Activity
From 2012-07-29 to 2012-08-11
2012-08-11
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23:53 Doomsday Engine Revision fde568c8 (github): Refactor: Further PathDirectory cleanup
- Directory paths may now also be composed given a PathDirectoryNode
as a reference (hiding the callback to the owning ... -
22:59 Doomsday Engine Revision af52588f (github): Refactor: Cleaned up the public PathDirectory interface somewhat
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20:18 Doomsday Engine Revision 68c49381 (github): Refactor: PathDirectory and PathDirectoryNode use '/' as the default delimiter
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19:48 Doomsday Engine Revision b8ab8187 (github): Refactor: de::PathDirectoryNode do not take ownership of the user data
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18:50 Doomsday Engine Revision b5962aae (github): Refactor: Improve data hiding with a private PathDirectoryNode instance
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17:20 Doomsday Engine Revision 7ecb22e1 (github): de::PathDirectory: Commented on a todo item regarding result caching
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17:04 Doomsday Engine Revision 7e830935 (github): Refactor: Member variables of de::PathDirectoryNode now private
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16:58 Doomsday Engine Revision a47f438a (github): Refactor: Improve data hiding with a private PathDirectory instance
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16:15 Doomsday Engine Revision e54e917b (github): Documentation|Fixed: PathDirectory::insert returns the tail node
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16:09 Doomsday Engine Revision 88193f95 (github): Documentation: Improved apidocs for PathDirectory and FileDirectory
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14:49 Doomsday Engine Revision 2a3646ce (github): Refactor: Re-implemented FileDirectory as a specialization of de::PathDirectory
2012-08-10
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19:58 Doomsday Engine Revision 066101a0 (github): Refactor: Switched FileDirectory source files to C++
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19:29 Doomsday Engine Revision 75a9da8d (github): Cleanup
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19:17 Doomsday Engine Revision 8f6a3d14 (github): Refactor: Various code clarity refactorings to the Textures collection
- As we can now traverse paths in PathDirectory without the need for
a callback iterator, many tasks in the Textures co... -
17:38 Doomsday Engine Revision 23b2ef31 (github): Refactor: Use PathDirectory's C++ interface in the Materials collection
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16:35 Doomsday Engine Revision 7fad4fe5 (github): Refactor|PathMap: Specify the path fragment hashing algorithm to use as a callback
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16:11 Doomsday Engine Revision 40d9ae97 (github): Refactor: Use PathDirectory's C++ interface in the Textures collection
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16:01 Doomsday Engine Revision 67ea60c1 (github): Refactor: Re-implemented PathDirectory as a C++ class
- The design and usage of PathDirectory remains the same.
Internally this class now uses a QMultiHash for the node has...
2012-08-09
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21:05 Doomsday Engine Revision ef2a98ee (github): Fixed: Errors with string formatting
- With QString-based classes, sprintf() is not needed: just
use the arg() methods to replace any %1, %2, etc. markers.
... -
21:03 Doomsday Engine Revision c0648b53 (github): GCC|Clang: Fixed build
- C++ STL headers must not be included from inside namespaces.
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04:54 Doomsday Engine Revision d3ab9a03 (github): Documentation|Fixed: Fix various doxygen markup issues
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04:06 Doomsday Engine Revision 1acf2a03 (github): Cleanup
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01:57 Doomsday Engine Revision 738b0cb3 (github): GCC|Fixed: Fix deprecated string constant conversion warnings
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01:20 Doomsday Engine Revision 234b278e (github): Homepage: Further minor style tweaks
2012-08-06
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08:43 Doomsday Engine Revision 18edf78a (github): Homepage: Tweaked stylesheet for the new forums theme
- Added a new custom "Deng" phpBB forum theme. This theme has been
designed to inherit most of its rules from the homep...
2012-08-05
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17:08 Doomsday Engine Revision 6dbb2eaa (github): Console: Added notes to "help" command ouput re "listgames" and "listvars"
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15:59 Doomsday Engine Revision 29ab1aea (github): Refactor: materialvariant_t is now a class named de::MaterialVariant
- MaterialVariant is the name of the opaque pointer used with the
C wrapper API for de::MaterialVariant -
13:38 Doomsday Engine Revision 886f465a (github): Refactor: Switched source files for material_t and materialvariant_t to C++
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03:26 Doomsday Engine Revision 372e520b (github): Cleanup
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03:15 Doomsday Engine Revision f533753c (github): Refactor|de::Texture: Do not take ownership of analysis data
- Also, do not destroy analysis data when the GL textures of derived
variants are released (unnecessary as the analyses... -
02:34 Doomsday Engine Revision 96d402b0 (github): Refactor|de::Texture: Do not take ownership of the user data
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02:17 Doomsday Engine Revision 961376d2 (github): Fixed: de::Texture not correctly initialized
- C++ doesn't (yet) feature constructor delegation, so we'll just live
with this minor duplication. This will be overha...
