Activity
From 2013-12-08 to 2013-12-21
2013-12-21
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21:15 Doomsday Engine Revision a3836db4 (github): Fixed|Stereo 3D|libgui: Visual discrepancies between left/right eyes
- When a target was cleared, the current GLState wasn’t being
automatically applied. This meant that the right eye’s UI... -
20:38 Doomsday Engine Revision aa6abd1c (github): Fixed|UI|Stereo 3D: Draw busy transition using correct width
- When an active rectangle was specified, the busy transition was
drawn in wrong place. Now the transition viewport is ... -
20:36 Doomsday Engine Revision 5772da80 (github): libgui|GLTarget: Querying currently used area of the target
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19:32 Doomsday Engine Revision c6f4d05d (github): UI|Style: Added “-fontsize” option to change font sizes
- This is a temporary solution to the Rift UI font sizing. One needs
to manually specify a suitable font size (e.g., “-... -
19:29 Doomsday Engine Revision 7db7b842 (github): libdeng2|Refactor|CommandLine: Checking for command line options with parameters
- Added a more convenient way to get all the parameters of a command
line option in one call. -
19:28 Doomsday Engine Revision 5f2d70a7 (github): Fixed|PopupWidget: Stop observing parent’s deletion when popup closed
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18:37 Doomsday Engine Revision 51928c0d (github): Fixed|UI|Client: Popups must observe deletion of original parent widget
- When a popup is open, it is moved to the top of the root widget,
making it the topmost widget. When the popup is clos... -
18:26 Doomsday Engine Revision 9fc79093 (github): Fixed|UI|Client: Crash after switching to/from VR mode 9
- Some hidden popups got inadvertently deleted when the offscreen UI
compositor was deleted. -
18:26 Doomsday Engine Revision 50729c2f (github): Fixed|UI|Client: Restore normal cursor after returning from VR mode 9
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17:17 Doomsday Engine Revision 95ee0bca (github): Debug: Fixed build
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17:08 Doomsday Engine Revision 62c86f2a (github): Refactor|Oculus Rift: Frame buffer scaling factor
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15:50 Doomsday Engine Revision 4c3aeac7 (github): UI|Client|Oculus Rift: Draw a custom mouse cursor in Oculus Rift mode
- The cursor is simply a LabelWidget that shows the old mouse cursor
image. It is moved to the coordinates of the real ... -
14:46 Doomsday Engine Revision c9f878f8 (github): Cleanup
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09:53 Doomsday Engine Revision 3b4ad3db (github): Fixed|UI|Automap: Clipping of the automap when sidebar is open
- The normalized coordinates should be agnostic of the game widget’s
size and position, so normalize against the widget...
2013-12-20
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21:29 Doomsday Engine Revision c692f125 (github): Refactor|libgui|GLInfo: Better name for a method
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21:27 Doomsday Engine Revision de90fa31 (github): Renderer|Oculus Rift: Apply multisampling in unwarped frame buffer
- This multisampling is intended to counter the 1.5x scaling. The
warping is smoothed out by using a linear filter on t... -
15:40 Doomsday Engine Revision 171c4421 (github): libgui|GLInfo: Check for FBO-related OpenGL extensions
- If missing, warnings are printed in the log.
