danij's activity
From 2009-03-20 to 2009-04-02
2009-04-02
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02:20 Doomsday Engine Revision 69b6a2be (github): Fixed: When clearing the InFine state stack before beginning a new game, always change the game state to GS_WAITING. This fixes the problem of "Before" InFine scripts not working when used for the first map.
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01:53 Doomsday Engine Revision 5ece330b (github): Fixed typo.
2009-04-01
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23:32 Doomsday Engine Revision fc115956 (github): Fixed: "DED Reader: Failing to locate State definition" see here (http://sourceforge.net/tracker/index.php?func=detail&aid=2725357&group_id=74815&atid=542099).
2009-03-31
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23:44 Doomsday Engine Revision 0a1d1271 (github): Bump minor version numbers of all plugins.
2009-03-30
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00:40 Doomsday Engine Revision b874c30b (github): Fixed: "jHexen: Savegame Crash with jXRP" see here (http://sourceforge.net/tracker/?func=detail&aid=2647053&group_id=74815&atid=542099).
- Added: cvar "rend-dev-generator-show-indices" - Display particle generator origin indices (for debug). Note that type...
2009-03-29
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00:12 Doomsday Engine Revision d6f31a21 (github): Fixed a silly mistake. Clean up.
2009-03-28
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19:31 Doomsday Engine Revision 593a1ca3 (github): Optimize: Particle generators are now linked into the world once per render frame and used for all viewports. Plus various other minor optimizations.
- Fixed: Only the last viewport drawn correctly if the render lists are frozen or if the view player is in the void.
I... -
13:22 Doomsday Engine Revision aa51b3f7 (github): Bumped jHexen's MOBJ_SAVEVERSION to 7 and removed an unnecessary long per mobj.
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04:22 Doomsday Engine Revision 72c13728 (github): Fixed typo in previous commit.
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04:14 Doomsday Engine Revision a3e0252c (github): Fixed: Models would not be drawn if their origin was not visible.
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01:15 Doomsday Engine Revision 7e49952f (github): Fixed: "Dynamic lights bleeding through solid walls" see here (http://sourceforge.net/tracker/?func=detail&aid=2717071&group_id=74815&atid=542099).
- Redesigned algorithm for spreading objlinks to generate objlink > subsector contacts. The old algorithm worked on sec...
2009-03-27
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04:17 Doomsday Engine Revision de398297 (github): Fixed race condition introduced along with the recent thinker list optimization.
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02:39 Doomsday Engine Revision da88288f (github): Fixed the remaining issues with the player inventory display, when using the scroll select mode in combination with the fixed-size statusbar inventory. Next step will be to merge the two Hu_InventoryDraw variants (should be straight forward as they are near enough identical other than the additional alpha and lighting enhancements applied in the fullscreen version).
2009-03-26
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23:05 Doomsday Engine Revision bcecb121 (github): Fixed: "jHeretic: P_MoveThingsOutOfWalls VS axis-parallel walls" see here (http://sourceforge.net/tracker/?func=detail&aid=2713336&group_id=74815&atid=542099).
- The changes I've made do result in a much higher success rate but the algorithm itself is still far from ideal.
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04:32 Doomsday Engine Revision 3d19e8bf (github): Optimize: Separate thinkers into lists by their function in P_ThinkerAdd. Iterate over only those thinkers whose function matches, or all if not specified in P_IterateThinkers.
2009-03-25
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23:21 Doomsday Engine Revision 7afaee9a (github): Changed purge level of all map thinkers to PU_MAP (was a mixture of PU_MAP and PU_MAPSPEC) as AFAIC, there is no need to separate them, as we'd only ever want to purge them together (or free manually when necessary/desired). Removed unused/unnecessary zone memory purge levels; PU_MAPSPEC/PU_DAVE/PU_OPENGL.
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19:09 Doomsday Engine Revision eee0c990 (github): Changed: Do not spread objlinks over two-sided linedefs when the middle material on the back side of the spread direction completely fills the gap between floor and ceiling. Fixes the issue seen in Heretic E1M2 where the Undead Warriors hidden behind a one-way wall in sector #83 were sometimes visible from the other side. This also fixes the problem of dynamic lights spreading under similar circumstances.
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18:30 Doomsday Engine Revision 2bacbe64 (github): Fixed jHexen: sigsegv attempting to open the automap (when configured to display statusbar while open) and after an armour item has been collected by the viewplayer.
2009-03-20
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17:04 Doomsday Engine Revision 7f3f0ecc (github): Fixed: "Full Map Code Works Incorrectly After Switching Resolutions" see here (http://sourceforge.net/tracker2/?func=detail&aid=2639437&group_id=74815&atid=542099);
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16:47 Doomsday Engine Revision 774d92b9 (github): Fixed: "Failing to read more than one loose ded" see here (http://sourceforge.net/tracker2/?func=detail&aid=2646623&group_id=74815&atid=542099).
- This wasn't strictly speaking a bug in that Doomsday expected that there would only be one instance of -def and/or -d...
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15:53 Doomsday Engine Revision 4c86ad91 (github): Fixed: "jHexen: Dark Crucible: Bridge motionless and dark on respawn" see here (http://sourceforge.net/tracker2/index.php?func=detail&aid=2642269&group_id=74815&atid=542099).
- Fixed: "jHexen: Winnowing Hall (Emerald Key Room): Walls don't rise" see here
(http://sourceforge.net/tracker2/?func=...
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