skyjake's activity
From 2013-10-30 to 2013-11-12
2013-11-12
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21:12 Doomsday Engine Revision aa098ef1 (github): Renderer: Added console effect for lens flares
- fx::LensFlares instances use a shared data instance for common GL
resources: texture atlas for flare images and a sha... -
19:57 Doomsday Engine Revision ff1f6ffa (github): Refactor|Renderer: Object-oriented camera lens effects
- Added ConsoleEffect classes for the color filter and vignette.
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14:33 Doomsday Engine Revision 07ca3fac (github): Renderer: Added stub for camera lens effects
- cameralensfx is (will be) responsible for frame post-processing and
overlaid effects such as color filter, vignette, ... -
13:12 Doomsday Engine Revision d1ad10f0 (github): Refactor|libcommon: Unified view port drawing, moved crosshair to HUD layer
- Also, in Oculus Rift mode, don’t assume that automap covers the full
view. -
13:11 Doomsday Engine Revision fc170c4c (github): Refactor|libcommon: Unified view port drawing, moved crosshair to HUD layer
- Also, in Oculus Rift mode, don’t assume that automap covers the full
view. -
13:07 Doomsday Engine Revision 4fb0bad9 (github): Refactor|Renderer: Separated view border from player 3D view layer
- For future reasons: the main 3D layer could go through a shader for
effects. -
10:12 Doomsday Engine Revision ab9625fe (github): Refactor|Client|Server: Split client-specific code from r_main.cpp
- Most of r_main.cpp is client-specific, so all of that was moved to
render/viewports.cpp.
2013-11-10
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20:20 Doomsday Engine Revision 3e5017b4 (github): Merge branch 'oculus-rift' into gl2-lensflare
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20:20 Doomsday Engine Revision 253da69f (github): Merge branch 'oculus-rift' into low-latency-input
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20:15 Doomsday Engine Revision d0953e9d (github): Refactor|Renderer: Draw HUD layer as a separate pass
- The HUD layer is now drawn as a separate pass. Drawing of the view
HUD layer is now done from GameUIWidget, which mea... -
20:05 Doomsday Engine Revision f46de54f (github): Fixed|Client: Don’t try to update root in busy mode
- The busy mode currently uses a separate UI root.
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18:25 Doomsday Engine Revision 7d19505a (github): UI|Client|Task Bar: Responsive layout (rudimentary)
- Applied a simple method of making the task bar’s layout responsive,
based on the space left for the command line.
Th... -
18:12 Doomsday Engine Revision 1a82f6a2 (github): UI|Client: Only use offscreen composition with Oculus Rift
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13:34 Doomsday Engine Revision 09853c32 (github): Stereo 3D|Client: Oculus Rift mode projects composited UI as smaller
- The window can now tell the UI compositor how to project the composited
view. The default is the entire view area. -
13:33 Doomsday Engine Revision 946887be (github): Fixed|Stereo 3D: Update viewport for the high-res Rift frame buffer
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12:52 Doomsday Engine Revision b7f75d78 (github): Merge branch 'master' into oculus-rift
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12:52 Doomsday Engine Revision 6d4375a6 (github): Fixed|Client: Build error and a warning
- According to ISO C++, enums cannot be forward-declared.
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10:27 Doomsday Engine Revision 0f3190d9 (github): Builder: Include source tarball in RSS/XML feeds
- In the XML feed, the source package uses the platform identifier
"source". -
09:57 Doomsday Engine Revision e351b5a3 (github): Builder: Cleanup
2013-11-09
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22:27 Doomsday Engine Revision eaf3a678 (github): Merge branch 'oculus-rift' into gl2-lensflare
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22:26 Doomsday Engine Revision 48330bcf (github): Merge branch 'oculus-rift' into low-latency-input
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22:26 Doomsday Engine Revision 05c32b14 (github): Merge branch 'master' into oculus-rift
- Manually merged the added glColorMask push/pop during sky drawing.