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14:16 Doomsday Engine Revision d57f2dc0 (github): libgui|GLFramebuffer: Fall back to no depth/stencil texture (just color)
- It is conceivable that some OpenGL drivers do not support a
depth24/stencil8 texture in a FBO attachments. In this ca... -
13:31 Doomsday Engine Revision 7e95c1fe (github): Fixed|WadMapConverter: Build failure (missing Doomsday API header)
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13:17 Doomsday Engine Revision ddfab8be (github): Started work branch for low-latency input and modern player movement
- The objective is to allow players (and only players) to be controlled
and moved in fractional time, i.e., as fast as ... -
13:17 Doomsday Engine Revision 59639b2a (github): libcommon|libdoom: Running player thinkers and their mobjs in fractional time
- Proof of concept where players and their mobjs live in fractional
time while the rest of the world uses only sharp ti... -
12:14 Doomsday Engine Revision 09a7d8ca (github): World|Map: Added cmd "inspectmap" for logging details of the current map
- The 'inspectmap' command can be used whenever the user is interested
in knowing detailed information about the curren... -
10:55 Doomsday Engine Revision b25f63dd (github): World: Switch to busy mode on engine side, when changing the current map
- Initiating busy mode on engine side allows splitting this task into
multiple subtasks. Also, in the future it may not... -
09:37 Doomsday Engine Revision 306a037e (github): libcommon: Initiate map briefings from the main thread
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09:02 Doomsday Engine Revision e8d0f7e1 (github): Fixed: Compiler warning (explicit de::IPrivate init in copy-ctor)
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08:08 Doomsday Engine Revision bffdd8ac (github): WadMapConverter: Bumped version number to 1.1.1
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08:05 Doomsday Engine Revision 6aff847c (github): WadMapConverter: Removed the now unused maplumpinfo.h
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07:44 Doomsday Engine Revision 18c14590 (github): WadMapConverter: Cleanup
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07:30 Doomsday Engine Revision 483565d8 (github): Refactor|WadMapConverter: Further Id1Map cleanup
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06:45 Doomsday Engine Revision 58bf7c31 (github): Refactor|WadMapConverter: Removed the unnecessary MapLumpInfo; Id1Map cleanup
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02:25 Doomsday Engine Revision e754886c (github): Refactor|WadMapConverter|Id1Map: Cleaned up the Id1Map API
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00:10 Doomsday Engine Revision b8ad2338 (github): WadMapConverter|Id1Map: Applied pimpl idiom to Id1Map; cleanup
2013-12-19
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22:56 Doomsday Engine Revision dd4d0f84 (github): WadMapConverter: Cleanup
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13:22 Doomsday Engine Revision 2d9d28f3 (github): libcommon|libdoom: Running player thinkers and their mobjs in fractional time
- Proof of concept where players and their mobjs live in fractional
time while the rest of the world uses only sharp ti... -
13:06 Doomsday Engine Revision fd281e5f (github): libcommon|libdoom: Running player thinkers and their mobjs in fractional time
- Proof of concept where players and their mobjs live in fractional
time while the rest of the world uses only sharp ti... -
13:04 Doomsday Engine Revision 05a067f4 (github): Started work branch for low-latency input and modern player movement
- The objective is to allow players (and only players) to be controlled
and moved in fractional time, i.e., as fast as ...
2013-12-18
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18:40 Doomsday Engine Revision 796c1c8d (github): Fixed: Build failure (C standard)
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17:50 Doomsday Engine Revision c2ff3b40 (github): Renderer|libdoom: Use postfx for invulnerability effect
- The “post.fx.monochrome.inverted” shader is used as the
invulnerability effect in libdoom.
The blinking effect when ... -
10:20 Doomsday Engine Revision 200dc74c (github): Fixed|All Games|Menu: Double quit sound
- Menu buttons will automatically play the relevant sound effect when
activated/triggered. The quit game menu action do... -
07:51 Doomsday Engine Revision 184d4424 (github): Refactor|MenuWidget|Client: Handling deletion of sub-widgets
- When a widget is being deleted, only the de::Widget instance
remains; a dynamic cast to a subclass will fail. -
07:45 Doomsday Engine Revision 5381ab8f (github): Fixed|Doom|Automap: Missing glow on some key activated switch lines
- Switch line specials should glow irrespective of the sidedness of a
map line.
IssueID #1670 -
05:19 Doomsday Engine Revision 5de0f8f4 (github): Fixed|Sector: Ensure sector lightlevels are clamped to the normalized [0..1] range
- Note that presently Doomsday does not support id Tech 1 map hacks
which depend on sector lightlevels outside of the [...
