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skyjake's activity

From 2012-02-12 to 2012-02-25

2012-02-24

10:47 Doomsday Engine Revision e2397722 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
skyjake
10:44 Doomsday Engine Revision 334b5298 (github): Memory Zone|Debug: No need to disable texturing in visualizer
Texturing is disabled by default. skyjake
10:32 Doomsday Engine Revision 9e53c94f (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
skyjake
10:30 Doomsday Engine Revision 36a6bf17 (github): Memory Zone|Debug|Win32: Fixed compiler warning
skyjake
10:17 Doomsday Engine Revision f0cb22cc (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
skyjake
05:06 Doomsday Engine Revision 0cd2d77c (github): Memory Zone: Refactored Z_Malloc() further for clarity
skyjake
04:56 Doomsday Engine Revision b48fcd47 (github): Memory Zone: Updated documentation
skyjake
04:46 Doomsday Engine Revision e9bc7361 (github): Memory Zone|Debug: Fixed typo
skyjake
04:43 Doomsday Engine Revision 6f6e6ac3 (github): Memory Zone: Further cleanup
Added splitFreeBlock() as a private helper routine. skyjake
04:25 Doomsday Engine Revision 803e9831 (github): Memory Zone|Debug: Improved status message
Prints the actual zone utilization percentage. skyjake
04:09 Doomsday Engine Revision 43dd6abf (github): Memory Zone: Optimized rendering of the debug visualization
Draw a big bunch of lines in one go. skyjake

2012-02-23

23:44 Doomsday Engine Revision 6a891d2c (github): Memory Zone: Cleanup
skyjake
23:22 Doomsday Engine Revision d81c7983 (github): Memory Zone: Removed the fast malloc mode
The fast mode was originally implemented to overcome slow
malloc performance when allocating lots of data, but it nev...
skyjake
22:52 Doomsday Engine Revision 76d3ce45 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
skyjake
19:46 Doomsday Engine Revision 901a247f (github): Memory Zone: Further fragmentation reductions
Keep static allocations near the volume beginning so that they
don't interfere with the map-specific data.
skyjake
19:02 Doomsday Engine Revision 04303ea4 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
skyjake
19:02 Doomsday Engine Revision 8babbf37 (github): Memory Zone|Debug: Adjusted volume visualization layout
skyjake
16:03 Doomsday Engine Revision a9b0cb41 (github): Memory Zone: Re-enabled block sequences
Optimizes rover scanning by skipping over block sequences
known to be unpurgable and contiguous.
skyjake
15:55 Doomsday Engine Revision b59482ca (github): Memory Zone: Observe when a volume fills up
A counter of allocated bytes is kept for each volume. When the
volume gets too full according to the counter, the vol...
skyjake
15:13 Doomsday Engine Revision e44f50bc (github): Memory Zone|Debug: Cleanup
skyjake
15:09 Doomsday Engine Revision f985a9a9 (github): Memory Zone|Debug: Less obtrusive layout for volume visualization
skyjake
15:05 Doomsday Engine Revision 219102a6 (github): Memory Zone|Refactor: Refactoring Z_Malloc() with helper functions
skyjake
13:51 Doomsday Engine Revision 22bc50f5 (github): Memory Zone|Fixed: Decreased zone fragmentation
The rover is now allowed to check back more than one block to see
if free blocks have appeared behind. This helps pre...
skyjake
13:13 Doomsday Engine Revision 4b283f48 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
skyjake
13:11 Doomsday Engine Revision dd7b660b (github): Memory Zone|Debug|Refactor: Memory debug visualization and tweaks
New memory volumes are added to the end of the volume list so that the
earlier ones still get utilized after a new on...
skyjake

2012-02-21

23:48 Doomsday Engine Revision 5e3b1c11 (github): Memory Zone: Disabled fast zmalloc mode
It seems that the fast mode results in the allocation of excessive
memory volumes.
Todo for later: We need to revise...
skyjake
23:13 Doomsday Engine Revision 60e98ac8 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
skyjake
23:12 Doomsday Engine Revision 3267b5ba (github): Memory Zone: Observing block set behavior
Verbose debug prints for how much memory is allocated for
block sets.
skyjake
18:42 Doomsday Engine Revision 9c01319c (github): Refactor|Memory Zone: Added a debug print and a constant
Minor cleanup. skyjake

