danij's activity
From 2011-04-15 to 2011-04-28
2011-04-28
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12:01 Doomsday Engine Revision cc166add (github): Another batch of menu fixes - its nearly in a useable state again. Scrolling menu/scaling has been disabled however, as the algorithm used for it no longer works with the new menu representation.
- A new object positioning algorithm and scrolling mechanic is now needed.
2011-04-27
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19:20 Doomsday Engine Revision e467c717 (github): First batch of fixes to the game menu. Most of it is at least useable now.
2011-04-26
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23:07 Doomsday Engine Revision c79c09dd (github): Normalize line endings.
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22:59 Doomsday Engine Revision 2156d98f (github): Added variants of MNSlider::Drawer and MNSlider::Dimensions for textual seconds and used for the hud and msg uptime controls in the menu.
- Replaced HUD cheat counter widgets with cvar sliders (todo: implement a bitfield behavior adaptor to MNSlider).
Renam... -
18:32 Doomsday Engine Revision 7846e74b (github): Split the "in-line" list object variant in the game menu into a new object type, as these require somewhat different behavior. MN_LIST type objects are now selectable yet there is presently no navigation of their list subelements.
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09:22 Doomsday Engine Revision ec9577c8 (github): Fix typo in previous commit.
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09:14 Doomsday Engine Revision 7e800597 (github): Reimplemented the "quick" save slot as a console variable.
- Enhanced the "loadgame" and "savegame" console commands to allow referencing the current quick save slot using the ke...
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09:00 Doomsday Engine Revision eefbbd35 (github): Changed: Console command usage info printed to the console now outputs the description first, followed by the usage patterns then the extra info (in CBLF_LIGHT). Fixed indenting.
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02:59 Doomsday Engine Revision 88117b93 (github): Minor bug and typo fixes to previous commit.
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02:21 Doomsday Engine Revision 81d7e9d3 (github): Massaged the high-level interface to the game-save module somewhat, cleaning it up.
- Implemented variants of the loadgame and savegame console commands which allow loading/creating game-saves directly f...
2011-04-24
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12:41 Doomsday Engine Revision ce70b89e (github): Cleanup.
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12:28 Doomsday Engine Revision 58a28286 (github): Fixed determineGlobalPaths was using the wrong Dir constructor on *nix.
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11:57 Doomsday Engine Revision ce77188f (github): Couple of small fixes to previous commit.
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11:34 Doomsday Engine Revision 88fba1ba (github): Removed 99% of the remaining fixed-length file path limitations. The only remaining fixed length paths within the engine are; global paths (such as basedir, runtimedir), low-level paths in the early init stages of the system layer and finally, those used by directory_t On game-side its just the saved game related paths.
- Refactored directory_t mimicing the interface semantics of it's Qt::Dir counterpart. Behavior is now logically equiva...
2011-04-21
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04:28 Doomsday Engine Revision 1e010e2b (github): Allow for empty node names in PathDirectory, we need to be able to represent root on unix (etc).
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02:36 Doomsday Engine Revision ecd13876 (github): Whitespace changes.
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02:36 Doomsday Engine Revision fb7c1309 (github): Made the predeclaration of PathDirectoryNode_Destruct match the implementation.
2011-04-20
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20:04 Doomsday Engine Revision d1ec31a0 (github): Refactored users of M_ReadFile to use M_ReadFileCLib instead.
- Fixed jDoom: Memory leak in SV_v19_LoadGame - if the saved game is determined to be from an unsupported version this ...
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18:53 Doomsday Engine Revision 60165cf2 (github): Do not use the lump cache in dpdehreader's ReadDehackedLump - we are currently copying the lump into a local buffer anyway (for the sake of adding a terminating zero, yuck). Instead simply determine the size of the lump and read it directly into our local buffer.
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17:56 Doomsday Engine Revision 6af1cd58 (github): Minor cleanup.
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17:56 Doomsday Engine Revision 8d61b336 (github): Removed W_CRCNumber from the public API as it is of no use to plugins. The rest of the API allows access to our internal file system using an abstract interface which hides the detail of whether resources have been loaded from Zip, the real local file system or indeed the WAD lump directory. Simply taking a CRC of the IWAD's lump directory is of no benefit for writing to save games (the only possible reason I can see why this was made public).
- Removed W_OpenAuxiliary from the public API. We abstract access to WAD lumps so the game should never need to call it...
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16:25 Doomsday Engine Revision 4d436513 (github): Fixed hires texture loading. Each ResourceNamespace still require's it's own FileDirectory (which is cleared every time the namespace is rebuilt) as there is no existing logic to update namespaces when a new set of files are added.
- Todo: It should now be possible to determine which resource namespace(s) need updating after each file addition/remov...
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15:27 Doomsday Engine Revision 0fe9641e (github): Removed superfluous '0' character in mapdata.hs
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06:42 Doomsday Engine Revision e52eb3b4 (github): Make use of the "raw" texture hash in FinaleInterpreter
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06:41 Doomsday Engine Revision 0f62d869 (github): Allow Material to inherit it's logical dimensions from the those of it's primary Texture are prepare time if they have not already been set.