Conflicts:
doomsday/client/src/render/rend_list.cpp -
22:10 Doomsday Engine Revision 31361e49 (github): Merge branch 'oculus-rift' into low-latency-input
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21:22 Doomsday Engine Revision e4039541 (github): Builder|Pilot: After binary build, package the source
- The source package will be included in the signed files and will then
be published to SourceForge. The source package... -
21:04 Doomsday Engine Revision 4603d576 (github): Builder|Debian|Ubuntu: Set a fixed build number in the build rules
- By default the rules are set to build for today's number, but a packaged
source should use a fixed build number. -
20:37 Doomsday Engine Revision d45a473b (github): Fixed|Builder|Debian|Ubuntu: Version number of source package
- The Debian convention is that a version number suffix is used for the
Debian-specific version number and it is not pa... -
18:57 Doomsday Engine Revision e4c43e28 (github): Builder|Debian|Ubuntu: Create a source package and upload it to Launchpad
- After putting together a tarball, also create a Debian source package
and upload it to a Launchpad PPA (ppa:sjke/doom... -
15:50 Doomsday Engine Revision 10800cc3 (github): Merge branch 'master' of ssh://git.code.sf.net/p/deng/code into builder-src-package
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15:04 Doomsday Engine Revision a40b31c3 (github): Builder: Cleanup
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14:58 Doomsday Engine Revision 99ba5989 (github): Builder: Added autobuild command to package the source tarball
- The tarball is then copied to the build directory.
Next: Publish .tar.gz files.
2013-11-06
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11:49 Doomsday Engine Revision 83a61256 (github): Merge branch 'oculus-rift' of github.com:skyjake/Doomsday-Engine into oculus-rift
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11:49 Doomsday Engine Revision ad44ce86 (github): UI|Client: Working on the busy mode transition
- Todo: To make this work correctly, the untransformed UI content needs
to be frozen at the window level.
2013-11-05
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14:06 Doomsday Engine Revision 6d192975 (github): Fixed|libdeng2: Partially notifying a widget tree
- When notifying a widget tree and stopping halfway, one has to make
sure the appropriate pre/post notifications still ... -
14:06 Doomsday Engine Revision 3e69a4c3 (github): UI|AboutDialog: Changed date format to use system locale
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14:03 Doomsday Engine Revision e4153bf5 (github): GL|CompositorWidget: Adjusting blending for offscreen composition
- The crucial thing is how the alpha channel information is written
in the render target. Normally this can be ignored,... -
14:00 Doomsday Engine Revision 6598bd83 (github): Stereo 3D: Added GPL banner
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14:00 Doomsday Engine Revision 9e95b49c (github): UI|AboutDialog: Changed date format to use system locale
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12:53 Doomsday Engine Revision 32dc142f (github): Fixed|VR: Use correct macro to register a change callback
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05:19 Doomsday Engine Revision 45bbbc2e (github): Merge pull request #6 from cmbruns/oculus-rift
- Oculus rift
2013-11-04
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20:54 Doomsday Engine Revision a0aaa4c7 (github): UI|Client: Drawing the game UI in the GameUIWidget
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20:09 Doomsday Engine Revision 7f66d94b (github): Cleanup
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18:47 Doomsday Engine Revision 090a3e36 (github): Client: Added CompositorWidget, testing it in ClientWindow
- CompositorWidget uses a texture target for all its children.
ClientWindow is now set up to use a compositor for ever... -
18:31 Doomsday Engine Revision d22f97ac (github): Client|Cleanup: Apply revised GLTarget active rectangle
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18:26 Doomsday Engine Revision 27bc0a18 (github): Refactor|libgui: Moved the active rectangle from GLState to GLTarget
- GLTarget is a more appropriate place for specifying which portion
of the target should be used for all operations. It... -
18:23 Doomsday Engine Revision 371e0f4d (github): Fixed|libdeng2: Partially notifying a widget tree
- When notifying a widget tree and stopping halfway, one has to make
sure the appropriate pre/post notifications still ...
2013-11-03
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18:30 Doomsday Engine Revision bce99251 (github): Refactor|UI|Client: Split GameUIWidget from GameWidget
- The new widget handles the drawing of all overlaid UI elements
visible on top of the game's 3D world. -
17:38 Doomsday Engine Revision 91686925 (github): Refactor|UI: Renamed LegacyWidget to GameWidget
- This widget's job is to draw the 3D game world. All overlaid UI
elements will be split to another widget. -
12:12 Doomsday Engine Revision 283a4ae7 (github): Cleanup
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12:08 Doomsday Engine Revision 7a027006 (github): Cleanup
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10:54 Doomsday Engine Revision 7d524186 (github): Merge branch 'oculus-rift' into gl2-lensflare
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10:53 Doomsday Engine Revision c52a5c81 (github): Merge branch 'oculus-rift' into low-latency-input
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10:53 Doomsday Engine Revision c3159859 (github): Fixed|Input: Don't pass invalid events to the game
- Some events do not have a game-side equivalent, so those should not
be passed to the game via any responder. -
10:39 Doomsday Engine Revision e160b5a9 (github): Renderer: Disabled old code for halo/flare rendering completely
- The objective of this branch is to recreate halo/flare rendering
using GL2.
