danij's activity
From 2008-10-17 to 2008-10-30
2008-10-30
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21:48 Doomsday Engine Revision b3ad4ae7 (github): Fixed surfaces with a "missing" material were being drawn with fakeradio edge shadows.
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21:45 Doomsday Engine Revision b9c2c6a3 (github): Changed warning messages in MPE_GameObjProperty to verbose level1.
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21:38 Doomsday Engine Revision 84651fdc (github): New manifests, resource scripts and updated vcprojs for all games. Proper vendor metadata is now added to the game libraries under Windows.
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13:15 Doomsday Engine Revision 1335dc97 (github): Fixed initialization error in the allocation of rendpolydata_t structures.
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13:10 Doomsday Engine Revision b041c407 (github): Fixed the various P_GetGMO<type> routines so that unknown properties and non-present property values arn't a critical error.
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13:03 Doomsday Engine Revision 856ee796 (github): Fixed Rend_DoesMidTextureFillGap; the return values from Rend_MidMaterialPos were not being used correctly.
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12:51 Doomsday Engine Revision 5ff7e4e6 (github): Made use of the HUD menu background feature to get rid of the old kludges used with the ReadThis/Credits screens. This has the added benefit that the player view(s) won't be drawn while viewing these menus if opaque.
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09:02 Doomsday Engine Revision e14a7229 (github): Fixed jHeretic: The Blaster Missile was not written to saved games. This was due to these mobjs using an alternative thinker (P_BlasterMobjThinker) and the save code has only ever checked for mobjs using P_MobjThinker (all the way back to Heretic.exe). I've gotten rid of P_BlasterMobjThinker and moved the logic into P_MobjThinker which is now used instead.
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08:58 Doomsday Engine Revision 0487d616 (github): Fixed jHexen: The Mage's Wand Missile and the Cleric's Flame Missile were not written to saved games. This was due to these mobjs using an alternative thinker (P_BlasterMobjThinker) and the save code has only ever checked for mobjs using P_MobjThinker (all the way back to Hexen.exe). I've gotten rid of P_BlasterMobjThinker and moved the logic into P_MobjThinker which is now used instead.
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08:49 Doomsday Engine Revision 2a8149b5 (github): Fixed missing initialization for var damageDone in jHexen's P_DamageMobj when the inflictor is a PoisonCloud.
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08:43 Doomsday Engine Revision e4bd5d08 (github): Fixed various issues with save games.
- * jHexen - After map load the current weapon would lower and then raise again. (pendingWeapon was never saved and ins...
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08:27 Doomsday Engine Revision 4760674f (github): Enhanced PIT_CheckThing to allow non-solid mobjs to move through solid mobjs (the inverse was already possible).
2008-10-29
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23:24 Doomsday Engine Revision aa1478de (github): Fixed jDoom: Gap in the statusbar when icarus.wad is played and statusbar is not opaque. This is due to the ST_ARMS patch being smaller than the IWAD version(s).
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23:17 Doomsday Engine Revision e1d2db59 (github)
2008-10-28
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15:09 Doomsday Engine Revision 3ba28a28 (github): Fixed linking problem with dsOpenAL under Windows due to differing calling convention for Z_Calloc.
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04:19 Doomsday Engine Revision d28a0954 (github): Fixed problem of light sequences not working in jHexen.
2008-10-26
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14:39 Doomsday Engine Revision eb0cf66c (github): Fixed potential segfault if R_MarkDependantSurfacesForDecorationUpdate is called for a plane of a sector with no linedefs.
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14:34 Doomsday Engine Revision feb141e8 (github): Fixed problem of not being able to hit the lower section of twosided linedefs if the ceiling in either the front or back sector is sky.
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00:17 Doomsday Engine Revision 9ef057df (github): Fixed: Return the materialnum_t rather than ofTypeID for the skymask material when queried via DD_GetVariable.
