danij's activity
From 2014-06-06 to 2014-06-19
2014-06-19
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10:56 Doomsday Engine Revision 2fd2241b (github): Client|Plugin: Use de::String to extract plugin names from paths, cleanup
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09:15 Doomsday Engine Revision 8fcdc38b (github): libdoomsday|Console: Log the full error message should a Con_Parse() fail
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09:06 Doomsday Engine Revision feafb825 (github): Refactor|Console|libdoomsday: Use de::Path for the default config path
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08:45 Doomsday Engine Revision ca9db5bf (github): Windows: Cleanup Windows specific application init
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08:29 Doomsday Engine Revision fddbea9f (github): Windows: Interpret a custom -userdir with de:NativePath / QDir
- If a custom -userdir is specified apply it using NativePath directly,
avoiding the issues with filename_t / directory_t -
08:01 Doomsday Engine Revision c1742ed8 (github): Windows: Determine the runtime path with de::NativePath (without -userdir)
- If no -userdir is specified we'll assume the default runtime path
is the CWD returned by NativePath::workPath(), avoi... -
07:29 Doomsday Engine Revision a215b5c7 (github): Windows: Dumped the now unused Wide/Ansi string conversion utilities
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07:05 Doomsday Engine Revision d40ee040 (github): Windows: Determine the base path with de::App and QDir (without -basedir)
- If no -basedir is specified we'll assume the default base path is
one level up from App::executablePath() which we'll... -
05:42 Doomsday Engine Revision 01cc5014 (github): Refactor|libdoomsday|DED: Use de::String for source file paths
- Avoids potentially truncating such paths to FILENAME_T_MAXLEN through
use of ye olde directory_t -
01:35 Doomsday Engine Revision 8515929b (github): Debug|World|Sector: Check linking of mobjs to/from the sector chain
- Trying to track down the cause of Issue #1827
2014-06-18
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07:09 Doomsday Engine Revision 4e3464b4 (github): libdoomsday|FS1: Minor cleanup
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06:43 Doomsday Engine Revision 9c94d2cf (github): Refactor|libdoomsday|FileHandle: Merged FileHandleBuilder into FileHandle
- FileHandles are now constructed using static methods of this class.
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05:35 Doomsday Engine Revision 0ddc270c (github): Refactor|libdoomsday|FS1: Removed F_ReadLumpSection(), F_CacheLump(), F_UnlockLump()
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05:03 Doomsday Engine Revision fd9f649d (github): Refactor|libdoomsday|FS1: Removed F_Delete()
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04:37 Doomsday Engine Revision 00812eee (github): Refactor|libdoomsday|FS1: Removed F_Open(), F_LumpNumForName()
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04:06 Doomsday Engine Revision 55cd8e7c (github): Refactor|libdoomsday|FS1: Removed F_FindFileForLumpNum()
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03:28 Doomsday Engine Revision 3af44a98 (github): Cleanup|libdoomsday|FS1: Minor formatting/style cleanup
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02:59 Doomsday Engine Revision 350da97d (github): Refactor|libdoomsday|FS1|LumpCache: Moved LumpCache impl to lumpcache.cpp plus cleanup
- Its now a lot easier to see how this works...
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02:30 Doomsday Engine Revision b7552c99 (github): Refactor|libdoomsday|FS1: Implement pimpl in FS1 (class) with DENG2_PRIVATE, cleanup
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02:17 Doomsday Engine Revision fdc85665 (github): Cleanup: Removed obsolete FS1 file_s/filehandle_s, cleanup
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01:59 Doomsday Engine Revision 72a64c9f (github): Refactor|libdoomsday|FS1|FileHandle: Removed de::FileHandle C wrapper API
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01:34 Doomsday Engine Revision 9c26895b (github): Refactor|libdoomsday|FS1: Use de::FileHandle instead of the opaque filehandle_s at API level
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01:19 Doomsday Engine Revision 38c641a5 (github): Refactor|libdoomsday|FS1: Use de::File1 instead of the opaque file1_s at API level
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01:03 Doomsday Engine Revision d1b63ee1 (github): Refactor|libdoomsday|FS1: Remaining global FS1 functions are now C++
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00:46 Doomsday Engine Revision 9933e832 (github): Refactor|Resources|Client|Server: Use the FS1 C++ API directly
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00:01 Doomsday Engine Revision 5b2a13fc (github): Cleanup|API: Moved filename_t to libdoomsday's sys_direc.h
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00:00 Doomsday Engine Revision 9f42aced (github): Refactor|Client: Use de::String to compose screenshot save path
2014-06-17
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23:47 Doomsday Engine Revision 84661940 (github): Cleanup|API: Removed obsolete lumpname_t
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23:33 Doomsday Engine Revision 376dd915 (github): Cleanup|libdoomsday: Dumped the obsolete F_PrependBasePath()
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23:32 Doomsday Engine Revision 8d91617c (github): Refactor|Audio|Client: Use de::String to concatenate base path and music/sfx paths
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23:12 Doomsday Engine Revision 776c891d (github): Cleanup|libdoomsday: Removed the obsolete F_FileName(), moved F_MatchFileName()
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23:11 Doomsday Engine Revision 192a2627 (github): Refactor|libdoomsday|FS1: Replaced F_DumpLump() with F_DumpFile()
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23:04 Doomsday Engine Revision 62363252 (github): Cleanup|libcommon: Use de::String to extract file names from paths
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22:20 Doomsday Engine Revision ac59d9b1 (github): Cleanup|libdoomsday: Dumped various obsolete/unused F API routines
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18:13 Doomsday Engine Revision 8a74a4ad (github): Refactor|libdoomsday|FS1|Zip: Reimplemented Zip with LumpIndex, Entry and LumpFile
- This component now follows the high level design of FS1 Wad.
