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From 2013-12-08 to 2013-12-21

2013-12-21

21:15 Revision a3836db4 (github): Fixed|Stereo 3D|libgui: Visual discrepancies between left/right eyes
When a target was cleared, the current GLState wasn’t being
automatically applied. This meant that the right eye’s UI...
skyjake
20:38 Revision aa6abd1c (github): Fixed|UI|Stereo 3D: Draw busy transition using correct width
When an active rectangle was specified, the busy transition was
drawn in wrong place. Now the transition viewport is ...
skyjake
20:36 Revision 5772da80 (github): libgui|GLTarget: Querying currently used area of the target
skyjake
19:34 Feature #1686: Derived resource packs
Another use case would be a HiDPI UI pack for OS X retina displays. skyjake
19:21 Feature #1686 (Closed): Derived resource packs
It should be possible to create a resource pack that is based on another, but with some changes applied. For instance... skyjake
19:32 Revision c6f4d05d (github): UI|Style: Added “-fontsize” option to change font sizes
This is a temporary solution to the Rift UI font sizing. One needs
to manually specify a suitable font size (e.g., “-...
skyjake
19:29 Revision 7db7b842 (github): libdeng2|Refactor|CommandLine: Checking for command line options with parameters
Added a more convenient way to get all the parameters of a command
line option in one call.
skyjake
19:28 Revision 5f2d70a7 (github): Fixed|PopupWidget: Stop observing parent’s deletion when popup closed
skyjake
18:37 Revision 51928c0d (github): Fixed|UI|Client: Popups must observe deletion of original parent widget
When a popup is open, it is moved to the top of the root widget,
making it the topmost widget. When the popup is clos...
skyjake
18:26 Revision 9fc79093 (github): Fixed|UI|Client: Crash after switching to/from VR mode 9
Some hidden popups got inadvertently deleted when the offscreen UI
compositor was deleted.
skyjake
18:26 Revision 50729c2f (github): Fixed|UI|Client: Restore normal cursor after returning from VR mode 9
skyjake
17:17 Revision 95ee0bca (github): Debug: Fixed build
skyjake
17:08 Revision 62c86f2a (github): Refactor|Oculus Rift: Frame buffer scaling factor
skyjake
15:50 Revision 4c3aeac7 (github): UI|Client|Oculus Rift: Draw a custom mouse cursor in Oculus Rift mode
The cursor is simply a LabelWidget that shows the old mouse cursor
image. It is moved to the coordinates of the real ...
skyjake
14:46 Revision c9f878f8 (github): Cleanup
skyjake
09:53 Revision 3b4ad3db (github): Fixed|UI|Automap: Clipping of the automap when sidebar is open
The normalized coordinates should be agnostic of the game widget’s
size and position, so normalize against the widget...
skyjake

2013-12-20

21:29 Revision c692f125 (github): Refactor|libgui|GLInfo: Better name for a method
skyjake
21:27 Revision de90fa31 (github): Renderer|Oculus Rift: Apply multisampling in unwarped frame buffer
This multisampling is intended to counter the 1.5x scaling. The
warping is smoothed out by using a linear filter on t...
skyjake
15:40 Revision 171c4421 (github): libgui|GLInfo: Check for FBO-related OpenGL extensions
If missing, warnings are printed in the log. skyjake
14:16 Revision d57f2dc0 (github): libgui|GLFramebuffer: Fall back to no depth/stencil texture (just color)
It is conceivable that some OpenGL drivers do not support a
depth24/stencil8 texture in a FBO attachments. In this ca...
skyjake
13:31 Revision 7e95c1fe (github): Fixed|WadMapConverter: Build failure (missing Doomsday API header)
skyjake
13:17 Revision ddfab8be (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
13:17 Revision 59639b2a (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
12:14 Revision 09a7d8ca (github): World|Map: Added cmd "inspectmap" for logging details of the current map
The 'inspectmap' command can be used whenever the user is interested
in knowing detailed information about the curren...
danij
10:55 Revision b25f63dd (github): World: Switch to busy mode on engine side, when changing the current map
Initiating busy mode on engine side allows splitting this task into
multiple subtasks. Also, in the future it may not...
danij
09:37 Revision 306a037e (github): libcommon: Initiate map briefings from the main thread
danij
09:02 Revision e8d0f7e1 (github): Fixed: Compiler warning (explicit de::IPrivate init in copy-ctor)
danij
08:08 Revision bffdd8ac (github): WadMapConverter: Bumped version number to 1.1.1
danij
08:05 Revision 6aff847c (github): WadMapConverter: Removed the now unused maplumpinfo.h
danij
07:44 Revision 18c14590 (github): WadMapConverter: Cleanup
danij
07:30 Revision 483565d8 (github): Refactor|WadMapConverter: Further Id1Map cleanup
danij
06:45 Revision 58bf7c31 (github): Refactor|WadMapConverter: Removed the unnecessary MapLumpInfo; Id1Map cleanup
danij
02:25 Revision e754886c (github): Refactor|WadMapConverter|Id1Map: Cleaned up the Id1Map API
danij
00:10 Revision b8ad2338 (github): WadMapConverter|Id1Map: Applied pimpl idiom to Id1Map; cleanup
danij

