danij's activity
From 2013-01-04 to 2013-01-17
2013-01-17
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22:04 Doomsday Engine Revision 76fa5236 (github): Documentation|Material: Minor apidoc improvements for Material
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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. -
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. -
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. -
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/... -
09:44 Doomsday Engine Revision 4fdd1064 (github): Cleanup
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09:29 Doomsday Engine Revision 89e2a1d9 (github): Refactor: Made optional GL_PrepareTexture()'s creation of a new variant
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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... -
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... -
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. -
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... -
01:36 Doomsday Engine Revision 5edc2782 (github): Server|MaterialSnapshot: MaterialSnapshot no longer depends on rendpoly.h
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01:10 Doomsday Engine Revision 0d1da480 (github): MaterialSnapshot: Index cached texture unit states by rtexmapunitid_t
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00:44 Doomsday Engine Revision c71bd905 (github): Refactor|Texture: Applied pimpl idiom to Texture::Variant
2013-01-16
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23:58 Doomsday Engine Revision ef1fa7a3 (github): Map Renderer: Do not force a MaterialSnapshot update unless necessary
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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. -
10:11 Doomsday Engine Revision f02a6ccd (github): Server|MaterialSnapshot: MaterialSnapshot no longer depends on rend_main.h
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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 ... -
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... -
07:17 Doomsday Engine Revision 5cce20eb (github): Cleanup
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07:10 Doomsday Engine Revision 9c14dc9d (github): Refactor: Update include paths for texturevariantspecification_t
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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... -
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... -
05:33 Doomsday Engine Revision 458b7897 (github): Cleanup: Impl Material's Decoration and Layer inner classes in material.cpp
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05:13 Doomsday Engine Revision 1556bfa2 (github): Refactor|Material: Manage material layers with similar mechanism to decorations
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03:07 Doomsday Engine Revision 59e8ba51 (github): Cleanup: Removed redundant runtime_mapdata_header_t
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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... -
01:41 Doomsday Engine Revision 1d86d90f (github): Ensure we have a valid DMU element type id in DMU's initArgs()
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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.
2013-01-15
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23:59 Doomsday Engine Revision dbc0361b (github): Documentation|SideDef: Added a comment re the future of SideDef
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23:51 Doomsday Engine Revision 996971cd (github): Do not zero SideDef::sections, Surface's constructor handles this
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23:41 Doomsday Engine Revision 9e3f4bf1 (github): Use de::PI in C++ source files
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23:13 Doomsday Engine Revision e3db3011 (github): Fixed: Order of events in MPE_PlaneCreate()
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23:12 Doomsday Engine Revision 1e6d9930 (github): Windows: Fixed building with MSVC 2008
2013-01-14
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09:58 Doomsday Engine Revision 66cd2632 (github): Cleanup
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09:43 Doomsday Engine Revision 4fc8d0a0 (github): Cleanup: Separate decor and material light decoration definitions
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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.
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06:12 Doomsday Engine Revision 77fc365f (github): Cleanup|Materials: Removed redundant "smoothed" Material selection logic
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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... -
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 ...
2013-01-13
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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. -
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... -
05:26 Doomsday Engine Revision b785d5c8 (github): Cleanup
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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... -
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... -
03:20 Doomsday Engine Revision 65f1a4ba (github): MaterialVariant: Animate material light decorations
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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...
2013-01-12
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15:12 Doomsday Engine Revision 39a40b26 (github): Merge branch 'master' into revise-texture-animation
- Conflicts:
doomsday/engine/src/render/sprite.cpp -
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... -
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... -
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. -
02:58 Doomsday Engine Revision 6907b863 (github): Cleanup
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01:22 Doomsday Engine Revision f9e53f00 (github): MaterialSnapshot: Prepare textures for user defined material layers first
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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. -
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...
2013-01-11
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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...
2013-01-10
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17:33 Doomsday Engine Revision d1910418 (github): Cleanup
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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.... -
15:53 Doomsday Engine Revision f36e0c6b (github): Refactor|Materials: Minor material system cleanup refactorings
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11:49 Doomsday Engine Revision 62fc4135 (github): Changes missing from the previous commit
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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... -
09:18 Doomsday Engine Revision 63b76ee5 (github): Refactor: Renamed MaterialBind to MaterialManifest
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07:48 Doomsday Engine Revision ff0aea34 (github): Refactor|Material: Relocated material "isCustom" state to MaterialBind
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07:26 Doomsday Engine Revision ac3044bc (github): Refactor: Use material URIs when looking up linked definitions
2013-01-09
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05:51 Doomsday Engine Revision 3984ccf6 (github): Merge branch 'master' into revise-texture-animation
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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... -
05:07 Doomsday Engine Revision dd39fa3c (github): Documentation|MaterialVariant: Improved apidoc for MaterialVariant
- Plus further minor cleanup refactorings.
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03:23 Doomsday Engine Revision a5072cbf (github): Refactor|MaterialVariant: Minor MaterialVariant cleanup refactorings
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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...
2013-01-08
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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 ... -
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... -
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... -
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. -
02:44 Doomsday Engine Revision 470b447a (github): MaterialVariant: Renamed MaterialVariant's Layer as LayerState
- The name "LayerState" better documents the purpose of this data.
