Activity
From 2011-04-17 to 2011-04-30
2011-04-30
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14:31 Doomsday Engine Revision 6e88c01e (github): Further cleanup of the game message log.
- Back to working on the menu now methinks.
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12:23 Doomsday Engine Revision e4da60f3 (github): Various fixes to the player game message log:
- * Drawing failed to consider the log scale factor when calculating the y scroll offset factor.
* Drawing would begin ... -
05:10 Doomsday Engine Revision 3401a5e4 (github): Fixed bug in the hud which meant the supposedly "unhideable" messages in the player's log would be hidden if the message log itself was hidden.
- When the cvar "msg-show" is changed a log visibility change notification message is now sent to the console player us...
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02:05 Doomsday Engine Revision e29d4be3 (github): Split up Hu_MenuCommand moving the object-specific menucommand reponses into object command responders. No responder chain/stack mind you - only the focused object gets a chance to process the command before its handed off to the page's responder if not eaten.
2011-04-29
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23:44 Doomsday Engine Revision 054f57e7 (github): Another batch of game menu fixes and cleanup.
- No page scaling/scrolling yet, however. I'm hoping to achieve a clean and fully-functional base before I go any further.
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...
2011-04-25
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21:30 Doomsday Engine Revision bb06778e (github): Win32: Fixed build (removed obsolete source files)
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...
2011-04-22
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17:39 Doomsday Engine Revision b67faf2b (github): Server sends player's initial spawn position
- When the map changes, it is possible that it takes a while
before the entire world state has been transferred to the
... -
11:04 Doomsday Engine Revision 123cd31d (github): Removed obsolete files and code segments
2011-04-21
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21:25 Doomsday Engine Revision 3331c2ae (github): More robust pos/mom/angle fixes
- To ensure that the fix is applied to the correct mobj, the
fix now includes the clmobj ID for which the fix is intend... -
17:55 Doomsday Engine Revision 86441e7e (github): Client: Spawn local player mobjs far away
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14:14 Doomsday Engine Revision 955d399c (github): Client: Fixed showing of chat messages in HUD
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13:53 Doomsday Engine Revision 7aec8240 (github): Client: Fixed spawning of other players
- The client was spawning only the console player in the correct manner.
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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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19:43 Doomsday Engine Revision b3a474dd (github): Client sends accurate position w/momentum
- Previously the client was sending position coordinates
only as (short) integers, without the fractional part. This
ca... -
19:17 Doomsday Engine Revision 4a59fa49 (github): Client: Fixed showing of HUD messages sent by server
- The DDPF_LOCAL flag should not be relied upon.
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19:16 Doomsday Engine Revision c62ce776 (github): jDoom: Fixed problem with key pickup notification
- The message about key pickup was not shown.
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17:19 Doomsday Engine Revision 27484a24 (github): Client: Fixed HUD info updates
- Keycards, ammo, etc. were not updated in the client's status bar.
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16:46 Doomsday Engine Revision cf2e72eb (github): Client: Fixed client getting stuck
- Server seems to think some valid coordinates are invalid.
The client was getting stuck near corners. -
16:45 Doomsday Engine Revision d4fd1685 (github): Fixed intermission in multiplayer
- Fire/Use-to-skip was not working.
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14:17 Doomsday Engine Revision 70c2e5dd (github): Fixed map change notifications
- The server was not sending any information about map changes
to the client. -
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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13:59 Doomsday Engine Revision 571425f8 (github): Client: Fixed view filter (palette effect for pain etc.)
- When the server sets the filter color, the client will not turn off the
view filter until the server says so. -
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.
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12:36 Doomsday Engine Revision 6730c54c (github): Client: Fixed explosion of missiles
- On clientside missiles will run through their explosion
sequence when they hit something, but the damage
is dealt onl... -
12:35 Doomsday Engine Revision ff2c1155 (github): Server sends mobj type to clients
- The mobj type (and mobjinfo) are important for the game logic
so it knows how to treat the mobjs. -
12:33 Doomsday Engine Revision 1019566a (github): Minor cleanup
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09:53 Doomsday Engine Revision b6fcf33c (github): More robust sharp ticking
- Now it is impossible for the fractional frameTime to become desynchronized
with the fixed 35 Hz ticks, because it is ...
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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17:33 Doomsday Engine Revision 9acdb07e (github): Removed obsolete scripts
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17:28 Doomsday Engine Revision 0fe3d3f4 (github): Client: Fixed picking up of items (and player pos changes)
- Instead of trying to handle object position changes on its own, the engine
now relies on the exported P_TryMove3f. Th... -
17:17 Doomsday Engine Revision 975e2729 (github): Added P_TryMove3f
- The function is in the common game plugin and is exported out from the game.
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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... -
11:27 Doomsday Engine Revision 565b0daf (github): Client: Allow spawning objects with MF_LOCAL
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