2013-12-19

22:56 Revision dd4d0f84 (github): WadMapConverter: Cleanup
danij
21:38 Feature #1668: Support id Tech 1 map hacks with sector lightlevels outside expected [0..255] range
Vermil started a thread about this on Doomworld, which has resulted in some useful information from the modding commu... danij
13:22 Revision 2d9d28f3 (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
13:06 Revision fd281e5f (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
13:04 Revision 05a067f4 (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
12:30 Feature #1680 (Closed): Quad-buffered GL framebuffer
skyjake
02:30 Feature #1680: Quad-buffered GL framebuffer
skyjake wrote:
> I pushed some changes to master that might fix VR mode 13.
>
> @cmbruns: could you test this, pl...
cmbruns

2013-12-18

21:04 Feature #1684: Launching without Snowberry
Given that yourselves want users to be able to launch Dday without any Iwads, I wonder if the best way to display the... vermil
13:03 Feature #1684: Launching without Snowberry
skyjake wrote:
> The IWAD path must be specified somehow, as without it no games can be played. Perhaps make it poss...
danij
18:40 Revision 796c1c8d (github): Fixed: Build failure (C standard)
skyjake
17:51 Feature #1685 (Closed): [Doom] Inverted B&W palette for invulnerability
skyjake
17:50 Revision c2ff3b40 (github): Renderer|libdoom: Use postfx for invulnerability effect
The “post.fx.monochrome.inverted” shader is used as the
invulnerability effect in libdoom.
The blinking effect when ...
skyjake
13:21 Feature #1666 (In Progress): [Dehacked] Support for sprite renaming
danij
10:34 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred
Indeed, it seems to have been fixed since the build I noticed and tested this issue in. vermil
06:26 Bug #1671 (Rejected): Doom Sector type 10 not 'releasing' sector after action has occurred
Doomsday appears to replicate the expected behavior. See the attached secspec10.wad, which has a door that closes 30 ... danij
10:22 Bug #1599 (Closed): Double Quit sound
danij
10:20 Revision 200dc74c (github): Fixed|All Games|Menu: Double quit sound
Menu buttons will automatically play the relevant sound effect when
activated/triggered. The quit game menu action do...
danij
09:40 Bug #1670 (Closed): [Automap] Yellow/Red key activated switches don't glow
danij
07:46 Bug #1670 (Resolved): [Automap] Yellow/Red key activated switches don't glow
danij
07:51 Revision 184d4424 (github): Refactor|MenuWidget|Client: Handling deletion of sub-widgets
When a widget is being deleted, only the de::Widget instance
remains; a dynamic cast to a subclass will fail.
skyjake
07:45 Revision 5381ab8f (github): Fixed|Doom|Automap: Missing glow on some key activated switch lines
Switch line specials should glow irrespective of the sidedness of a
map line.
IssueID #1670
danij
05:38 Feature #1668: Support id Tech 1 map hacks with sector lightlevels outside expected [0..255] range
The original issue which this report concerns (sector lightlevels being set to zero on saving the game) has now been ... danij
05:19 Revision 5de0f8f4 (github): Fixed|Sector: Ensure sector lightlevels are clamped to the normalized [0..1] range
Note that presently Doomsday does not support id Tech 1 map hacks
which depend on sector lightlevels outside of the [...
danij

