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From 2014-12-05 to 2014-12-18

2014-12-18

22:24 Bug #1922: Sky model z-buffering not enabled
However, there is a problem. The depth and stencil buffers are stored on a single texture. The stencil buffer is used... skyjake
21:04 Bug #1922 (In Progress): Sky model z-buffering not enabled
skyjake
20:33 Bug #1922: Sky model z-buffering not enabled
I checked the history of the sky renderer. It appears the current behavior (depth test disabled) goes all the way bac... skyjake

2014-12-17

23:06 Bug #1095 (Closed): Non-ASCII characters broken on cmdline and/or resource finder
skyjake
21:27 Revision 8016243a (github): Fixed|Client: Compiler warnings
skyjake
08:45 Bug #1809 (Closed): Postfx causes other splitscreen consoles to go black/white
skyjake

2014-12-16

19:56 Revision 9903d4db (github): Fixed|Client: Build failure (missing include)
skyjake
09:45 Bug #1926 (Closed): Strange flickering lighting on walls from objects
skyjake
05:10 Bug #1926: Strange flickering lighting on walls from objects
Installing previous versions over top didn't resolve the problem. I uninstalled and wiped the settings and reinstalle... euphoricallydead
01:57 Revision c81efff5 (github): Refactor|Resources: Apply PIMPL in Material(*)Layer::AnimationStage
Also improved formatting of animation stage descriptions for detail
texture and shine layers.
Next step: Refactor th...
danij

2014-12-15

19:55 Revision 3227c01a (github): Documentation|Material|Resources: Material apidoc fixes
danij
19:40 Revision d2491466 (github): Fixed|Doom: IllegalPatternError handling "where" commands
danij
19:33 Revision 29faaf64 (github): Documentation|MaterialAnimator|Resources|Client: Explained use of MaterialVariantSpec
danij
19:33 Revision aefa188e (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
19:13 Revision d2342aca (github): Refactor|Resources: Revised Material resource model
Implemented a MaterialAnimator concept and revised the old context
"variant" stuff accordingly. The idea is that each...
danij

2014-12-14

12:22 Revision 132bafba (github): libcommon|Refactor: Added a common console registration function
Common variables should be registered here. skyjake
12:20 Revision d483acad (github): libcommon|Refactor: Unified the mobj thrust multiplier calculation
Since the thrust multiplier is directly related to friction, it should
be placed next to the friction calculations.
skyjake
11:21 Revision e61fb815 (github): Cleanup|Refactor|All Games: Common config variables in one struct
The cfg.common struct now contains all the config variables that are
common to all games (most handled by libcommon)....
skyjake
09:33 Revision 9b2f87a8 (github): Cleanup|libcommon|All Games: Removed redundant common declarations
The functions is r_defs.h are really defined in the libcommon
p_mapsetup.cpp, so they should have a common header, too.
skyjake
07:15 Revision bd329483 (github): libcommon|Cleanup|All Games: Calculating mobj movement friction
The code for calculating friction was half-commonized already, with
the function in libcommon having the logic for Do...
skyjake
05:33 Bug #1930 (Closed): [linux] doomsday-1.14.5 build from source with CONFIG+=deng_fmod FMOD_DIR=/opt/fmodex fails with error: 'FMOD_SPEAKERMODE_SRS5_1_MATRIX' was not declared in this scope
skyjake

2014-12-13

21:54 Bug #1930: [linux] doomsday-1.14.5 build from source with CONFIG+=deng_fmod FMOD_DIR=/opt/fmodex fails with error: 'FMOD_SPEAKERMODE_SRS5_1_MATRIX' was not declared in this scope
Ok... got it working with fmod-4.44.9 from the fmod site... so this bug can be closed. sermayen
21:36 Bug #1930 (Closed): [linux] doomsday-1.14.5 build from source with CONFIG+=deng_fmod FMOD_DIR=/opt/fmodex fails with error: 'FMOD_SPEAKERMODE_SRS5_1_MATRIX' was not declared in this scope
Here's the full error:
../../../doomsday-1.14.5/doomsday/plugins/fmod/src/driver_fmod.cpp: In function 'int DS_Ini...
sermayen

2014-12-12

20:39 Bug #1929: Sprite priority handling
Probably better to replace POSSA2A8 and POSSA2+A8 with POSSA1B1 and POSSA1+B1 respectively, in the above example. vermil
20:31 Bug #1929 (Progressed): Sprite priority handling
If presented with multiple sprite lumps that cover the same frame, Dday appears to prioritize them differently to Cho... vermil