2013-12-17
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19:38 Doomsday Engine Revision d7de80de (github): Renderer: Clamp lightlevels applied uniformly to a chunk of map geometry
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18:48 Doomsday Engine Revision 24698bf7 (github): Cleanup
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18:46 Doomsday Engine Revision a88ec2ed (github): Refactor|UI|Task Bar: Custom widgets as submenus; improved task bar behavior
- Added a SubwidgetItem class that allows one to create a custom
popup widget as the submenu of a menu item. MenuWidget... -
18:03 Doomsday Engine Revision bd6c41b8 (github): Fixed|Homepage: Updated "Report Bugs" / "Request Features" links to the new tracker
- Also fixed a minor positioning issue with the top panel.
IssueID #1683 -
13:15 Doomsday Engine Revision 62700d29 (github): UI|Client: Popups allow clicking through to widgets outside the popup
- As a special case, mouse clicks on interactive widgets are allowed
to occur: even though the popup is open, it offers... -
10:36 Doomsday Engine Revision 738bc0cd (github): UI|Client|GuiWidget: Added a method for hit-testing a widget tree
- This allows looking up a widget that would get hit by a position.
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10:35 Doomsday Engine Revision ad22f3e9 (github): Fixed|Release Build: Compiler warning (unused variable)
2013-12-16
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21:20 Doomsday Engine Revision 86d42937 (github): Renderer: Use the left/right stereo swap mode in VR mode 13 (quad-buffered)
- Todo: Test this on actual hardware.
IssueID #1680 -
21:19 Doomsday Engine Revision ff523976 (github): libgui|GLFramebuffer: Stereo left/right swap mode
- Even though rendering always happens in Canvas’s GL frame buffer,
VR mode 13 should now theoretically work as GLFrame... -
20:42 Doomsday Engine Revision 771e85b0 (github): Fixed: Build error (non-const references to temporaries)
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08:55 Doomsday Engine Revision 1eb8f988 (github): Changed release type to Candidate for 1.13
2013-12-15
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21:15 Doomsday Engine Revision e54eb5de (github): Fixed|CompositeBitmapFont: Inadvertent creation of redundant texture variants
- R_GetPatchInfo should not be used here because obtaining the info
has the side effect of generating a redundant varia... -
17:49 Doomsday Engine Revision c21797e1 (github): Fixed|libdeng2: Protect HighPerformanceTimer for multithreaded access
- If two threads check the current value of HighPerformanceTimer at
the same time, a race condition could occur. Also, ... -
17:47 Doomsday Engine Revision c4f614e0 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
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17:46 Doomsday Engine Revision 5ef9c683 (github): Fixed|ResourceSystem: Automatically destroy a Material along with it's MaterialManifest
- Todo: The way this is set up is now somewhat confused. The original
idea was to allow multiple material URIs to resol... -
17:27 Doomsday Engine Revision 8cb5f828 (github): Fixed: Failed release build
- Goto labels need a statement following them.
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16:12 Doomsday Engine Revision 7821ff60 (github): SFX|Audio|Client: Ensure a sample is loaded in a channel before comparing ids
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15:53 Doomsday Engine Revision e24c481f (github): Refactor|SFX|Audio|Client: Use de::Log for logging purposes; cleanup
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13:52 Doomsday Engine Revision c7a1e7a0 (github): Fixed|UI|GuiWidget: Disabled widgets shouldn’t animate immediately after creation
- If a widget is disabled before its first update, it will not animate
its opacity to visualize the disabled state. Thi... -
13:23 Doomsday Engine Revision 0ccfc314 (github): Fixed|UI|All Games: Transition after selection a menu item
- When a new game is started from the Main Menu, the menu is closed
before the map is loaded. Before, this was masked b... -
13:06 Doomsday Engine Revision 8044fe3a (github): Fixed|Busy Mode: Don’t hold on an obsolete transition frame
- There may be a redundant request to render a transition frame,
however, if one comes some time later, we should respe...
