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From 2013-01-04 to 2013-01-17

2013-01-17

22:04 Doomsday Engine Revision 76fa5236 (github): Documentation|Material: Minor apidoc improvements for Material
danij
21:32 Doomsday Engine Revision 0c582f73 (github): Refactor|Texture: Cleanup refactorings for Texture
The lifetimes of Texture::Variant instances are now managed via
the interface of the 'superior' Texture.
danij
19:00 Doomsday Engine Revision f5c75d4b (github): Refactor|Material: Cleanup refactorings for Material
The lifetimes of Material::Variant instances are now managed by
via the interface of the 'superior' Material.
danij
13:51 Doomsday Engine Revision c0c68062 (github): Refactor: Post mapdata-c++ merge changes and fixes
Renamed material_t to Material and relocated Material_* functions
into the C++ class itself.
danij
11:35 Doomsday Engine Revision 15860b79 (github): Merge branch 'master' into revise-texture-animation
Conflicts:
doomsday/engine/include/gl/gl_main.h
doomsday/engine/include/map/surface.h
doomsday/engine/include/render/...
danij
09:44 Doomsday Engine Revision 4fdd1064 (github): Cleanup
danij
09:29 Doomsday Engine Revision 89e2a1d9 (github): Refactor: Made optional GL_PrepareTexture()'s creation of a new variant
danij
08:42 Doomsday Engine Revision f9edcc64 (github): Refactor: Reworked GL texture manager interface for preparing de::Textures
The older mechanism emphasized image loading over logical texture
variant creation, resulting in a somewhat awkward i...
danij
04:50 Doomsday Engine Revision 476ee978 (github): Refactor: Relocated TextureVariantSpec_Compare() to texturevariant.cpp
Although some of the specification properties are only meaningful
for the purposes of rendering, which is a client on...
danij
04:21 Doomsday Engine Revision 39909364 (github): Refactor: Relocated GL_BindTexture() to gl_main
Logic for the binding of a texture to a GL texture unit does not
belong within the GL texture manager.
danij
02:22 Doomsday Engine Revision 18e04a61 (github): MaterialSnapshot: Implement smoothed texture animation
If smoothed texture animation is enabled, configure the cached
texture units in MaterialSnapshot accordingly.
This m...
danij
01:36 Doomsday Engine Revision 5edc2782 (github): Server|MaterialSnapshot: MaterialSnapshot no longer depends on rendpoly.h
danij
01:10 Doomsday Engine Revision 0d1da480 (github): MaterialSnapshot: Index cached texture unit states by rtexmapunitid_t
danij
00:44 Doomsday Engine Revision c71bd905 (github): Refactor|Texture: Applied pimpl idiom to Texture::Variant
danij

2013-01-16

23:58 Doomsday Engine Revision ef1fa7a3 (github): Map Renderer: Do not force a MaterialSnapshot update unless necessary
danij
23:41 Doomsday Engine Revision ac0d0cdd (github): Cleaned up renderWorldPoly somewhat
This logic will need to be changed in order to reimplement smoothed
texture animation.
danij
10:11 Doomsday Engine Revision f02a6ccd (github): Server|MaterialSnapshot: MaterialSnapshot no longer depends on rend_main.h
danij
10:01 Doomsday Engine Revision 1e8499b6 (github): MaterialSnapshot: Do not integrate the global glowFactor when taking a material snapshot
The global glowFactor multiplier should not be integrated into the
snapshot as this would mean the snapshot state is ...
danij
09:08 Doomsday Engine Revision 5240ee92 (github): Refactor: Moved Texture variant selection to Texture::chooseVariant()
Management of the pooled texture variant specifications should be
done within the Textures collection, as the variant...
danij
07:17 Doomsday Engine Revision 5cce20eb (github): Cleanup
danij
07:10 Doomsday Engine Revision 9c14dc9d (github): Refactor: Update include paths for texturevariantspecification_t
danij
07:07 Doomsday Engine Revision e9ea636e (github): Refactor|Texture: Reworked TextureVariant into Texture::Variant
Functionally this class remains unchanged except it is now defined
within the scope of de::Texture to match the owner...
danij
06:01 Doomsday Engine Revision a0f2023f (github): Refactor|Material: Reworked MaterialVariant into Material::Variant
Functionally this class remains unchanged except it is now defined
within the scope of de::Material to match the owne...
danij
05:33 Doomsday Engine Revision 458b7897 (github): Cleanup: Impl Material's Decoration and Layer inner classes in material.cpp
danij
05:13 Doomsday Engine Revision 1556bfa2 (github): Refactor|Material: Manage material layers with similar mechanism to decorations
danij
03:07 Doomsday Engine Revision 59e8ba51 (github): Cleanup: Removed redundant runtime_mapdata_header_t
danij
03:06 Doomsday Engine Revision a2de07a5 (github): Refactor: Added C++ material_t class
Note that the class was not named Material to try and minimize the
number of potential conflicts in branch 'revise-te...
danij
01:41 Doomsday Engine Revision 1d86d90f (github): Ensure we have a valid DMU element type id in DMU's initArgs()
danij
01:15 Doomsday Engine Revision 2e00638a (github): Do not zero GameMap's surface and plane lists in the constructor
The respective constructor for each list handles initialization. danij