After that is done, we should evaluate h... -
10:24 Doomsday Engine Revision a8135491 (github): Documentation|libgui: Improved GLState apidocs
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10:24 Doomsday Engine Revision b9400a15 (github): Fixed|libcommon: Warnings about signed/unsigned comparisons
2013-11-02
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18:51 Doomsday Engine Revision 89394865 (github): Merge commit 'f4ebe216f28e8b9b8ad27c2b7ef03c5411cc9655' into gl2-lensflare
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18:50 Doomsday Engine Revision eb92970c (github): Merge branch 'oculus-rift' into gl2-lensflare
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16:46 Doomsday Engine Revision 4d2c4b8b (github): Homepage: Updated source tarball download for 1.12.2
2013-11-01
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23:39 Doomsday Engine Revision f4ebe216 (github): libdeng2|Widgets: RuleRectangle size and RootWidget size
- The RootWidget's size now correctly uses the width and height outputs
of its rule rectangle.
2013-10-31
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22:08 Doomsday Engine Revision 7f59a6a6 (github): Merge branch 'oculus-rift' into low-latency-input
- Conflicts:
doomsday/client/include/ui/dd_input.h -
22:04 Doomsday Engine Revision 033a36e9 (github): libcommon: Separate body/head yaw controls
- The head yaw only controls look direction, while the body yaw
controls an offset added to the gun/body direction. Bot... -
19:03 Doomsday Engine Revision 6d42bfe6 (github): Input: Generate some test events for the Head Tracker virtual device
- This can be tested with the binding "bindcontrol lookpitch head-pitch".
If the binding exists, normal mouse Y etc. b... -
19:01 Doomsday Engine Revision 36bcf8b4 (github): libcommon: Added lookpitch/lookyaw controls
- "lookpitch" (CTL_LOOK_PITCH) overrides the delta-based CTL_LOOK if
it has bindings.
Also did some cleanup. -
18:59 Doomsday Engine Revision d0573275 (github): Client|API: Querying if a control has bindings, added new look controls
- The public Player API was enhanced with a function for querying
whether a control has any bindings. -
18:57 Doomsday Engine Revision 06dc7054 (github): Refactor|Input: Fixed a boolean trap in the input subsystem
2013-10-30
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21:09 Doomsday Engine Revision b688e552 (github): Stereo 3D|Fixed: Blacked out floors and other surfaces
- The alpha test was still on, preventing some surfaces from being
drawn to the framebuffer via the Oculus Rift distort... -
21:06 Doomsday Engine Revision 43fc3a19 (github): libgui|GLTarget: Corrected pixel format for grabbing target contents
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20:29 Doomsday Engine Revision 737885bb (github): Client: Renamed WindowContentTransform to ContentTransform
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15:30 Doomsday Engine Revision e276c16b (github): Refactor|Client: Separated VR content transformation from ClientWindow
- To maintain proper SoC, added a new class that handles the job of
transforming content from 1:1 coordinates to some o... -
14:29 Doomsday Engine Revision d6799773 (github): Cleanup
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10:38 Doomsday Engine Revision 68f328bc (github): Merge branch 'oculus-rift' into low-latency-input
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10:37 Doomsday Engine Revision 1b746c48 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine into oculus-rift
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10:35 Doomsday Engine Revision 49dc37af (github): Stereo 3D|Client|Refactor: Use libgui to draw Oculus Rift frames
- The Oculus Rift barrel distortion was moved to shaders.dei and
adapted to use GLBuffer.
Created a static vertex buff... -
10:30 Doomsday Engine Revision f4809ac3 (github): libgui: Added Vertex3Tex format, handle #version in GLShader
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09:22 Doomsday Engine Revision 324a3906 (github): Fixed|Client: Crash due to accessing OpenGL from non-UI thread
- During busy mode, if the value of 'rend-vr-mode' was updated due to
restoring a saved config, it meant that the root ... -
09:20 Doomsday Engine Revision f79578f6 (github): libgui|Refactor|GLTarget: Extra attachments in addition to texture
- Rewrote and cleaned up some of the implementation of GLTarget to
account for the fact that one may need supporting at...
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