2013-12-14
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14:39 Doomsday Engine Revision aae6a422 (github): Refactor|Renderer|Viewport: Represent viewport and viewwindow geometry as de::Rectanglei
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07:54 Doomsday Engine Revision 245e41b4 (github): Fixed|Renderer: Fatal error drawing a lit, shiny surface (refactoring oversight)
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06:32 Doomsday Engine Revision 1621484b (github): Cleanup
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04:53 Doomsday Engine Revision cace0423 (github): ColorPalette: Cleanup
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04:31 Doomsday Engine Revision d81da0bf (github): API|Resource: Replaced color palette translation map management
- Palette translation mapping tables are now handled by ColorPalette.
Each palette has it's own set of translations, ea...
2013-12-13
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21:46 Doomsday Engine Revision b5e0ff01 (github): Refactor|Resources: Represent image_t dimensions as de::Vector2ui, cleanup
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16:30 Doomsday Engine Revision 5a60fccf (github): Refactor|Resources: image_t API cleanup
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08:11 Doomsday Engine Revision fa00c48c (github): Fixed: Build error and warnings
- The error was a missing ‘typename’ keyword in a template definition.
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08:00 Doomsday Engine Revision d9d2560b (github): Cleanup|GL|libgui: Removed EXT_compiled_vertex_array and related code
- This OpenGL extension hasn’t been in use for years and also didn’t
work properly when it was used.
In the future, we...
2013-12-12
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21:56 Doomsday Engine Revision 40e27411 (github): Fixed: Build failure (ambiguous conversion of de::Id)
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21:54 Doomsday Engine Revision 2f9fb6d6 (github): Fixed: Compiler warnings
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21:54 Doomsday Engine Revision ed37dfd0 (github): Fixed|GL|OS X: Don’t fake EXT_compiled_vertex_array
- We should respect what the driver says is supported.
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17:03 Doomsday Engine Revision f0bf6474 (github): Fixed|ResourceSystem: Clearing material resources on shutdown
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16:35 Doomsday Engine Revision 1ba7a3ea (github): Resources: Clear all materials when a new game is loaded
- It is presently necessary to clear all materials from the resource
system when loading a new game.
Todo for later: I... -
01:41 Doomsday Engine Revision 8c64e8e2 (github): Memory Zone: Removed the now unused PU_REFRESHRAW purge level
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01:31 Doomsday Engine Revision 17c67f5d (github): Ring Zero: Announce game resource loading has begun only if there is work to do
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00:55 Doomsday Engine Revision 6c220c4b (github): Merge branch 'master' into resourcesystem
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00:53 Doomsday Engine Revision fa8c0fe6 (github): Line|Map: Respect logical constness when manipulating Line::Side's shadow count
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00:30 Doomsday Engine Revision 17e1de64 (github): Merge branch 'master' into resourcesystem
- Conflicts:
doomsday/client/src/render/rend_fakeradio.cpp -
00:19 Doomsday Engine Revision 67d35c4e (github): Refactor|ResourceSystem: Use a QHash for raw textures and return a QList of instance pointers
2013-12-11
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19:13 Doomsday Engine Revision f79d60fc (github): Performance|Renderer|Refactor: Retain constness in APIs; avoid redundant memory allocs
- It is important not to accidentally lost constness of object
references, particularly when dealing with Qt containers... -
18:59 Doomsday Engine Revision a251db35 (github): Cleanup
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14:15 Doomsday Engine Revision f7263cc3 (github): UI|Client: Keep task bar hidden until app startup is complete
- Looks cleaner this way.
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14:14 Doomsday Engine Revision 62c53bb6 (github): UI|ToggleWidget: Ensure a disabled toggle’s state can be seen
- The “flipper” of the toggle is now drawn with a larger-than-one
alpha so that it will be opaque even if the widget as... -
14:13 Doomsday Engine Revision 89a62661 (github): UI|Client: Animate widget opacity when enabling/disabling them
- It is good to avoid abrupt visual changes.
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12:22 Doomsday Engine Revision 8f5c5f1d (github): Merge branch 'master' into resourcesystem
- Conflicts:
doomsday/client/src/gl/gl_texmanager.cpp -
08:47 Doomsday Engine Revision 4a4673df (github): Merge branch 'master' into low-latency-input
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08:46 Doomsday Engine Revision 20b5ff12 (github): Fixed|UI: Freeze game for busy mode during “reset”/“texreset”
- It is now required to manually request the drawing of a freeze
frame at the appropriate time before starting busy ope...