2013-12-17

19:38 Revision d7de80de (github): Renderer: Clamp lightlevels applied uniformly to a chunk of map geometry
danij
18:48 Revision 24698bf7 (github): Cleanup
skyjake
18:46 Revision a88ec2ed (github): Refactor|UI|Task Bar: Custom widgets as submenus; improved task bar behavior
Added a SubwidgetItem class that allows one to create a custom
popup widget as the submenu of a menu item. MenuWidget...
skyjake
18:03 Revision bd6c41b8 (github): Fixed|Homepage: Updated "Report Bugs" / "Request Features" links to the new tracker
Also fixed a minor positioning issue with the top panel.
IssueID #1683
danij
17:23 Feature #1605: Tutorial
It is important to bear in mind that within the traditional sphere of a DOOM source port there is basically no parall... danij
13:44 Feature #1605: Tutorial
vermil wrote:
> Something I have also thought about, is that the taskbar and main taskbar menu should open by defaul...
skyjake
10:02 Feature #1605: Tutorial
I know you want to highlight the cool UI, but is it actually best to wait until such a time comes that the typical us... vermil
02:17 Feature #1605: Tutorial
May I suggest to have the tutorial as an optional button, that for people to see the tutorial, they have to click, ra... eunbolt
13:50 Feature #1685 (Closed): [Doom] Inverted B&W palette for invulnerability
The new "postfx" command can be used to draw the game world with an inverted monochrome shader. This should be used i... skyjake
13:47 Feature #1682 (Closed): [UI] Button click behavior outside an open popup
skyjake
08:52 Feature #1682 (In Progress): [UI] Button click behavior outside an open popup
skyjake
08:46 Feature #1682: [UI] Button click behavior outside an open popup
This is the intended behavior at the moment. All popups are dismissed with a click outside the popup -- the dismissal... skyjake
02:25 Feature #1682 (Closed): [UI] Button click behavior outside an open popup
Switching between the video and render sub-menus
You are in the "Render" sub-menu and you want to go to the "video" ...
eunbolt
13:29 Feature #1684 (Closed): Launching without Snowberry
As a first step toward making #1600 a reality, it should be possible to start Doomsday directly in an officially supp... skyjake
13:22 Feature #6: Draw lens flares using GL2
vermil wrote (in #1605):
> Of course, I won't lie, I also think the new lens flares are coming in too early; that th...
skyjake
13:15 Revision 62700d29 (github): UI|Client: Popups allow clicking through to widgets outside the popup
As a special case, mouse clicks on interactive widgets are allowed
to occur: even though the popup is open, it offers...
skyjake
10:36 Revision 738bc0cd (github): UI|Client|GuiWidget: Added a method for hit-testing a widget tree
This allows looking up a widget that would get hit by a position. skyjake
10:35 Revision ad22f3e9 (github): Fixed|Release Build: Compiler warning (unused variable)
skyjake

