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danij's activity

From 2011-02-18 to 2011-03-03

2011-03-03

12:58 Doomsday Engine Revision 655cf626 (github): Fixed: S3TC texture compression was not being utilized when available. Remember that texture compression can be disabled via the command line with -notexcomp Todo: Our format selection logic clearly needs work... Changed: S3 texture compression support is now a compile-time option; remove the USE_TEXTURE_COMPRESSION_S3 define in sys_opengl.h to disable. Todo: Expose as a make option? Changed: Multitexture support is now a compile-time option; remove the USE_MULTITEXTURE define in sys_opengl.h to disable. Todo: Expose as a make option?
danij
07:43 Doomsday Engine Revision 5f8f70a7 (github): Fixed lightmap registration; ignore empty URIs.
danij

2011-03-02

15:39 Doomsday Engine Revision b1d3e06d (github): Changed: Removed support for GL_EXT_paletted_texture (-paltex) - explicit hardware support for paletted textures is long gone and it ain't coming back.
danij
13:17 Doomsday Engine Revision 61e31bf0 (github): GL_GENERATE_MIPMAP_SGIS is a per-texture object paramater, not a global state; no need to explicitly disable it before uploading a manually mipmapped texture (default is off).
danij
13:14 Doomsday Engine Revision b4c3ca53 (github): Cleanup.
danij
11:50 Doomsday Engine Revision e0b6f69b (github): Further preparatory refactoring and cleanup of the texture loading/processing pipeline.
danij

2011-03-01

23:43 Doomsday Engine Revision 3dac68b6 (github): Fix game compilation error on non-Windows platforms due to the errno stuff being defined elsewhere.
danij
22:13 Doomsday Engine Revision 2c3a5278 (github): Fixed hq2x's LerpColor.
danij
21:54 Doomsday Engine Revision 9fff28f2 (github): Normalize line endings.
danij
21:52 Doomsday Engine Revision c89e818d (github): Updated naming conventions of the color space conversion macros to follow common notation. Reverted the RGB to YUV hash key to the original 16bit one derived from an RGB565 conversion; it didn't make enough appreciable difference to warrant the additional memory requirement.
I'm going to leave the hq2x implementation as is for now. I know what needs to be done but there is more important wo... danij

2011-02-27

18:54 Doomsday Engine Revision fa76d7a8 (github): Of course it helps if you get the planes in the correct order. I wonder why the HQ2x algorithm has swapped the read order of the Y and v components? It doesn't make any difference of course (when you get them in the correct order at least, heh). Also use 32bits for accumulation in LerpColor.
danij
15:19 Doomsday Engine Revision 31c1af72 (github): Fixed typo in comment in GL_SmartFilterHQ2x - bytes not bits.
danij
14:57 Doomsday Engine Revision f5c10c20 (github): Normalize line endings.
danij
14:55 Doomsday Engine Revision 5a470d13 (github): Fixed: HQ2x implementation on big endian platforms made an additional swap when translating the center sample to the destination pixel.
Clean up in preparation for further changes; we aren't handling alpha correctly atm. danij
11:58 Doomsday Engine Revision bd26d07b (github): Fixed: Fractional texture coordinate/positioning miscalculation when drawing sprites.
danij

2011-02-26

18:49 Doomsday Engine Revision d871d5e4 (github): Fixed: ColourOutlines algorithm now spreads non-masked pixels in four directions rather eight. This prevents introducing non-border colors into the texture's non-masked/masked edge, which can result in visible artefacts if subsequently put through the hq2x algorithm (it doesn't care that the pixel is masked out when interpolating color).
danij
18:41 Doomsday Engine Revision 64aac608 (github): Fixed memory leak in GLTexture_Prepare inadvertently introduced in previous commit.
danij
14:28 Doomsday Engine Revision 56291cc2 (github): Continued cleaning up image loading in preparation for further changes.
danij

2011-02-25

18:47 Doomsday Engine Revision a4852724 (github): Normalize line endings.
danij
18:39 Doomsday Engine Revision d22926ac (github): Improved hq2x implementation:
* Fixed: Filter sampling did not wrap around texture borders resulting in noticeable artefacts when tiled.
* Changed:...
danij
10:08 Doomsday Engine Revision 82fc9ae2 (github): Changed: When using console word completion mode 0 (echo all) automatically reset the console history buffer line offset.
danij
10:05 Doomsday Engine Revision 8235e364 (github): Fixed missing initialization LG_SectorChanged
danij
10:04 Doomsday Engine Revision 4ec864ba (github): Fixed comment in TGA_Save24_rgb888 which proclaimed the output as BRG - its not, its BGR.
danij

2011-02-24

09:51 Doomsday Engine Revision b4adef5e (github): Addressed "Sectors with zero linedefs result in SIGSEGV after load" (see here: http://sourceforge.net/tracker/?func=detail&atid=542099&aid=3190384&group_id=74815).
* Fixed: Recalculation of the sector environmental sound properties (e.g., after a plane move) did not work correctly... danij
02:51 Doomsday Engine Revision fb7d252d (github): Fixed: HOM when attempting to render a map consisting of a single subsector and no node tree. How did this case get lost?
danij

