danij's activity
From 2010-08-06 to 2010-08-19
2010-08-19
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23:00 Doomsday Engine Revision d69ffddf (github): Continued refactoring the skymask geometry construction.
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06:29 Doomsday Engine Revision c730d2e1 (github): Tweaks.
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06:06 Doomsday Engine Revision 83d29460 (github): Continued refactoring Rend_SSecSkyFixes.
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04:27 Doomsday Engine Revision 51007d70 (github): Clean up.
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03:31 Doomsday Engine Revision 8d287f8e (github): Continued cleaning up Rend_SSectSkyFixes.
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03:30 Doomsday Engine Revision ea3722de (github): Fixed a few compilation warnings on Linux amd64 GCC
2010-08-18
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07:39 Doomsday Engine Revision 2ad6f1f4 (github): Continued work on the skymask geometry construction and implemented automatic skylight color selection.
2010-08-17
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22:51 Doomsday Engine Revision ca535902 (github): Fix printf style argument list for DEBUG log message in dd_main.c
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08:55 Doomsday Engine Revision f53adee0 (github): Couple of minor fixes to skymask surface normal flipping in last commit.
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08:23 Doomsday Engine Revision 1a3471de (github): Continued work on the skymask geometry construction.
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04:05 Doomsday Engine Revision 8c469a82 (github): Incorporate the surfacenormal-derived ambient lightlevel deltas into the skymask geometry lighting equation.
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03:24 Doomsday Engine Revision 35874a43 (github): Continued work on the skymask geometry construction; let be light! (well, sector lighting only atm).
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03:24 Doomsday Engine Revision 8b9b0372 (github): Added the UIF_FADE_AWAY flag to most of the sliders controlling graphical settings in the UI.
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00:47 Doomsday Engine Revision cb49f51e (github): Further skymask geometry construction work.
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00:12 Doomsday Engine Revision a73a5b06 (github): Continued work on the skymask geometry construction. Hopefully the auto vectorisation will play nice with it.
2010-08-16
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12:34 Doomsday Engine Revision 6260be31 (github): Continued work on skymask geometry construction.
2010-08-15
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00:36 Doomsday Engine Revision 7fc05f93 (github): Moved code for the game-side Map traversal/(search)utility routines from p_mapspec into dmu_lib. Cleaned up and updated style prior to coming changes to the linespecials (not spechits) and tag lists.
- This needs to be addressed to improve performance in the automap by augmenting DMU with cleverer object-search capabi...
2010-08-14
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09:17 Doomsday Engine Revision fd4e2059 (github): Finished reimplementing the drawing of FI_PIC sprite animations, which now use Materials. By my reconing that leaves only the "predefined text color" feature to address.
- Although there does seem to be an issue with the menu trigger; its always working while a finale is waiting on an obj...
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03:28 Doomsday Engine Revision 572cfd12 (github): Fixed save game header read/write overflow.
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00:41 Doomsday Engine Revision dc0489f0 (github): Fixed WadMapConverter: "0 byte THINGS lump results in map conversion failure" (see here http://sourceforge.net/tracker/?func=detail&aid=3043833&group_id=74815&atid=542099).
2010-08-13
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23:44 Doomsday Engine Revision 2192a4bf (github): Revised the debug sky drawing modes so that the geometry is the same as when masking.
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19:26 Doomsday Engine Revision a3b4517b (github): Cleaned up the Material creation/update interface in preparation for implementing a more robust patching mechanism later.
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19:22 Doomsday Engine Revision ec062119 (github): Toned down the flickering applied to DOOM's FWATER glow in the default Material definitions.
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19:21 Doomsday Engine Revision f3f3f07e (github): When using the ccmd "warp" close the menu fast. Now that we are making use of the busy mode transition effect it looks odd with the menu fading out again.
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07:22 Doomsday Engine Revision 77dff593 (github): Various Materials related changes needed to move on with the UI work:
- * Externalised the "system" namespace Material definitions into defs/materials.ded and loaded by default.
* Relocated... -
07:04 Doomsday Engine Revision 3a447863 (github): Don't display the FPS counter if the UI is active (will need to specify a page soon).
2010-08-12
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19:52 Doomsday Engine Revision 316b59e2 (github): Began reworking the (currently special case) drawing of PFT_MATERIAL type FI_PICs. Can't go any further with this until Materials created for GLT_SPRITE textures are updated to inherit their offset from the sprite definition (will require updating world sprite drawing).
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15:55 Doomsday Engine Revision 475d76f1 (github): Began incorporating features needed for the control panel into the new UI2 system.
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08:26 Doomsday Engine Revision 7cf21f41 (github): Changed DOOM/Heretic/Hexen: Bad texture animation cycles (e.g., as defined in ANIMATED lumps) now produce a warning in the log instead of a critical error message.
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07:32 Doomsday Engine Revision 51d5a3ee (github): Removed cases from markSegSectionsPVisible intended to address an issue seen in Plutonia2::MAP25 - on closer inspection the problem is a variant of another which can't be handled here. This will have to wait.