2013-12-16

21:21 Feature #1680: Quad-buffered GL framebuffer
I pushed some changes to master that might fix VR mode 13.
@cmbruns: could you test this, please?
skyjake
09:35 Feature #1680 (Closed): Quad-buffered GL framebuffer
Support for VR mode 13 (quad buffered, stereoscopic framebuffer). @GLFramebuffer@ must provide a way to set which bac... skyjake
21:20 Revision 86d42937 (github): Renderer: Use the left/right stereo swap mode in VR mode 13 (quad-buffered)
Todo: Test this on actual hardware.
IssueID #1680
skyjake
21:19 Revision ff523976 (github): libgui|GLFramebuffer: Stereo left/right swap mode
Even though rendering always happens in Canvas’s GL frame buffer,
VR mode 13 should now theoretically work as GLFrame...
skyjake
20:42 Revision 771e85b0 (github): Fixed: Build error (non-const references to temporaries)
skyjake
19:45 Bug #1681: Garbled screen build 1080
> Version: 3.0 Mesa 10.1.0-devel (git-cbe7431 saucy-oibaf-ppa)
> Renderer: Gallium 0.4 on AMD BARTS
We should fir...
skyjake
13:07 Bug #1681: Garbled screen build 1080
1073 Is the last working version
Forgot to add
This is running ubuntu 13.10 64bit
eunbolt
12:51 Bug #1681 (Closed): Garbled screen build 1080
Screenshot of problem attached
dave@theBeast:/usr/bin$ ./doomsday -vv
Application path: /usr/bin/doomsday
Enabled ...
eunbolt
08:55 Revision 1eb8f988 (github): Changed release type to Candidate for 1.13
skyjake

2013-12-15

21:15 Revision e54eb5de (github): Fixed|CompositeBitmapFont: Inadvertent creation of redundant texture variants
R_GetPatchInfo should not be used here because obtaining the info
has the side effect of generating a redundant varia...
danij
17:49 Revision c21797e1 (github): Fixed|libdeng2: Protect HighPerformanceTimer for multithreaded access
If two threads check the current value of HighPerformanceTimer at
the same time, a race condition could occur. Also, ...
skyjake
17:47 Revision c4f614e0 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
17:46 Revision 5ef9c683 (github): Fixed|ResourceSystem: Automatically destroy a Material along with it's MaterialManifest
Todo: The way this is set up is now somewhat confused. The original
idea was to allow multiple material URIs to resol...
danij
17:27 Revision 8cb5f828 (github): Fixed: Failed release build
Goto labels need a statement following them. skyjake
16:12 Revision 7821ff60 (github): SFX|Audio|Client: Ensure a sample is loaded in a channel before comparing ids
danij
15:53 Revision e24c481f (github): Refactor|SFX|Audio|Client: Use de::Log for logging purposes; cleanup
danij
13:52 Revision c7a1e7a0 (github): Fixed|UI|GuiWidget: Disabled widgets shouldn’t animate immediately after creation
If a widget is disabled before its first update, it will not animate
its opacity to visualize the disabled state. Thi...
skyjake
13:23 Bug #1679 (Closed): main menu appearing in the loading screens when it shouldn't
Fixed for the next build. skyjake
13:23 Revision 0ccfc314 (github): Fixed|UI|All Games: Transition after selection a menu item
When a new game is started from the Main Menu, the menu is closed
before the map is loaded. Before, this was masked b...
skyjake
13:06 Revision 8044fe3a (github): Fixed|Busy Mode: Don’t hold on an obsolete transition frame
There may be a redundant request to render a transition frame,
however, if one comes some time later, we should respe...
skyjake

2013-12-14

14:39 Revision aae6a422 (github): Refactor|Renderer|Viewport: Represent viewport and viewwindow geometry as de::Rectanglei
danij
07:54 Revision 245e41b4 (github): Fixed|Renderer: Fatal error drawing a lit, shiny surface (refactoring oversight)
danij
06:32 Revision 1621484b (github): Cleanup
danij
04:53 Revision cace0423 (github): ColorPalette: Cleanup
danij
04:31 Revision d81da0bf (github): API|Resource: Replaced color palette translation map management
Palette translation mapping tables are now handled by ColorPalette.
Each palette has it's own set of translations, ea...
danij