2013-01-15

23:59 Doomsday Engine Revision dbc0361b (github): Documentation|SideDef: Added a comment re the future of SideDef
danij
23:51 Doomsday Engine Revision 996971cd (github): Do not zero SideDef::sections, Surface's constructor handles this
danij
23:41 Doomsday Engine Revision 9e3f4bf1 (github): Use de::PI in C++ source files
danij
23:13 Doomsday Engine Revision e3db3011 (github): Fixed: Order of events in MPE_PlaneCreate()
danij
23:12 Doomsday Engine Revision 1e6d9930 (github): Windows: Fixed building with MSVC 2008
danij

2013-01-14

09:58 Doomsday Engine Revision 66cd2632 (github): Cleanup
danij
09:43 Doomsday Engine Revision 4fc8d0a0 (github): Cleanup: Separate decor and material light decoration definitions
danij
06:31 Doomsday Engine Revision db311c16 (github): Cleanup: Removed obsolete logic for preparing multiple surface materials
Todo: Support for "smooth texture animation" must be reimplemented. danij
06:12 Doomsday Engine Revision 77fc365f (github): Cleanup|Materials: Removed redundant "smoothed" Material selection logic
danij
05:55 Doomsday Engine Revision b0ebc7f9 (github): Cleanup: Dumped the old method for managing animated materials
The layer stages approach to animating materials has worked out fine.
All code for LIBDENG_OLD_MATERIAL_ANIM_METHOD h...
danij
03:45 Doomsday Engine Revision fce27483 (github): MaterialSnapshot: Linearly interpolate light decorations
Note that not all properties can/should be interpolated, however
most are.
Let us see whether everything is working ...
danij

2013-01-13

08:30 Doomsday Engine Revision 8c927536 (github): Light Decorations: Project using MaterialSnapshot's cached decoration state
Todo: Both decorsource_t and Surface::DecorSource are no longer
needed and the two should be merged.
danij
08:24 Doomsday Engine Revision e774d67d (github): MaterialSnapshot: Capture the state of MaterialVariant decoration animations
Include in the snapshot a copy of the current state of the material
variant's light decoration animations and prepari...
danij
05:26 Doomsday Engine Revision b785d5c8 (github): Cleanup
danij
05:22 Doomsday Engine Revision db3159e8 (github): Material: Determine the logical state of a material glow without preparing
It is not necessary to prepare a material to determine whether there
is an active glow. Preparation is needed only wh...
danij
04:57 Doomsday Engine Revision adf4b831 (github): Enhanced command "inspectmaterial"
Detail the light decoration configuration and the current animation
states for each material variant.
Fixed an overs...
danij
03:20 Doomsday Engine Revision 65f1a4ba (github): MaterialVariant: Animate material light decorations
danij
02:09 Doomsday Engine Revision 6378c03d (github): Light Decorations: Parse light decoration stages from Material defs
At present only the first stage is the animation used. The next step
is to extend MaterialVariant and MaterialSnapsho...
danij

