 Feature #1636: Support for Oculus Rift
danij wrote:
> Are we saying that VR is so exceptional that by default we shouldn't honour the FOV of the original g...
skyjake
18:59 Feature #1636: Support for Oculus Rift
I agree with the intention. However I disagree with the method. Field-of-view in a cinematic sense is a matter of art... danij
18:55 Feature #1636: Support for Oculus Rift
danij wrote:
> Why should we allow the Rift SDK to override the field-of-view?
I believe the Rift should determin...
skyjake
18:37 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Speaking of field-of-view, I'm currently setting the field-of-view to 110 degrees when the player a...
danij
16:11 Feature #1636: Support for Oculus Rift
danij wrote:
> I suspect the reason this is so jarring in the Rift is because the change from fullscreen viewport to...
cmbruns
15:58 Feature #1636: Support for Oculus Rift
skyjake wrote:
> > offscreen render buffers
>
> I agree this would be useful...
One advantage of such an offsc...
cmbruns
13:19 Feature #1636: Support for Oculus Rift
> offscreen render buffers
I agree this would be useful. After taking a closer look I concluded that the only reas...
skyjake
20:54 Revision a0aaa4c7 (github): UI|Client: Drawing the game UI in the GameUIWidget
skyjake
20:09 Revision 7f66d94b (github): Cleanup
skyjake
18:47 Revision 090a3e36 (github): Client: Added CompositorWidget, testing it in ClientWindow
CompositorWidget uses a texture target for all its children.
ClientWindow is now set up to use a compositor for ever...
skyjake
18:31 Revision d22f97ac (github): Client|Cleanup: Apply revised GLTarget active rectangle
skyjake
18:26 Revision 27bc0a18 (github): Refactor|libgui: Moved the active rectangle from GLState to GLTarget
GLTarget is a more appropriate place for specifying which portion
of the target should be used for all operations. It...
skyjake
18:23 Revision 371e0f4d (github): Fixed|libdeng2: Partially notifying a widget tree
When notifying a widget tree and stopping halfway, one has to make
sure the appropriate pre/post notifications still ...
skyjake

2013-11-03

21:00 Revision 52bd22ee (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
cmbruns
19:33 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> > Furthermore, I don't see why the window border can't work in Rift mode in the same way it usually...
danij
19:17 Feature #1636: Support for Oculus Rift
> Indeed we do have a philosophical difference here.
Fair enough. This is your house. I accept your judgement, espec...
cmbruns
18:48 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> danij wrote:
> > cmbruns wrote:
> > > * When the player activates/deactivates the status HUD (+/-...
danij
17:46 Feature #1636: Support for Oculus Rift
I created a brief video of Rift gameplay
https://www.youtube.com/watch?v=sgCRDGfO448
cmbruns
17:22 Feature #1636: Support for Oculus Rift
By the way, the size of the off-screen HUD buffer for Rift mode would be 512x384 -256x192- (i.e. -really- small). The... cmbruns
17:00 Feature #1636: Support for Oculus Rift
Potential uses of offscreen render buffers:
* Rift warping like we already have.
* HUD rendering, to aid compositio...
cmbruns
16:02 Feature #1636: Support for Oculus Rift
skyjake wrote:
> cmbruns wrote:
> > The taskbar cannot be seen at all. I press apostrophe and type what I imagine t...
cmbruns
15:00 Feature #1636: Support for Oculus Rift
danij wrote:
> cmbruns wrote:
> > * When the player activates/deactivates the status HUD (+/- keys), the OpenGL vie...
cmbruns
11:56 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> The taskbar cannot be seen at all. I press apostrophe and type what I imagine to be in the taskbar ...
skyjake
07:55 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> * When the player activates/deactivates the status HUD (+/- keys), the OpenGL viewport for 3D viewi...
danij
00:29 Feature #1636: Support for Oculus Rift
As of today, 3D gameplay is playable and working well enough in the Rift. This is excellent. I can't wait to try this... cmbruns
19:32 Revision b4c3e75e (github): Stereo 3D|Oculus Rift|Client|Renderer: Modify TODO comment
cmbruns
18:30 Revision bce99251 (github): Refactor|UI|Client: Split GameUIWidget from GameWidget
The new widget handles the drawing of all overlaid UI elements
visible on top of the game's 3D world.
skyjake
17:38 Revision 91686925 (github): Refactor|UI: Renamed LegacyWidget to GameWidget
This widget's job is to draw the 3D game world. All overlaid UI
elements will be split to another widget.
skyjake
12:12 Revision 283a4ae7 (github): Cleanup
skyjake
12:08 Revision 7a027006 (github): Cleanup
skyjake
11:25 Feature #1649: Option to disable HUD/menu font upscaling
Indeed, there is a smoothing/up scaling filter applied to all fonts in Dday (UI and gameworld), that as far as I am a... vermil
11:11 Feature #1649: Option to disable HUD/menu font upscaling
For me the "rend-tex-filter-ui" cvar (also in the appearance editor) affects both the menu and HUD fonts: bilinear fi... skyjake
10:54 Revision 7d524186 (github): Merge branch 'oculus-rift' into gl2-lensflare
skyjake
10:53 Revision c52a5c81 (github): Merge branch 'oculus-rift' into low-latency-input
skyjake
10:53 Revision c3159859 (github): Fixed|Input: Don't pass invalid events to the game
Some events do not have a game-side equivalent, so those should not
be passed to the game via any responder.
skyjake
10:39 Revision e160b5a9 (github): Renderer: Disabled old code for halo/flare rendering completely
The objective of this branch is to recreate halo/flare rendering
using GL2.
After that is done, we should evaluate h...
skyjake
10:24 Revision a8135491 (github): Documentation|libgui: Improved GLState apidocs
skyjake
10:24 Revision b9400a15 (github): Fixed|libcommon: Warnings about signed/unsigned comparisons
skyjake