- When a Material's logical dimensions change - update all world surfaces currently using it (light decorations).
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06:41 Doomsday Engine Revision b2c81026 (github): Represent the symbolic names in patchcompositetex_t, patchtex_t, rawtex_t and spritetex_t as ddstring_t
2011-04-19
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14:02 Doomsday Engine Revision e0b4149f (github): Fixed PathDirectory's const iterate method was not functionally equivalent to the non-const version.
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13:11 Doomsday Engine Revision 8858fbdb (github): Couple of minor fixes to previous commit.
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12:55 Doomsday Engine Revision 1774d113 (github): Reimplemented the console variable directory using an instance of PathDirectory. In addition to improved average search times we are saving around 400k of system memory, which is a nice bonus.
2011-04-18
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23:54 Doomsday Engine Revision b560e772 (github): Renamed ddccmd_t to ccmd_t
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23:51 Doomsday Engine Revision 50136dfb (github): Renamed ccmd_t to ccmdtemplate_t
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23:36 Doomsday Engine Revision 53752c83 (github): Refactored away the copy of ccmd_t (used during command registration) stored in ddcmd_t
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22:46 Doomsday Engine Revision 375d7668 (github): Renamed ddcvar_t to cvar_t
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22:43 Doomsday Engine Revision 3cbfb29a (github): Renamed cvar_t to cvartemplate_t
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22:29 Doomsday Engine Revision 51d76633 (github): Refactored Con_FindVariable into Con_GetVariableType and removed the cvar argument from the notification callback. This addresses an engine-internal object visibility issue in the public API.
- Fixed ddcvar_t to cvar_t cast problem in the multiplayer player setup menu.
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01:57 Doomsday Engine Revision 0687fa21 (github): Don't use Str_Copy in PathDirectory::internName as this makes a "full copy", allocating storage equal to the reserved size in the source string.
- My first thought was to implement a "squeeze" method (in Qt parlance) but as ddstring_t allocates from the Zone and t...
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00:38 Doomsday Engine Revision c7e02041 (github): Minor tweaks to PathDirectoryNode::ComposePath and function header comments in pathdirectory.h
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00:26 Doomsday Engine Revision 26683707 (github): When composing paths to branches in PathDirectoryNode_ComposePath always add a closing delimiter.
- Cleanup.
2011-04-17
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21:46 Doomsday Engine Revision a5bfc90e (github): Further optimizations to PathDirectory:
- * Added node name interning mechanism.
* Store node name hashes alongside the interned name to avoid rehashing.
* Use...
2011-04-16
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20:27 Doomsday Engine Revision 170d8191 (github): Refactored PathDirectory turning the path fragment delimiter into an insert-time/compose-time argument. It is now possible to populate the directory without needing to convert directory separators so long as they have been normalized prior to insertion (i.e., not mixed, for example "data/jdoom\models/"). PathDirectory itself can now be used to do the "conversion" at compose-time.
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19:43 Doomsday Engine Revision a8fcae31 (github): Unmanaged texture upload log message in _DEBUG builds now verbose >= 1
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19:16 Doomsday Engine Revision 6514c1aa (github): Fixed: F_AllResourcePaths resulted in bogus leaf nodes being added to FileDirectory for all subdirectories of the matched search path. For example, if the directory data\jdoom\models\ exists in the real filesystem and the search data\jdoom\* is executed, a new leaf was created for "models" despite it not being a leaf.
- Optimize: PathDirectory once again no longer stores the path delimiter along with each non-leaf path fragment.
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15:36 Doomsday Engine Revision d2e17668 (github): Further minor optimizations to PathDirectory
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04:01 Doomsday Engine Revision 6cc7007c (github): Fix typo in previous commit.
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03:50 Doomsday Engine Revision 35e24a98 (github): Refactored away fixed-length path buffer in PathDirectoryNode::MatchDirectory
- Cleanup.
2011-04-15
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20:59 Doomsday Engine Revision 8f47c3fa (github): Reimplemented FileDirectory, encapsulating an instance of PathDirectory.
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14:20 Doomsday Engine Revision cb60404f (github): Applied the path fragment hash optimization to PathDirectory.
- Switched PathDirectory and FileDirectory to allocate all internally used storage (other than ddstring_t) from the rea...
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13:04 Doomsday Engine Revision fc7ef442 (github): Optimize: Implemented a path fragment hashing scheme to FileDirectory in place of the simple linear search and significantly improving the average-case search time. This is now of the same time-complexity as the search algorithm used with material namespaces (hint, hint).
- Todo: Apply the same optimization to PathDirectory
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12:47 Doomsday Engine Revision 3daf1986 (github): CCmd "Load" should look for RC_PACKAGE resources and not attempt to guess (thus allowing WAD/PK3/ZIP resources to be found from a search string which doesn't specify a file extension).
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00:46 Doomsday Engine Revision 83768f32 (github): Reimplemented the material namespace namehash.
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