2013-01-12

15:12 Doomsday Engine Revision 39a40b26 (github): Merge branch 'master' into revise-texture-animation
Conflicts:
doomsday/engine/src/render/sprite.cpp
danij
14:05 Doomsday Engine Revision d418ae3f (github): Light Decorations: Decorations are now owned by the material
As material animations are now modelled using layer stages, light
decorations also need to be handled a bit different...
danij
12:40 Doomsday Engine Revision 121e47a7 (github): Fixed: Brokenness due to invalid Uri instantiation
Seemingly when Uri's constructors were last refactored their logic
was not clearly understood, resulting in a variety...
danij
07:56 Doomsday Engine Revision e7434188 (github): Materials: Deferred linking of generator defs to materials is unnecessary
The active material-triggered generator definition does not depend
on the source of the material's primary texture.
danij
02:58 Doomsday Engine Revision 6907b863 (github): Cleanup
danij
01:22 Doomsday Engine Revision f9e53f00 (github): MaterialSnapshot: Prepare textures for user defined material layers first
danij
01:18 Doomsday Engine Revision cb5361a3 (github): Server: MaterialSnapshot does not need to store rtexmapunit_t state
Only the client will be drawing with these, so allocating this data
on server side is unnecessary.
danij
00:13 Doomsday Engine Revision 7be73ff9 (github): Merge branch 'master' into revise-texture-animation
Conflicts:
doomsday/engine/api/dd_maptypes.h
doomsday/engine/include/map/p_maptypes.h
doomsday/engine/include/resourc...
danij

2013-01-11

19:42 Doomsday Engine Revision 84a79bef (github): MaterialSnapshot: Interpolate MaterialVariant layer states at update time
Moved the interpolation of MaterialVariant layer state values from
it's ticker to MaterialSnapshot::update() as inter...
danij

2013-01-10

17:33 Doomsday Engine Revision d1910418 (github): Cleanup
danij
16:40 Doomsday Engine Revision ac5d4a2f (github): Materials: Do not update linked material definitions at prepare time
It is now unnecessary to update the linked material definitions once
when the material's primary texture is prepared....
danij
15:53 Doomsday Engine Revision f36e0c6b (github): Refactor|Materials: Minor material system cleanup refactorings
danij
11:49 Doomsday Engine Revision 62fc4135 (github): Changes missing from the previous commit
danij
11:28 Doomsday Engine Revision d0dae264 (github): MaterialManifest: Link associated material definitions earlier
It is no longer necessary to defer the linking of associated effect
definitions with MaterialManifests until after th...
danij
09:18 Doomsday Engine Revision 63b76ee5 (github): Refactor: Renamed MaterialBind to MaterialManifest
danij
07:48 Doomsday Engine Revision ff0aea34 (github): Refactor|Material: Relocated material "isCustom" state to MaterialBind
danij
07:26 Doomsday Engine Revision ac3044bc (github): Refactor: Use material URIs when looking up linked definitions
danij

2013-01-09

05:51 Doomsday Engine Revision 3984ccf6 (github): Merge branch 'master' into revise-texture-animation
danij
05:49 Doomsday Engine Revision 61d88c4a (github): Fixed|Console Renderer: GL_TEXTURE stack underflow with con-background-turn
If both a console background material and a non-zero turn velocity
was configured, the GL_TEXTURE stack was manipulat...
danij
05:07 Doomsday Engine Revision dd39fa3c (github): Documentation|MaterialVariant: Improved apidoc for MaterialVariant
Plus further minor cleanup refactorings. danij
03:23 Doomsday Engine Revision a5072cbf (github): Refactor|MaterialVariant: Minor MaterialVariant cleanup refactorings
danij
02:44 Doomsday Engine Revision 72f7f1e9 (github): Materials: Per-context animation states
Completed plumbing work to allow each material variant instance to
be animated independently, according to their usag...
danij

