danij's activity
From 2008-08-22 to 2008-09-04
2008-08-27
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01:46 Doomsday Engine Revision 66f61a2a (github): Extensive changes to the renderer to support multiple local players and to reduce the amount of work done per viewport (shared between multiple viewers where possible). Part 3 of 3.
- Apologies for the size and complexity of the changes in this one "mega" commit. I lost my internet connection for a n...
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01:42 Doomsday Engine Revision 9afeee4c (github): Extensive changes to the renderer to support multiple local players and to reduce the amount of work done per viewport (shared between multiple viewers where possible). Part 2 of 3.
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01:40 Doomsday Engine Revision 13d5327e (github): Extensive changes to the renderer to support multiple local players and to reduce the amount of work done per viewport (shared between multiple viewers where possible).
- * Migrated the viewgrid stuff from the old 1.8.0 branch into the trunk. We can now render multiple local players, eac...
2008-08-26
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23:36 Doomsday Engine Revision 25e09f18 (github): Extensive changes to the various game-side HUD displays to consider multiple local players. Part 5 of 5.
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23:34 Doomsday Engine Revision 2626b889 (github): Extensive changes to the various game-side HUD displays to consider multiple local players. Part 4 of 5.
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23:34 Doomsday Engine Revision f4729b9f (github): Extensive changes to the various game-side HUD displays to consider multiple local players. Part 3 of 5.
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23:33 Doomsday Engine Revision 49fdde51 (github): Extensive changes to the various game-side HUD displays to consider multiple local players. Part 2 of 5.
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23:32 Doomsday Engine Revision c5735cb9 (github): Extensive changes to the various game-side HUD displays to consider multiple local players.
- * G_Display is now used for in-viewport displays where as G_Display2 is for over-viewport displays.
* Fixed all issue... -
23:04 Doomsday Engine Revision 74bde8cf (github): Added (all games): Implemented a new scoreboard for all types of multiplayer game. All of the old frag displays have been removed. The scoreboard is visible by holding the '\' backslash key (by default) while in a multiplayer game. Note that this is an initial implementation and there are a few things that remain to be fixed (and cleaned up).
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22:48 Doomsday Engine Revision b9170b85 (github): Various changes and fixes for chat messages to allow sending between local players. This is primarily so that the chat macros can be used (which in say splitscreen deathmatch are likely to be taunts). Messages between local players are handled client-side.
2008-08-25
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02:44 Doomsday Engine Revision 9904541d (github): Fixed (all games): Viewer position interpolation was going haywire due to the fact each call to G_Display would modify the engine-side offsets using the current player. Instead, we now store these offsets in player_t and G_Display merely sets the offset before drawing the player's view.
- Fixed (all games): All local players shared the same 'aircounter'.
There still remains a problem with the view bobbi... -
02:08 Doomsday Engine Revision cdb0cd1b (github): Fixed (jDoom): Things 79, 80 and 84 would not move with the floor due to the mf_noblockmap flag being present.
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01:41 Doomsday Engine Revision 65416036 (github): jHeretic: Global var PlayerKeys is no longer used so don't update it in P_SpawnPlayer.
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01:37 Doomsday Engine Revision f8ee34fe (github): mobj_t->health is no longer used as an index for float bobbing, so don't seed or increment it as such.
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01:30 Doomsday Engine Revision f01ac884 (github): Fixed: Incorrect relative spawn heights for missiles in jDoom64.
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01:22 Doomsday Engine Revision 7e462d35 (github): player_t->jumpTics was never initialized, do so in P_SpawnPlayer.
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01:09 Doomsday Engine Revision 484a5944 (github): Continued work on unravelling the unnecessarily complicated P_DamageMobj.
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01:01 Doomsday Engine Revision c141aa29 (github): Continued work on unravelling the unnecessarily complicated P_DamageMobj.
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00:55 Doomsday Engine Revision b252a023 (github): Continued work on unravelling the unnecessarily complicated P_DamageMobj.
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00:11 Doomsday Engine Revision 5ddd085a (github): Got rid of some unused local variables in M_DrawControlsMenu.
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00:07 Doomsday Engine Revision faf19860 (github): Moved macro INRANGEOF into dd_share.h and renamed INRANGE_OF.
2008-08-24
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23:47 Doomsday Engine Revision ff68c609 (github): * Began unravelling the unnecessarily complicated P_DamageMobj and the various other similar routines so that we have only one method.
- * Fixed (all games): Old DOOM.exe bug which would always result in blood being spawned when a mobj was hit with a lin...
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23:07 Doomsday Engine Revision 1b146452 (github): Fixed numerous original Heretic kludges which used mobj_t->health for various purposes other than the intended use (e.g. life time of whirlwinds and mace ball bounce state). Instead these now use mobj_t->special3 and saved games are adjusted/interpreted accordingly.
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22:49 Doomsday Engine Revision 4321f133 (github): Fixed buffer overflow during startup in P_InitAmmoInfo and P_InitPlayerValues.
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22:39 Doomsday Engine Revision 55efefe4 (github): Seems I forgot to commit my changes to am_map.c along with my last commit. Doh!
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04:53 Doomsday Engine Revision e6272f44 (github): Numerous automap related improvements/changes. Part 5 of 5
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04:45 Doomsday Engine Revision 7dba96c2 (github): Numerous automap related improvements/changes. Part 4 of 5
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04:37 Doomsday Engine Revision f3872376 (github): Numerous automap related improvements/changes. Part 3 of 5
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04:30 Doomsday Engine Revision bd6e7e6b (github): Numerous automap related improvements/changes. Part 2 of 5
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03:47 Doomsday Engine Revision a158af1f (github): Numerous automap related improvements/changes:
- * Reimplemented controls using impulses rather than console commands where appropriate.
* Fixed most of the multiple ...
2008-08-23
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15:45 Doomsday Engine Revision 0165dce9 (github): Fixed multi-include-define in plugins/jhexen/include/p_acs.h
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15:33 Doomsday Engine Revision 144f6bfd (github): Fixed: Bug which resulted in the weapon bob for all local players to be synced with that of the console player. This was caused by the bob code assuming that only one viewer was altering the engine-side bob offset and so used it as though it persisted over multiple frames.
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14:57 Doomsday Engine Revision c935e2ba (github): Minor tweaks to the light definitions for the DOOM nukege barrel.
- Minor tweaks to the particle generator definition for the DOOM explosion (sparks).
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14:52 Doomsday Engine Revision 5f5d60f3 (github): Added: Sector lightlevel limits for model decoration definitions (currently unused).
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14:50 Doomsday Engine Revision 9c996f99 (github): Fixed: Bug in DED_AddModel which would only initialize the shinyColor of the first four sub models, rather than all.
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14:47 Doomsday Engine Revision 738b40dd (github): Fixed: Potential segfault in GL_DrawPatch_CS if param lump is not a valid lump id.
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