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From 2006-10-10 to 2006-10-23

2006-10-23

23:54 Revision 169a9bf7 (github): Fixed BUG #1582440: Glowing textures don't work on mid textures.
danij
23:20 Revision 263248dd (github): Fixed bug #927603: XG Wind bug. Mobjs affected by sectors with floor/ceiling wind when they straddled the sector on a ledge above/below.
danij
20:54 Bug #380: Glowing textures don't work on mid textures
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Fixed in SVN for 1.9.0-beta5.
danij
20:29 Bug #275: Model skins not rendered in D3D
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Is this now fixed in the lastest version?
danij
20:26 Bug #203: General network instability
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Closing as too old.
danij
20:24 Feature #1318: Creating Bullet Holes
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Yes, a decal system would mean proper edge clipping. The decals
would be rendered pr...
skyjake
20:21 Bug #170: XG Wind bug
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Yep, you are correct. We should not be using mobj->floorz in
this comparison as it i...
danij
16:42 Revision 2fa3229b (github): Fixed missing par time stat in intermission.
danij
16:20 Revision 49ebf4e0 (github): Fixed bug where the cheats CF_CLIP and CF_GODMODE were always deactivated when changing back to a "real" player from a camera.
danij

2006-10-22

17:12 Bug #380 (Closed): Glowing textures don't work on mid textures
Glowing textures don't work on mid textures with
transparrent parts.
Though it works if you place said texture ...
vermil
14:26 Revision c7ac735d (github): Fixed usage of the ambient lighting cvar. The user-set value was being incorrectly reset on map load due to the fact that r_ambient was being used to hold the value of the cvar.
danij

2006-10-21

18:59 Revision 1d22fa00 (github): Removed MAXBUTTONS fixed limit.
danij

2006-10-19

12:51 Revision 493e1999 (github): Doxygen updates. Make sure we generate in UTF-8 so it doesn't look like a grabled mess O_O
yagisan

2006-10-18

18:56 Revision a0aa03dc (github): Implemented engine-side CCmd parameter validation as discussed previously, as a preparatory step for the planned integration of a scripting language into the console later in the 1.9.x series. CCmds can opt-out of engine-side validation by not specifying a usage control string when registered.
TODO: Split console commands with different actions depending on number of parameters; apply the "overloaded" functio... danij
13:42 Bug #323: [DOOM/HEXEN/HERETIC] Console command 'warp' without space
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Fixed for Doomsday 1.9.0-beta5.
Will be commited to SVN soon.
danij

2006-10-16

15:44 Bug #379: Heretic e1m5 stairs won't rise
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This is a known bug in 1.9.0-beta4 and has been reported
numerous times in this trac...
danij
04:02 Bug #379 (Closed): Heretic e1m5 stairs won't rise
I am using v1.9.0-beta4 of Doomsday and am playing
Heretic. On level e1m5, after retrieving the yellow
key, I hit...
eightballz
00:57 Revision d528a05b (github): Added missing new line at file end.
danij
00:21 Revision 4fd72f67 (github): Extracted the colour-keying and image alpha checking into separate routines and moved to gl_tex.c
danij

2006-10-15

20:32 Revision 929600c1 (github): Began splitting gl_tex.c into smaller files. Separated all the texture management routines out and into gl_texmanager.c. gl_tex.c now consists entirely of image manipulation algorithms.
danij
20:27 Revision c307326e (github): Changed to UTF-8.
danij
16:57 Revision 3ec82c92 (github): Remove duplicate flare texture.
danij