2013-11-02

23:34 Revision 88660440 (github): Include "de_platform.h" per DaniJ suggestion.
cmbruns
21:44 Feature #1636: Support for Oculus Rift
skyjake wrote:
> [non-interpolated yaw]
I'm currently interrogating @viewData->latest.angle@ (instead of @viewData-...
cmbruns
20:11 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Head tracking is really smooth. Almost perfect in fact. I don't think I have seen any better. This ...
skyjake
19:12 Feature #1636: Support for Oculus Rift
It turns out a lot of the jerkiness I was seeing was due to mirroring the Rift display on another monitor.
I just ...
cmbruns
05:02 Feature #1636: Support for Oculus Rift
skyjake wrote:
> When it comes to minimizing latency, how is vsync treated? Should it be disabled?
I've read that v...
cmbruns
02:20 Feature #1636: Support for Oculus Rift
skyjake wrote:
> bindcontrol lookpitch head-pitch
OK. I got pitch working; and yes, it is jerky. Hopefully late sch...
cmbruns
01:55 Feature #1636: Support for Oculus Rift
skyjake wrote:
> With "yawhead" and "yawbody", 1.0 means 180 degrees.
So I'll assume that if roll ever gets used, 1...
cmbruns
21:26 Feature #1649 (New): Option to disable HUD/menu font upscaling
The subject speaks for it'self. There is no cvar or menu option to disable the font filter applied to menu and hud te... vermil
21:11 Revision 509bbfcf (github): Double size of Oculus Rift offscreen texture in each direction, so resolution is better at center, after warp.
cmbruns
21:00 Revision 11c417a9 (github): Head Tracking|Client|Renderer: Improve Yaw late scheduling by comparing to uninterpolated target angle, and by minding circularity of angle differences.
cmbruns
20:33 Feature #1471: Standard definitions should conform to vanilla
Dday makes a handful of mobj state changes, all making things full bright that weren’t in the original games. For vis... vermil
20:14 Feature #1440: Vanilla Doom collision-checking mode
May I point to the possible cause of this issue; number 1 in the list of Zclipping issues I posted here: #1129 vermil
18:52 Revision 669c1c8e (github): Stereo 3D|Client:Apply Rift latency prediction
Avoid changing (late scheduled) view direction between left and right eye views.
Late schedule Yaw, but only if it se...
cmbruns
18:51 Revision 89394865 (github): Merge commit 'f4ebe216f28e8b9b8ad27c2b7ef03c5411cc9655' into gl2-lensflare
skyjake
18:50 Revision eb92970c (github): Merge branch 'oculus-rift' into gl2-lensflare
skyjake
18:47 Feature #6 (In Progress): Draw lens flares using GL2
skyjake
16:46 Revision 4d2c4b8b (github): Homepage: Updated source tarball download for 1.12.2
skyjake
14:26 Feature #1648 (Progressed): Complete vanilla DOOM emulation
This is an umbrella issue for tasks related to features/bugs that allow Doomsday to look and behave exactly like vani... skyjake
13:34 Revision d590bb6c (github): Add basic yaw head tracking
cmbruns
04:58 Revision 87a6c09a (github): Include pitch in late-scheduled update.
cmbruns
04:16 Revision bf653ffc (github): Update camera field of view in Rift mode, for correct culling
TODO - set it back when leaving Rift mode
Correct view fovy calculation in projection matrix.
cmbruns
03:31 Revision 52dc865b (github): Adjust Rift mode to have a readable font size in taskbar
cmbruns
03:19 Revision 5b5640d5 (github): Create a CVAR for Oculus Rift horizontal field of view angle.
cmbruns
02:54 Revision 514073f0 (github): Create CVAR rend-vr-rift-aspect
Use Oculus Rift aspect retio in projection matrix in Rift mode, regardless of apparent screen resolution. cmbruns
02:43 Revision 198d6394 (github): Use accessor function instead of global variable for VR::mode
cmbruns
02:35 Revision 78b45fb3 (github): Implement Oculus Rift primary pitch head tracking control.
cmbruns
01:27 Revision 0b927ad5 (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
Conflicts:
doomsday/client/src/ui/dd_input.cpp
cmbruns

2013-11-01

23:39 Revision f4ebe216 (github): libdeng2|Widgets: RuleRectangle size and RootWidget size
The RootWidget's size now correctly uses the width and height outputs
of its rule rectangle.
skyjake
18:48 Feature #1636: Support for Oculus Rift
skyjake wrote:
> If you want to shoot where the camera is pointing at, you need to use yawbody.
>
> With yawhead,...
cmbruns
17:18 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> So I should be using yawhead while implementing view-to-aim, right?
If you want to shoot where t...
skyjake
16:41 Feature #1636: Support for Oculus Rift
skyjake wrote:
>The "yawhead" instead turns the camera viewpoint while keeping gun direction the same in world coord...
cmbruns
16:02 Feature #1636: Support for Oculus Rift
A further note about "lookpitch". If the control's position is 1.0, it means the player's actual look pitch is 85 deg... skyjake
15:58 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> I started adding Pitch control. Even if I set @ev.axis.type = EAXIS_ABSOLUTE@ in @DD_ReadHeadTracke...
skyjake
15:30 Feature #1636: Support for Oculus Rift
skyjake wrote:
> I have now added some new player controls and implemented them (roughly) on game-side. Check the co...
cmbruns
08:53 Feature #1636: Support for Oculus Rift
Scheduling this for 1.13. Anything that cannot make it in time for a mid-December release should be pushed to a conti... skyjake
08:05 Bug #251: [Doom] Nightmare monsters sometimes not fast
Unscheduling for now, since preferably some form of game rules would be needed for a good fix. skyjake

