danij's activity
From 2013-05-10 to 2013-05-23
2013-05-23
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23:30 Doomsday Engine Revision 0e49ce9a (github): fix typos
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23:23 Doomsday Engine Revision 04fd8382 (github): WallEdge: Fully encapsulate edge geometry generation
- The high level map renderer now renders wall sections in terms of
edges of geometry without being concerned with id T... -
13:47 Doomsday Engine Revision 20d2496e (github): WallEdge: Encapsulate edge property preparation
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12:45 Doomsday Engine Revision ea96a4cc (github): Map Renderer: Added WallSpec; consolidated more geometry construction logic
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09:47 Doomsday Engine Revision eddca700 (github): WallEdge: Minor API improvements
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09:33 Doomsday Engine Revision 7a859d05 (github): Fix typos
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09:28 Doomsday Engine Revision a507f4cb (github): WallEdge: Edge normal smoothing now optional
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08:02 Doomsday Engine Revision f3baccf9 (github): WallEdge: Cleanup
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07:13 Doomsday Engine Revision 85610fe0 (github): WallEdge: Cleanup
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07:07 Doomsday Engine Revision f0f3e7ce (github): WallEdge: Determine the (possibly smoothed) edge normal at prepare time
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05:59 Doomsday Engine Revision 32df94e1 (github): wip 1
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02:59 Doomsday Engine Revision faee7215 (github): Refactor: Renamed SectionEdge as WallEdge; moved to render domain
2013-05-22
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03:13 Doomsday Engine Revision d5dfb76a (github): Polyobj: Added convenience accessors returning the linked Sector
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01:43 Doomsday Engine Revision 46f5fc11 (github): Refactor|Sector: Data for ambient lighting properties now private
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01:24 Doomsday Engine Revision effa6a8a (github): Server|Sector: Sector LightGridData is no use to the server
- This client only data is no longer allocated on server side.
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01:06 Doomsday Engine Revision 5a0b4bf7 (github): LightGrid: Ignore notifications about sector lighting changes if not enabled
- If a light grid is initialized but disabled we should ignore any
notifications about sector lighting changes. It woul... -
00:16 Doomsday Engine Revision 318b24d2 (github): LightGrid: Observe changes to sector lighting properties
- Removed the the now obsolete mechanism for updating the light grid
from DMU and unused sector properties.
2013-05-21
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22:56 Doomsday Engine Revision 0b5966eb (github): Fix typo
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22:48 Doomsday Engine Revision 989510b6 (github): Refactor|LightGrid: Renamed source files from r_lgrid.cpp/h to lightgrid.cpp/h
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22:44 Doomsday Engine Revision 09c715b5 (github): Map Renderer|Light Grid: Updated LightGrid implementation; addressed limitations
- Revised the LightGrid, re-implementing it in C++ with Doomsday 2.0
components. The internal design of this component ...
2013-05-20
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16:07 Doomsday Engine Revision 3d294f46 (github): Merge branch 'master' into revise-map-geometry-generation
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16:04 Doomsday Engine Revision 3f558738 (github): Fixed|Map Renderer: Skip degenerate BSP leafs when drawing surface vectors
- Degenerates have no geometry therefore there are no surfaces with
which to draw tangent space vectors. -
16:01 Doomsday Engine Revision a4d984ab (github): Sector: Ignore degenerate BSP leafs when determining bounding box/rough area
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15:58 Doomsday Engine Revision 446e6f5c (github): Map Renderer: Degenerate BSP leafs do not require BiasSurfaces
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01:47 Doomsday Engine Revision 6030c5f1 (github): Refactor|Partitioner: Defer map line side left/right -most half-edge searching
- It is no longer necessary to do this clockwisePoly() (deferred until
after windLeafs()). Similarly, the HEdge -> Line... -
00:57 Doomsday Engine Revision 962cfd90 (github): BSP Builder: Removed "migrant half-edge" notification
- These notifications are no longer logical as the algorithm for BSP
leaf sector selection has changed.
2013-05-19
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21:54 Doomsday Engine Revision fcac7e43 (github): Fixed|BSP Builder: Space partitioner logic error resulting in mismatched sectors
- When merging near-intercepts along the partitioning half-plane the
special case of a pair of intercepts from the same... -
07:55 Doomsday Engine Revision 43ea6c2e (github): BSP Builder: Defer creation of half-edges; replaced sector selection algorithm
- It is no longer necessary to produce half-edges from the outset as
the partitioning algorithm works primarily with Li...
2013-05-18
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10:18 Doomsday Engine Revision 8921204f (github): Fixed|BSP Builder: Space partitioner logic error resulting in duplicate line segments
- When building line segments along the partitioning half-plane care
must be taken to ensure that new segments are not ...
2013-05-17
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22:45 Doomsday Engine Revision 82631076 (github): bsp::EdgeTip: Clarified potentially ambiguous logic in clearByLineSegment()
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22:12 Doomsday Engine Revision 265287f0 (github): Fixed|BSP Builder: Space partitioner logic error resulting in mismatched sectors
- When building line segments along the partitioning half-plane it is
imperative that the EdgeTip sets for the respecti... -
18:36 Doomsday Engine Revision d1dc1d9b (github): Audio: Degenerate BSP leafs cannot affect sector reverb characteristics
- Degenerate BSP leafs have no geometry.
