danij's activity
From 2008-01-25 to 2008-02-07
2008-02-05
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10:00 Doomsday Engine Revision 73e1ccd2 (github): Renamed jHexen's m_misc.c to m_random.c
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09:56 Doomsday Engine Revision 40ceb24d (github): Resolved the M_Random symbol conflicts and other issues which led to the use of an incorrect LUT (this would have affected gameplay in jDoom and jHeretic compared to the original games).
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08:58 Doomsday Engine Revision 8190d440 (github): Renamed the engine-side random number related routines to RNG_* to expose any symbol scope conflicts.
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08:24 Doomsday Engine Revision 76aad6b5 (github): Renamed plugins/jhexen/src/m_misc.c to p_random.c
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07:58 Doomsday Engine Revision 20eb0a37 (github): Fixed up some variable type inconsistencies in the DED parser.
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07:48 Doomsday Engine Revision 891e5499 (github): Added a new parsing routine in def_read.c to handle blendmodes rather than using the read flags routine (note, blendmodes are still defined as flags in DED definitions all that has changed is the routine that does the parsing).
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07:11 Doomsday Engine Revision 6f4a29f3 (github): Revised various object/paramater/routine names to be more consistent. Part 7 of 7
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07:09 Doomsday Engine Revision 0bec19f5 (github): Revised various object/paramater/routine names to be more consistent. Part 6 of 7
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07:07 Doomsday Engine Revision ac7ded0b (github): Revised various object/paramater/routine names to be more consistent. Part 5 of 7
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07:06 Doomsday Engine Revision 35f0fae4 (github): Revised various object/paramater/routine names to be more consistent. Part 4 of 7
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07:04 Doomsday Engine Revision 0e4ab57a (github): Revised various object/paramater/routine names to be more consistent. Part 3 of 7
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07:02 Doomsday Engine Revision 5eb2a03b (github): Revised various object/paramater/routine names to be more consistent. Part 2 of 7
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06:58 Doomsday Engine Revision 04fed50c (github): Revised various object/paramater/routine names to be more consistent.
- Fixed a memory leak in the DED definition management (line types were not free'd on engine reset/shutdown).
Part 1 of 7
2008-02-02
2008-02-01
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09:16 Doomsday Engine Revision 8786f44f (github): Use a zblockset for allocating hedges when building the BSP. This has improved the speed of createInitialHEdges() by ~40%
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07:59 Doomsday Engine Revision c5ab4741 (github): Refactored the edgetip management in order to remove the need for a global index, which has now been removed.
- Finished the editable map destructor. With luck, there are no remaining leaks.
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07:24 Doomsday Engine Revision 31c57a15 (github): Moved hedge deallocation into the BSP destructor and other changes in order to factor out the need for a global hedge index, which has now been removed.
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06:45 Doomsday Engine Revision 92842116 (github): Replaced the algorithm for building the hedge sort buffer in buildSegsFromHEdges with one which traverses the BSP and builds the index as it goes. This will ultimately be a lot quicker as it means that we can use the spatial information to speed up the sort.
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06:20 Doomsday Engine Revision f8d8a0db (github): Use a local buffer when sorting hedges before hardening into the gamemap_t segs index. Once the hedge allocation is revised, this will allow for the current global index to be removed completely.
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01:58 Doomsday Engine Revision 28e6f009 (github): Revised how linedef flags are handled. Part 7 of 6 (oops, forgot about wolftc)
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01:57 Doomsday Engine Revision 5e8019ff (github): Revised how linedef flags are handled. Part 6 of 6
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01:56 Doomsday Engine Revision cb8fb380 (github): Revised how linedef flags are handled. Part 5 of 6
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01:55 Doomsday Engine Revision 35884fd6 (github): Revised how linedef flags are handled. Part 4 of 6
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01:54 Doomsday Engine Revision 63e77ffa (github): Revised how linedef flags are handled. Part 3 of 6
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01:53 Doomsday Engine Revision 80c3dae8 (github): Revised how linedef flags are handled. Part 2 of 6
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01:52 Doomsday Engine Revision b4e985b6 (github): Revised how linedef flags are handled. The game-specific linedef flags (read from an archived map) will be passed to the game via the map data custom property interface. The game can then interpret their meaning and use DMU to update the map accordingly.