2012-02-20

00:41 Doomsday Engine Revision a23be187 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
skyjake

2012-02-19

19:14 Doomsday Engine Revision 0d01ba5f (github): Documentation: Updated Readme
Updated some sections while removing old information.
The Readme is now in a pretty good shape. Some TODOs
remain but...
skyjake
17:55 Doomsday Engine Revision daa3d664 (github): libcommon: Added optional definition ID for finales
Fixes the problem where a new instance of the "help" script would
get pushed onto the stack every time F1 was pressed...
skyjake

2012-02-17

21:20 Doomsday Engine Revision 07f7e779 (github): Hexen|Fixed: Errors in player-on-mobj logic
Hexen's on-mobj tests use a different logic than the other games.
It was not taking into account the situation where ...
skyjake
11:19 Doomsday Engine Revision 5a932329 (github): Hexen|Fixed: Player falling scream was not played in single-player
The player sounds thinker was erroneously only run in client mode. skyjake
09:28 Doomsday Engine Revision 9101a1de (github): Input|Bindings: Mark toggles triggered, check the flag for the Attack control
The Attack control is not an impulse control. This means that if the key is
not held down when a sharp tick occurs, i...
skyjake
08:15 Doomsday Engine Revision eadf2639 (github): Mac OS X|Fixed: Vsync needs to be set after GL context is (re)created
On the Mac vsync is a property of the GL context, so if the context is
recreated the vsync value should be set again....
skyjake
08:12 Doomsday Engine Revision f74bafea (github): Render: Calculate percentage of late frames
"rend-info-deltas-frametime" now also prints the percentage of how many
frames missed their optimal time during the o...
skyjake
07:16 Doomsday Engine Revision edbb6573 (github): GL: Defer GL_SetVSync() when needed
This makes it possible to enable and disable vsync via a console variable
change notification callback.
skyjake

2012-02-16

18:38 Doomsday Engine Revision 4434d12f (github): Cleanup
skyjake
18:36 Doomsday Engine Revision c0e8b569 (github): Added: Console variable "input-sharp-lateprocessing" (default:1)
Controls how sharp events (key presses, mouse buttons) are processed.
The default setting tries to emulate the fixed ...
skyjake
18:02 Doomsday Engine Revision 4114ea44 (github): Audio|Busy Mode|Fixed: Don't start sound effects in busy mode
At least never via this interface. The audio feedback from "view-size"
changes was being played during the change gam...
skyjake
17:57 Doomsday Engine Revision fd72fffd (github): Audio: Make sure audio driver gets updates in busy mode
If we play audio during busy mode (which we currently don't), the audio driver
needs to be regularly updated.
skyjake
16:48 Doomsday Engine Revision b8318f83 (github): Mac OS X|GL: Always use vsync
Removes nasty tearing from GL updates. Very smooth indeed. skyjake
16:09 Doomsday Engine Revision 0b8bac11 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
skyjake
15:54 Doomsday Engine Revision b10c8cc7 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
skyjake
15:52 Doomsday Engine Revision f4f93021 (github): Fixed: Compiler warnings about signed/unsigned comparisons
skyjake
15:42 Doomsday Engine Revision 8883fbd9 (github): Improved consistency and accuracy of frame update timing
Previously the engine's main loop started by waiting until enough time had
passed for the requested FPS (refresh-rate...
skyjake

