skyjake's activity
From 2013-11-03 to 2013-11-16
2013-11-16
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09:41 Doomsday Engine Revision 1265ad8e (github): Client|libdeng2: Replaced use of glFrustum with Matrix4::frustum()
- In the long run, we must stop using OpenGL matrix functions as they
are not present in GLES.
2013-11-15
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22:43 Doomsday Engine Revision 59b84f28 (github): libgui|GLBuffer: Added vertex formats with more texture coordinates
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22:32 Doomsday Engine Revision dba57b31 (github): Cleanup
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19:54 Doomsday Engine Revision 9ee0af2a (github): Renderer|FX: Added some API documentation
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19:53 Doomsday Engine Revision b1a0552b (github): Renderer: Added an interface for point light sources
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14:27 Doomsday Engine Revision 6964e8ad (github): Amethyst: Imported latest library files
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14:12 Doomsday Engine Revision 614a8c6e (github): Console: Improved output after invalid use of command arguments
- The message can be more specific as to what was the problem.
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12:14 Doomsday Engine Revision 03ce79a7 (github): Documentation|Console: Help for “postfx”
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11:48 Doomsday Engine Revision 46f4f844 (github): Renderer|FX|Console: Animation duration is optional for “postfx”
- Also printing more log messages from fx::PostProcessing.
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11:46 Doomsday Engine Revision afe89149 (github): Fixed|libgui|GLProgram: Rebuilding a program
- The state of the GLProgram was not properly updated when its was
rebuilt. The existing uniform bindings are retained,... -
09:53 Doomsday Engine Revision bf039d45 (github): Fixed|DialogWidget: Modal dialog should not flash when Shift pressed
- As far as the UI is concerned, Shift and other modifiers should not
be considered actionable input. -
09:53 Doomsday Engine Revision 61e50ace (github): Fixed|DialogWidget: Modal dialog should not flash when Shift pressed
- As far as the UI is concerned, Shift and other modifiers should not
be considered actionable input. -
09:30 Doomsday Engine Revision d0f6f716 (github): Renderer|FX: Monochrome shaders for frame post-processing
- “fx.post.monochrome.inverted” replicates the original Doom
invulnerability effect. -
09:29 Doomsday Engine Revision 5fd6348c (github): Renderer|FX|Console: Added cmd ‘postfx’ for setting the post-processing shader
- The ‘postfx’ command can start a shader fade-in animation, or fade
out the current shader. Each console is treated se... -
09:27 Doomsday Engine Revision 2f1db96f (github): Renderer|FX: Post-processing animations
- There is now a queue of animation tasks in fx::PostProcessing, for
fading shaders in and out. -
09:26 Doomsday Engine Revision c78cf163 (github): libgui|GLProgram: Rebuilding the program forces update of uniforms
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09:19 Doomsday Engine Revision 775efc3e (github): Builder|OS X|Fixed: Detecting OS X 10.9 (log filenames)
2013-11-14
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18:21 Doomsday Engine Revision c388eadb (github): Cleanup
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18:20 Doomsday Engine Revision 5aa73869 (github): Documentation: Description of LensFx
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18:15 Doomsday Engine Revision 8bde4654 (github): Refactor|Renderer: Post-processing is now a console effect
- fx::PostProcessing will cause the frame to be rendered to a texture,
which will then be drawn to the normal target wh... -
16:01 Doomsday Engine Revision ca95681d (github): Client|Added: Frame post-processing effect as part of LensFx
- This hard-coded test shader flips the frame upside down.
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16:00 Doomsday Engine Revision fc0dd45f (github): libgui: GLES2 preprocessor definition; colorless makeQuad
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15:59 Doomsday Engine Revision 57e234d5 (github): libgui: Resizing a GLTarget
- Internally, this will replace attached texture contents using the
same image format as was used previously. Render bu... -
11:10 Doomsday Engine Revision 191b2b7f (github): Client: Removed the “rend-info-tris” cvar
- IssueID #723
2013-11-13
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14:44 Doomsday Engine Revision 308c43f8 (github): Cleanup
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13:12 Doomsday Engine Revision c812b9ab (github): Cleanup
- Using de::Shared.
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13:09 Doomsday Engine Revision da1161c7 (github): libdeng2: Added template for creating shared, reference-counted objects
- de::Shared automatically creates and destroys the shared payload type
when acquiring and releasing references to the ...
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
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