danij's activity
From 2014-10-24 to 2014-11-06
2014-11-06
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15:04 Doomsday Engine Bug #1896: Validating Group def tic durations (value -1 is mishandled/unsupported)
- Something I'd like to do in a future version is redesign how the sky-glow is sampled. Presently this works by evaluat...
2014-11-05
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00:08 Doomsday Engine Bug #1894: [Heretic] Map that relies on original footclipping
- Thanks for the clarification. That explains a lot (why it works in vanilla, is fixed in dday when not loading a save,...
2014-11-04
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13:03 Doomsday Engine Bug #1894: [Heretic] Map that relies on original footclipping
- I'm not sure what you mean by "vanilla bug that upon loading a save game, all mobjs are considered in the sector thei...
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11:07 Doomsday Engine Bug #1894: [Heretic] Map that relies on original footclipping
- Foot-clipping should not actually matter here, as its a visual effect only. Needs investigating further.
2014-10-28
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16:57 Doomsday Engine Bug #1856 (In Progress): Alert on first launch because game.cfg not found
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16:26 Doomsday Engine Bug #1892 (Closed): Window incorrectly sized when display mode changes during startup (random)
- sonicdoommario wrote:
This is an issue I have had since the 1.15 unstable builds. Sometimes, when starting Doomsday,... -
13:40 Doomsday Engine Feature #1891: Notification area animations
- skyjake wrote:
> separate indicator for each subsystem
To me this seems like unnecessary complication. I really can...
2014-10-27
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22:01 Doomsday Engine Feature #1848: Auto-hide warning indicator after X minutes
- Another minor improvement I'd like to see is for the indicator to "flex" when a new alert first occurs. Presently, if...
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21:02 Doomsday Engine Feature #1848: Auto-hide warning indicator after X minutes
- There is a potential for miscommunication of the status of the alert(s) with this kind of mechanism. If an uneducated...
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16:46 Doomsday Engine Bug #1889 (Closed): Resetting last-used/quick save slot on game change
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16:46 Doomsday Engine Bug #1889 (Closed): Resetting last-used/quick save slot on game change
- When the game changes the last-used/quick save slots determined for previous game are not forgotten.
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15:35 Doomsday Engine Bug #1591: [BSP] Fully overlapped map geometry is not always split
- The issue with the creation of superfluous line segments has now been addressed for 1.15
The second issue concerni...
2014-10-25
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23:42 Doomsday Engine Bug #1591 (In Progress): [BSP] Fully overlapped map geometry is not always split
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21:06 Doomsday Engine Bug #1591: [BSP] Fully overlapped map geometry is not always split
- Closer inspection reveals there are actually two underlying issues here that result in geometry being split incorrect...
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