2013-12-13

21:46 Revision b5e0ff01 (github): Refactor|Resources: Represent image_t dimensions as de::Vector2ui, cleanup
danij
16:30 Revision 5a60fccf (github): Refactor|Resources: image_t API cleanup
danij
12:51 Bug #1679 (Closed): main menu appearing in the loading screens when it shouldn't
If one opens and closes the main menu while dead and then restarts the map, the main menu appears in the loading scre... vermil
12:35 Bug #1667: Player weapon sounds interrupt "dont_stop" sounds
I wasn't sure whether this deserves an issue of it's own.
The Cyber Demon's alert sound doesn't seem to play the f...
vermil
08:11 Revision fa00c48c (github): Fixed: Build error and warnings
The error was a missing ‘typename’ keyword in a template definition. skyjake
08:00 Revision d9d2560b (github): Cleanup|GL|libgui: Removed EXT_compiled_vertex_array and related code
This OpenGL extension hasn’t been in use for years and also didn’t
work properly when it was used.
In the future, we...
skyjake
01:14 Feature #1636: Support for Oculus Rift
skyjake wrote:
> Good news, I now have a Rift devkit of my own to play around with.
Awesome news! Welcome to the ...
cmbruns

2013-12-12

21:56 Revision 40e27411 (github): Fixed: Build failure (ambiguous conversion of de::Id)
skyjake
21:54 Revision 2f9fb6d6 (github): Fixed: Compiler warnings
skyjake
21:54 Revision ed37dfd0 (github): Fixed|GL|OS X: Don’t fake EXT_compiled_vertex_array
We should respect what the driver says is supported. skyjake
21:03 Feature #1678: Optimize stereoscopic pixel formats
Thanks for the detailed info.
I believe that with minor modifications, the existing classes should be adequate fo...
skyjake
19:18 Feature #1636: Support for Oculus Rift
Good news, I now have a Rift devkit of my own to play around with.
I can address some of the biggest usability iss...
skyjake
17:03 Revision f0bf6474 (github): Fixed|ResourceSystem: Clearing material resources on shutdown
danij
16:35 Revision 1ba7a3ea (github): Resources: Clear all materials when a new game is loaded
It is presently necessary to clear all materials from the resource
system when loading a new game.
Todo for later: I...
danij
01:41 Revision 8c64e8e2 (github): Memory Zone: Removed the now unused PU_REFRESHRAW purge level
danij
01:31 Revision 17c67f5d (github): Ring Zero: Announce game resource loading has begun only if there is work to do
danij
00:55 Revision 6c220c4b (github): Merge branch 'master' into resourcesystem
danij
00:53 Revision fa8c0fe6 (github): Line|Map: Respect logical constness when manipulating Line::Side's shadow count
danij
00:30 Revision 17e1de64 (github): Merge branch 'master' into resourcesystem
Conflicts:
doomsday/client/src/render/rend_fakeradio.cpp
danij
00:19 Revision 67d35c4e (github): Refactor|ResourceSystem: Use a QHash for raw textures and return a QList of instance pointers
danij

2013-12-11

19:13 Revision f79d60fc (github): Performance|Renderer|Refactor: Retain constness in APIs; avoid redundant memory allocs
It is important not to accidentally lost constness of object
references, particularly when dealing with Qt containers...
skyjake
19:00 Feature #1678: Optimize stereoscopic pixel formats
skyjake wrote:
> If it is required that rendering occurs in the system framebuffer (FBO 0), we could — in VR mode 13...
cmbruns
18:59 Revision a251db35 (github): Cleanup
skyjake
14:15 Revision f7263cc3 (github): UI|Client: Keep task bar hidden until app startup is complete
Looks cleaner this way. skyjake
14:14 Revision 62c53bb6 (github): UI|ToggleWidget: Ensure a disabled toggle’s state can be seen
The “flipper” of the toggle is now drawn with a larger-than-one
alpha so that it will be opaque even if the widget as...
skyjake
14:13 Revision 89a62661 (github): UI|Client: Animate widget opacity when enabling/disabling them
It is good to avoid abrupt visual changes. skyjake
12:22 Revision 8f5c5f1d (github): Merge branch 'master' into resourcesystem
Conflicts:
doomsday/client/src/gl/gl_texmanager.cpp
danij
08:47 Revision 4a4673df (github): Merge branch 'master' into low-latency-input
skyjake
08:46 Revision 20b5ff12 (github): Fixed|UI: Freeze game for busy mode during “reset”/“texreset”
It is now required to manually request the drawing of a freeze
frame at the appropriate time before starting busy ope...
skyjake

