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danij's activity

From 2007-07-27 to 2007-08-09

2007-08-08

02:38 Doomsday Engine Revision ff2dd967 (github): Removed tab_video.c from doomsday/build/win32/doomsday_cl.rsp
danij
01:59 Doomsday Engine Revision 9cff4e95 (github): Replaced the static, texture gammalevel LUTs with one calculated dynamically. The ccmd "setgamma" is now obsolete as we automatically update the gamma LUT when the value of cvar "rend-tex-gamma" changes (which is now [0...1] to afford more precise control).
danij

2007-08-07

15:57 Doomsday Engine Revision 15e42c44 (github): Implemented a temporary kludge in calcSegDivisions() to guard against a potential segfault (if the side seg table building logic in finalizeMapData() is not infallible) and instead, simply abort seg division.
This only occurs under very rare conditions. The cause of which will be addressed in the upcoming revised map loading... danij
13:30 Doomsday Engine Revision 4ee965c3 (github): Rendering tweaks:
* Various enhancements to seg drawing to try to eliminate render artefacts caused by rounding inaccuracies within cal... danij
13:17 Doomsday Engine Revision 94596bf8 (github): Updated R_PrecacheLevel() so that we only attempt to precache a flat once regardless of the number of references to it on map being loaded.
danij
13:14 Doomsday Engine Revision 2740bf5d (github): Catch out of range texture/flat indices passed to Rend_GetGraphicResourceDecoration(). This should not happen though (must be a bug elsewhere).
danij
13:11 Doomsday Engine Revision 9febc322 (github): Fakeradio seg corner shadows were looking much too dark when the angle difference was larger than BANG_90. Now, the corner degree is made cubic before being used as the darkness multiplier.
danij
13:04 Doomsday Engine Revision 78681ad6 (github): Tweaked error/warning messages for missing front sidedefs and unknown textures/flats.
danij
04:26 Doomsday Engine Revision 7a1bd795 (github): Fixed RL_WriteDivQuad(), should now be working correctly.
danij

2007-08-06

12:21 Doomsday Engine Revision ab0e2a5d (github): Rewrote Rend_WallHeightDivision() to use vertex line owners instead of sector owners and so that it works with an unlimited number of planes per sector. Also, the sector owners have now been removed (nothing remains that uses them).
Todo: By utilizing the line owners we know that floor/ceiling heights in the next (anti)clockwise sector can be clipp... danij
06:24 Doomsday Engine Revision 907d2e85 (github): Further optimized renderWalls() to reduce the number of DMU calls. This includes using P_SubsectorBoxIterator() to reduce the number of subsectors in the set that must be drawn to those (possibly) within the map's view frame (instead of attempting to draw the lot).
Still, the greatest cause of slowdown when drawing the automap is due to the number of DMU calls and the associated p... danij
03:26 Doomsday Engine Revision 27cce3e4 (github): Exported Doomsday's P_SubsectorBoxIterator().
danij
02:51 Doomsday Engine Revision e0333cbb (github): Fixed sector blockbox determination during map load.
danij
00:34 Doomsday Engine Revision d87c71fb (github): Added V2_Rotate() as an exported function in doomsday.def
danij

2007-08-01

12:24 Doomsday Engine Revision bef34667 (github): Fixed problem with writing incorrect WAD header when copying map data lumps to the cached data file (the first sizeof(header) - 8 * numcopied lumps was written too which was scrambling the beginning of the THINGS lump).
danij

2007-07-31

13:46 Doomsday Engine Revision 9361c298 (github): Added a log message to dpMapLoad making it explicit when we build and when we load from cache including time taken.
danij
13:44 Doomsday Engine Revision 574fbd05 (github): Added Sys_SetActiveWindow() to change the currently active window. Other win32 fixes.
danij
12:43 Doomsday Engine Revision 336dec67 (github): Begun re-factoring the way we load map data by requiring a full node build. This code *should* work and will copy the required lumps into a wad in the bspcache folder, then generate the entire bsp afresh into the same file before being loaded in Doomsday via the auxiliary lump list.
danij
04:03 Doomsday Engine Revision 049014fa (github): Updated our DirectX-based input to work with the new ddevent_t design. Mouse and joystick should now be working again.
danij
03:07 Doomsday Engine Revision 72166b3d (github): Updated exports.
danij
03:06 Doomsday Engine Revision e8b036bb (github): Fixed camera movement. When player is a camera momentum should be lost almost instantly when not moving (in order to position precisely).
danij
03:03 Doomsday Engine Revision a586461d (github): Added missing new line characters to some busy mode messages.
danij

2007-07-30

02:39 Doomsday Engine Revision da1ffe80 (github): Updated input captured via a dedicated console to work with the new ddevent_t design.
danij
02:37 Doomsday Engine Revision 27f78a8c (github): Changes to doomsday.def for M_CheckTrigger() and to temporarily reintroduce obsolete player input functions to allow build to work. Other minor fixes.
danij
00:01 Doomsday Engine Revision 354ac965 (github): Exported the new Doomsday public API routines for controls. Fixed various compilation errors/warnings under win32.
danij

2007-07-28

21:03 Doomsday Engine Revision 3fb0bfc4 (github): Updated with new source files.
danij

2007-07-27

00:13 Doomsday Engine Revision 528e218a (github): Updated style and cleaned up.
danij
00:06 Doomsday Engine Revision 419de1e3 (github): Updated style and cleaned up.
danij
00:03 Doomsday Engine Revision d7ede85c (github): Updated style and cleaned up.
danij
00:03 Doomsday Engine Revision b281f181 (github): Updated style and cleaned up.
danij
 

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