- Also, I have insulated the engine's linedef flags from those used by the engine by implementing a new set of flag def...
2008-01-31
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20:10 Doomsday Engine Revision 1e9b10db (github): Use size_t for representing the length of HEdge lists.
- Subsector creation moved out of edit_map.c and into the BSP code for now.
We no longer need global records of segs/su... -
19:52 Doomsday Engine Revision 92781d4f (github): Added a DMU object selection modifier: DMU_SUBSECTOR_OF_SECTOR
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05:16 Doomsday Engine Revision 62a09944 (github): Plugged a memory leak in the destruction of the BSP structure in the node builder (all user data should be destroyed, not just that at leaves).
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04:41 Doomsday Engine Revision a8f16353 (github): Various enhancements to the BSP/nodebuilder:
- * Extracted the data structure(s) used for the BSP tree and reimplemented using the new binary tree object. Note that...
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04:29 Doomsday Engine Revision c5a1b12b (github): Implemented a fairly standard reusable binary tree object. Needs more robust error/usability checking and some unit tests (will add a later date). For now, take care not to do anything stupid!
2008-01-28
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03:10 Doomsday Engine Revision 2dbbd4d6 (github): Added execution timers to Sv_InitPools() and DAM_BuildBlockmap().
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03:08 Doomsday Engine Revision c2d85930 (github): Fixed: Attempt to free memory pointed to by the game-side things array when none have been allocated (wouldn't happen under normal use but still).
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03:01 Doomsday Engine Revision 1004b270 (github): Optimized the clockwise winding algorithm used in the creation of BSPs. By utilizing the newly created BSP structure itself for traversal it meant the global node and subsector arrays could be removed entirely.
- Plus an additional optimization which uses a global hEdge sort buffer rather than allocate one every time it is neede...
2008-01-27
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12:46 Doomsday Engine Revision a6cc5acd (github): Quick fix to prevent my bindings being nuked when running in -dedicated mode.
- Strictly speaking there is no reason why bindings should be disabled when in -dedicated mode. Once we implement a con...
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11:55 Doomsday Engine Revision b319938f (github): Fixed up our DirectInput keyboard use and the DIK_* to DDKEY_* translation. Plus other misc tweaks to the binding/input/event stuff.
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09:19 Doomsday Engine Revision 7cb4b6f0 (github): Moved the DirectInput keymap stuff out of dd_input.c and into win32/src/sys_input.c (disabled it for now also as it needs updating).
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08:19 Doomsday Engine Revision 863acdc9 (github): Pick number of visible whole lines + 1 when drawing the console (so that we draw the fractional part of the line that is not completely visible).
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07:48 Doomsday Engine Revision c45a6bff (github): Various fix ups to the window manager for all platforms.
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05:01 Doomsday Engine Revision b7b6a371 (github): Renamed global var trace > traceLOS to avoid symbol name conflict.
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04:41 Doomsday Engine Revision 967c6d82 (github): Added missing include for curses.h under *nix
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04:00 Doomsday Engine Revision e821dd4c (github): Management of console/terminal windows is now the responsibility of the window manager. Part 2/2
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03:58 Doomsday Engine Revision a3227910 (github): In order to reduce the likely-hood of -dedicated mode from routinely breaking; management of console/terminal windows is now the responsibility of the window manager and is interfaced through the same API.
- Dedicated consoles/terminals now operate at keyevent_t level (rather than ddevent_t) and we now always allocate a ful...
2008-01-25
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03:54 Doomsday Engine Revision 017b8a3d (github): Pass the cursor position to Sys_ConUpdateCmdLine instead of calling out to the console (cleaner).
- Updated error messages in Sys_ConInit.
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02:30 Doomsday Engine Revision e348087d (github): I have begun fixing up dedicated console mode under WIN32. It is once again functional but there is further work to be done.
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