danij's activity
From 2011-08-05 to 2011-08-18
2011-08-14
-
19:02 Doomsday Engine Revision 14a03984 (github): Optimize: Sort PathDirectoryNodes into separate hash lists by node type,
- speeding up searches significantly (e.g., when searching CVars ~65% of
the directory is now immediately rejected). -
18:00 Doomsday Engine Revision 1be087eb (github): Cleanup.
-
09:38 Doomsday Engine Revision 61ef6d8a (github): Fix off-by-one miscalculation when presenting a hash range in printDistributionHistogram
-
09:05 Doomsday Engine Revision 9895d825 (github): Added further stats to the PathDirectory hash distribution debug tool.
- Fixed hash height calculation.
-
05:33 Doomsday Engine Revision d30a76c3 (github): Added debugging ccmd "varstats" - print detailed statistical info
- about the PathDirectory used for the console variable database.
-
05:29 Doomsday Engine Revision d173a2e0 (github): Added debugging tools to PathDirectory for analysing hash efficiency.
-
05:21 Doomsday Engine Revision 300d93fa (github): Fixed memory leak in console variable management.
- If _DEBUG traverse all nodes in the cvar PathDirectory when clearing
and validate algorithm logic. -
05:04 Doomsday Engine Revision e54f6cb5 (github): Fixed memory leak in Fonts_LoadExternal
-
05:04 Doomsday Engine Revision 20bfb387 (github): Fixed memory leak in libcommon clearWidgets
-
05:02 Doomsday Engine Revision a48fe86a (github): Fixed memory leak in readDoomTextureDefLump
2011-08-11
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11:07 Doomsday Engine Revision fc69d2c6 (github): WAD module version 3
- * Implementation uses the OO paradigm.
* Lump cache implemented at file level rather than lump directory level;
mea...
2011-08-07
-
14:51 Doomsday Engine Revision 2178a944 (github): Utilize the auxiliary lump directory to load and validate the list of required
- and identity-keyed resources in the IWADs, before any attempt to load a game.
Note: Due to the issue outlined in the... -
14:31 Doomsday Engine Revision 135f86a9 (github): Merged Lee Killough's lump name hashing schema from PrBoom.
- I decided it would be easier to merge this now, before I start ripping up the WAD
loader to add the functionality nee... -
10:05 Doomsday Engine Revision 8c0fb451 (github): Cleanup of WAD module in preparation for larger changes needed to solve some
- of the outstanding resource management issues:
* Added option to re-use an already open DFILE* handle to W_OpenAuxil...
2011-08-06
-
23:07 Doomsday Engine Revision 0571f647 (github): Early out of Zip module's unlinkPackage once we've found the given package.
-
22:21 Doomsday Engine Revision ed58bf60 (github): Further improvements to ccmd listmaterials:
- * Support uri syntax i.e., <namespace>:<search term>
* Use dduri_t to parse and combine the search paramaters into a ... -
22:09 Doomsday Engine Revision da42df1a (github): Fixed: R_InitSpriteTextures inversed the iwad/addon test and thus erroneously
- marked up iwad sprites as originating from addons and vice versa.
-
11:51 Doomsday Engine Revision 9cb52771 (github): Merge branch 'beta6-ringzero' into ringzero+master
-
11:38 Doomsday Engine Revision d69efed1 (github): Fixed: Group-animated materials cease animating after an engine reset.
- Materials_AnimateAnimGroup assumed that all required variants for all
materials involved in the translation will have... -
08:21 Doomsday Engine Revision 01782c7b (github): Various refactorings to the file system:
- * Zips can now be loaded in "startup" mode similar to Wads
* Zips can now be unloaded by name with Zip_Close (new)
* ... -
07:19 Doomsday Engine Revision 37b169f3 (github): Fixed SIGSEGV in the intermission when playing DOOM2.
-
04:09 Doomsday Engine Revision 6293655b (github): Fixed automap background scaling in Heretic/Hexen.
-
02:05 Doomsday Engine Revision 3bae629b (github): Fix typo in log message output by ccmd "load" when attempting to load a
- game with an incomplete set of startup resources.
-
01:35 Doomsday Engine Revision cba6112b (github): Fixed: Failed to update GL texture content when one or more color palette
- colortables are updated/replaced.
2011-08-05
-
20:42 Doomsday Engine Revision df1f7a23 (github): Merge branch 'beta6-ringzero' into ringzero+master
-
20:06 Doomsday Engine Revision c45cbc06 (github): Fixed unnecessary engine reset queued by W_Reset during runtime game change.
- Allow re-initializing the archived map cache during an engine reset.
Do not manipulate map format object definitions ... -
20:01 Doomsday Engine Revision 7b190b43 (github): Fixed ccmd "unload" - do not attempt to unload a resource file if it is
- known to be a required file needed for the currently loaded game.
-
19:58 Doomsday Engine Revision 3f564eb7 (github): Implemented Zip_SourceFile - query the name of the source archive which
- provides a given zip file.
-
19:55 Doomsday Engine Revision 5c637c73 (github): Refactor: Allow clearing flats independently from patch-composite textures.
-
19:52 Doomsday Engine Revision 4e76adf0 (github): Changed ccmd "listmaterials" to print the found material total.
-
19:50 Doomsday Engine Revision ead2cab2 (github): MaterialVariant_SetTranslation should ensure a valid translation.
-
19:46 Doomsday Engine Revision b75a24b8 (github): Fixed SIGSEGV during an engine reset after a wadfiles change due to dangling
- definition pointers in MaterialBindInfo.
-
19:42 Doomsday Engine Revision 96a80fe2 (github): Changed: Do not fatal error if an unknown Material name is encountered in a
- Material modification def. Instead we'll log the problem and continue to
parse the definition using a dummy ded_mater... -
19:38 Doomsday Engine Revision 6f963c26 (github): Fixed comment in GL_TotalReset
-
19:37 Doomsday Engine Revision 121ca126 (github): Fixed: During an engine reset we should re-init the archived map cache so
- that maps that have already been loaded into the cache can be reloaded,
using new lump data (e.g., after a change to ... -
19:25 Doomsday Engine Revision bec3fa1a (github): Fixed SIGSEGV in R_VisualRadius - do not assume that a material is available
- for the current sprite frame because a change to the wadfiles list (e.g., an
addon is unloaded) may result in there b... -
19:18 Doomsday Engine Revision dadcdfe0 (github): Implemented R_SurfaceListClear and explictly clear the decorated- and glowing- surface
- lists in R_MapInitSurfaceLists.
Fixed: During an engine reset automatically rebuild the aforementioned surface lists. -
19:11 Doomsday Engine Revision 021ac06a (github): Fixed memory leak in Texture_Destruct - analyses were not freed.
- Implemented Texture_ClearVariants.
-
10:39 Doomsday Engine Revision 41edd660 (github): After a game change update the main window title.
-
10:39 Doomsday Engine Revision 42edf606 (github): Changed: Include the full name of the currently loaded game in the
- title of the main Doomsday window.
-
10:05 Doomsday Engine Revision 4e718b27 (github): Fixed warnings about sign mismatches in sys_reslocator.c
-
10:04 Doomsday Engine Revision 0375eed3 (github): Implemented immutable version of FileDirectory_Iterate
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