2008-10-25
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22:37 Doomsday Engine Revision c514873c (github): Fixed All Games: Due to the different approach taken by Doomsday and DOOM.exe in defining texture/flat animations and the numerous PWADS which exist that exploit DOOM.exe behaviour; it is not possible to use Group definitions to externalize the IWAD animations. All default Group definitions have been removed and instead the default animations are registered by each game during startup (and engine reset) in P_InitPicAnims. This fixes the long-standing problem of PWADS which abused the DOOM.exe behaviour not working correctly when played with jDoom/jHeretic.
- Note: This fix depends upon an assumption that will need to be resolved; Materials for textures defined in TEXTURE(1)...
2008-10-24
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19:24 Doomsday Engine Revision fa34c3fe (github): Fixed All Games: A kludge in P_MobjMoveXY prevented missiles from exploding against skyhack ceilings but they would still explode if they crossed a skyhack floor.
- Handful of minor optimizations in p_map.c to avoid unnecessary DMU calls.
Clean up. -
15:59 Doomsday Engine Revision 45b13d12 (github): Fixed compilation error with jDoom64.
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15:55 Doomsday Engine Revision 8d9e1164 (github): Fixed All Games: PTR_ShootTraverse would check for sky hack ceilings but not sky hack floors when looking to suppress hits.
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15:52 Doomsday Engine Revision bbbf010d (github): Fixed problem in calcSSecReverb which always considered flat #0 as an unknown material.
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15:51 Doomsday Engine Revision cc215191 (github): Fixed fakeradio bug which failed to determine that a side should be considered fully open if the neighbor linedef is twosided with a middle texture that fills the gap between floor and ceiling.
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15:48 Doomsday Engine Revision 235ada09 (github): Fixed bug in Rend_DoesMidTextureFillGap which used the surface material X offset in place of the Y offset.
- Fixed problem of wall surfaces using flat #0 always being marked as potentially visible in Rend_MarkSegSectionsPVisible.
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15:43 Doomsday Engine Revision b1654ef2 (github): Fixed problem of surfaces textured with flat #0 being misinterpreted as glowing surfaces (and thus fakeradio was disabled and other glitches).
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15:41 Doomsday Engine Revision e268e422 (github): Fixed problem of glowing wall surfaces not working.
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15:39 Doomsday Engine Revision b116dca9 (github): Fixed problem of rockets exploding and bullet puffs being spawned when a sky surface is hit. Caused by Doomsday returning of the material ofTypeID rather than the material num when querying DD_SKYMASKMATERIAL_NUM.
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14:00 Doomsday Engine Revision d5c0a4de (github): Fixed problem of the first flat being given the MATF_NO_DRAW flag. This flag was implemented to support the DOOM.exe bug where the first texture is never drawn. However the same problem is not present with flats.
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04:53 Doomsday Engine Revision df9598f8 (github): Fixed jHexen problem of frozen things not dying either by timeout or when hit with a non-icedamage weapon.
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04:51 Doomsday Engine Revision 15f465ec (github): Fixed jHexen: HUD icons like the spinning Wings of Wrath are offset to the right to avoid overlaying the mana icons in the fullscreen HUD. However they were also offset when the view mode was statusbar-overlay.
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03:10 Doomsday Engine Revision 61f4f1ca (github): Renamed jHexen's SB_ChangePlayerClass to P_PlayerChangeClass and moved to plugins/common/src/p_player.c
- Removed jHeretic's SB_ChangePlayerClass as it is currently unused.
Changed jHexen's version cheat to simply call the ... -
00:17 Doomsday Engine Revision adcc9cdb (github): Fixed jHexen: Numerous problems with weapon piece display on the statusbar when semi-translucent.
- Fixed jHexen: In deathmatch, the statusbar Kills label patch was not drawn if the statusbar was NOT semi-translucent....
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00:09 Doomsday Engine Revision 33a8e42a (github): Fixed jHeretic: When the statusbar is completely transparent the health marker chain would disappear.
2008-10-23
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20:52 Doomsday Engine Revision 069ebaa4 (github): Fixed problems with the incorrect lifegem being use with the jHexen statusbar when the player class was not fighter.