2013-01-08

21:46 Doomsday Engine Revision 2c20a7ce (github): Materials: Generate material layer animations from texture anim groups
Beginning to flesh out the new staged based mechanism for material
animation.
Interpret the game-registered texture ...
danij
10:31 Doomsday Engine Revision 86dc59ce (github): Disabled group-based method of material animation
We will soon be switching to the stage-based method for animating
all materials.
Define LIBDENG_OLD_MATERIAL_ANIM_ME...
danij
03:46 Doomsday Engine Revision 20edce67 (github): Refactor|Material: Material encapsulates logic to determine has-decorations state
Although we must presently prepare a variant in order to answer this
question, the user should not care about this (s...
danij
03:23 Doomsday Engine Revision cd4d81a2 (github): Material: Implemented Material_IsAnimated()
Returns true if the material is animated using either the layer-stage
method or the older anim group method.
danij
02:44 Doomsday Engine Revision 470b447a (github): MaterialVariant: Renamed MaterialVariant's Layer as LayerState
The name "LayerState" better documents the purpose of this data. danij
01:45 Doomsday Engine Revision c05ef486 (github): Cleanup material.cpp dependencies
danij
00:48 Doomsday Engine Revision ae0968df (github): Materials: Cache all materials in a given group at once
danij
00:40 Doomsday Engine Revision a32bf82b (github): Cleanup
danij
00:08 Doomsday Engine Revision d3a66219 (github): Materials: Separate material precache group functionality
Previously the animation group mechanic was dual purposed for both
material animation and group precaching. There is ...
danij

2013-01-07

22:36 Doomsday Engine Revision 0afaa112 (github): Refactor|Material: Removed Material_AddVariant()
Material variant creation and selection is now fully encapsulated
within material_t.
danij
22:28 Doomsday Engine Revision 3a6768e8 (github): Cleanup
danij
22:20 Doomsday Engine Revision beab095c (github): Refactor|Material: Moved Material variant selection logic to Material_ChooseVariant()
danij
21:48 Doomsday Engine Revision 8afaa715 (github): Refactor|Material: Replaced Material's variant iteration mechanism
danij
21:18 Doomsday Engine Revision 21f4ba2a (github): Fix typo
danij
21:14 Doomsday Engine Revision 80debdec (github): Refactor|Material: Use QList for Material's list of variant instances
Plus more cleanup refactorings. danij
20:00 Doomsday Engine Revision 66f004a3 (github): Moved struct material_s to material.cpp
Plus some minor cleanup. danij
18:51 Doomsday Engine Revision 3e2c4a1a (github): Refactor: Moved type definitions for material_t to material.h
material_t is no longer defined using mapdata.hs danij
18:51 Doomsday Engine Revision 854fea3e (github): Begin work branch revise-texture-animation
Objectives:
- Realize material_t as a C++ class
- Interpret id Tech 1 flat and texture animations with material's
l...
danij
18:10 Doomsday Engine Revision 1250b5ec (github): libdeng1: Updated code style for consistency
danij
17:02 Doomsday Engine Revision be8a1562 (github): Copyright years update for danij
danij

