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danij's activity

From 2007-02-09 to 2007-02-22

2007-02-19

01:20 Doomsday Engine Revision 6d69d57b (github): It would help if I remove the Z_Free() calls after changing where the buffers for Con_BufferGetLines() are allocated...
danij
00:39 Doomsday Engine Revision db4716c2 (github): Implemented a persistent scratch buffer for use by texture manipulation routines e.g. scaleLine() to improve performance.
danij
00:34 Doomsday Engine Revision b74a1c3e (github): Changed Con_BufferGetLines() to use a buffer provided by the caller. As they have better knowledge on when a buffer needs resizing they are better able to manage the memory more efficiently. Ensured Con_BufferGetLine() does not need to unnecessarily allocate memory.
danij

2007-02-18

23:07 Doomsday Engine Revision bf1bd6d9 (github): Added texture content flag TXCF_UPLOAD_ARG_NOSMARTFILTER. Currently only used with the busy mode screen grab (was taking upwards of 3.4 seconds at 1920x1200 with smart filtering enabled).
danij
22:35 Doomsday Engine Revision 4e0c2fd1 (github): Implemented temporary ccmd "setaxis" for tweaking the input device axis settings during development.
Don't write empty commands to the console command history buffer.
Fixed some compilation problems.
danij
11:47 Doomsday Engine Revision 1ea8751c (github): Updated a few error messages.
danij
10:08 Doomsday Engine Revision 399b4043 (github): Overloaded ccmds are now in and working.
Split the "help" ccmd into two to test this functionality. ccmd "help""s" moved to con_data.c
However, the implementa...
danij
05:17 Doomsday Engine Revision 4529dbce (github): Removed the old game-side input device axis settings.
DD_Execute(f) should be declared with a const command string ptr.
Adjusted naming style for a few game_config_t membe...
danij
03:49 Doomsday Engine Revision f6705b5c (github): Added ccmd flag CMDF_NO_DEDICATED. If an attempt is made to execute a ccmd attributed with this flag when running in dedicated mode; the attempt is blocked before execution.
Trawled the engine looking for all potentially sensitive ccmds and made safe. danij
03:00 Doomsday Engine Revision dfc4cb74 (github): Added a new tab to the Doomsday Control Panel to be used for setting game controls.
danij

2007-02-17

20:23 Doomsday Engine Revision d4d62332 (github): Use consistent line endings and encode in UTF-8 (why does VC2k5 change the format on occasion?).
danij
03:51 Doomsday Engine Revision 99547e5e (github): Added x_event.h to jhexen.vcproj
danij
03:49 Doomsday Engine Revision 49e688aa (github): Updated WolfTC with the new auto-hiding HUD implemented for jDoom.
When changing the size of the statusbar automatically reshow the HUD if hidden, so the user can see the effect of the... danij
03:23 Doomsday Engine Revision c3293b46 (github): Updated WolfTC in line with the changes made to ticcmd_t. TODO: many of the controls (e.g. automap panning) are not currently implemented.
Plus numerous other minor tweaks. danij
02:39 Doomsday Engine Revision b148bac0 (github): Updated Doom64TC in line with the changes made to ticcmd_t. TODO: many of the controls (e.g. automap panning) are not currently implemented.
danij
02:16 Doomsday Engine Revision 1263c93a (github): Updated jHexen in line with the changes made to ticcmd_t. TODO: many of the controls (e.g. artefact hot-keys) are not currently implemented.
danij
01:49 Doomsday Engine Revision 0d6c232e (github): Updated jHeretic in line with the changes made to ticcmd_t. TODO: many of the controls (e.g. artefact hot-keys) are not currently implemented.
Changed various game-side text drawing routines so that their string parameters are (const) where appropriate.
Revert...
danij

2007-02-16

22:52 Doomsday Engine Revision 539b184f (github): Renamed p_player.h and p_player.c to avoid confusion in Xcode.
danij
22:45 Doomsday Engine Revision 51c465f5 (github): Renamed p_player.h to avoid confusion in Xcode.
danij
22:44 Doomsday Engine Revision b4ddaa8e (github): Renamed p_player.c to avoid confusion in Xcode.
danij
22:40 Doomsday Engine Revision 4cea97a0 (github): Merged in the engine-side input device axis handling from the old 1.8 experimental branch. Reworked the bindings mechanism to suit. This means that controls can be bound to either commands (including a different command for each state) and directly to a player control. Bindings are now grouped for each input device, then by the control type (key/button or axis) and then finally based on controlID (controlID is either a key/button code or a control axis index).
Added and abstraction for input event_ts to allow us to ensure future back-compatibility. Internally, Doomsday genera... danij

2007-02-10

04:04 Doomsday Engine Revision 453171dc (github): Renamed con_action.c to p_control.c, renamed routines appropriately.
Changed a couple of files to UTF-8 danij
03:40 Doomsday Engine Revision 9b170ebd (github): Renamed con_action.c to p_control.c
danij
03:38 Doomsday Engine Revision 1143ae0f (github): Renamed con_action.h to p_control.h
danij
03:18 Doomsday Engine Revision 7b90c6e8 (github): Added p_player.h
danij
02:02 Doomsday Engine Revision 97a6da51 (github): Updated control actions to support multiple local players. Made turn speed a player class property.
Preparatory steps to merging the engine-side player control handling from the old 1.8 experimental branch into the tr... danij

2007-02-09

19:07 Doomsday Engine Revision 8b8140c5 (github): Interpret the mouse X/Y sensitivity the same in all games (this increases the range available in jHeretic/jHexen).
danij
03:12 Doomsday Engine Revision 99319b03 (github): Added a zip path mapping for /Sfx (mapped to data/game/sfx) as somehow I missed that one when implementing them.
danij
01:17 Doomsday Engine Revision 1da849e0 (github): Added a zip path mapping for /Models (mapped to data/game/models) as somehow I missed that one when implementing them.
danij
 

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