danij's activity
From 2012-01-20 to 2012-02-02
2012-01-31
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19:32 Doomsday Engine Revision 5d1add09 (github): Refactor: Order flags replaced by public enum type order_t
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19:08 Doomsday Engine Revision 308e0504 (github): libcommon|Refactor: Split UIWidget order flags out of group flags
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19:05 Doomsday Engine Revision b5c0d34e (github): Implemented GL_DrawCutRectfTiled
- Same as GL_DrawCutRectf2Tiled except the geometry is
defined using RectRawf rectangles.
2012-01-30
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00:04 Doomsday Engine Revision a243b28d (github): Refactor: Update view angles during EndFrame
- Updating the view angles of all local players during EndFrame allows
the engine to update it's internal viewer data (...
2012-01-29
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21:51 Doomsday Engine Revision 9b9c7205 (github): Automap|Added: Console variable map-line-width - scale factor for lines
- Also added map-line-opacity as an alias for the older map-alpha-lines
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21:15 Doomsday Engine Revision 7a3eb8ab (github): Automap|Fixed: Display lists not rebuilt after resolution change
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18:36 Doomsday Engine Revision f4fd3901 (github): Obtain the smoothed origin for the console player from viewData
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18:07 Doomsday Engine Revision 45925aa2 (github): Automap: Use a default line width closer to that of the original games
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17:36 Doomsday Engine Revision 5b5347c7 (github): Automap|Fixed: Aspect correct parchment background in Heretic/Hexen
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16:46 Doomsday Engine Revision 3806f35a (github): Automap|Fixed: Key marker SVG was drawn rotated 180 degrees
- Take #2 - the reason these were rotated is because the original
game always draws them at a fixed angle, not that of ... -
16:35 Doomsday Engine Revision 7651c707 (github): Automap|Fixed: Key marker SVG was drawn rotated 180 degrees
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16:26 Doomsday Engine Revision 094553a4 (github): Automap: Draw player arrows over thing marked points
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16:11 Doomsday Engine Revision f035c416 (github): Heretic|Fixed: Attempt to index outside PLAYPAL when drawing Thing points
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16:08 Doomsday Engine Revision 43582094 (github): Automap: Draw one-sided linedefs over two-sided linedefs
- Although the original games do it the other way around, this order
looks better/cleaner. -
16:06 Doomsday Engine Revision 9ea3967f (github): libhexen|Cleanup: Removed unused defines from am_map.h
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15:56 Doomsday Engine Revision f914edeb (github): Heretic|Fixed: Incorrect default automap colors
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15:32 Doomsday Engine Revision 3d4aaea9 (github): Added font game:mappoint for use with the automap marked points
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03:12 Doomsday Engine Revision 6d2d3673 (github): Added @fixme comment re R_VisualRadius() in R_ProjectSprite()
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02:49 Doomsday Engine Revision 66ad1072 (github): Client: Evaluate the ClMobj's Smoother in Mobj_OriginSmoothed()
2012-01-28
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21:44 Doomsday Engine Revision 31ccc0d5 (github): Reinstated the use of a union in rtexmapunit_texture_t
- This time with a named struct.
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20:06 Doomsday Engine Revision ea9fd9f1 (github): libcommon|Fixed: viewScale and aspectScale not initialized during startup
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19:53 Doomsday Engine Revision b16ef4a3 (github): Scale the automap vertex points by aspectScale
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19:41 Doomsday Engine Revision 22aef089 (github): Scale the automap marked points by aspectScale
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19:40 Doomsday Engine Revision 88273bbd (github): Cleanup
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19:39 Doomsday Engine Revision f2291f00 (github): Automap border size is now fixed
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19:37 Doomsday Engine Revision 90dddc30 (github): libcommon|Added: Globally visible viewScale and aspectScale variables
- These global vars hold scale factors which can be used to translate
points and dimensions between the current viewpor... -
19:28 Doomsday Engine Revision adc630b1 (github): Added DGL_Scissor - retrieve the current scissor geometry
- Removed the now obsolete DGL_SCISSOR_BOX
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19:23 Doomsday Engine Revision 8c1132df (github): Refactor: Renamed DGL_Scissor to DGL_SetScissor
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18:55 Doomsday Engine Revision 927a9c95 (github): Updated apidoc for libcommon's r_common.h
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18:51 Doomsday Engine Revision 21c66f8f (github): Exported V2_Sum and V2_Subtract via the public API
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18:50 Doomsday Engine Revision 775c95fc (github): Added DGL_Scissor alternative with the region specified as RectRaw