2013-10-31

23:34 Revision 7e3fe1ce (github): Add include to vrcontenttransform.cpp to compile in MSVC2010
Fail to track Oculus Rift input pitch/yaw. cmbruns
23:11 Feature #1503: [Unix] Basic command line options (e.g., help, version)
There seems to be a fair degree of feature overlap with the in-game help presented via the console. Maybe we can bind... danij
19:52 Feature #1503: [Unix] Basic command line options (e.g., help, version)
To do this the right way, all the command line options should be documented using Amethyst much like console commands... skyjake
22:52 Feature #1636: Support for Oculus Rift
I have now added some new player controls and implemented them (roughly) on game-side. Check the commit notes for det... skyjake
16:40 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> [...remaining tasks...]
I can create a continuation task for the more forward-looking / non-Rift...
skyjake
15:27 Feature #1636: Support for Oculus Rift
To be able to adjust the hud item placement in Rift mode, it might be useful to be able to independently adjust the s... cmbruns
22:26 Feature #1647 (Progressed): Replace FS1 with FS2-based resource management
FS1 acts as an extension layer over the native file system, allowing one to look up resources and locate other needed... skyjake
22:08 Revision 7f59a6a6 (github): Merge branch 'oculus-rift' into low-latency-input
Conflicts:
doomsday/client/include/ui/dd_input.h
skyjake
22:04 Revision 033a36e9 (github): libcommon: Separate body/head yaw controls
The head yaw only controls look direction, while the body yaw
controls an offset added to the gun/body direction. Bot...
skyjake
19:03 Revision 6d42bfe6 (github): Input: Generate some test events for the Head Tracker virtual device
This can be tested with the binding "bindcontrol lookpitch head-pitch".
If the binding exists, normal mouse Y etc. b...
skyjake
19:01 Revision 36bcf8b4 (github): libcommon: Added lookpitch/lookyaw controls
"lookpitch" (CTL_LOOK_PITCH) overrides the delta-based CTL_LOOK if
it has bindings.
Also did some cleanup.
skyjake
18:59 Revision d0573275 (github): Client|API: Querying if a control has bindings, added new look controls
The public Player API was enhanced with a function for querying
whether a control has any bindings.
skyjake
18:57 Revision 06dc7054 (github): Refactor|Input: Fixed a boolean trap in the input subsystem
skyjake
17:12 Feature #1646 (New): Stereo 3D enhancements
Continuing the work started in #1636, Doomsday's stereoscopic 3D capabilities could be further enhanced with:
* Ocul...
skyjake

2013-10-30

21:09 Revision b688e552 (github): Stereo 3D|Fixed: Blacked out floors and other surfaces
The alpha test was still on, preventing some surfaces from being
drawn to the framebuffer via the Oculus Rift distort...
skyjake
21:06 Revision 43fc3a19 (github): libgui|GLTarget: Corrected pixel format for grabbing target contents
skyjake
20:29 Revision 737885bb (github): Client: Renamed WindowContentTransform to ContentTransform
skyjake
15:30 Revision e276c16b (github): Refactor|Client: Separated VR content transformation from ClientWindow
To maintain proper SoC, added a new class that handles the job of
transforming content from 1:1 coordinates to some o...
skyjake
14:42 Feature #1636: Support for Oculus Rift
_(merged with previous comment)_ cmbruns
12:58 Feature #1636: Support for Oculus Rift
danij wrote:
> So as to better my understanding of this - is this approximately what your implementation is doing?
...
cmbruns
05:10 Feature #1636: Support for Oculus Rift
Nice work. At least for cross-eye viewing your screenshot is converging well for me.
So as to better my understand...
danij
04:17 Feature #1636: Support for Oculus Rift
skyjake wrote:
> I can help debug it if you commit the @GLTarget@-using version to GitHub.
With your help, I got wa...
cmbruns
14:29 Revision d6799773 (github): Cleanup
skyjake
10:38 Revision 68f328bc (github): Merge branch 'oculus-rift' into low-latency-input
skyjake
10:37 Revision 1b746c48 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine into oculus-rift
skyjake
10:35 Revision 49dc37af (github): Stereo 3D|Client|Refactor: Use libgui to draw Oculus Rift frames
The Oculus Rift barrel distortion was moved to shaders.dei and
adapted to use GLBuffer.
Created a static vertex buff...
skyjake
10:30 Revision f4809ac3 (github): libgui: Added Vertex3Tex format, handle #version in GLShader
skyjake
09:23 Revision 09127132 (github): Refactor|Client|Map Renderer: Dismantled more of obsolete/old "rendpoly" stuff
danij
09:22 Revision 324a3906 (github): Fixed|Client: Crash due to accessing OpenGL from non-UI thread
During busy mode, if the value of 'rend-vr-mode' was updated due to
restoring a saved config, it meant that the root ...
skyjake
09:20 Revision f79578f6 (github): libgui|Refactor|GLTarget: Extra attachments in addition to texture
Rewrote and cleaned up some of the implementation of GLTarget to
account for the fact that one may need supporting at...
skyjake
04:05 Revision e9af7078 (github): Warp shader is working.
Turn off frustum shift in Rift mode. cmbruns
03:49 Revision d8b7138c (github): Hacked in a simple shader
cmbruns
02:52 Revision d7f38ffd (github): Add depth/stencil buffer to GLTarget with texture color attachment.
Restore global variable for VR::mode cmbruns

