danij's activity
From 2006-09-08 to 2006-09-21
2006-09-20
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19:51 Doomsday Engine Revision 37866965 (github): Reworked all forms of P_FindSectorFromTag in all games to be used in the same manner. This is a precursory step to implementing common sector, line tag indexes to both improve performance and obsolete more Raven licensed code.
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16:20 Doomsday Engine Revision d0cf6ca9 (github): Updated P_FindSectorFromLineTag to use ptrs for iteration rather than indices (jHexen).
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02:41 Doomsday Engine Revision b8d2b67c (github): Checks for changing cvars marked CVF_READ_ONLY should not be sidestepped if the cvar is also flagged as CVF_PROTECTED and using force.
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02:02 Doomsday Engine Revision b1cb11e9 (github): Finalized high level implementation for improved security on execution of console commands sent over the net. We now know where the command came from before executing (i.e. local or remote) and also the invocation method used (e.g. remote client console input, DED file etc). However, due to the fact that the remote invocation method MUST be sent over the net - any truly dangerous ccmds should be marked as
- CMDF_CLIENT.
In order to implement this a new PKT_COMMAND2 type has been added which obsoletes the old type. Due to t...
2006-09-19
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02:23 Doomsday Engine Revision d7c2ccad (github): Added cvar "player-autoswitch-ammo" autoswitch weapon when after collecting ammo for a weapon which had previously ran out of ammo; 0= never 1= if better 2= always.
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00:48 Doomsday Engine Revision 6d071ddf (github): Fixed BUG, chat widget responder is only supposed to react to key down events.
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00:45 Doomsday Engine Revision ddc051d4 (github): Updated WolfTC with the $unifiedangles changes.
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00:41 Doomsday Engine Revision 10c678a1 (github): Updated Doom64TC with the $unifiedangles changes.
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00:35 Doomsday Engine Revision 054ec271 (github): Added missing MF_PICKUP flag which prevent players from picking up objects again after changing back from cameras.
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00:33 Doomsday Engine Revision 230f5c78 (github): Updated P_FindSectorFromLineTag to use ptrs for iteration rather than indices.
2006-09-17
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19:37 Doomsday Engine Revision 80715ef9 (github): Removed MAXLINEANIMS fixed limit in all supported games.
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18:55 Doomsday Engine Revision 425d7d42 (github): Updated license boilerplate.
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18:53 Doomsday Engine Revision 667fd54b (github): Renamed p_spechit to p_linelist to reflect recent changes in their application.
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18:51 Doomsday Engine Revision e3e70bcd (github): Converted the new spechit list implementation into a line list object. A linelist can now be used to replace the other playsim, line_t* array fixed size limits such as MAXBUTTONs, MAXLINEANIMS etc, etc.
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00:50 Doomsday Engine Revision 5d347931 (github): p_tick.c was renamed to p_ticker.c - updated win32 build script.
2006-09-16
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20:08 Doomsday Engine Revision 142fe10a (github): Fixed invalid initialization of register sectors, dt_sector_t.
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17:19 Doomsday Engine Revision ed604d3c (github): Fixed non-compilable error in R_InitLineNeighbors when _DEBUG.
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15:20 Doomsday Engine Revision d1febf28 (github): Due to the way dummy map data objects and extra data is stored we must be careful to ALWAYS use the xobject conversion routines e.g. P_XSector instead of indexing xsectors.
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12:58 Doomsday Engine Revision e5e1faaf (github): Changed line parameter of P_CrossSpecialLine() to a ptr rather than and index.
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12:23 Doomsday Engine Revision daed1cb0 (github): Moved cheat manipulation to the makecam routine.
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12:19 Doomsday Engine Revision 546c3006 (github): Added missing auto-aim enabled check. Updated jHeretic's P_SpawnMissileAngle to ensure missiles are always spawned with the correct momentum in 3D if not overridden by specifying a z momentum (in which case, no adjustment is made to the X/Y direction). The magic number is currently -12345 and is only applicable to player missiles.
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12:10 Doomsday Engine Revision 437757b9 (github): Added missing auto-aim enabled check.
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11:52 Doomsday Engine Revision a08798f6 (github): Reorganised P_SpawnMissile for clarity. Also updated to use player eye height when spawning player missiles and zero when player is a camera.
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11:44 Doomsday Engine Revision e68ca4a2 (github): Reorganised P_SpawnMissile for clarity. Also updated to use player eye height when spawning player missiles and zero when player is a camera.
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11:41 Doomsday Engine Revision fadd4173 (github): Fixed bug: the auto-aim toggle was inverted in jHexen.
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11:40 Doomsday Engine Revision b5b3e9c1 (github): Fixed bug which led to the last selected weapon's ammo icon being displayed when the current weapon requires no ammo at all.
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06:45 Doomsday Engine Revision 8887e2c1 (github): jHexen: Moved R_SetAllDoomsdayFlags() to jhexen/src/hrefresh.c
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02:58 Doomsday Engine Revision ca60e9e4 (github): Minor fix to enable jHexen to build until I finish the combined missile code work tomorrow.
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02:45 Doomsday Engine Revision 1593d2f0 (github): Combined P_SpawnMissile() and P_SpawnPlayerMissile(), updated the new combined routine to automatically use auto-aim (if enabled) if the source mobj is a player. This means that enemy missile code pointers can now be used on player states correctly if wished in a mod.
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02:11 Doomsday Engine Revision ff3d1b6c (github): Combined P_SpawnMissile() with P_SpawnPlayerMissile() and P_SpawnMissileAngle() with P_SPMAngle(). Updated the new combined routines to automatically use auto-aim (if enabled) if the source mobj is a player. This means that enemy missile code pointers can now be used on player states correctly if wished in a mod.