2011-02-23

17:32 Doomsday Engine Revision 54e106d7 (github): Fixed DOOM: ST_ARMS offset applied incorrectly (fixes positioning issues seen in mm2.zip)
danij
17:30 Doomsday Engine Revision 15d8c127 (github): Fixed dpDehRead: Trim trailing whitespace from text string replacements in DEH patches. Fixes various minor rendering issues when drawing such strings aligned horizontally to center or right edge.
danij
16:18 Doomsday Engine Revision 2e7be583 (github): Fixed: Missing fakeradio plane shadows for edges of two-sided linedefs with skymasked materials front and back but with a zero-height backsector. Caused due to an older test which attempted to handle the one-way window trick (now handled as a special case a few lines above).
danij
06:56 Doomsday Engine Revision d9ba2c83 (github): Changed: Reset the console last command cursor when closing the console.
danij
06:49 Doomsday Engine Revision 0e2902d5 (github): Fixed: Relative indices of replaced flat and sprite textures were not being respected when forming the name lists.
danij
04:16 Doomsday Engine Revision a2e96251 (github): Removed lump coalescing in the Wad loader as it is nolonger necessary.
danij
04:08 Doomsday Engine Revision d4bbed60 (github): Fixed: Dynamic light surface projection could incorrectly determine lights not reaching the surface being lit.
danij
04:06 Doomsday Engine Revision fec51969 (github): Fixed: Middle texture yoffset position calculated incorrectly.
danij

2011-02-21

19:30 Doomsday Engine Revision cc0b6b73 (github): Added GameInfo IdentityKey's to the known words list.
Clean up. danij
17:46 Doomsday Engine Revision b9c1f667 (github): Fixed positioning issues with the Hexen world timer. Clearly I had a monospaced font in mind when I when I re-implemented this first time around...
danij
15:35 Doomsday Engine Revision 0d6b4822 (github): Normalize line endings.
danij
15:14 Doomsday Engine Revision 1bd36c5a (github): Changed All Games: Revised the "give ccmd" in response to the issues raised by http://sourceforge.net/tracker/?func=detail&aid=3009627&group_id=74815&atid=542099
Changed Hexen: Console command "give a" now gives ammo (a.k.a, mana). danij
11:17 Doomsday Engine Revision 785b687b (github): Fixed a couple of "format not a string literal and no format arguments" warnings raised by gcc. Strictly speaking these are both false positives given that we generate these strings ourselves, ensuring they do not contain any control characters. However various *nix distros have promoted this warning to an error...
danij
11:11 Doomsday Engine Revision fd6441d1 (github): Fixed verbose log message in bitmapfont.c prepareFont which would attempt to print a ddstring_t as if it were a c-string.
danij
03:59 Doomsday Engine Revision a5e23af3 (github): Fixed: Ccmd "help" (what) matching on partial search strings.
danij

2011-02-20

21:41 Doomsday Engine Revision 34415bb1 (github): Changed All Games: The automap is considered a part of the HUD; so hide the automap along with the rest of the HUD widgets when the engine advises us.
danij
21:32 Doomsday Engine Revision 505d1b6c (github): Added UIF_FADE_AWAY to various objects in the control panel.
danij
20:07 Doomsday Engine Revision 63754b28 (github): Changed F_FixSlashes making the source and destination separate and updated to do a copy if necessary.
Changed F_PrettyPath to avoid making an unnecessary copy and other minor optimizations. danij

2011-02-19

14:25 Doomsday Engine Revision 861fd9e5 (github): Removed negative draw origin clamp in loadDoomPatch (leftover from debug).
danij
13:28 Doomsday Engine Revision 52644b81 (github): Reworked F_CreateUriList* so as to remove the requirement for a terminating semicolon (applies to the F_FindResource* family too). Optimized using a fixedsize local buffer on the stack and we now parse in one pass.
Still much room for improvement (remove the token read buffer) but this will do for now. danij
10:24 Doomsday Engine Revision a0c3d022 (github): Relocated DrawRealPatch into gl_texmanager.c and extended to allow in-place palette translations.
Relocated translationTable stuff into r_data.c/h danij
05:35 Doomsday Engine Revision c621ffc9 (github): Updated CMakeLists.txt to install the progress wheel graphics and the fonts needed for busy mode on unix.
danij
04:03 Doomsday Engine Revision 77238eae (github): Removed _DEBUG console command "translatefont" as this is now redundant.
danij
03:04 Doomsday Engine Revision 86a043c8 (github): Switched spritetex_t to use a lump name reference rather than a index.
danij
03:01 Doomsday Engine Revision 2472c9d0 (github): Fixed: Do no clear the console command line during close as the console is still visible, do this when opening.
Fixed: Console history buffer offset was not reset when opening the console.
Fixed: The console command line cursor s...
danij
02:26 Doomsday Engine Revision 0e1315cc (github): Viewborder background was not updated when switching games registered by the same plugin (e.g., doom2 to doom1-ultimate).
danij
01:07 Doomsday Engine Revision 6066ed4e (github): Split up Sprite construction into multiple phases in preparation for further changes.
danij

2011-02-18

19:17 Doomsday Engine Revision 47909c01 (github): Added: Support loading flats between F_START...F_END marker lumps in PNG/TGA/PCX format.
danij
09:46 Doomsday Engine Revision db1c4890 (github): Implemented M_RatioReduce - using Euclid's Algorithm reduce the given numerator and denominator by their greatest common divisor.
danij
06:29 Doomsday Engine Revision 0a295bee (github): The TGA and PNG image loaders now track the last encountered error while loading; utilize in the file handlers for these.
danij
06:11 Doomsday Engine Revision 1c9f9f4d (github): Fixed: Various memory leaks in the DED database.
Fixed bug in gl_texmanager.c Equalize() which could result in some of the balance return values being left uninitiali... danij
03:58 Doomsday Engine Revision 35052f7c (github): Renamed ded_detailtexture_t::detailLump to detailTex
Cleanup. danij
03:30 Doomsday Engine Revision 9ea87dec (github): Removed obsolete comment regarding game mode changes in G_UpdateState
danij
03:28 Doomsday Engine Revision 4528446e (github): Continued work in ringzero on the image loader in preparation for further changes:
* Changed: Do not assume a graphic file is PCX/TGA/PNG from it's name. These formats are recogniseable.
* Changed: De...
danij
 

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