2013-10-29

19:09 Revision f98c88d7 (github): Fixed|ClientWindow|Stereo 3D: Compensate for legacy graphics code
The legacy graphics code is still completely bypassing libgui's GL
state management so we have to hack around it.
Th...
skyjake
18:49 Revision 03beb162 (github): Cleanup|ClientWindow: Moved wip Oculus Rift drawing to a private method
Also, fixed some issues with the use of GLState:
- This test code is using immediate GL drawing, which means every
...
skyjake
18:45 Revision 0157e611 (github): libgui|GLState: Allow fluently applying a popped state
skyjake
18:34 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
vermil wrote:
> I see. In the past, I've interpreted 'ignore' as literally that :)
You're right, it can be misund...
skyjake
16:40 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
I see. In the past, I've interpreted 'ignore' as literally that :) vermil
16:23 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
I hear you, and agree that this should be fixed in the name of emulation correctness when it comes to the Hexen beta ... skyjake
14:02 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
If the sprite for crushed mobjs was in the beta version Iwad and if Heretic hadn't removed the feature from Doom (rem... vermil
13:43 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
I'm lowering the priority to our lowest rating because:
* the number of people using the beta demo must be quite sma...
skyjake
18:11 Revision b5263b99 (github): Merge branch 'oculus-rift' of https://github.com/cmbruns/Doomsday-Engine into oculus-rift
skyjake
18:08 Revision da1e5c71 (github): Merge branch 'master' into low-latency-input
skyjake
18:07 Revision 38826e24 (github): Merge branch 'master' into low-latency-input
skyjake
18:02 Revision b688571e (github): Started work branch for low-latency input and modern player movement
The objective is to allow players (and only players) to be controlled
and moved in fractional time, i.e., as fast as ...
skyjake
18:02 Revision c94d5e11 (github): libcommon|libdoom: Running player thinkers and their mobjs in fractional time
Proof of concept where players and their mobjs live in fractional
time while the rest of the world uses only sharp ti...
skyjake
16:33 Bug #566: [Resampler] Low quality sound samples play distorted
The ability to edit ones posts appears to work :)
Thanks.
vermil
16:19 Bug #566 (In Progress): [Resampler] Low quality sound samples play distorted
vermil wrote:
> Right, time to clean up all my rambling above; it's cases like this that I wish users could edit and...
skyjake
09:42 Bug #566: [Resampler] Low quality sound samples play distorted
Right, time to clean up all my rambling above; it's cases like this that I wish users could edit and/or delete their ... vermil
12:42 Revision 093fd818 (github): Failed attempt to render Rift mode to offscreen buffer, then restore to screen.
cmbruns
12:35 Revision 986bce20 (github): Builder|OS X: Exclude compiled Python files from signing
The launcher is written in Python, and the compiled versions of the
Python modules may be updated when the user runs ...
skyjake
12:35 Revision 7ac1ce73 (github): Fixed|Builder|OS X: Further fix for signing the bundled Python framework
skyjake
12:35 Revision d6af4bca (github): Fixed|Builder|OS X: Signing binaries on Mavericks
OS X 10.9 requires that *all* binaries are signed, not just the applications
themselves.
This commit calls codesign ...
skyjake
12:28 Revision f3cca1df (github): Builder|OS X: Exclude compiled Python files from signing
The launcher is written in Python, and the compiled versions of the
Python modules may be updated when the user runs ...
skyjake
09:47 Bug #1645 (Closed): Crash with console autocompletion
skyjake
09:06 Bug #1645 (Closed): Crash with console autocompletion
Also, the contents of the autocompletion popup are not always up to date. Most likely a bug with the popup reshowing ... skyjake
09:45 Revision 4107b75c (github): Fixed|Windows|Installer: Path of the app icon file
skyjake
09:44 Revision 02e33474 (github): Windows: Updated app icons, deploy Doomsday icon to data/graphics/
ClientWindow was trying to load "doomsday.ico" from a native file but
apparently it wasn't being deployed in the inst...
skyjake
09:43 Revision 1d2efded (github): Fixed|Console|UI: Crash when using autocompletion
The logic for reshowing the completion popup was incomplete.
This commit fixes #1645.
skyjake
09:43 Revision c3d6bca8 (github): Fixed|Console|UI: Crash when using autocompletion
The logic for reshowing the completion popup was incomplete.
This commit fixes #1645.
skyjake
09:02 Revision 8113e40d (github): qmake|Ubuntu: Do not install apt repository with package
This was a questionable feature. I would rather have a PPA that the
user can easily add to their apt config if they w...
skyjake
09:02 Revision cd143939 (github): Builder|Debian: Mark package changelogs as released
Hopefully this will now allow me to upload stable releases to
a Launchpad PPA.
skyjake

2013-10-28

21:49 Bug #566: [Resampler] Low quality sound samples play distorted
But what about non FMOD plugins?
SDL Mixer for instance.
vermil
21:35 Bug #566: [Resampler] Low quality sound samples play distorted
Ok, test using original Wolf3D sounds appears to show the original issue is fixed; though the volume of them seemed a... vermil
21:28 Bug #566: [Resampler] Low quality sound samples play distorted
My apologies; ignore the assertion that the original issue was fixed; I used the wrong sounds to test. I have to rip ... vermil
21:21 Bug #566: [Resampler] Low quality sound samples play distorted
By FMOD fixing the issue, I mean, the sounds are no longer replaced with distortion.
Maybe not entirely related, b...
vermil
21:19 Bug #566: [Resampler] Low quality sound samples play distorted
I have now noticed that I was asked to test this about a year ago. My apologies for missing this until now.
FMOD d...
vermil
20:45 Bug #1644 (New): [HeXen beta demo] Should have Heretic crush behaviour
Not the most technical subject heading.
In the HeXen beta demo, mobj corpses crushed by a crusher aren't turned in...
vermil
17:58 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> RE: Latency
> I've been giving latency some thought. I think we could possibly survive forever wit...
skyjake
16:42 Feature #1636: Support for Oculus Rift
skyjake wrote:
> ...So in @clientwindow.cpp@ or other client sources, one shouldn't use the public API (@Con_Get*@) ...
cmbruns
05:51 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> skyjake wrote:
>> Naturally, on game-side, the VR variables have to accessed via the Con_Get*() fu...
skyjake
05:09 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> I'm struggling with the warping.
> I'm trying to paint to an offscreen buffer and then just paint ...
skyjake
00:44 Feature #1636: Support for Oculus Rift
I'm not familiar with that area of the codebase but I expect this is because glprogram.cpp resides in libgui and ther... danij
00:20 Feature #1636: Support for Oculus Rift
I'm struggling with the warping.
I'm trying to paint to an offscreen buffer and then just paint it back on the scree...
cmbruns
17:28 Revision 1d668d04 (github): Client|libcommon|Input: Added 'Head Tracker' input device; raw axis mode
There is now a virtual input device for head tracking. It has three
axes with an absolute position and no filtering a...
skyjake
16:27 Revision eb233f44 (github): libcommon: Fix mobj-nofit-crunch behavior regression; cleanup
danij
15:47 Revision 991fe611 (github): qmake|Ubuntu: Do not install apt repository with package
This was a questionable feature. I would rather have a PPA that the
user can easily add to their apt config if they w...
skyjake
15:42 Revision 0cf703a7 (github): Builder|Debian: Mark package changelogs as released
Hopefully this will now allow me to upload stable releases to
a Launchpad PPA.
skyjake
12:02 Revision 363e4a7c (github): Fixed|Builder|OS X: Further fix for signing the bundled Python framework
skyjake
07:33 Revision 5cfd3235 (github): Fixed|Builder|OS X: Signing binaries on Mavericks
OS X 10.9 requires that *all* binaries are signed, not just the applications
themselves.
This commit calls codesign ...
skyjake
02:34 Revision 513edb6a (github): Refactor|libcommon: Pass line attack puff arguments via P_PathTraverse()
danij
01:46 Revision 95d7608c (github): libcommon: Cleanup
danij

