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danij's activity

From 2014-06-06 to 2014-06-19

2014-06-19

10:56 Doomsday Engine Revision 2fd2241b (github): Client|Plugin: Use de::String to extract plugin names from paths, cleanup
danij
09:15 Doomsday Engine Revision 8fcdc38b (github): libdoomsday|Console: Log the full error message should a Con_Parse() fail
danij
09:06 Doomsday Engine Revision feafb825 (github): Refactor|Console|libdoomsday: Use de::Path for the default config path
danij
08:45 Doomsday Engine Revision ca9db5bf (github): Windows: Cleanup Windows specific application init
danij
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
danij
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...
danij
07:29 Doomsday Engine Revision a215b5c7 (github): Windows: Dumped the now unused Wide/Ansi string conversion utilities
danij
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...
danij
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
danij
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 danij

2014-06-18

07:09 Doomsday Engine Revision 4e3464b4 (github): libdoomsday|FS1: Minor cleanup
danij
06:43 Doomsday Engine Revision 9c94d2cf (github): Refactor|libdoomsday|FileHandle: Merged FileHandleBuilder into FileHandle
FileHandles are now constructed using static methods of this class. danij
05:35 Doomsday Engine Revision 0ddc270c (github): Refactor|libdoomsday|FS1: Removed F_ReadLumpSection(), F_CacheLump(), F_UnlockLump()
danij
05:03 Doomsday Engine Revision fd9f649d (github): Refactor|libdoomsday|FS1: Removed F_Delete()
danij
04:37 Doomsday Engine Revision 00812eee (github): Refactor|libdoomsday|FS1: Removed F_Open(), F_LumpNumForName()
danij
04:06 Doomsday Engine Revision 55cd8e7c (github): Refactor|libdoomsday|FS1: Removed F_FindFileForLumpNum()
danij
03:28 Doomsday Engine Revision 3af44a98 (github): Cleanup|libdoomsday|FS1: Minor formatting/style cleanup
danij
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... danij
02:30 Doomsday Engine Revision b7552c99 (github): Refactor|libdoomsday|FS1: Implement pimpl in FS1 (class) with DENG2_PRIVATE, cleanup
danij
02:17 Doomsday Engine Revision fdc85665 (github): Cleanup: Removed obsolete FS1 file_s/filehandle_s, cleanup
danij
01:59 Doomsday Engine Revision 72a64c9f (github): Refactor|libdoomsday|FS1|FileHandle: Removed de::FileHandle C wrapper API
danij
01:34 Doomsday Engine Revision 9c26895b (github): Refactor|libdoomsday|FS1: Use de::FileHandle instead of the opaque filehandle_s at API level
danij
01:19 Doomsday Engine Revision 38c641a5 (github): Refactor|libdoomsday|FS1: Use de::File1 instead of the opaque file1_s at API level
danij
01:03 Doomsday Engine Revision d1b63ee1 (github): Refactor|libdoomsday|FS1: Remaining global FS1 functions are now C++
danij
00:46 Doomsday Engine Revision 9933e832 (github): Refactor|Resources|Client|Server: Use the FS1 C++ API directly
danij
00:01 Doomsday Engine Revision 5b2a13fc (github): Cleanup|API: Moved filename_t to libdoomsday's sys_direc.h
danij
00:00 Doomsday Engine Revision 9f42aced (github): Refactor|Client: Use de::String to compose screenshot save path
danij

2014-06-17

23:47 Doomsday Engine Revision 84661940 (github): Cleanup|API: Removed obsolete lumpname_t
danij
23:33 Doomsday Engine Revision 376dd915 (github): Cleanup|libdoomsday: Dumped the obsolete F_PrependBasePath()
danij
23:32 Doomsday Engine Revision 8d91617c (github): Refactor|Audio|Client: Use de::String to concatenate base path and music/sfx paths
danij
23:12 Doomsday Engine Revision 776c891d (github): Cleanup|libdoomsday: Removed the obsolete F_FileName(), moved F_MatchFileName()
danij
23:11 Doomsday Engine Revision 192a2627 (github): Refactor|libdoomsday|FS1: Replaced F_DumpLump() with F_DumpFile()
danij
23:04 Doomsday Engine Revision 62363252 (github): Cleanup|libcommon: Use de::String to extract file names from paths
danij
22:20 Doomsday Engine Revision ac59d9b1 (github): Cleanup|libdoomsday: Dumped various obsolete/unused F API routines
danij
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...
danij

