Activity
From 2006-10-13 to 2006-10-26
2006-10-26
- 20:52 Revision 60c204af (github): Flag up some more 64bit errors
- 19:37 Revision a94cf431 (github): Flag up some more 64bit errors
- 06:05 Revision 28a3b6c0 (github): Revised vertexowner (sectors + lines) allocation and processing. New code should be a lot faster but is a little more complex.
- Implemented on a tip off from the Risen3D sources. Note however, this new code is not at all based on that in Risen3D...
- 04:49 Revision 314d3247 (github): The linesInSector and ssecsInSector tables are only used during P_GroupLines, they do not need to exist for the life of the current level. Now freed when exiting that routine. Changed the allocation mechanism to M_Malloc, no need to use the zone. Made a few more zone allocations PU_LEVELSTATIC where appropriate.
2006-10-25
- 20:32 Revision 03dce6c2 (github): subsector_t->numverts should be short not char.
- 20:17 Revision bf0f13da (github): Changed line_t->sidenum to side ptrs for convenience.
2006-10-24
- 20:35 Revision 7fe2a0ca (github): When selecting a list the detail texture (if any) is used when comparing against the primitive to be written. This makes primitives with the same texture to be seen as unique if they have different detail textures and thus they will be added to separate lists (needed for the new debug rendering mode "rend-tex = 2").
- 02:06 Revision 09b0281d (github): Further tweaks to improve transitioning to/from a camera; no change in viewheight (fixed perceived "jump" when leaving camera mode).
2006-10-23
- 23:54 Revision 169a9bf7 (github): Fixed BUG #1582440: Glowing textures don't work on mid textures.
- 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.
- 16:42 Revision 2fa3229b (github): Fixed missing par time stat in intermission.
- 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.
2006-10-22
2006-10-21
2006-10-19
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...
2006-10-16
- 00:57 Revision d528a05b (github): Added missing new line at file end.
- 00:21 Revision 4fd72f67 (github): Extracted the colour-keying and image alpha checking into separate routines and moved to gl_tex.c
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.
- 20:27 Revision c307326e (github): Changed to UTF-8.
- 16:57 Revision 3ec82c92 (github): Remove duplicate flare texture.
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 ...
- 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.
- 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.
- 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).
- 02:12 Revision d4009431 (github): Fixed an inaccuracy in the defined value of PI.
- 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).
- 00:57 Revision a4194d89 (github): Changed to UTF-8.
- 00:49 Revision ab83fec3 (github): Use Memory management wrappers. Clean up.
- 00:06 Revision 7ddec61a (github): More fixes for warnings produced by gcc.
2006-10-13
- 20:22 Revision 65cdd2b9 (github): Fixed a few more compiler warnings (gcc).
- 19:41 Revision 54911b8b (github): Use the seg facing flag instead of recalculating in the dynlight code (optimize).
- 18:58 Revision aa568ddd (github): Fixed typo.
- 18:50 Revision 8368038f (github): Use Memory management wrappers. Clean up.
- 06:49 Revision 19a53221 (github): Moved (f/dd/div)vertex_t members (x,y (z)) into pos[VX, VY (VZ)].
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