2013-10-27

23:37 Revision 08ad2e1d (github): libcommon: Cleanup
danij
22:45 Revision d97a5c86 (github): Refactor|libcommon: Continued cleaning up global play-sim variable usage
danij
19:27 Feature #1636: Support for Oculus Rift
skyjake wrote:
> Yes, @GLTarget@ and @GLTexture@ should be used here. The only potential issue is that I haven't yet...
cmbruns
19:17 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> I notice there are some classes like GLTarget and GLTexture that would appear to wrap the functiona...
skyjake
19:13 Feature #1636: Support for Oculus Rift
danij wrote:
> Skyjake is better placed to advise on such matters as he has only recently implemented those componen...
cmbruns
19:04 Feature #1636: Support for Oculus Rift
Integrating head tracking via the existing binding system is definitely the better approach, regardless of optimal la... danij
18:50 Feature #1636: Support for Oculus Rift
Shifting gears for a moment...
To do the oculus rift warping, I need to do the following:
# Render the whole scen...
cmbruns
18:41 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Is it possible for a noob like myself to add a new virtual input device? Or is that something you g...
skyjake
18:31 Feature #1636: Support for Oculus Rift
skyjake wrote:
> With the current input system and renderer we should be able to (quite easily) handle 35 Hz input o...
cmbruns
18:19 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> For clarity, let's get quantitative here. I was being a bit hyperbolic when I said that every milli...
skyjake
16:55 Feature #1636: Support for Oculus Rift
danij wrote:
> Hacking it in would inherently mean that player movement lags behind the refresh update. While it wou...
cmbruns
16:42 Feature #1636: Support for Oculus Rift
Hacking it in would inherently mean that player movement lags behind the refresh update. While it would certainly be ... danij
16:30 Feature #1636: Support for Oculus Rift
danij wrote:
> Indeed I would agree that implementing the roll angle tracking and then moving on to geometry warping...
skyjake
16:23 Feature #1636: Support for Oculus Rift
If the input from the head tracker effects the angle at which the player moves then this fundamentally requires an in... danij
16:07 Feature #1636: Support for Oculus Rift
skyjake wrote:
> @DENG_USE_OCULUS_RIFT@
Got it. Will do.
> Naturally, on game-side, the VR variables have to acc...
cmbruns
15:23 Feature #1636: Support for Oculus Rift
I rather see this from the perspective that the lack of zero-latency input is a serious bug. danij
15:11 Feature #1636: Support for Oculus Rift
danij wrote:
> It seems to me that to fully integrate the Oculus head tracking it must be folded into the binding sy...
skyjake
15:08 Feature #1636: Support for Oculus Rift
It seems to me that to fully integrate the Oculus head tracking it must be folded into the binding system in a simila... danij
09:26 Feature #1636: Support for Oculus Rift
cmbruns wrote:
>>I will need to link to the Oculus SDK. This should be a totally optional build option.
> OK I got ...
skyjake
18:29 Revision b4b0725b (github): libhexen: Removed misleading comment in P_CheckOnMobj()
danij
18:24 Revision 6fc42ee1 (github): Refactor|libhexen: Don't use mobj-check-position vars for mobj-ontop-mobj tests
These two algorithms are not co-dependent. Maintaining state values
used only for mobj-check-position tests merely ob...
danij
16:27 Revision 77eeab79 (github): Client|Renderer|Stereo 3D:Track roll angle only for now from Oculus Rift. HEAD TRACKING!
cmbruns
14:53 Bug #1589: [Windows] Missing icons
Commit commit:c7debe3 should address the missing icon in Add/Remove Programs/Control Panel. It appears that Inno Setu... danij
08:24 Bug #1589: [Windows] Missing icons
I'm not sure this can be entirely fixed. Particularly the icon appearing in the Add/Remove Programs dialog is most li... skyjake
14:51 Revision 3eba45d0 (github): Bumped version number to 1.12.2
skyjake
14:24 Revision f33ee6aa (github): Client|Renderer|Stereo 3D: Remove global VR::mode variable, in favor of Con_GetInteger("rend-vr-mode")
Adjust link libraries for Win32 Oculus Rift SDK
Adjust comments in vr.h
cmbruns
14:21 Revision a458f3d8 (github): Fixed|Windows|Installer: Missing app icon in Control Panel
danij
14:19 Revision cb12527f (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
14:18 Revision c7debe3f (github): Fixed|Windows|Installer: Missing app icon in Control Panel
danij
12:52 Revision f3a5f43e (github): Homepage: Updated source package download page for 1.12.1
skyjake
11:42 Feature #5 (In Progress): Multiplayer UI as part of taskbar
skyjake
11:42 Feature #1503 (In Progress): [Unix] Basic command line options (e.g., help, version)
skyjake
08:18 Feature #1643 (Closed): Windows installer using WiX Toolset
Doomsday's Windows installer is currently based on Inno Setup. However, "WiX Toolset":http://wixtoolset.org would ena... skyjake
03:31 Revision 856d143a (github): libcommon: Continued cleaning up global play-sim variables
The role of each (argument/return-value/etc..) of those remaining is
now much clearer.
danij