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01:45 Doomsday Engine Revision c05ef486 (github): Cleanup material.cpp dependencies
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00:48 Doomsday Engine Revision ae0968df (github): Materials: Cache all materials in a given group at once
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00:40 Doomsday Engine Revision a32bf82b (github): Cleanup
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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 ...
2013-01-07
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22:36 Doomsday Engine Revision 0afaa112 (github): Refactor|Material: Removed Material_AddVariant()
- Material variant creation and selection is now fully encapsulated
within material_t. -
22:28 Doomsday Engine Revision 3a6768e8 (github): Cleanup
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22:20 Doomsday Engine Revision beab095c (github): Refactor|Material: Moved Material variant selection logic to Material_ChooseVariant()
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21:48 Doomsday Engine Revision 8afaa715 (github): Refactor|Material: Replaced Material's variant iteration mechanism
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21:18 Doomsday Engine Revision 21f4ba2a (github): Fix typo
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21:14 Doomsday Engine Revision 80debdec (github): Refactor|Material: Use QList for Material's list of variant instances
- Plus more cleanup refactorings.
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20:00 Doomsday Engine Revision 66f004a3 (github): Moved struct material_s to material.cpp
- Plus some minor cleanup.
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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
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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... -
18:10 Doomsday Engine Revision 1250b5ec (github): libdeng1: Updated code style for consistency
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17:02 Doomsday Engine Revision be8a1562 (github): Copyright years update for danij
2013-01-06
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14:54 Doomsday Engine Revision 241a9cbe (github): Cleanup
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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... -
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... -
03:28 Doomsday Engine Revision 7cab8e61 (github): Refactor|MaterialArchive: Continued refactoring MaterialArchive
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03:23 Doomsday Engine Revision 7677ba2a (github): Refactor|MaterialArchive: Store MaterialArchive's records in a QList
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03:19 Doomsday Engine Revision 149b1bd2 (github): Post merge fixes
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03:06 Doomsday Engine Revision 45d757c8 (github): Refactor|MaterialArchive: Const-correctness refactorings to MaterialArchive
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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.
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02:35 Doomsday Engine Revision 1395bdc6 (github): Refactor: Switched materialarchive.c to C++
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02:24 Doomsday Engine Revision d9694cf7 (github): Cleanup
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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. -
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 '... -
02:23 Doomsday Engine Revision 20d1f3b8 (github): Cleanup
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02:21 Doomsday Engine Revision 0a16403e (github): Cleanup|MaterialVariant: Added implicit MaterialVariant => material_t indirection
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02:20 Doomsday Engine Revision 705db31e (github): Refactor: Moved MaterialVariantSpec into namespace de
- Plus various other minor cleanup refactorings.
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02:17 Doomsday Engine Revision d091cfcf (github): Cleanup
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02:15 Doomsday Engine Revision 3df50e67 (github): Refactor|Materials: Revised material system animation group interface
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02:15 Doomsday Engine Revision 16223f90 (github): Fix typos
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02:14 Doomsday Engine Revision 203629c2 (github): Refactor|Materials: Continued cleanup refactorings
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02:14 Doomsday Engine Revision cc47f46e (github): Refactor|MaterialBind: Minor MaterialBind cleanup refactorings
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02:14 Doomsday Engine Revision 14c57972 (github): Relocated MaterialAnim to material.cpp/h
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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 ... -
02:13 Doomsday Engine Revision 59596d25 (github): Refactor: Reimplemented MaterialAnim as a C++ class
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02:09 Doomsday Engine Revision b38a743a (github): Refactor: Switched p_particle.c to C++
- Plus minor cleanup.
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02:02 Doomsday Engine Revision 2383d74d (github): Refactor: Renamed DMU_Set/GetMaterialProperty as Material_Set/GetProperty
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01:59 Doomsday Engine Revision 383c3264 (github): Refactor: Switched p_dmu.c to C++
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01:43 Doomsday Engine Revision 721df25d (github): Refactor: Switched surface.c to C++
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01:42 Doomsday Engine Revision a52ebe75 (github): Refactor: Dumped material_t block allocator
- Block allocation of materials can be added back later.
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01:40 Doomsday Engine Revision c7ffaa21 (github): Refactor: Replaced various materialid_t references with material_t ptrs
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01:11 Doomsday Engine Revision 7274efaa (github): Refactor: Derive MaterialBind from PathTree::Node
- Also moved and renamed MaterialBindInfo as MaterialBind::Info.
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01:08 Doomsday Engine Revision 805a1615 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
2013-01-05
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21:42 Doomsday Engine Revision 9b35fe1b (github): Refactor|Materials: Further material system cleanup refactorings
2013-01-04
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19:37 Doomsday Engine Revision 8a5b7375 (github): Refactor|MaterialArchive: Store MaterialArchive's records in a QList
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18:59 Doomsday Engine Revision 376e3c2d (github): Refactor|MaterialArchive: Const-correctness refactorings to MaterialArchive
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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.
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17:21 Doomsday Engine Revision faca65a5 (github): Refactor: Switched materialarchive.c to C++
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14:31 Doomsday Engine Revision 347b2c2a (github): Fix server build
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14:21 Doomsday Engine Revision cb4c4ad4 (github): Merge branch 'master' into material-cleanup
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14:19 Doomsday Engine Revision b6e3a930 (github): Revert "Fixed|Server|Windows: Server depends on DirectX"
- This reverts commit 93ddc13ca1d240f2c449c9361a8da98d32762665.
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