danij's activity
From 2012-08-03 to 2012-08-16
2012-08-13
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21:25 Doomsday Engine Revision a65a8db7 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
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21:25 Doomsday Engine Revision 1b56bd2f (github): Homepage|Build Repository: Temporary kludge to patch the build log URIs
- Until code.iki.fi is back up we'll kludge the build log URIs to
point to the dl.dropbox.com/u/11948701 mirror.
Todo:... -
11:04 Doomsday Engine Revision 052a97af (github): Deh Reader|Refactor: Switched to C++ and updated to making use of (some of) libdeng2
- Throws de::Error exceptions when a non-recoverable error occurs.
Uses de::Log for all process logging and debug infor... -
05:37 Doomsday Engine Revision c5b98eec (github): Deh Reader: Stub block handlers for currently unsupported BEX extensions
- As yet they don't do anything other than log a warning and allow
processing of the DEH patch to continue. -
03:02 Doomsday Engine Revision 6de5a14b (github): Hacx|libdoom: Fixed bug "[Hacx] Terminatrix not resurrecting foes"
- Evidently whatever source port was used during the development and
testing of the Hacx v1.2 IWAD fixes an issue in Vi... -
01:47 Doomsday Engine Revision 8b2f67b2 (github): Cleanup|libdoom: Further cleaned up A_VileChase()
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00:44 Doomsday Engine Revision 4263233d (github): Cleanup|libdoom: Began investigating why HacX's Terminatrix does not ressurrect
- Reworked A_VileChase() and A_VileCheck() cleaning them up and passing
the state variables directly to A_VileCheck() (...
2012-08-12
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22:19 Doomsday Engine Revision fcf144d4 (github): Fixed: Performance issues due to logging in FR_SetFont()
- It is not necessary to log each time the caller attempts to set an
invalid/unknown font to use with the font renderer... -
14:32 Doomsday Engine Revision f80d8203 (github): Cleaned up m_mus2midi.c
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13:33 Doomsday Engine Revision 2428d320 (github): Added|All Games: Additional default control bindings for answering game messages
- In addition to the 'y' and 'n' keys, register default binds for the
left and right mouse buttons, for answering yes o... -
13:24 Doomsday Engine Revision d0f6b143 (github): Fixed|libcommon: Failed auto-loading save state in slot #0 on player reborn
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11:57 Doomsday Engine Revision 22df7e1f (github): Doom|Heretic: Only alter the mobj State definitions when -fast changes
- This is still a huge kludge as it assumes the original values have
not been modified (e.g., via a DED or DeHackEd pat... -
10:28 Doomsday Engine Revision ff670e9b (github): Added|Deh Reader: Support [CODEPTR] DeHackEd patches
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06:23 Doomsday Engine Revision e1603afc (github): Revert "Map Renderer|Fixed: No so-called "fake contrast" for middle surfaces of two-sided lines"
- This reverts commit d3b4243775ac39cef6ddc08b8157c223b1e1b7aa.
On closer inspection revealed this to be incorrect. -
06:08 Doomsday Engine Revision 311eee92 (github): Map Renderer: Avoid unnecessary interpolation of line-angle light level deltas
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06:05 Doomsday Engine Revision d3b42437 (github): Map Renderer|Fixed: No so-called "fake contrast" for middle surfaces of two-sided lines
- The id tech 1 software renderer does not apply a line-angle derived
light level delta to the middle surfaces of two-s... -
05:50 Doomsday Engine Revision 84165fff (github): Map Renderer|Fixed: Consider middle wall section material opacity with sky-fix geometery
- A BSP leaf's sky-fix geometry construction should consider the opacity
of materials on middle wall sections when dete... -
03:45 Doomsday Engine Revision 65c32ebd (github): Deh Reader: Fixed auto-loading of DEH patches in PK3 containers
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02:17 Doomsday Engine Revision f6983a4e (github): de::PathDirectory: Cleaned up after recent refactorings
- Todo: Re-implement the PathDirectoryNode block allocator.
Todo: PathDirectoryNode ctors/dtors private to PathDirector... -
01:41 Doomsday Engine Revision 9f8e6ed8 (github): Cleanup: Moved PathDirectoryNode implementation to pathdirectorynode.cpp
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00:49 Doomsday Engine Revision ed3aef8a (github): Refactor|de::PathDirectory: The path fragment may also be retrieved through PathDirectoryNode
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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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
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