2014-12-11

23:37 Bug #1928: GameSession: ThingArchive::serialIdFor: Thing archive exhausted!
Thanks, that info and the attached savegame should be enough to recreate the original situation in a debug environment. danij
23:30 Bug #1928: GameSession: ThingArchive::serialIdFor: Thing archive exhausted!
I was blasting through the Arachnotron's with a Plasma Rifle (I carried over equipment from the previous maps) to get... vermil
23:08 Bug #1928: GameSession: ThingArchive::serialIdFor: Thing archive exhausted!
Can you provide some more context about what you were doing, where you were in the map, etc.., at the time you made t... danij
22:54 Bug #1928: GameSession: ThingArchive::serialIdFor: Thing archive exhausted!
Though it did seem that while everything was visually frozen, that some sort of game world action was still occurring... vermil
22:52 Bug #1928 (New): GameSession: ThingArchive::serialIdFor: Thing archive exhausted!
A second or two after I made a save game (sav0) on Map19 of this Doom2 pwad everything froze in some sort of judder (... vermil
10:37 Feature #1465: [XG] "Player needs object X" message
To come back to this long dormant report. I was mainly thinking of multiple key requiring lines when I wrote it.
B...
vermil

2014-12-08

20:06 Revision 2a6ab90a (github): Fixed|Renderer|FX: Post-processing causes splitscreen views to go blank
fx::PostProcessing and fx::Resize were overriding the viewport when
drawing the content back to the original target. ...
skyjake
19:36 Bug #1809 (Resolved): Postfx causes other splitscreen consoles to go black/white
skyjake
15:31 Bug #1926: Strange flickering lighting on walls from objects
I can't replicate this on my Windows 7 64-bit dev system with GTX 275. Can you tell us anything more about your parti... danij
10:50 Bug #1926: Strange flickering lighting on walls from objects
What you are looking at there appears to be a notable (I say notable because most visual effects will never be 100% p... vermil
02:57 Bug #1926 (Closed): Strange flickering lighting on walls from objects
see attached file
Windows 7 64-bit
NVIDIA GTX 760
BUILD 1434
euphoricallydead

2014-12-07

21:38 Bug #1809 (In Progress): Postfx causes other splitscreen consoles to go black/white
skyjake

2014-12-06

14:28 Bug #1818 (Closed): Model "Shadow radius" ignored
skyjake
14:22 Revision 83a030d7 (github): Fixed|libappfw|DocumentWidget: Document contents not updated for drawing
Fixes the issue where the autocompletion popup would sometimes refuse
to show anything (zero content size). The probl...
skyjake
12:47 Revision 487a3fc6 (github): Windows|Fixed: MSVC doesn't support C++11 initializers for arrays
skyjake
12:27 Revision 52226255 (github): Plugins|GCC|Clang: Disable C++ warnings about missing field initializers
skyjake
11:40 Revision 22a924bb (github): Fixed|Renderer: Apply "shadowRadius" when one is defined for a model
If a greater-than-zero shadow radius is defined, it will be used when
drawing the shadow for the model.
IssueID #1818
skyjake
02:58 Bug #1906 (In Progress): Light decorations not changing on animated textures
danij
00:22 Bug #1906: Light decorations not changing on animated textures
Seemingly this is a compatibility issue with old style linked Decoration definitions vs Materials. The new style deco... danij
01:17 Revision 7827244c (github): Definitions: Cleanup
danij

2014-12-05

23:09 Bug #1924 (Closed): [Intermission] Entering <Map title> positioned incorrectly
danij
22:36 Bug #1924 (In Progress): [Intermission] Entering <Map title> positioned incorrectly
danij
23:08 Revision 0bd27172 (github): Fixed|Doom|Intermission: Intermission, "Entering <Map title>" title positioned incorrectly
IssueID #1924 danij
12:07 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
1. The Snowberry issue was what I called the crash I was getting above (it was a bug in Dday's start up that only see... vermil
11:46 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
Although I don't run Doomsday on Windows very often, I've also stopped having crashes at launch.
vermil wrote:
> ...
skyjake
11:21 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
Obviously, the shader bug this issue was originally still about may still occur (it's not a bug I've personally ever ... vermil
11:19 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
I can report that following the last fix, that I no longer get the crash I was talking about when starting Dday (I've... vermil
11:56 Feature #1900: OpenGL 3.3 Core Profile
It is also worth noting that the 3.3 core profile supports multisampled textures, removing the need for multisampled ... skyjake
08:36 Revision 8c93cf2b (github): Refactor|libcommon: Switched hu_inventory.c, gl_drawpatch.c to C++ plus cleanup
danij
03:26 Revision 8e839a31 (github): Refactor|libhexen: Switched st_stuff.c to C++ plus cleanup
danij
02:52 Revision b4ab1654 (github): Refactor|libheretic: Switched st_stuff.c to C++ plus cleanup
danij
 

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