2012-02-15

21:44 Doomsday Engine Revision 3fabdf27 (github): Use 1.0e-6 as the epsilon in FEQUAL
skyjake
21:24 Doomsday Engine Revision 76abf2e4 (github): Adjusting core timer for smoothness and accuracy
skyjake
18:29 Doomsday Engine Revision 9c40eda9 (github): sys_timer: Removed unnecessary mutex locks/unlocks
I can't see any reason for having this many locks and unlocks in
Sys_GetRealTime().
skyjake
18:27 Doomsday Engine Revision 1623546f (github): Refactor: Renamed variables in core timer
Increased clarity. skyjake
18:26 Doomsday Engine Revision 5857faac (github): Automap|Fixed: Manual panning
The camera origin animation was incorrectly being applied
when the camera was being panned manually. Instead, manual
...
skyjake
17:08 Doomsday Engine Revision 39476169 (github): Builder: Include failed packages in XML feed
Has a link to the compile log with the errors, but no downloadUri. skyjake
16:52 Doomsday Engine Revision 19feded6 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
skyjake
16:51 Doomsday Engine Revision bd670fec (github): Builder|Fixed: RSS feed shows logs for failed builds
Because there were no binaries, the RSS feed didn't have links to
the build logs.
skyjake
16:16 Doomsday Engine Revision f6e88706 (github): More info for "inspectmobj"; use FEQUAL() instead of != for floats
skyjake
13:56 Doomsday Engine Revision 2b246680 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
skyjake
13:56 Doomsday Engine Revision 5733398e (github): Fixed: Build errors in Release build
On gcc: UI_Responder() was used without a declaration.
On gcc+msvc: macro syntax error.
skyjake
13:37 Doomsday Engine Revision 675250c8 (github): Host: Kill obsolete instances
When servers are removed from the configuration, make sure their
running instances get killed.
skyjake
12:55 Doomsday Engine Revision 30cfa18b (github): Added: Console variable "game-mobj-fracepsilon" (default: 0)
The original Doom playsim logic used 16.16 fixed-point numbers,
which meant that there was a fixed (but universally c...
skyjake
11:03 Doomsday Engine Revision c81bd0e7 (github): Doom: Check floating monster position after Z move
Floating monsters were not ensuring that the Z move leads
to a valid position. The monster was first moved on the XY
...
skyjake

2012-02-14

16:44 Doomsday Engine Revision 79735863 (github): Bindings|Input|Fixed: Expired keys should not send repeat events
When a key expires, its repeater will be cleared so that no repeat
events are sent by it.
skyjake

2012-02-13

18:13 Doomsday Engine Revision 2e3bf253 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
skyjake
18:08 Doomsday Engine Revision 82524e35 (github): Infine: Skipping at a textwait will accelerate the text
When trying to skip while waiting for a text to finish appearing,
the text object goes into accelerated mode. This is...
skyjake
17:44 Doomsday Engine Revision 7e7837b6 (github): Bindings|Infine|Fixed: Handling of events during finale script
The finale subsystem was being given events in a way that bypasses the binding
context stack. Consequently, some inpu...
skyjake
17:38 Doomsday Engine Revision d69c8f93 (github): Bindings: Allow specifying fallback responder for ddevents
Previously a binding context's fallback responder accepted
only game-side events. This commit adds another responder
...
skyjake
17:35 Doomsday Engine Revision 4bd9f36e (github): Debug: Added new macro DEBUG_Message()
A more convenient way to print debug-only messages. skyjake

2012-02-12

17:37 Doomsday Engine Revision 18a0fbe0 (github): GL: Deferred fog functions
The "fog" command can now be run from non-main threads. skyjake
17:18 Doomsday Engine Revision b9d84376 (github): GL: Removed unnecessary main thread assertions
glDeleteTextures() will be deferred if needed. skyjake
15:43 Doomsday Engine Revision bd51f303 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
skyjake
15:43 Doomsday Engine Revision a8ff30b2 (github): Fixed: Button state in "expired" state after busy mode
For instance, when using the mouse button to select menu
items, the Attack control wouldn't do anything until after
p...
skyjake
13:07 Doomsday Engine Revision 9424be8c (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
skyjake
13:06 Doomsday Engine Revision 0855a1e8 (github): Automap: Player markers use 1.0 line width
Always use a 1.0 GL line width for player markers for the
purpose of maximum visual clarity.
skyjake
13:00 Doomsday Engine Revision 66265077 (github): Added a todo comment
skyjake
12:31 Doomsday Engine Revision 14ca260c (github): Automap|Fixed: Default zoom level at map start
When initializing the automap, first update the map bounds
and only then set the default view scale.
Also added debu...
skyjake
 

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