2013-12-10

19:48 Revision 794144f0 (github): Fixed: Typo
skyjake
19:33 Revision 8e70767e (github): Merge branch 'master' into low-latency-input
Conflicts:
doomsday/client/include/render/r_main.h
doomsday/client/src/render/r_main.cpp
skyjake
17:10 Feature #1678: Optimize stereoscopic pixel formats
If it is required that rendering occurs in the system framebuffer (FBO 0), we could — in VR mode 13 specifically — re... skyjake
03:44 Revision 6d2f3994 (github): Renderer: Call Viewports_Register() from RenderSystem
danij
03:43 Revision 895b4f7d (github): ResourceSystem: Cleanup
danij
03:19 Revision 3a98e536 (github): Renderer: Use de::Vector3<>::xzy(); cleanup
danij
01:56 Revision 480a1c84 (github): Fixed|Renderer: Non-functional "texreset raw"
danij
01:36 Revision b3afeeb2 (github): ResourceSystem: Cleanup
danij
00:10 Revision 0ac7425e (github): Renderer: Cleanup
danij

2013-12-09

21:36 Revision 05e308a0 (github): Resources|Cleanup: Removed the now unused resource/models.cpp
danij
21:29 Revision de1d624d (github): Merge branch 'master' into resourcesystem
danij
21:13 Revision bde72ba4 (github): Merge branch 'master' into resourcesystem
Conflicts:
doomsday/client/include/dd_pinit.h
doomsday/client/include/de_render.h
doomsday/client/include/render/r_ma...
danij
17:01 Revision f61611a8 (github): Fixed|X11: Avoid GL error when starting in maximized window
When starting with a maximized window, X11 sends two window resize
events in a rapid succession. Perhaps the changes ...
skyjake
15:47 Revision d6a1636b (github): Refactor|Resources: ResourceSystem has ownership of raw textures
danij
11:39 Revision c98375d3 (github): libgui|Client: Canvas needs no depth or stencil (GLFramebuffer has them)
Since rendering is now occurring in GLFramebuffer, Canvas no longer
needs to have its own depth or stencil buffers.
...
skyjake
11:13 Feature #1636: Support for Oculus Rift
With today's merge of the @gl2-lensflare@ changes back to @oculus-rift@ and @master@, VR mode 13 is probably broken. ... skyjake
11:12 Feature #1678 (Rejected): Optimize stereoscopic pixel formats
Support for a stereoscopic GL pixel format, used for instance with NVIDIA 3D Vision. This is implemented currently as... skyjake
09:53 Revision fcc2b139 (github): Merge branch 'oculus-rift'
skyjake
09:32 Revision ebc1028b (github): Fixed|UI|Client: Squished busy transition frame during animation with sidebar
The transition frame has been prepared using the full framebuffer
size, so it must be drawn with the same sizing.
skyjake
09:31 Revision a8a9cef9 (github): libdeng2|Vector: Added a conversion method to an unsigned int vector
Also used for a RuleRectangle::sizeui() method. skyjake
08:15 Revision dfbf6ed1 (github): libgui|GLTarget: Blit only relevant buffer contents
Copying stencil or depth is usually not needed, so changed the
default blit attachments to just Color.
skyjake

2013-12-08

21:59 Revision b76d2657 (github): Cleanup
danij
21:58 Revision 56985bcb (github): Refactor|Renderer: Represent viewer origin points and vectors with de::Vector<>
danij
17:48 Revision 1e2b8199 (github): Refactor: Moved old UI font selection to ui_main.cpp/h; cleanup
danij
17:17 Revision e8d105a5 (github): Refactor: Continued dismantling the old "refresh" subsystem
danij
14:01 Revision 96f89c87 (github): Cleanup
danij
12:22 Revision 3713e997 (github): Fixed|Renderer|FX: Drawing the post-processed result frame
The sizing was not correct with the sidebar. Also, respect the
current target size, as it may be bigger than the wind...
skyjake
11:10 Revision 74256a99 (github): Renderer: Re-enabled old flare/halo rendering code
The new flares are not quite ready yet, and besides they can coexist
with the old code.
skyjake
 

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