2012-08-04
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20:12 Doomsday Engine Revision d4fc6c8d (github): Refactor: texture_t is now a class named de::Texture
- Texture is the name of the opaque pointer used with the C wrapper
API for de::Texture -
14:19 Doomsday Engine Revision a97a997a (github): de::TextureVariant|Refactor: Add default TexSource to constructor, use QFlag for flags
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13:54 Doomsday Engine Revision bf77235c (github): Refactor: texturevariant_t is now a class named de::TextureVariant
- TextureVariant is the name of the opague pointer used with the
C wrapper API for de::TextureVariant -
12:07 Doomsday Engine Revision 0e8dbc40 (github): Refactor: Switched source files for Texture and Textures to C++
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11:22 Doomsday Engine Revision 98c62176 (github): Documentation: Add material and texture sources to the 'resource' group
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11:11 Doomsday Engine Revision 264ef5f9 (github): Refactor: Moved material and texture source files under /resource
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10:25 Doomsday Engine Revision e80251a0 (github): Refactor|Textures: Updates following switch to C++
2012-08-03
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23:49 Doomsday Engine Revision 16801ba0 (github): Textures|Refactor: Switched to C++
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23:46 Doomsday Engine Revision 6151c510 (github): Textures: Cleanup
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22:44 Doomsday Engine Revision dde4234e (github): Refactor|Materials: Began refactorings to address a crash during engine reset
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14:06 Doomsday Engine Revision a5215c10 (github): Materials|Refactor: Switched to C++
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14:01 Doomsday Engine Revision d858c173 (github): Materials: Cleanup
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13:20 Doomsday Engine Revision 025c73a6 (github): Fix typo
2012-07-31
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21:49 Doomsday Engine Revision 90a83deb (github): Refactor|Game Save: SaveInfos are now freely swappable (in Hexen) as intended
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13:34 Doomsday Engine Revision d6e62ae8 (github): Refactor|Game Save: Moved the save file path out of SaveInfo
- The save file path for a game save state should not be stored within
SaveInfo as this prevents us from "hot swapping"... -
11:43 Doomsday Engine Revision 1a2e6e9d (github): Refactor|Game Save: Various game save code clarity refactorings
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09:28 Doomsday Engine Revision f5f47182 (github): Documentation|Game Save: Updated doxygen boilerplate
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09:23 Doomsday Engine Revision 8e13c951 (github): Refactor|Game Save: Hide save path composition with the Game Save module
- Other modules should not need knowledge of the save file paths or
how they are composited. -
08:27 Doomsday Engine Revision 24dc3676 (github): Fixed|All Games: Do not allow loading non-userwritable save slots with -loadgame
- Previously it was possible to coax Hexen into loading the base slot
from an earlier game session from the command lin... -
07:05 Doomsday Engine Revision e4cce639 (github): Fixed|Game Save|Hexen: Mismanagement of SaveInfo data when saving in Hexen
- In Hexen the save state is written to the "base" slot before later
being copied behind the scenes to whichever user-w... -
04:56 Doomsday Engine Revision d0e5f2d0 (github): All Games|Added: Optional load confirmation on player reborn
- When the game is configured to automatically choose a game state
for loading upon player reborn, present the user wit... -
02:14 Doomsday Engine Revision e92dd3c8 (github): libcommon: Minor cleanup
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00:33 Doomsday Engine Revision 23223012 (github): Added|Game Menu: Simple menu page for configuring game save options
2012-07-30
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22:16 Doomsday Engine Revision 4bc97033 (github): Fixed|Ubuntu|dsFluidSynth: Compilation settings
- The define _BSD_SOURCE is required for usleep().
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21:57 Doomsday Engine Revision a0c9f997 (github): Fixed|Unix|libdeng2: String comparison functions for C code
- On Unix platforms, always include <strings.h> for the platform's
string comparison functions when using the libdeng2 ... -
21:22 Doomsday Engine Revision 83a83cd8 (github): Wad Map Converter|Refactor: Catch thrown Id1Map::LumpBufferErrors in ConvertMapHook()
- We can recover from such an error, abandoning the conversion and
trashing all data built up until failure. It is not ... -
19:56 Doomsday Engine Revision 4204d123 (github): Wad Map Converter: Cleanup
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19:40 Doomsday Engine Revision e0d78046 (github): Wad Map Converter|Refactor: Replaced lumpInfos with a std::map<MapLumpType, MapLumpInfo*> set
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18:35 Doomsday Engine Revision 3174c971 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
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18:33 Doomsday Engine Revision 3d348cf8 (github): GCC|Fixed|Clang: Fixed build
- Goto jump past variable initialization is not permitted.
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18:28 Doomsday Engine Revision 137aad62 (github): Wad Map Converter|Fixed: Fixed warning about comparison between signed and unsigned
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14:11 Doomsday Engine Revision d0bb5b8b (github): Fixed|Dehacked Reader|Ubuntu: String comparison functions
- The <strings.h> system header is required.
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14:10 Doomsday Engine Revision e8766546 (github): Fixed|libdeng|Ubuntu: String comparison functions
- The <strings.h> system header is required.
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13:58 Doomsday Engine Revision 4fb8eecf (github): Unix|libdeng: Attempting to fix uint/ushort declarations
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13:24 Doomsday Engine Revision bbc840f6 (github): Fixed|Snowberry: Unicode conversion in List widget (load order dialog)
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13:23 Doomsday Engine Revision 1631e53a (github): Fixed|libdeng: Use "uint32_t" instead of "uint"
- Todo for later: Fix the declaration of "uint" on Ubuntu.
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13:17 Doomsday Engine Revision ef99fbac (github): Mac OS X|Builder: Do not bundle dsFluidSynth if not included in build
2012-07-29
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15:35 Doomsday Engine Revision a5427bc7 (github): Refactor: Moved StringPool and unittest.h to libdeng1
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14:21 Doomsday Engine Revision caaf5041 (github): libdeng2: Added macro DENG2_UNUSED for hiding unused parameter warnings
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14:15 Doomsday Engine Revision 6e8fe405 (github): Cleanup
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13:14 Doomsday Engine Revision ab5225e7 (github): Wad Map Converter|Cleanup: Renamed mapformatid_t as MapFormatId
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13:09 Doomsday Engine Revision 14a5737c (github): Wad Map Converter|Refactor: Moved the mapFormat global into Id1Map
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