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17:02 Doomsday Engine Revision 980234f9 (github): Automap|Fixed: Background does not cover entire view
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15:40 Doomsday Engine Revision 0bd0feb8 (github): Cleaned up view window geometry calculation
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15:14 Doomsday Engine Revision 2f8d966d (github): Fixed: View window geometry lacks aspect correction
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01:34 Doomsday Engine Revision 0397a332 (github): Fixed: "Flexing" sprites due to precision mismatch
2012-01-27
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23:40 Doomsday Engine Revision 4c6b7861 (github): GL texture wrap state can't presently be managed on-fly
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20:50 Doomsday Engine Revision e6390763 (github): Renderer: Render lists module is now aware of "managed" textures
- The interface mechanics are little clunky due to the texture unit map
needing to support unmanaged textures also. Onc... -
17:06 Doomsday Engine Revision f7766d6c (github): Fixed: Materials prepared for the sky used the sprite texture class
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15:34 Doomsday Engine Revision f79ebfcf (github): Print detailed variant specification info with inspecttexture
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14:26 Doomsday Engine Revision 70fb0438 (github): Implemented logical texture class "UI"
- These logical texture classes are used with variant specifications
to allow defining a specification property as vari... -
13:54 Doomsday Engine Revision 00c7b03c (github): Fixed: BitmapCompositeFont ignored GL texture magnification option
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12:38 Doomsday Engine Revision fa9ad6a0 (github): Fixed: Texture and material variant spec comparison logic was inversed
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11:33 Doomsday Engine Revision 7cf5be43 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
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11:32 Doomsday Engine Revision e361c544 (github): Fixed: PSprites ignored the texture filter settings
- PSprites now use the "Sprite" texture class for filter selection.
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10:12 Doomsday Engine Revision cf1910a9 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
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01:43 Doomsday Engine Revision 93e236bc (github): Fixed: Further mismanagement of GL texture state
- Calling glBindTexture() outside the scope of the GL texture manager
is now forbidden. There are now two routines for ...
2012-01-26
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17:43 Doomsday Engine Revision 53c98273 (github): Refactor: Renamed GL_BindTexture() as GL_BindTextureUnmanaged()
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17:34 Doomsday Engine Revision 3e30e2d5 (github): Fixed: Mismanagement of GL texture state
- Middle wall sections on two-sided linedefs use different wrap states
depending on whether the texture coordinates are... -
17:07 Doomsday Engine Revision c783f850 (github): Implemented Point3 for representing 3D space points
2012-01-25
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23:28 Doomsday Engine Revision 8ab86361 (github): Homepage: Added Chex Quest to the Games browser
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17:09 Doomsday Engine Revision c65cc46b (github): Homepage: Added Danny Evanger's name to the foreword
- Also added the external link class to the doomwiki total conversion
hyperlink. -
16:35 Doomsday Engine Revision e9f9e3cc (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
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16:33 Doomsday Engine Revision a4281454 (github): Homepage: Added HacX to the Games browser
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13:56 Doomsday Engine Revision 108676aa (github): Output the variant count with ccmd listtextures
- Allows for quickly scanning the texture list to detect potential
issues where multiple variants are being prepared un... -
13:25 Doomsday Engine Revision cb7afc3d (github): Print extended info for all variants using ccmd inspecttexture
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12:43 Doomsday Engine Revision 38978e58 (github): Clear the snapshot in Rend_RenderSprite if textures are disabled
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12:28 Doomsday Engine Revision d2398a3a (github): Refactor: Choose a sprite material at vissprite creation time
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02:36 Doomsday Engine Revision 51df6f56 (github): Refactor: Store the variant material for a masked wall in vissprite
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00:41 Doomsday Engine Revision d7ebc286 (github): Refactor: Removed GL_SelectTexUnits()
- This ancient function made the assumption that the only texture type
we use is GL_TEXTURE_2D, which, while presently ... -
00:18 Doomsday Engine Revision e247a142 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
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00:17 Doomsday Engine Revision ecb8efce (github): Cleanup: Moved vertex arrays into the model renderer
- As the model renderer is now the only place where these arrays are
used (and then only with -vtxar) the rest of the r...