2006-10-14

23:43 Revision 1a6dfeeb (github): Fixed segv problem with "rend-tex 2" (thanks yagisan).
Fixed lighting discrepancies (light adaptation was being applied twice for mobj sprites and models). Minor tweaks in ... danij
17:44 Revision 202f52db (github): Moved more decisions affecting rendpolys further up the logic hierarchy to make better use of surface_t.
Fixes for bugs with shiny textures and polyobjects introduced by recent changes. danij
06:41 Revision 364ae81a (github): Implemented a new rendering mode to help debug lighting issues. Setting cvar "rend-tex 2"; Doomsday will render all world surfaces using the gray.png texture.
danij
04:28 Revision 105added (github): Store pre calculated floating point coords for vertexes in seg_t. Save having to FIX2FLT() every time we need them (several thousand times per frame).
danij
02:12 Revision d4009431 (github): Fixed an inaccuracy in the defined value of PI.
danij
02:03 Revision 9882d13b (github): Replaced numerous instances of divide by 255 in time critical code with multiplication by reciprocal255 (the value taken for this is from the Risen3D source).
danij
00:57 Revision a4194d89 (github): Changed to UTF-8.
danij
00:49 Revision ab83fec3 (github): Use Memory management wrappers. Clean up.
danij
00:06 Revision 7ddec61a (github): More fixes for warnings produced by gcc.
danij

2006-10-13

20:22 Revision 65cdd2b9 (github): Fixed a few more compiler warnings (gcc).
danij
19:41 Revision 54911b8b (github): Use the seg facing flag instead of recalculating in the dynlight code (optimize).
danij
18:58 Revision aa568ddd (github): Fixed typo.
danij
18:50 Revision 8368038f (github): Use Memory management wrappers. Clean up.
danij
06:49 Revision 19a53221 (github): Moved (f/dd/div)vertex_t members (x,y (z)) into pos[VX, VY (VZ)].
danij

2006-10-12

22:42 Revision c56d45aa (github): Shutup gcc (fixed compiler warnings). Cleanup decor light code.
danij
21:32 Feature #1426: Disable automatic translucency in command line/Snowberry
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Added cvar "rend-sprite-alpha". 1=Enable variable
translucency on sprites.
Implem...
danij
21:07 Revision 357a101e (github): Cleanup.
danij
21:00 Revision ff6b31a5 (github): Fixed "/tmp/doomsday/engine/portable/src/p_particle.c:279: error: static declaration of 'P_Uncertain' follows non-static declaration".
danij
20:42 Revision 45238baa (github): Cleanup.
danij
20:16 Revision fdcea1f6 (github): Changed to UTF-8.
danij
19:35 Revision dcbd275d (github): Further clean up. Use unsigned types for indices where possible (self-document). Fixed signed/unsigned mismatch in comparison for checking the status of the matched word list.
danij
19:30 Revision e0eefd2f (github): Fixed "/tmp/doomsday/engine/portable/include/con_bind.h:50: error: previous declaration of 'B_SetBindClass' was here...".
danij
01:29 Revision 853acd59 (github): OPTIMIZE: Changed wall seg rendering. Previously we were calculating whether each wall seg, in all visible subsectors faced the viewer at least three times per seg per frame unnecessarily. This calculation is now done once per frame per seg in visible subsectors and seg_t->flags updated with SEGINF_FACINGFRONT if true.
Cleaned up con_bind.c, event bindings are now put into separate arrays depending on event_t->type. This plus the othe... danij

2006-10-10

20:32 Revision 3edb118a (github): Enable dropengl to be fully MAO built
yagisan
20:23 Revision cffa41ad (github): In a MAO build divide jhexen into about 4 'modules' roughly along subsystem lines. (too much effort at this time to make it fully MAO, but this should allow optimisation along subsystems).
yagisan
18:50 Revision bd49b144 (github): In a MAO build divide jheretic into about 3 'modules' roughly along subsystem lines. (too much effort at this time to make it fully MAO, but this should allow optimisation along subsystems). p_oldsvg and m_random currently not MAO.
yagisan
17:39 Revision be0d5914 (github): In a MAO build divide jdoom into about 3 'modules' roughly along subsystem lines. (too much effort at this time to make it fully MAO, but this should allow optimisation along subsystems). p_oldsvg and m_random currently not MAO.
yagisan
12:17 Revision d89b9170 (github): In a MAO build divide doomsday into about 10 'modules' roughly along subsystem lines. (too much effort at this time to make it fully MAO, but this should allow optimisation along subsystems). Arch specific is not MOA.
yagisan
 

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