2013-10-26

22:56 Feature #1636: Support for Oculus Rift
danij wrote:
> Re: UI and HUD drawing
>
> It would be useful for future development/maintenance to have a visual ...
cmbruns
21:51 Feature #1636: Support for Oculus Rift
Re: UI and HUD drawing
It would be useful for future development/maintenance to have a visual representation of th...
danij
21:46 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> The Roll angle has no gameplay effect...
...but if we wanted to get really fancy, the rotated hu...
cmbruns
21:39 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> To implement head tracking, I will need to link to the Oculus SDK. This should be a totally optiona...
cmbruns
20:16 Feature #1636: Support for Oculus Rift
I have added a number of different stereo 3D modes, and lightly tested most of them. Basic stereoscopic functionality... cmbruns
15:45 Feature #1636: Support for Oculus Rift
skyjake wrote:
> cmbruns wrote:
> > Are your changes committed to your github oculus-rift or master branch? I'd lik...
cmbruns
15:12 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Are your changes committed to your github oculus-rift or master branch? I'd like to stay in sync, a...
skyjake
14:40 Feature #1636: Support for Oculus Rift
skyjake wrote:
> Nicely done. I pulled your changes and applied some fine-tuning: the mouse coordinate mapping is on...
cmbruns
12:14 Feature #1636: Support for Oculus Rift
BTW, don't worry too much about conforming to our coding/naming conventions. When we're done, I'll update/rename cvar... skyjake
12:10 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Using skyjake's awesome side-by-side composition as a starting point, I created 3 stereoscopic mode...
skyjake
05:39 Feature #1636: Support for Oculus Rift
One more thing: In my haste, I hard-coded the player point-of-view height to 41.0 map units above the floor. Where sh... cmbruns
05:34 Feature #1636: Support for Oculus Rift
I finally got the build environment working. First on the command line, then in Qt Creator.
Using skyjake's awesom...
cmbruns
21:59 Revision 929d325d (github): Client|Renderer|Stereo 3D: Add build rule for linking Oculus Rift SDK
cmbruns
21:06 Revision 6abbc424 (github): Refactor|libhexen: Pass mobj-on-top-mobj arguments via Mobj_BoxIterator
danij
20:42 Revision 79054155 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
skyjake
20:42 Revision e5e8c557 (github): Fixed|Windows|Installer: Path of the app icon file
skyjake
20:36 Revision e20b9d2e (github): Client|Renderer|Stereo 3D: Updated stereo 3d related TODO comments.
cmbruns
20:23 Revision 60e1fc32 (github): Client|Renderer|Stereo 3D: Rename VR::MODE_MAX_3D_MODE to VR::MODE_MAX_3D_MODE_PLUS_ONE
cmbruns
19:59 Revision 12f5b398 (github): Cleanup
skyjake
19:44 Revision b494753f (github): Client|Stereo 3D: Correct a minus sign in glFrustum call.
cmbruns
19:42 Revision 10e9e15e (github): Windows: Updated app icons, deploy Doomsday icon to data/graphics/
ClientWindow was trying to load "doomsday.ico" from a native file but
apparently it wasn't being deployed in the inst...
skyjake
18:51 Revision a32cf0ce (github): Merge branch 'master' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
cmbruns
18:50 Revision e5fbdacd (github): Client|Stereo 3D:Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
Rename vr variables and place them in new VR:: namespace.
Start implementing some of the newer stereo modes in detail.
cmbruns
18:22 Revision 18a561e8 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
18:22 Revision abe4a466 (github): libheretic: Merged mobj-avoid-dropoff changes from libdoom
danij
16:54 Revision 6a2306d7 (github): Builder|OS X: Updated platform release script for Mavericks
skyjake
16:46 Revision 5a1e4ccc (github): Builder|OS X: Updated platform release script for Mavericks
skyjake
16:39 Revision 1de62396 (github): libdoom64: Fix build (unknown mobj_t)
Whoops, can't include p_actor.h from p_mobj.h (doh). danij
16:36 Revision 33b980d6 (github): libdoom64: Merged mobj-avoid-dropoff changes from libdoom
Todo: This algorithm should really be commonized... danij
15:35 Revision bde13f9e (github): Sketch in most 3D modes.
cmbruns
14:49 Revision 6f63bad9 (github): Rename stereo 3d mode enum instances to STEREO_3D_MODE_WHATEVER.
Create unused enum names for other intended stereo modes. cmbruns
14:29 Revision e670c30b (github): Use already existing player-eyeheight instead of vr_viewheight.
cmbruns
13:58 Bug #1589 (In Progress): [Windows] Missing icons
skyjake
13:53 Bug #1137 (Feedback): [Deathkings] Inventory navigation
I cannot reproduce this. Perhaps there is an issue with bindings? Try:... skyjake
13:30 Revision 3e308395 (github): Windows|Client: GLU is no longer needed as a dependency
skyjake
13:25 Revision f86e4993 (github): GL: GLU is no longer needed as a dependency
skyjake
12:04 Revision 16c9850e (github): ClientWindow: Update logical UI size when VR mode changes
skyjake
11:58 Revision 312db646 (github): Merge branch 'oculus-rift' of https://github.com/cmbruns/Doomsday-Engine into oculus-rift
Conflicts:
doomsday/client/src/ui/clientwindow.cpp
skyjake
05:07 Revision 5ebb6945 (github): Implement first 3 stereo 3D modes: Mono, Green/Magenta, and Side by Side.
Create several global variables related to 3D, including some console variables. cmbruns