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18:30 Doomsday Engine Revision 518b2a55 (github): BSP Builder: Cleanup
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08:10 Doomsday Engine Revision 3f95232c (github): Optimize|Resources: Improved TEXTUREn lump load performance by ~14%
- When processing the 'custom' set of definitions for potential
reclassification as original game resources, first cons... -
08:09 Doomsday Engine Revision a9b6541c (github): Fixed|Resources: Stuck loading TEXTUREn lump (reclassifying "custom" resources)
- Caused by a refactoring oversight when CompositeTexture::flags()
was changed to return a copy of the value rather tha... -
07:11 Doomsday Engine Revision 0305d353 (github): BSP Builder: Discard degenerate geometries produced by the partitioner
- BspLeaf now owns a Polygon which it guarantees as both simple and
convex. This separates the concerns of a leaf node ... -
00:01 Doomsday Engine Revision b468da7b (github): Merge branch 'master' into revise-map-geometry-generation
2013-05-16
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23:55 Doomsday Engine Revision e438fa2f (github): Optimize|Resources: Improved TEXTUREn lump load performance by ~14%
- When processing the 'custom' set of definitions for potential
reclassification as original game resources, first cons... -
21:12 Doomsday Engine Revision 9b10581f (github): Fixed|Resources: Stuck loading TEXTUREn lump (reclassifying "custom" resources)
- Caused by a refactoring oversight when CompositeTexture::flags()
was changed to return a copy of the value rather tha... -
18:42 Doomsday Engine Revision 979069bf (github): Merge branch 'master' into revise-map-geometry-generation
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13:40 Doomsday Engine Revision 211723bc (github): Optimize|Map Renderer: Merged sky-fix edge construction and tri-strip generation
- Combining these two algorithms removes the need to collate the edge
geometries when generating triangle strips. In th... -
06:01 Doomsday Engine Revision d275bfb2 (github): SkyFixEdge: Fully encapsulate edge geometry generation; moved to new source files
- The map renderer now interprets an invalid SkyFixEdge to mean there
is no sky fix geometry necessary for the configur... -
04:39 Doomsday Engine Revision 63f88b1a (github): Refactor|Map Renderer: Continued consolidating sky-fix geometry generation
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01:31 Doomsday Engine Revision ad702a3c (github): TriangleStripBuilder: Moved to new source files; began transition to an abstract class
2013-05-15
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10:20 Doomsday Engine Revision 5ed02056 (github): Map Renderer: Cleanup
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08:47 Doomsday Engine Revision 2e1c0f61 (github): Map Renderer: Began consolidating sky-fix geometry generation
- Began reworking this logic with the same edge-centric model as used
by the SectionEdge and ShadowEdge classes.
Wrapp...
2013-05-14
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23:26 Doomsday Engine Revision 97b43295 (github): LineSegment: Cleanup
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12:42 Doomsday Engine Revision c9c4696a (github): BSP Builder: Implementation improvements
- LineSegment has been revised to follow the design "pattern" of the
Line class component. All line segments in the pla... -
04:34 Doomsday Engine Revision 644d1638 (github): Refactor|BspLeaf: Separated Face geometry from BspLeaf
2013-05-13
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20:02 Doomsday Engine Revision 7b456386 (github): Fixed: Map renderer draw state refactoring oversight
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03:52 Doomsday Engine Revision a51a60a0 (github): Fixed: LOS rays crossing into degenerate BspLeafs
- Plus some minor cleanup.
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03:47 Doomsday Engine Revision b3c442c9 (github): Fixed: Map geometry generation near degenerate BspLeafs
- In cases where degenerate BspLeafs are the result of the map author
defining superfluous back SideDefs in id Tech 1 f...
2013-05-12
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12:00 Doomsday Engine Revision 1097d879 (github): BSP Builder: Produce a full complement of half-edges
- The BSP builder now produces two half-edges for every line segment
in the map, regardless of whether a map line has a... -
04:47 Doomsday Engine Revision b6acfa94 (github): Fixed: Degenerate BspLeafs do not support object contact spreading
- Todo for later: Collapse degenerate leaves during BSP construction.
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01:23 Doomsday Engine Revision 69b1eb8c (github): HEdge: API improvements
- Added a navigate() method which returns the relative neighbor of
the half-edge in the specified ClockDirection. Also ...
2013-05-11
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21:05 Doomsday Engine Revision ec3e0582 (github): Refactor|Map Renderer: Various minor cleanup refactorings
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17:04 Doomsday Engine Revision c7c14bb8 (github): Documentation|Fixed: Line apidoc typo fixes
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16:49 Doomsday Engine Revision 516e8013 (github): Refactor|Map Renderer: Fix polyobj geometry generation regression
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16:44 Doomsday Engine Revision 26b5ce54 (github): Polyobj: API improvements
- Encapsulated (un)linking of the polyobj from the owning GameMap and
revised linking so that the BSP leaf in which the...
2013-05-10
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19:21 Doomsday Engine Revision d4ec052b (github): Fixed|Map Renderer: Dually rendered geometry with rend-dev-sky
- As far as I am aware this resolves the last known issue with the sky
fix mask geometry construction.
Todo: Cleanup. ... -
09:49 Doomsday Engine Revision 13fb5b18 (github): Refactor|Map Renderer: Consolidated more geometry construction logic
- Also fixed a bunch of id Tech 1 map hacks in the process.
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04:55 Doomsday Engine Revision 0fe52f3d (github): Fixed: Use the appropriate map line method when querying sectors/sections
- The DENG map format separates the dual meaning of a two-sided line
in the id Tech 1 format. A line with a sector on b... -
01:12 Doomsday Engine Revision c495c979 (github): Sector: Enumerate referencing map line sides instead of lines
- Maintaining a list of map lines which reference the sector is useful.
However, more useful is a list of the referenci...
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