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From 2006-10-20 to 2006-11-02

2006-11-01

23:17 Revision 5fdbdace (github): Made dynlight indices unsigned for faster iteration and to increase fixed limits.
Re-instated numerous internal profilers activated when #ifdef DD_PROFILE.
Various other minor tweaks to improve reada...
danij

2006-10-31

20:46 Revision c5077257 (github): Packaging updates. Correctly adjust libs
yagisan
19:03 Revision 20dac881 (github): Edgy updates
yagisan
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
yagisan
18:36 Revision 2aa08159 (github): New options - debug, profile, and rangechecking related. Mark some options as advanced. Make defaults match help text
yagisan
18:22 Revision cbc3c2f9 (github): Sync with Edgy
yagisan

2006-10-30

23:09 Feature #1429: Support for Freedoom
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Originator: NO
I'd rather it stay open until I can play FreeDoom in Doomsday the way...
yagisan
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
hellfrank

2006-10-29

13:51 Revision 7489b10f (github): Added build options for compiling with _DEBUG and DD_PROFILE.
danij
04:40 Revision 87a55657 (github): Reinstate the backside clipping range when the viewplayer is in the void.
danij
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.
danij
02:52 Revision c0bb7090 (github): Cleanup.
danij

2006-10-28

23:37 Revision 7c55de26 (github): Removed last of the MAX_POLY_SIDES related fixed limits. Cleanup.
danij
22:10 Revision bcbf11f8 (github): Cleanup.
danij
20:20 Revision 4a484954 (github): edgy updates
yagisan
16:28 Revision 1edc1804 (github): fix script output
yagisan
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).
danij
00:12 Revision b8d7fcc3 (github): Fixed a couple of problems introduced by recent changes.
danij

2006-10-27

20:30 Revision 5a359ba2 (github): Fix for MSVC not having stdint.h
yagisan
19:16 Revision 6feebf43 (github): Fix 64bit issues in mutex code. Build and run tested on amd64
yagisan
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
yagisan
08:22 Revision 461111ce (github): specfically identify 64bit errors - sorry no fixes as yet
yagisan
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.
danij
00:20 Revision f9197d0c (github): Fixed odd behaviour after introducing 64bit assertions (changed logic structure).
danij
00:10 Revision 7444f090 (github): Fixed FTBFS issue.
danij
00:00 Revision e209bb1c (github): Further cleanup. Tweak to fakeradio shadowpoly width calculation.
danij

2006-10-26

20:52 Revision 60c204af (github): Flag up some more 64bit errors
yagisan
19:37 Revision a94cf431 (github): Flag up some more 64bit errors
yagisan
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... danij
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.
danij

2006-10-25

20:32 Revision 03dce6c2 (github): subsector_t->numverts should be short not char.
danij
20:17 Revision bf0f13da (github): Changed line_t->sidenum to side ptrs for convenience.
danij

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").
danij
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).
danij

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
 

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