Activity
From 2006-10-18 to 2006-10-31
2006-10-31
- 20:46 Revision c5077257 (github): Packaging updates. Correctly adjust libs
- 19:03 Revision 20dac881 (github): Edgy updates
- 18:49 Revision 2e05a66f (github): Clean up what look like inconsistencies in the rangechecking defines to me. In some areas it looked unconditional - it should now be conditinally toggled on or off as needed
- 18:36 Revision 2aa08159 (github): New options - debug, profile, and rangechecking related. Mark some options as advanced. Make defaults match help text
- 18:22 Revision cbc3c2f9 (github): Sync with Edgy
2006-10-30
- 23:09 Feature #1429: Support for Freedoom
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I'd rather it stay open until I can play FreeDoom in Doomsday the way... - 14:44 Feature #1431 (Closed): [GAME REQUEST] -Blood-
- Can you add Blood game(original or exp) to games list
on a future?
It would be nice...
*Labels:* Non-Doom Games
2006-10-29
- 13:51 Revision 7489b10f (github): Added build options for compiling with _DEBUG and DD_PROFILE.
- 04:40 Revision 87a55657 (github): Reinstate the backside clipping range when the viewplayer is in the void.
- 03:24 Revision db83c34e (github): Sprinkled some timers throughout the level load routines. It certainly looks like pre-caching is now the slowest performing stage in the level load process.
- 02:52 Revision c0bb7090 (github): Cleanup.
2006-10-28
- 23:37 Revision 7c55de26 (github): Removed last of the MAX_POLY_SIDES related fixed limits. Cleanup.
- 22:10 Revision bcbf11f8 (github): Cleanup.
- 20:20 Revision 4a484954 (github): edgy updates
- 16:28 Revision 1edc1804 (github): fix script output
- 01:29 Revision d67d36ef (github): Fixed allocation of the array of plane vars used during lumobj for subsector, plane iteration. Use a global buffer and resize when necessary (rather than each time the array is needed). Also increased the number of lumobjs allocated on initial allocation to 32 from 8 (given that we now have decor lights 8 is far too small a number).
- 00:12 Revision b8d7fcc3 (github): Fixed a couple of problems introduced by recent changes.
2006-10-27
- 20:30 Revision 5a359ba2 (github): Fix for MSVC not having stdint.h
- 19:16 Revision 6feebf43 (github): Fix 64bit issues in mutex code. Build and run tested on amd64
- 13:36 Revision 98f97303 (github): find more 64bit errors. TTBOMK all 64bit errors in the engine have now been found. common & plugins need investigation. Build tested on amd64 and i386, but not play tested
- 08:22 Revision 461111ce (github): specfically identify 64bit errors - sorry no fixes as yet
- 05:48 Revision 1548410d (github): Split Rend_RenderWallSeg into two separate routines, one for single-sided segs and another for two-sided segs. All skyfixes for a given subsector are now rendered in the same place; Rend_SSectSkyFixes.
- 00:20 Revision f9197d0c (github): Fixed odd behaviour after introducing 64bit assertions (changed logic structure).
- 00:10 Revision 7444f090 (github): Fixed FTBFS issue.
- 00:00 Revision e209bb1c (github): Further cleanup. Tweak to fakeradio shadowpoly width calculation.
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.
- 20:54 Bug #380: Glowing textures don't work on mid textures
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Fixed in SVN for 1.9.0-beta5. - 20:29 Bug #275: Model skins not rendered in D3D
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Is this now fixed in the lastest version? - 20:26 Bug #203: General network instability
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Closing as too old. - 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... - 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... - 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
- 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 ... - 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.
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...
- 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.
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