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02:09 Doomsday Engine Revision d4b42962 (github): Only modify missiles after spawn if they haven't already been destroyed.
2006-09-15
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22:58 Doomsday Engine Revision 26e6ceea (github): Combined P_SpawnMissile() and P_SpawnPlayerMissile(), updated the new combined routine to automatically use auto-aim (if enabled) if the source mobj is a player. This means that enemy missile code pointers can now be used on player states correctly if wished in a mod.
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01:23 Doomsday Engine Revision 0663b92a (github): Fixed line attack trace origin z height when player is a camera. Also fixed an inconsistency between P_AimLineAttack() and P_LineAttack() with regard to player trace origin z height. The former did not consider player cfg.plrViewHeight.
2006-09-14
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17:38 Doomsday Engine Revision 68784321 (github): Fixed some bugs with morphed players in jHeretic which must have crept in during the recent client-side player improvements.
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13:08 Doomsday Engine Revision d4a1847d (github): Fixed crash when trying to exit through the secret exit to Cat and Mouse on level E1M01. Due to gameepisode being indexed from 1 instead of zero...
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12:33 Doomsday Engine Revision 88cf4d0b (github): Fixed victory checks in Doom64TC.
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12:22 Doomsday Engine Revision 56d2a0fc (github): Fixed bug which did not restore player flags when changing from a camera back into a regular player.
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12:20 Doomsday Engine Revision e3f557f3 (github): Fixed finales in Doom64TC.
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11:30 Doomsday Engine Revision 6ff06087 (github): Menu cursor patches were named and ordered back to front.
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11:14 Doomsday Engine Revision 34301fdb (github): Adjusted menu cursor animation speed in Doom64TC as it was far too slow.
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10:12 Doomsday Engine Revision 3499008b (github): Fixed BUG #1553129: Seg fault on load with hub teleport saves. I had assumed that Hexen would save full header info in these too (and thus a version byte), seems I was wrong.
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07:33 Doomsday Engine Revision a723bfaf (github): Minor tweak to ensure the default range is exactly the middle.
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07:31 Doomsday Engine Revision 8ab5708a (github): Player light ranges and related values were not being initialized after map load. Wait until the first frame after load to make sure we don't init until all possible changes (save game, console commands etc etc) have been made.
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05:53 Doomsday Engine Revision 14266237 (github): Rearranged the Doom64TC HUD to more closely resemble the original N64 version. Fixed various menu bugs.
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02:25 Doomsday Engine Revision 921d8e20 (github): Fixed a couple of bugs which crept in during the update. Probably the cause of the seg fault ashridah reported when trying to access the secret level from E1M01.
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02:23 Doomsday Engine Revision e9f4c995 (github): DMU was not checking if an object was dummy before attempting to determine its type in DMU_GetType().
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00:33 Doomsday Engine Revision 459de0a0 (github): Fixed all problems with skies (including animated ones) in Doom64TC.
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00:31 Doomsday Engine Revision 6699e31c (github): Fixed a problem in save games with Doom64TC.
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00:24 Doomsday Engine Revision ce91dd7e (github): Cleanup.
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00:23 Doomsday Engine Revision ed8bd898 (github): Removed a call to RespawnSpecials which looks totally out of place. Hopefully this does not break anything.
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00:22 Doomsday Engine Revision dfc0bf1e (github): Removed check to prevent cheating on Hectic. If players wish to cheat and spoil their own enjoyment we should not prevent them from doing so.
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00:20 Doomsday Engine Revision 35bd2e79 (github): Removed duplicate sky patch.
2006-09-12
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21:27 Doomsday Engine Revision 98e2a4f3 (github): Fixed compilation problems with jHeretic and jHexen.
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20:51 Doomsday Engine Revision 184e8b66 (github): Fixed compilation problems with jHeretic and jHexen.
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19:49 Doomsday Engine Revision 239b020d (github): Continued portage of Doom64TC. Part #2 completed: merge and clean up AI routines. Fix various problems including the slowdown apparent due to some badly designed XG line types.
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19:48 Doomsday Engine Revision e85f8c8a (github): Continued portage of Doom64TC. Part #2 completed: merge and clean up AI routines. Fix various problems including the slowdown apparent due to some badly designed XG line types.
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19:46 Doomsday Engine Revision 6d46bb5c (github): Various updates to game status cvars due to inconsistencies.
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18:26 Doomsday Engine Revision 7e43438a (github): Removed fixed limit on the max number of textures in an animation group. Was previously 64. I would have thought that would have been more than enough but Doom64TC (for example) has animations with 150+ frames. Yikes!
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18:23 Doomsday Engine Revision 88cdd7b2 (github): Only execute cvar callbacks when the value actually changes.
2006-09-10
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06:45 Doomsday Engine Revision 6cf20a6c (github): Put viewer_t->x,y,z into viewer_t->pos[VX,VY,VZ].
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06:20 Doomsday Engine Revision c0d230c5 (github): Chasecam should not interfere with "real" cameras.
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06:17 Doomsday Engine Revision e6dd45f9 (github): Added common/include/p_tick.h for common top level tick stuff.
- The message buffer should not be ticked when the game is paused.
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05:37 Doomsday Engine Revision e000c441 (github): Restored sector delta generation to a working state.
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02:09 Doomsday Engine Revision 3afb602e (github): Implemented an ultra basic third person camera. Despite how early this is I am surprised to find it somewhat playable (once you get used to aiming through the player's back at least). I will return to this soon. To enable this mode use the console command "viewmode n" where n is the player number you wish to change the view mode for.
- Plus numerous minor tweaks.
2006-09-09
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01:50 Doomsday Engine Revision 4de1f9b3 (github): Use pointer arrays for spritelumps and transsprites to reduce the amount of data being shovelled during init/reset.
2006-09-08
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