Next step: Invert the model of both FS1 Wad and Zip suc...
2014-06-16
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09:20 Doomsday Engine Revision 50c6c3a7 (github): Merge branch 'master' into revise-map-geometry-generation
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08:39 Doomsday Engine Revision 24146ff0 (github): libdoomsday|FS1|Wad: Cleanup
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08:15 Doomsday Engine Revision fa836a9c (github): libdoomsday|FS1|LumpIndex|Wad: Missing virtual destructors
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08:06 Doomsday Engine Revision 16da53c9 (github): Refactor|libdoomsday|FS1|Wad: Reimplemented Wad's internal lump LUT with LumpIndex
- Public access to the LumpIndex is provided as Wad is derived from it.
This pushes the high level design of the Wad co... -
05:36 Doomsday Engine Revision a3c5b1a7 (github): libdoomsday|FS1|Wad: Cleanup
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05:20 Doomsday Engine Revision fb30b69d (github): Refactor|libdoomsday|FS1|Wad: Cleanup Wad construction
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02:02 Doomsday Engine Revision ee9ff221 (github): Refactor|libdoomsday|FS1|Wad: Remodeled Wad internals with Entry and LumpFile
- Internally Wad now uses an Entry to represent lump in the tree and a
LumpFile to represent the data payload as an FS1... -
00:11 Doomsday Engine Revision a38eba1e (github): Fixed|Hexen|GameSession: Always update the internal.save when revisiting a map
- Somewhere down the line the logic for updating the old "reborn" slot
was confused resulting in explicit logic to not ... -
00:11 Doomsday Engine Revision d08e6c82 (github): Fixed|Doom|Music: Incorrect music for Doom2 TNT - MAP21
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00:02 Doomsday Engine Revision b9c2ec3c (github): Fixed|Hexen|GameSession: Always update the internal.save when revisiting a map
- Somewhere down the line the logic for updating the old "reborn" slot
was confused resulting in explicit logic to not ... -
00:01 Doomsday Engine Revision 0e369c82 (github): libdoomsday|FS1|Wad: Cleanup
2014-06-14
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17:38 Doomsday Engine Revision ce0244d9 (github): Refactor|libdoomsday: Implement pimpl in Zip using DENG2_PRIVATE, cleanup
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17:25 Doomsday Engine Revision 7e73027b (github): Refactor|libdoomsday: Implement pimpl in Wad using DENG2_PRIVATE, cleanup
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14:27 Doomsday Engine Revision 096c7fae (github): Refactor|ResourceSystem|CompositeTexture: Cleaned up Composite texture initialization somewhat
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12:48 Doomsday Engine Revision d12342aa (github): Merge branch 'master' into revise-map-geometry-generation
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12:15 Doomsday Engine Revision 4e7a4bdf (github): Refactor|ResourceSystem: Composite, Flat and Sprite textures are initialized together
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11:13 Doomsday Engine Revision 466dd745 (github): libdoomsday|FS1: Added FS1::lump(), LumpIndex::contains()
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10:17 Doomsday Engine Revision 49b7f11d (github): Cleanup|libdoomsday|FS1|File1: Use DENG2_AS_IS_METHODS with de::File1
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09:19 Doomsday Engine Revision 047c3425 (github): libdoomsday|FS1: Provide const access to FS1's loaded FileList
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07:37 Doomsday Engine Revision 6865b76c (github): libdoomsday|LumpIndex: Cleanup
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07:15 Doomsday Engine Revision e7e50596 (github): Cleanup: Use LumpIndex::findAll() for processing DD_DIREC/DD_DEFNS lumps
- Also moved printing of the lump index contents out of LumpIndex.
