skyjake's activity
From 2014-10-15 to 2014-10-28
2014-10-28
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13:51 Doomsday Engine Feature #1891: Notification area animations
- I restored the accidentally deleted comment. We can certainly look into better Redmine themes, although I'm pretty su...
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13:22 Doomsday Engine Feature #1891: Notification area animations
- vermil wrote:
> option to split the currently one warning indication log, into multiple smaller ones
I kind of li... -
11:43 Doomsday Engine Feature #1891 (Progressed): Notification area animations
- The animations occurring in the notification area could be improved further. For instance, if an alert notification s...
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11:45 Doomsday Engine Feature #1848: Auto-hide warning indicator after X minutes
- I added #1891 to cover overall improvements to the notification area, as these are not specific to the alerts as such...
2014-10-27
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20:08 Doomsday Engine Feature #1848 (Closed): Auto-hide warning indicator after X minutes
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17:16 Doomsday Engine Feature #1852: Support for Oculus Rift DK2 (extended desktop mode, LibOVR 0.4.3)
- With LibOVR 0.4.2 things are working a bit better. However, direct rendering mode does not appear to be compatible wi...
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17:14 Doomsday Engine Feature #1246 (Closed): Support newer model formats and skeletal animation
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17:13 Doomsday Engine Feature #1246: Support newer model formats and skeletal animation
- Closing this issue because it is so old and 1.15 now uses libassimp to import various model formats, and the GL2 mode...
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17:06 Doomsday Engine Feature #8: New GL2 based model renderer
- Added issue #1890 as a continuation of this work. The renderer itself is fully functional at the moment, the next ste...
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17:05 Doomsday Engine Feature #8 (Closed): New GL2 based model renderer
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17:04 Doomsday Engine Feature #1890 (Closed): New sequence-based model animation mechanism
- Now that a new subsystem exists for rendering models (#8), it needs to have a more sophisticated animation mechanism ...
2014-10-26
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19:08 Doomsday Engine Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- This should be re-tested with all the recent threading-related fixes.
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18:43 Doomsday Engine Bug #1873: [HeXen DK] multiplayer crash on Sump
- Committed a fix that should prevent the crash. Played around Sump in MP for a while without crashing, the biggest pro...
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18:42 Doomsday Engine Bug #1873 (Feedback): [HeXen DK] multiplayer crash on Sump
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17:55 Doomsday Engine Bug #1873 (In Progress): [HeXen DK] multiplayer crash on Sump
2014-10-20
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15:35 Doomsday Engine Feature #1887 (Closed): Migrate project build system to CMake 3
- CMake is much improved compared to the last time Doomsday used CMake for building the project. Nowadays we should be ...
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15:17 Doomsday Engine Feature #1886 (In Progress): Use SDL 2 for window management, display modes, color correction, and keyboard/mouse/gamepad input
- SDL 2 has quite good support for low-level functionality that is essential to games. Particularly, it supports native...
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15:14 Doomsday Engine Feature #1741 (Closed): Upgrade to SDL 2
2014-10-18
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20:10 Doomsday Engine Bug #1881: 350+ exceptions thrown during initial startup (prior to loading a game)
- Any breakdown on the type of exceptions being thrown?
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20:06 Doomsday Engine Bug #1880: Key repeat rate is dependent on the user's configuration at OS level
- This change was introduced in "version 1.11":http://dengine.net/dew/index.php?title=Detailed_list_of_changes_in_Dooms...
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20:00 Doomsday Engine Bug #1882: 1.15.0 Build #1385 Multiplayer options game server list
- Are these your own servers? Currently there is a known issue where a server is reported twice if Doomsday finds it bo...
2014-10-15
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17:53 Doomsday Engine Feature #1877: [Updater] Use Sparkle for automatic updates (on OS X)
- This topic is highly platform-specific. On OS X, we are dealing with self-contained application bundles that are simp...
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10:07 Doomsday Engine Feature #1877: [Updater] Use Sparkle for automatic updates (on OS X)
- I suppose the main benefit would be on the Mac where our own updater is pretty wonkily implemented (generated scripts...
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