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00:30 Doomsday Engine Revision 43129f70 (github): Changed jHeretic: Revised method for drawing the chain on the jHeretic statusbar; now drawn in two sections when needed (left and right of the gem) so as to maintain a uniform alpha value for the whole chain.
- Fixed jHeretic: The colour of the glowing gem on the statusbar did not change to match the player's colour (as the ge...
2008-10-22
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18:52 Doomsday Engine Revision 2b9b91e2 (github): Fixed bug #1673770: Problems with bouncing mobjs (flag2 MF2_FLOORBOUNCE) their Z momentum was being reduced to zero on first impact with the floor. In jHeretic this caused the firemace projectiles to explode instantly.
- Also fixed a problem in jHeretic's P_SpawnMissile which wasn't determining the angle correctly if the source of the s...
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07:08 Doomsday Engine Revision e0e2ef3d (github): Fixed jHexen: The statusbar graphic features a copy of the fighter's chain which was visible behind the animated chain. Fixed by way of a kludge that cuts out that section of the statusbar and draws a near-black solid rectangle to fill the hole.
- Fixed jHexen: The colour of the glowing gem on the statusbar did not change to match the player's colour (as the gem ...
2008-10-20
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17:00 Doomsday Engine Revision 805c1271 (github): jHexen: All patches used by both the statusbar and fullscreen HUD are now precached at startup and during an engine reset in ST_loadGraphics.
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16:54 Doomsday Engine Revision 3fb100cf (github): jHexen: Fixed bug in the inventory which led to the wrong artifact use function being called if P_InventoryUse was passed a artitype_e id greater than AFT_SUPERHEALTH.
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16:50 Doomsday Engine Revision 64b3d8ef (github): All games: Added the following default control bindings
- * key-e = fly up
* key-q = fly down
* key-f = fall down
jHexen: Changed the default bindings for inventory left/right... -
16:44 Doomsday Engine Revision d09937be (github): Changed dpatch_t->lump to lumpnum_t (was int).
2008-10-18
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20:39 Doomsday Engine Revision 48580fe6 (github): jHexen-changed; ANIMDEFS and SNDINFO lumps are no longer required.
- jHexen: SC_OpenLump now takes a lumpnum_t rather than lump name string to force the caller to implement the required ...
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20:26 Doomsday Engine Revision 4038f61d (github): Fixed a couple of messages output during map load which reported incorrect linedef and sector indices (off by one errors). Updated file author details.
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20:04 Doomsday Engine Revision ad45883f (github): No need to resolve an xlinedef in XL_Thinker if this is a client (shouldn't reach here anyway).
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20:04 Doomsday Engine Revision f4325a74 (github): Handle NULL sector ptr in XS_Gravity
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04:55 Doomsday Engine Revision 63aabacd (github): Fixed bug in the DED reader which failed to read the iparams of XG Line Type definitions correctly due to the flag prefix name strings (part of the game-side xgClassLinks array) being defined as zero-length strings rather than NULL ptrs.
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04:46 Doomsday Engine Revision edc0505e (github): Swapped the dest and src paramaters of P_CopyLine and P_CopySector to match convention.
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04:41 Doomsday Engine Revision 186b7475 (github): Protected the pointer based, public DMU interface from passed NULL pointers.
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03:21 Doomsday Engine Revision 120510ae (github): Fixed bug #1832045; If a map number is not set in an XG end_level line type the exit would take the player to the first map (instead of the next as defined by the map progression).
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02:17 Doomsday Engine Revision eb9c6607 (github): Fixed problem in the vs build options. Rather than generate a manifest every time, use the one in engine/win32/res
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00:00 Doomsday Engine Revision d790a438 (github): Moved the (unused) overlapping linedef detection algorithm out of the bsp generation and into edit_map.c Moved the remnants of bsp_analyze.c into more appropriate locations. Deleted the now empty bsp_analyze.c/h
2008-10-17
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19:29 Doomsday Engine Revision ecb6f9a2 (github): Continued work on the map loader and BSP generation:
- * Revised the algorithm used to detect "one-way windows" to remove use of the glbsp concept of edgetips and instead u...
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