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skyjake's activity

From 2013-11-03 to 2013-11-16

2013-11-16

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.
skyjake

2013-11-15

22:43 Doomsday Engine Revision 59b84f28 (github): libgui|GLBuffer: Added vertex formats with more texture coordinates
skyjake
22:32 Doomsday Engine Revision dba57b31 (github): Cleanup
skyjake
19:54 Doomsday Engine Revision 9ee0af2a (github): Renderer|FX: Added some API documentation
skyjake
19:53 Doomsday Engine Revision b1a0552b (github): Renderer: Added an interface for point light sources
skyjake
14:27 Doomsday Engine Revision 6964e8ad (github): Amethyst: Imported latest library files
skyjake
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. skyjake
12:14 Doomsday Engine Revision 03ce79a7 (github): Documentation|Console: Help for “postfx”
skyjake
11:48 Doomsday Engine Revision 46f4f844 (github): Renderer|FX|Console: Animation duration is optional for “postfx”
Also printing more log messages from fx::PostProcessing. skyjake
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,...
skyjake
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.
skyjake
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.
skyjake
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.
skyjake
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...
skyjake
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.
skyjake
09:26 Doomsday Engine Revision c78cf163 (github): libgui|GLProgram: Rebuilding the program forces update of uniforms
skyjake
09:19 Doomsday Engine Revision 775efc3e (github): Builder|OS X|Fixed: Detecting OS X 10.9 (log filenames)
skyjake

2013-11-14

18:21 Doomsday Engine Revision c388eadb (github): Cleanup
skyjake
18:20 Doomsday Engine Revision 5aa73869 (github): Documentation: Description of LensFx
skyjake
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...
skyjake
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. skyjake
16:00 Doomsday Engine Revision fc0dd45f (github): libgui: GLES2 preprocessor definition; colorless makeQuad
skyjake
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...
skyjake
11:10 Doomsday Engine Revision 191b2b7f (github): Client: Removed the “rend-info-tris” cvar
IssueID #723 skyjake

2013-11-13

14:44 Doomsday Engine Revision 308c43f8 (github): Cleanup
skyjake
13:12 Doomsday Engine Revision c812b9ab (github): Cleanup
Using de::Shared. skyjake
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 ...
skyjake

2013-11-12

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...
skyjake
19:57 Doomsday Engine Revision ff1f6ffa (github): Refactor|Renderer: Object-oriented camera lens effects
Added ConsoleEffect classes for the color filter and vignette. skyjake
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, ...
skyjake
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.
skyjake
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.
skyjake
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.
skyjake
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.
skyjake

2013-11-10

20:20 Doomsday Engine Revision 3e5017b4 (github): Merge branch 'oculus-rift' into gl2-lensflare
skyjake
20:20 Doomsday Engine Revision 253da69f (github): Merge branch 'oculus-rift' into low-latency-input
skyjake
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...
skyjake
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. skyjake
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...
skyjake
18:12 Doomsday Engine Revision 1a82f6a2 (github): UI|Client: Only use offscreen composition with Oculus Rift
skyjake
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.
skyjake
13:33 Doomsday Engine Revision 946887be (github): Fixed|Stereo 3D: Update viewport for the high-res Rift frame buffer
skyjake
12:52 Doomsday Engine Revision b7f75d78 (github): Merge branch 'master' into oculus-rift
skyjake
12:52 Doomsday Engine Revision 6d4375a6 (github): Fixed|Client: Build error and a warning
According to ISO C++, enums cannot be forward-declared. skyjake
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".
skyjake
09:57 Doomsday Engine Revision e351b5a3 (github): Builder: Cleanup
skyjake

2013-11-09

22:27 Doomsday Engine Revision eaf3a678 (github): Merge branch 'oculus-rift' into gl2-lensflare
skyjake
22:26 Doomsday Engine Revision 48330bcf (github): Merge branch 'oculus-rift' into low-latency-input
skyjake
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
skyjake
22:10 Doomsday Engine Revision 31361e49 (github): Merge branch 'oculus-rift' into low-latency-input
skyjake
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...
skyjake
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.
skyjake
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...
skyjake
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...
skyjake
15:50 Doomsday Engine Revision 10800cc3 (github): Merge branch 'master' of ssh://git.code.sf.net/p/deng/code into builder-src-package
skyjake
15:04 Doomsday Engine Revision a40b31c3 (github): Builder: Cleanup
skyjake
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.
skyjake

2013-11-06

11:49 Doomsday Engine Revision 83a61256 (github): Merge branch 'oculus-rift' of github.com:skyjake/Doomsday-Engine into oculus-rift
skyjake
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.
skyjake

2013-11-05

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 ...
skyjake
14:06 Doomsday Engine Revision 3e69a4c3 (github): UI|AboutDialog: Changed date format to use system locale
skyjake
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,...
skyjake
14:00 Doomsday Engine Revision 6598bd83 (github): Stereo 3D: Added GPL banner
skyjake
14:00 Doomsday Engine Revision 9e95b49c (github): UI|AboutDialog: Changed date format to use system locale
skyjake
12:53 Doomsday Engine Revision 32dc142f (github): Fixed|VR: Use correct macro to register a change callback
skyjake
05:19 Doomsday Engine Revision 45bbbc2e (github): Merge pull request #6 from cmbruns/oculus-rift
Oculus rift skyjake

2013-11-04

20:54 Doomsday Engine Revision a0aaa4c7 (github): UI|Client: Drawing the game UI in the GameUIWidget
skyjake
20:09 Doomsday Engine Revision 7f66d94b (github): Cleanup
skyjake
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...
skyjake
18:31 Doomsday Engine Revision d22f97ac (github): Client|Cleanup: Apply revised GLTarget active rectangle
skyjake
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...
skyjake
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 ...
skyjake

2013-11-03

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.
skyjake
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.
skyjake
12:12 Doomsday Engine Revision 283a4ae7 (github): Cleanup
skyjake
12:08 Doomsday Engine Revision 7a027006 (github): Cleanup
skyjake
10:54 Doomsday Engine Revision 7d524186 (github): Merge branch 'oculus-rift' into gl2-lensflare
skyjake
10:53 Doomsday Engine Revision c52a5c81 (github): Merge branch 'oculus-rift' into low-latency-input
skyjake
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.
skyjake
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...
skyjake
10:24 Doomsday Engine Revision a8135491 (github): Documentation|libgui: Improved GLState apidocs
skyjake
10:24 Doomsday Engine Revision b9400a15 (github): Fixed|libcommon: Warnings about signed/unsigned comparisons
skyjake
 

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