2013-10-25

20:14 Feature #1636: Support for Oculus Rift
skyjake wrote:
> cmbruns wrote:
> > For Oculus Rift and cross-eyed viewing, the aspect ratio would need to be corre...
cmbruns
13:17 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> For Oculus Rift and cross-eyed viewing, the aspect ratio would need to be corrected back to normal ...
skyjake
16:17 Bug #251: [Doom] Nightmare monsters sometimes not fast
Monster behavior does fit very well into the game rules concept. skyjake
15:29 Bug #251: [Doom] Nightmare monsters sometimes not fast
Perhaps an integrated mechanism using DED 2.0 selectors and Game Rules?
Concept syntax:...
danij
13:56 Bug #251: [Doom] Nightmare monsters sometimes not fast
I'm wrote the above to suggest that Dday may actually already have the code largely ready to fix ths issue, in Hereti... vermil
13:49 Bug #251: [Doom] Nightmare monsters sometimes not fast
The Nightmare stuff not saved in save games, seems to be the same stuff that the BFG Edition is missing entirely.
...
vermil
13:04 Revision bb627ff0 (github): Cleanup
skyjake
13:01 Revision 4f582760 (github): API|GL: Public GL API now uses GLState for scissor; added push/pop state
This commit fixes scissor-related issues when drawing stuff via the
public GL API (e.g., game automap).
The public G...
skyjake
12:55 Revision 8eb49044 (github): LegacyWidget|GL: Utility for setting the viewport for legacy graphics code
LegacyWidget's glApplyViewport() sets a viewport that is automatically
normalized to the root view size.
skyjake
12:52 Revision 9de82c6f (github): libgui|GLState: Setting a normalized viewport
A normalized viewport is useful when the actual root view is larger
or smaller than the render target. A normalized v...
skyjake
11:55 Revision 6ef1860c (github): Cleanup
skyjake
11:17 Revision 20cc03c8 (github): LogWidget: Use normalized scissor for content clipping
Widgets should always use a normalized scissor rather than specifying
the window coordinates manually, as the root wi...
skyjake
10:43 Revision 99e64188 (github): ClientWindow: Compensate UI aspect ratio for side-by-side rendering
The root widget's logical size does not have to be the same as the
window size. Now for side-by-side rendering, the l...
skyjake

2013-10-24

22:33 Feature #1636: Support for Oculus Rift
skyjake wrote:
> The downside with the current renderer is that it will not be very efficient to render the same fra...
cmbruns
22:14 Feature #1636 (In Progress): Support for Oculus Rift
skyjake
21:13 Feature #1636: Support for Oculus Rift
The branch "oculus-rift" is now on GitHub. I've made some initial changes: I've verified that the entire UI can be dr... skyjake
17:53 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Would you mind thinking about how such a composition of views might work within your current archit...
skyjake
17:41 Feature #1636: Support for Oculus Rift
List of higher-level tasks needed for Oculus rift mode:
* Stereoscopic 3D (in any form)
* Side-by-side scene comp...
cmbruns
16:17 Feature #1636: Support for Oculus Rift
I brought up side-by-side scene composition in my previous comment because it is a tricky topic and deserves some cog... cmbruns
14:42 Feature #1636: Support for Oculus Rift
skyjake wrote:
> cmbruns wrote:
> > I just implemented an Oculus Rift mode for gzdoom http://rotatingpenguin.com/gz...
cmbruns
06:20 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> I just implemented an Oculus Rift mode for gzdoom http://rotatingpenguin.com/gz3doom/.
> I'd like ...
skyjake
21:06 Revision b4413830 (github): ClientWindow|GuiWidget: Testing side-by-side left/right viewports
The GLState active rectangle is now used for drawing two copies of
the same frame.
While this works nicely for all w...
skyjake
21:03 Revision 33194b62 (github): LegacyWidget: Allow moving the top left corner away from (0, 0)
The scissors/viewports are set according to the actual top left
corner instead of a hardcoded (0, 0).
This is partia...
skyjake
21:01 Revision bc1953f0 (github): libgui|GLState: Specifying a subregion for drawing
Setting the "active rectangle" of GLState will cause viewport and
scissor to be transformed into that rectangle as if...
skyjake
08:37 Feature #1197: Scriptable UI
Refocusing this issue to be about scriptability of Doomsday's UI framework. The game menus are a separate (sub)topic ... skyjake
08:22 Feature #1640 (In Progress): Support for id Tech 1 audio/graphic resource hacks
skyjake
08:22 Feature #1640 (Progressed): Support for id Tech 1 audio/graphic resource hacks
skyjake
08:20 Feature #1639 (Closed): Optimize GridMap
Profiling shows one of the heaviest elements in the map renderer is lookups via GridMap. skyjake
08:18 Feature #1638 (Closed): Configure game options via Shell GUI
The Shell needs an easier way to pick basic game options such as which map to play, deathmatch/coop mode, and other M... skyjake
08:04 Bug #1590 (Closed): Cannot reshow autocompletion popup
skyjake
07:56 Revision e2cc8ed4 (github): Fixed|Console: Reshowing a previously dismissed autocompletion popup
Any popup can be manually dismissed by clicking outside it. Previously
it was not possible to restore the autocomplet...
skyjake
07:56 Revision 8d329514 (github): UI|Client|Default Style: Color for scroll bar indicator
ScrollAreaWidget now allows specifying a color to be used for the
scroll indicator.
CommandWidget now uses an "inver...
skyjake
07:55 Revision 9e6402a4 (github): UI|Client|AudioSettings: Added toggle and default for sound-overlap-stop
IssueID #1629 skyjake
07:55 Revision b32ba36e (github): qmake: Don't link libgui to the game plugins
A server build does not include libgui, so the plugins shouldn't
rely on it at this stage.
skyjake
07:55 Revision 8a926b19 (github): Fixed: Build failure (invalid operands)
gcc 4.6.3 on Raspbian says that '&&' cannot take int and va_list as
operands. The variable argument list parameter sh...
skyjake
07:55 Revision 219cfb31 (github): Fixed|libgui: Build failure in the dummy DisplayMode
The dummy version of the native DisplayMode routines had not been
updated since the latest changes to the API.
skyjake
07:54 Revision 40ef9ea2 (github): Updater: Notification uses accent color when update available
Now the small notification icon uses the accent color if an update
is available, so that it is visually distinct from...
skyjake
07:54 Revision 84b4f3e5 (github): Fixed|Hexen: Overly large hub ending messages
Scaled the hub ending messages smaller so that all the text fits
on the screen.
The font metrics are not the same as...
skyjake
07:53 Revision 9cbe25fa (github): Updater: Don't open a dialog when update available
When the automatic updater notices that an update is available, only
the small notification is now shown. The user ca...
skyjake
07:53 Revision 09a14372 (github): Fixed|Hexen: Reading a savegame with no ASEG_END (otherwise intact)
While playing through Hexen's 2nd hub, for some reason a savegame
was produced for the hub map that was otherwise fin...
skyjake
07:49 Revision 90ba5842 (github): Bumped version number to 1.12.1
skyjake
07:44 Revision 2dbf3469 (github): Fixed|Console: Reshowing a previously dismissed autocompletion popup
Any popup can be manually dismissed by clicking outside it. Previously
it was not possible to restore the autocomplet...
skyjake