2013-01-06

14:54 Doomsday Engine Revision 241a9cbe (github): Cleanup
danij
11:12 Doomsday Engine Revision a60b053d (github): Refactor|MaterialArchive: Simplified MaterialArchive with a StringPool
The StringPool data structure does everything this class presently
needs, lets not complicate it unnecessarily.
Also...
danij
09:30 Doomsday Engine Revision 8a42da79 (github): Fixed: Memory access violation in binding context management
Upon shutdown, an access violation due to mismanagement of memory in
the control binding bookkeeping resulted in an i...
danij
03:28 Doomsday Engine Revision 7cab8e61 (github): Refactor|MaterialArchive: Continued refactoring MaterialArchive
danij
03:23 Doomsday Engine Revision 7677ba2a (github): Refactor|MaterialArchive: Store MaterialArchive's records in a QList
danij
03:19 Doomsday Engine Revision 149b1bd2 (github): Post merge fixes
danij
03:06 Doomsday Engine Revision 45d757c8 (github): Refactor|MaterialArchive: Const-correctness refactorings to MaterialArchive
danij
02:57 Doomsday Engine Revision 1b876b15 (github): Refactor: MaterialArchive is now a C++ class with a C wrapper API
Todo: Use the de::Uri's C++ interface directly. danij
02:35 Doomsday Engine Revision 1395bdc6 (github): Refactor: Switched materialarchive.c to C++
danij
02:24 Doomsday Engine Revision d9694cf7 (github): Cleanup
danij
02:24 Doomsday Engine Revision 0511cb37 (github): Fixed|GCC: Further qualified type of Materials::Instance::groups
GCC does not automatically make the symbols of the outer class/type
visible to types internal to said outer class/type.
danij
02:24 Doomsday Engine Revision 56bf76d8 (github): Refactor|Materials: Create material system subspace schemes outside this class
New subspaces can now be created dynamically, so there is no need
to do so from within de::Materials.
Also removed '...
danij
02:23 Doomsday Engine Revision 20d1f3b8 (github): Cleanup
danij
02:21 Doomsday Engine Revision 0a16403e (github): Cleanup|MaterialVariant: Added implicit MaterialVariant => material_t indirection
danij
02:20 Doomsday Engine Revision 705db31e (github): Refactor: Moved MaterialVariantSpec into namespace de
Plus various other minor cleanup refactorings. danij
02:17 Doomsday Engine Revision d091cfcf (github): Cleanup
danij
02:15 Doomsday Engine Revision 3df50e67 (github): Refactor|Materials: Revised material system animation group interface
danij
02:15 Doomsday Engine Revision 16223f90 (github): Fix typos
danij
02:14 Doomsday Engine Revision 203629c2 (github): Refactor|Materials: Continued cleanup refactorings
danij
02:14 Doomsday Engine Revision cc47f46e (github): Refactor|MaterialBind: Minor MaterialBind cleanup refactorings
danij
02:14 Doomsday Engine Revision 14c57972 (github): Relocated MaterialAnim to material.cpp/h
danij
02:13 Doomsday Engine Revision 3962c69e (github): Refactor: Allocate storage for MaterialAnims from the real heap
Allocating these from the Zone is of no benefit and only serves to
add another block which the rovers must skip over ...
danij
02:13 Doomsday Engine Revision 59596d25 (github): Refactor: Reimplemented MaterialAnim as a C++ class
danij
02:09 Doomsday Engine Revision b38a743a (github): Refactor: Switched p_particle.c to C++
Plus minor cleanup. danij
02:02 Doomsday Engine Revision 2383d74d (github): Refactor: Renamed DMU_Set/GetMaterialProperty as Material_Set/GetProperty
danij
01:59 Doomsday Engine Revision 383c3264 (github): Refactor: Switched p_dmu.c to C++
danij
01:43 Doomsday Engine Revision 721df25d (github): Refactor: Switched surface.c to C++
danij
01:42 Doomsday Engine Revision a52ebe75 (github): Refactor: Dumped material_t block allocator
Block allocation of materials can be added back later. danij
01:40 Doomsday Engine Revision c7ffaa21 (github): Refactor: Replaced various materialid_t references with material_t ptrs
danij
01:11 Doomsday Engine Revision 7274efaa (github): Refactor: Derive MaterialBind from PathTree::Node
Also moved and renamed MaterialBindInfo as MaterialBind::Info. danij
01:08 Doomsday Engine Revision 805a1615 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij

2013-01-05

21:42 Doomsday Engine Revision 9b35fe1b (github): Refactor|Materials: Further material system cleanup refactorings
danij

2013-01-04

19:37 Doomsday Engine Revision 8a5b7375 (github): Refactor|MaterialArchive: Store MaterialArchive's records in a QList
danij
18:59 Doomsday Engine Revision 376e3c2d (github): Refactor|MaterialArchive: Const-correctness refactorings to MaterialArchive
danij
18:46 Doomsday Engine Revision dfa80caa (github): Refactor: MaterialArchive is now a C++ class with a C wrapper API
Todo: Use the de::Uri's C++ interface directly. danij
17:21 Doomsday Engine Revision faca65a5 (github): Refactor: Switched materialarchive.c to C++
danij
14:31 Doomsday Engine Revision 347b2c2a (github): Fix server build
danij
14:21 Doomsday Engine Revision cb4c4ad4 (github): Merge branch 'master' into material-cleanup
danij
14:19 Doomsday Engine Revision b6e3a930 (github): Revert "Fixed|Server|Windows: Server depends on DirectX"
This reverts commit 93ddc13ca1d240f2c449c9361a8da98d32762665. danij
 

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