2013-12-10
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19:48 Doomsday Engine Revision 794144f0 (github): Fixed: Typo
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19:33 Doomsday Engine Revision 8e70767e (github): Merge branch 'master' into low-latency-input
- Conflicts:
doomsday/client/include/render/r_main.h
doomsday/client/src/render/r_main.cpp -
03:44 Doomsday Engine Revision 6d2f3994 (github): Renderer: Call Viewports_Register() from RenderSystem
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03:43 Doomsday Engine Revision 895b4f7d (github): ResourceSystem: Cleanup
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03:19 Doomsday Engine Revision 3a98e536 (github): Renderer: Use de::Vector3<>::xzy(); cleanup
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01:56 Doomsday Engine Revision 480a1c84 (github): Fixed|Renderer: Non-functional "texreset raw"
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01:36 Doomsday Engine Revision b3afeeb2 (github): ResourceSystem: Cleanup
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00:10 Doomsday Engine Revision 0ac7425e (github): Renderer: Cleanup
2013-12-09
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21:36 Doomsday Engine Revision 05e308a0 (github): Resources|Cleanup: Removed the now unused resource/models.cpp
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21:29 Doomsday Engine Revision de1d624d (github): Merge branch 'master' into resourcesystem
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21:13 Doomsday Engine Revision bde72ba4 (github): Merge branch 'master' into resourcesystem
- Conflicts:
doomsday/client/include/dd_pinit.h
doomsday/client/include/de_render.h
doomsday/client/include/render/r_ma... -
17:01 Doomsday Engine Revision f61611a8 (github): Fixed|X11: Avoid GL error when starting in maximized window
- When starting with a maximized window, X11 sends two window resize
events in a rapid succession. Perhaps the changes ... -
15:47 Doomsday Engine Revision d6a1636b (github): Refactor|Resources: ResourceSystem has ownership of raw textures
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11:39 Doomsday Engine Revision c98375d3 (github): libgui|Client: Canvas needs no depth or stencil (GLFramebuffer has them)
- Since rendering is now occurring in GLFramebuffer, Canvas no longer
needs to have its own depth or stencil buffers.
... -
09:53 Doomsday Engine Revision fcc2b139 (github): Merge branch 'oculus-rift'
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09:32 Doomsday Engine Revision ebc1028b (github): Fixed|UI|Client: Squished busy transition frame during animation with sidebar
- The transition frame has been prepared using the full framebuffer
size, so it must be drawn with the same sizing. -
09:31 Doomsday Engine Revision a8a9cef9 (github): libdeng2|Vector: Added a conversion method to an unsigned int vector
- Also used for a RuleRectangle::sizeui() method.
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08:15 Doomsday Engine Revision dfbf6ed1 (github): libgui|GLTarget: Blit only relevant buffer contents
- Copying stencil or depth is usually not needed, so changed the
default blit attachments to just Color.
2013-12-08
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21:59 Doomsday Engine Revision b76d2657 (github): Cleanup
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21:58 Doomsday Engine Revision 56985bcb (github): Refactor|Renderer: Represent viewer origin points and vectors with de::Vector<>
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17:48 Doomsday Engine Revision 1e2b8199 (github): Refactor: Moved old UI font selection to ui_main.cpp/h; cleanup
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17:17 Doomsday Engine Revision e8d105a5 (github): Refactor: Continued dismantling the old "refresh" subsystem
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14:01 Doomsday Engine Revision 96f89c87 (github): Cleanup
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12:22 Doomsday Engine Revision 3713e997 (github): Fixed|Renderer|FX: Drawing the post-processed result frame
- The sizing was not correct with the sidebar. Also, respect the
current target size, as it may be bigger than the wind... -
11:10 Doomsday Engine Revision 74256a99 (github): Renderer: Re-enabled old flare/halo rendering code
- The new flares are not quite ready yet, and besides they can coexist
with the old code.
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