danij's activity
From 2008-01-11 to 2008-01-24
2008-01-24
-
13:17 Doomsday Engine Revision e24e6b15 (github): Ensure we have both key down and repeater bindings for the menu navigation keys.
-
00:19 Doomsday Engine Revision decff35a (github): Added a _DEBUG check for attempting to write too large of a packet to a demo file.
-
00:09 Doomsday Engine Revision b1a8ed31 (github): Use intptr_t for semaphore handles (as opposed to long) (64bit support).
2008-01-23
-
22:57 Doomsday Engine Revision 89bca672 (github): These shouldn't be in svn.
-
22:40 Doomsday Engine Revision f6b8af01 (github): Use time_t instead of long when representing system date/time in finddata_t (more portable).
-
22:30 Doomsday Engine Revision 89bf7fd9 (github): Revert to rev 5298 (prior to the importation of the unit testing and float comparison stuff from deng-ng).
2008-01-14
-
01:33 Doomsday Engine Revision 83ae737d (github): Updated the opengl extension querying to allow checking for WGL-specific extensions.
2008-01-13
-
18:45 Doomsday Engine Revision 91c7054e (github): Fixed up the SDL based window management as best I can. Someone who actually uses it will need to do the rest as under WIN32, SDL based window management cannot be used currently due to not being able to use SDL input in conjunction.
-
18:13 Doomsday Engine Revision 916e5eed (github): Seems I forgot to ensure the edges of dlight were 100% black.
-
17:39 Doomsday Engine Revision ba0aec10 (github): Moved gl context management into the window manager. Due to some platforms not separating the concept of window and render context (e.g. SDL) trying to do so in Doomsday is not really possible. The decision to do so is now made by the window manager implementation.
- Commonized dgl_main.c, the same code is used for all platforms.
-
13:22 Doomsday Engine Revision b63dc93e (github): Fixed FTBFS errors under *nix.
-
12:35 Doomsday Engine Revision 2e624397 (github): Seems I forgot to commit the platform-specific dgl_main.c source files.
2008-01-11
-
11:28 Doomsday Engine Revision 7c3d4dee (github): Replaced dlight.pcx with a radial gradient that uses an exponential falloff to simulate light being scattered through airborne particles to increase their apparent realism.
- Other minor tweaks to halos.
Also available in: Atom