- Otherwise the skymasking seems to be working fine again. Back to the UI stuff.
2010-08-11
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23:36 Doomsday Engine Revision 2eb88ab6 (github): Continued work on the new stencil-based skymask algorithm.
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20:59 Doomsday Engine Revision b5cd9aa9 (github): Fixed DOOM: Black water(?) in Plutonia2::MAP25 would not animate.
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14:21 Doomsday Engine Revision f4a37b5d (github): Missing new-line in unknown texture warning logged by GL_CheckTextureNumForName.
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14:13 Doomsday Engine Revision 69e43cc7 (github): Further enhancements to Rend_SSectSkyFixes to fix a couple of constructs seen in Plutonia2. The hunt continues...
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11:35 Doomsday Engine Revision 099d4719 (github): Missed a couple of necessary exceptions to the special cases added in Rend_SSectSkyFixes in the previous commit.
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02:05 Doomsday Engine Revision ef84138f (github): Added another special case to Rend_SSectSkyFixes to deal with the glitches seen on the midtexture columns in Plutonia2::MAP29
- This routine is now a complete mess but I'm tired and this works; so I'm commiting. I'll refactor it later.
2010-08-10
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22:28 Doomsday Engine Revision 0e009bb6 (github): Fixed handful of uninitialized assignments shown up by static analysis. Thanks for the report yagisan.
- All but two of these were innoxious however as they are not read after the fact. The rest of the issues are false pos...
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13:44 Doomsday Engine Revision bcc4bfb2 (github): Fixed: Animated blood waterfall textures in Plutonia 2.
- Addressed the assumption that Materials in the MN_TEXTURES namespace were created in the same order as their primary ...
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09:04 Doomsday Engine Revision 9fa2e389 (github): Fix inversed skyfix height checks in Rend_SSectSkyFixes.
2010-08-09
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16:34 Doomsday Engine Revision fc3c84de (github): I finally got fed up with the fps counter being drawn behind the console.
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16:33 Doomsday Engine Revision 811b3a27 (github): Optimize: If both left and right lightlevels are the same when drawing a wall, use the vector version of lightVertex so as to potentially benefit from SSE.
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10:50 Doomsday Engine Revision 6fc2d00a (github): Do render planes for unclosed sectors. Now our skymask strategy has changed this is precisely what we don't want to do (we need complete "sky volumes" without holes).
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10:46 Doomsday Engine Revision 5ac4fc33 (github): Addressed performance problem with MaterialBind for Material lookup.
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03:18 Doomsday Engine Revision 5fb2cd58 (github): Fix fi_obtype_e type checking in ui2_main.c due to silly copy paste oversights.
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00:27 Doomsday Engine Revision a67c09c6 (github): Fix typo in previous commit.
2010-08-08
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17:18 Doomsday Engine Revision 1eefd18d (github): Yet further finessing the handling of skymasked surfaces when the viewPlayer is in the void. It now appears to be working perfectly, although its now looking a bit of a mess. This needs rewriting.
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12:52 Doomsday Engine Revision 6441b83b (github): Further finessed handling of skymasked surfaces when the viewPlayer is in the void, so that the world is now rendered more pleasingly.
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06:17 Doomsday Engine Revision 5041eec7 (github): Fix line endings.
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06:11 Doomsday Engine Revision eddc01f3 (github): Changed: Reimplemented the skymask using a stencil.
- Changed: Removed cvar "rend-sky-full" as it is no longer useful.
As yet untested on platforms which use SDL for wind...
2010-08-07
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16:29 Doomsday Engine Revision d1580f35 (github): Updated style.
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02:48 Doomsday Engine Revision abbe9f09 (github): Updated style.
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02:19 Doomsday Engine Revision 60c185b0 (github): Updated style.
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01:06 Doomsday Engine Revision 3d9962d4 (github): Continued work on merging the FIPage stuff with the existing UI subsystem.
2010-08-06
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22:43 Doomsday Engine Revision a8d9e3d0 (github): Completed seperation of the FIPage stuff out of the InFine subsystem. I'm going to now begin transforming the object model, to parallel the features of the existing UI subsystem.
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20:41 Doomsday Engine Revision 462d916f (github): Added a drawer function ptr to FIPage.
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19:37 Doomsday Engine Revision e8f2b71f (github): Initial steps in converging the game menu implementation into the engine-side FIPage stuff.
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10:14 Doomsday Engine Revision 032af5b6 (github): Fixed compile issue with gcc becoming confused about the two FI_Register functions due to the shared symbol namespace (can't they address this??).
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09:46 Doomsday Engine Revision 7df633ff (github): Fix compile error with gcc due to mismatched function declaration/definition.
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09:28 Doomsday Engine Revision bae06b4a (github): Do not give up loading a flat graphic if the lump its from is smaller than 4096 bytes. Instead always create an image of at least this size and fill the gaps with black. Fixes the thrashing problem with the sky flat in Heretic.
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