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04:52 Doomsday Engine Revision 1088c65d (github): ResourceSystem|CompositeTexture: Dispose of PatchNames once CompositeTextures are initialized, cleanup
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03:52 Doomsday Engine Revision 0f6ec397 (github): Cleanup: Use LumpIndex::operator [] (lumpnum_t)
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03:50 Doomsday Engine Revision 3add87de (github): Refactor|libdoomsday|LumpIndex: Added LumpIndex::findAll(), renamed other members for consistency
- LumpIndex::findAll() collates the indices (lumpnum_t) of all lumps
in the index whose path matches the search term (i... -
02:09 Doomsday Engine Revision 9535d406 (github): Refactor|libdoomsday|LumpIndex: Implement pimpl in LumpIndex using DENG2_PRIVATE, cleanup
2014-06-12
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09:48 Doomsday Engine Revision 07c6dad3 (github): Fixed|Doom|Music: Incorrect music for Doom2 TNT - MAP21
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00:42 Doomsday Engine Revision d645c05d (github): Refactor|SectorCluster: Reformatted shine Shard construction for flats and walls
- Apply the same three-phase structure to shine shard construction.
2014-06-11
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23:33 Doomsday Engine Revision eaaf0985 (github): Refactor|SectorCluster: Reformatted Shard construction for flats and walls
- Both flats and walls are now constructed with similarly structured
high level logics which split the task into three ... -
21:45 Doomsday Engine Revision 01d035df (github): Merge branch 'master' into revise-map-geometry-generation
2014-06-10
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16:57 Doomsday Engine Revision f9d730a3 (github): Renderer|DrawList|Shard: Replaced DrawList::Spec::GeomGroup with Shard::Type
- Rather than determine at Shard construction time which DrawList the
geometry will be written to, it makes more sense ... -
00:30 Doomsday Engine Revision 3e9da450 (github): Refactor|SectorCluster: Fold "splinter" logic for dynamic lights and shadows
- We can now use exactly the same logic for dynamic shadows as is used
for dynamic lights (aside from the fact the firs...
2014-06-09
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23:56 Doomsday Engine Revision 7ae91e39 (github): Merge branch 'master' into revise-map-geometry-generation
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22:47 Doomsday Engine Revision 3f88ce89 (github): Refactor|SectorCluster|Client: Continued cleaning up Shard preparation
- Now that a Shard's DrawList spec can be configured post construction
and calculation of the per-primitive texture tra...
2014-06-08
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15:32 Doomsday Engine Revision ca6acd9a (github): Refactor|SectorCluster: Consolidated various logics used during Shard preparation
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10:12 Doomsday Engine Revision 5d881fbf (github): Cleanup|Renderer|WallEdge: Removed the now redundant WallEdge::Section::NoFakeRadio flag
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09:59 Doomsday Engine Revision 0c2a9389 (github): Renderer|SectorCluster: Prepare wall section Shards for ambient occlusion separately
- Preparing Shards for ambient occlusion must work independently from
the preparation of Shards for the wall sections g... -
07:50 Doomsday Engine Revision 164bc6a0 (github): Renderer|Shard: Cleanup
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07:29 Doomsday Engine Revision 319170cd (github): Renderer|Shard: Convenient method of applying GLTextureUnit maps to Shard
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05:50 Doomsday Engine Revision 81e6bec7 (github): Cleanup|Renderer|GLTextureUnit: Removed unused GLTextureUnit (in)equality operators
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05:38 Doomsday Engine Revision ee1f8a72 (github): Refactor|Renderer|DrawList|Shard: Revised how GL texture transforms are handled by DrawList
- Defer calculation of scale and translation matrices for GL texture
transforms until the DrawList is rendered; store r... -
04:23 Doomsday Engine Revision d39bf18d (github): Fixed|Renderer|ContactSpreader: Dynlights spread through walls whose middle material is not opaque
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03:10 Doomsday Engine Revision 2bc12537 (github): Cleanup|Renderer|SectorCluster: Removed garbage code in shiny surface preparation
- Setting the primitive texture offset and scale is only needed for the
masked texture, not the shine texture as well.
2014-06-07
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23:31 Doomsday Engine Revision 8c404aae (github): Refactor|Renderer|DrawList|Shard: Began cleaning up Shard, DrawList::Spec configuration
2014-06-06
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04:03 Doomsday Engine Revision 3ebb1db5 (github): Renderer|Shard: Defer setup of the Shard DrawListSpec post construction
- Now that writing to the Drawlists is done post Shard construction it
makes sense to allow the list specification to c...
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