2013-10-23

20:56 Feature #1636: Support for Oculus Rift
skyjake wrote:
> Oculus Rift is cool and we should have support for it in the renderer.
>
> However, having dabbl...
cmbruns
14:20 Feature #1636 (Closed): Support for Oculus Rift
Oculus Rift is cool and we should have support for it in the renderer.
However, having dabbled with stereo 3D, the...
skyjake
20:32 Feature #1637 (Closed): Switch to Qt 5
We should switch to using Qt 5 when it is stable and full-featured enough for our needs.
Current status is that al...
skyjake
20:16 Revision 76849a37 (github): Qt|OS X|qmake: Updating for Qt 5.2 (beta) on Mavericks
Hmm, the unified native toolbar API is still not working... skyjake
18:47 Bug #1127 (New): [Linux] Linking error when old libs exist in /usr/lib
skyjake
18:42 Bug #1590 (In Progress): Cannot reshow autocompletion popup
skyjake
18:41 Bug #1588 (Closed): [Console] Unclear when autocompletion popup is scrollable
skyjake
18:39 Revision 7f566e35 (github): UI|Client|Default Style: Color for scroll bar indicator
ScrollAreaWidget now allows specifying a color to be used for the
scroll indicator.
CommandWidget now uses an "inver...
skyjake
14:12 Bug #613: [InFine] Inadvertent background animation
Thanks for the correction. skyjake
13:16 Bug #613: [InFine] Inadvertent background animation
Pardon me for interfering, but I am wondering, if Skyjake is misinterpreting the issue here:
In Vanilla Heretic an...
vermil
13:07 Bug #613: [InFine] Inadvertent background animation
In the above situation InFine would opaquely generate a new material variant specific to the context/scope of the scr... danij
08:18 Bug #613: [InFine] Inadvertent background animation
I see. From an external point of view (let say in the InFine implementation), one shouldn't have to worry about this ... skyjake
12:58 Feature #1501: Non-64-pixel flats
Ah, yeah. In that case it sounds like he wants a per-surface material scaling factor (XG 2.0?) danij
07:37 Feature #1501: Non-64-pixel flats
tolwyn wrote:
> in a def file per sector number
That sounds like a different thing altogether...
Maybe we shou...
skyjake
11:41 Feature #1487 (Closed): [InFine] ximage: support for 8-bit paletted PNG images
skyjake
11:35 Feature #1487: [InFine] ximage: support for 8-bit paletted PNG images
It does appear to be fixed yes.
On another note; the Ximage command is cool and all, but it can only be used with ...
vermil
07:34 Feature #1487 (Feedback): [InFine] ximage: support for 8-bit paletted PNG images
Maybe vermil could then re-evaluate the status of this request? skyjake
10:50 Feature #438: Accurately hit testing fast projectiles (compatibility option)
I will add that yes I am aware, that rocket splash damage doesn't trigger XG. I refer to the actual rocket above. vermil
10:48 Feature #438: Accurately hit testing fast projectiles (compatibility option)
What spurred me on these issues was that I made a couple of mods/reimages of other games in the past, that I didn't q... vermil
08:12 Feature #438: Accurately hit testing fast projectiles (compatibility option)
Then we can at most add a compatibility option for enabling or disabling more accurate hit testing for fast-moving ob... skyjake
08:31 Feature #1462: Light Amp Goggles and Torches affect dynamic lights
There is now a Feature for HDR: #1635. skyjake
08:30 Feature #1635 (Resolved): HDR rendering
We should consider the role of High Dynamic Range rendering in the next-gen renderer's lighting system.
It should ...
skyjake
08:05 Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
I've raised the priority as this sounds reproducible.
(Also updated wiki link.)
skyjake
00:15 Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
Also, bad Skyjake: Wrong wiki :p
http://www.doomworld.com/vb/doom-general/52973-doom-wiki/
http://www.doomworld.c...
vermil
07:56 Feature #1577 (Rejected): Voxel models
Given that actual 3D models already exist, I don't think this would be really worth the effort. skyjake
07:52 Feature #1548: Multi-monitor support
danij wrote:
> Surely, this mandates that both monitors are exactly the same and configured in exactly the same way....
skyjake
07:31 Feature #1412: Camera effect: screen shaking
> Hexen "localized [earth]quake" effect
BTW: when playing Hexen I noticed that this effect was curiously exaggerat...
skyjake
07:24 Feature #1406: Record particles and other effects in demos
Yeah, a custom, deterministic RNG for each generator should be possible and it sounds like the preferred solution here. skyjake
 

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