2014-06-16

09:20 Doomsday Engine Revision 50c6c3a7 (github): Merge branch 'master' into revise-map-geometry-generation
danij
08:39 Doomsday Engine Revision 24146ff0 (github): libdoomsday|FS1|Wad: Cleanup
danij
08:15 Doomsday Engine Revision fa836a9c (github): libdoomsday|FS1|LumpIndex|Wad: Missing virtual destructors
danij
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...
danij
05:36 Doomsday Engine Revision a3c5b1a7 (github): libdoomsday|FS1|Wad: Cleanup
danij
05:20 Doomsday Engine Revision fb30b69d (github): Refactor|libdoomsday|FS1|Wad: Cleanup Wad construction
danij
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...
danij
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 ...
danij
00:11 Doomsday Engine Revision d08e6c82 (github): Fixed|Doom|Music: Incorrect music for Doom2 TNT - MAP21
danij
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 ...
danij
00:01 Doomsday Engine Revision 0e369c82 (github): libdoomsday|FS1|Wad: Cleanup
danij

2014-06-14

17:38 Doomsday Engine Revision ce0244d9 (github): Refactor|libdoomsday: Implement pimpl in Zip using DENG2_PRIVATE, cleanup
danij
17:25 Doomsday Engine Revision 7e73027b (github): Refactor|libdoomsday: Implement pimpl in Wad using DENG2_PRIVATE, cleanup
danij
14:27 Doomsday Engine Revision 096c7fae (github): Refactor|ResourceSystem|CompositeTexture: Cleaned up Composite texture initialization somewhat
danij
12:48 Doomsday Engine Revision d12342aa (github): Merge branch 'master' into revise-map-geometry-generation
danij
12:15 Doomsday Engine Revision 4e7a4bdf (github): Refactor|ResourceSystem: Composite, Flat and Sprite textures are initialized together
danij
11:13 Doomsday Engine Revision 466dd745 (github): libdoomsday|FS1: Added FS1::lump(), LumpIndex::contains()
danij
10:17 Doomsday Engine Revision 49b7f11d (github): Cleanup|libdoomsday|FS1|File1: Use DENG2_AS_IS_METHODS with de::File1
danij
09:19 Doomsday Engine Revision 047c3425 (github): libdoomsday|FS1: Provide const access to FS1's loaded FileList
danij
07:37 Doomsday Engine Revision 6865b76c (github): libdoomsday|LumpIndex: Cleanup
danij
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. danij
04:52 Doomsday Engine Revision 1088c65d (github): ResourceSystem|CompositeTexture: Dispose of PatchNames once CompositeTextures are initialized, cleanup
danij
03:52 Doomsday Engine Revision 0f6ec397 (github): Cleanup: Use LumpIndex::operator [] (lumpnum_t)
danij
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...
danij
02:09 Doomsday Engine Revision 9535d406 (github): Refactor|libdoomsday|LumpIndex: Implement pimpl in LumpIndex using DENG2_PRIVATE, cleanup
danij

2014-06-12

09:48 Doomsday Engine Revision 07c6dad3 (github): Fixed|Doom|Music: Incorrect music for Doom2 TNT - MAP21
danij
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. danij

2014-06-11

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 ...
danij
21:45 Doomsday Engine Revision 01d035df (github): Merge branch 'master' into revise-map-geometry-generation
danij

2014-06-10

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 ...
danij
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...
danij

2014-06-09

23:56 Doomsday Engine Revision 7ae91e39 (github): Merge branch 'master' into revise-map-geometry-generation
danij
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...
danij

2014-06-08

15:32 Doomsday Engine Revision ca6acd9a (github): Refactor|SectorCluster: Consolidated various logics used during Shard preparation
danij
10:12 Doomsday Engine Revision 5d881fbf (github): Cleanup|Renderer|WallEdge: Removed the now redundant WallEdge::Section::NoFakeRadio flag
danij
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...
danij
07:50 Doomsday Engine Revision 164bc6a0 (github): Renderer|Shard: Cleanup
danij
07:29 Doomsday Engine Revision 319170cd (github): Renderer|Shard: Convenient method of applying GLTextureUnit maps to Shard
danij
05:50 Doomsday Engine Revision 81e6bec7 (github): Cleanup|Renderer|GLTextureUnit: Removed unused GLTextureUnit (in)equality operators
danij
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...
danij
04:23 Doomsday Engine Revision d39bf18d (github): Fixed|Renderer|ContactSpreader: Dynlights spread through walls whose middle material is not opaque
danij
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.
danij

2014-06-07

23:31 Doomsday Engine Revision 8c404aae (github): Refactor|Renderer|DrawList|Shard: Began cleaning up Shard, DrawList::Spec configuration
danij

2014-06-06

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...
danij
 

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