2012-01-24
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16:55 Doomsday Engine Revision e74d7b5d (github): Cleanup: Use double for rectangle coords with floating point precision
- The GL_DrawRect* routines now also have implicit normalized coords if
not specified by the caller (i.e., they work th... -
15:45 Doomsday Engine Revision 61cea154 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
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15:44 Doomsday Engine Revision f86a1b26 (github): Cleanup: Use consistent names for the GL_DrawRect family of functions
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13:23 Doomsday Engine Revision f6aca0c8 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
2012-01-23
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16:36 Doomsday Engine Revision b409b1aa (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
2012-01-22
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18:07 Doomsday Engine Revision a2968f12 (github): Game Menu: Implemented default constructors for all MNObject types
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15:36 Doomsday Engine Revision 673c0347 (github): Game Menu|Refactor: Dynamically locate objects on the PlayerSetup page
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15:17 Doomsday Engine Revision 3e9ef7bc (github): Game Menu|Refactor: Dynamic construction of SaveGame and LoadGame pages
2012-01-21
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14:49 Doomsday Engine Revision 64b2abc1 (github): libcommon: Enhanced loadgame and savegame console commands
- These two commands now also implement the logic for prompting the user
to confirm a load/save game request, previousl... -
14:32 Doomsday Engine Revision 21d0201c (github): Game Menu|Fixed: Edit boxes accept one character less than maximum
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13:39 Doomsday Engine Revision c20b9a16 (github): MaterialArchive|Fixed: Failed deserializing version 2
- Also bumped the version number to 4 as each material record now uses
Uri's own serialization mechanism rather than wr... -
09:01 Doomsday Engine Revision 88af3fd9 (github): Added: Console variable "game-save-quick-confirm"
- A new alias for the existing cvar "menu-quick-ask" with a name that
better fits our naming conventions. -
07:55 Doomsday Engine Revision 0401ae0e (github): Fixed: Prevent an infinite loop in PTR_ShootTraverse
- As floating point precision is used for the calculation of the
approximate plane hit point, it was possible for the g... -
07:49 Doomsday Engine Revision f43eb899 (github): Doom: Reduced dynamic light brightness for radiation suit
- Presumably the suit is fullbright simply to draw attention to it
and not because its self-luminous. Also removed it's... -
06:53 Doomsday Engine Revision ad369672 (github): Improved dlight.pcx
- Added low frequency noise around the periphery of the light to help
counteract the visual impact of banding due to fi... -
04:21 Doomsday Engine Revision 07f964a3 (github): Fixed: Texture content flag NO_COMPRESSION was ignored
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04:19 Doomsday Engine Revision bd0001e1 (github): Renderer: Tweaks; larger halos and dimmer dynlights
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04:16 Doomsday Engine Revision 80a94c14 (github): Reworked the material stage glow property into an intensity factor
- Material glow is now an intensity factor rather than a normalized
multiplier, giving users greater scope for tweaking... -
01:14 Doomsday Engine Revision 92e88b3c (github): Fixed: Light decoration y origin on two-sided middle wall sections
- In this situation the sidedef's y texture offset translates the
geometry itself.
Todo: This "Doomisim" could be hand...
2012-01-20
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20:40 Doomsday Engine Revision 74a9ead3 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
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19:50 Doomsday Engine Revision a785b4eb (github): Doom|Fixed: Backward compatibility issue with God Health
- Earlier versions did not implement a separate value for God Health,
consequently old mods that modified Max Health ex... -
17:21 Doomsday Engine Revision 455b0e84 (github): Documentation: Use the canonical address for dengine.net
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17:18 Doomsday Engine Revision 0af728e5 (github): Documentation: Updated plugins.ame removing section covering glBSP
- Doomsday now implements its own internal node builder, which is based
on glBSP 2.24 -
17:12 Doomsday Engine Revision e1765a07 (github): Documentation: Added DOOMWADPATH to the list of environment variables
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17:10 Doomsday Engine Revision b8162b86 (github): Documentation: Tweaked credit description for Daniel Swanson
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09:47 Doomsday Engine Revision b4bddcfe (github): Added fixme comment to FR_Ticker about timing issues
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09:37 Doomsday Engine Revision 0a8f19ae (github): Control Panel|Fixed: Slider/list buttons ineffective and fade away missing
- Re-instated trigger_t and the associated timing functions. Not all
subsystems are timed according to game's sharp tic... -
08:29 Doomsday Engine Revision 19db470b (github): Fixed: Finales eating events destined for the engine's console/ui
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06:52 Doomsday Engine Revision 514980e1 (github): Doom: Reduced strength of default glow effect for NUKAGE
- Toning down on the in-your-face lighting fx. We should aim to subtly
emblish and/or enhance, rather than dramatically... -
06:41 Doomsday Engine Revision 3b41b7d8 (github): Fixed: Material y origin on non-clipped middle wall sections
- In this situation the sidedef's y texture offset translates the
geometry itself and so should not also be applied as ... -
04:15 Doomsday Engine Revision a3d48835 (github): Font Renderer|Fixed: Incorrect horizontal positioning of right-aligned fragments
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02:42 Doomsday Engine Revision e9e259ab (github): Doom: Reduced strength of default glow effect for FWATER
- The default glow has now been reduced further, making it look less
like a glowing etheral body and more like the eart... -
02:32 Doomsday Engine Revision ab04243c (github): Doom|Fixed: Certain switches do not animate when playing Doom II
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