Activity
From 2007-01-26 to 2007-02-08
2007-02-08
- 01:05 Revision 3a2f399e (github): Updated cbuffer_t with a new means to retrieve lines. Con_BufferGetLines() returns an array of ptrs from the given buffer. This was added to eliminate the problem of meshing due to the fact that multiple threads can write to a cbuffer_t, meaning that their contents could (and often do) change while one thread is rendering and another is writing.
- This comes at a small price though; when drawing the console Con_BufferGetLines() is called each frame. Therefore, ea...
2007-02-07
2007-02-06
- 23:39 Revision 17d7daa0 (github): Draw a rotating progress indicator. loading1.png and loading2.png must be real files in the base dir. Engine startup updates the progress.
- 23:13 Revision 6fb1387d (github): Minor adjustments to fix compilation errors.
- 23:00 Revision c69b2230 (github): Implemented a mutex for cbuffer_t's to protect for multi-threaded use. Hopefully, I got this right.
- 20:04 Revision 8c3b4a4b (github): Updated vcproj and vcbuild for Doomsday; new source files.
- 17:58 Revision 53007fa3 (github): Added a TODO about protecting console buffers with mutexes.
- 17:52 Revision 0ab4160b (github): Moved userdir_ok to a better place.
- 17:41 Revision edcc2416 (github): Reordered engine startup so that it can happen in busy mode. GL is inited very early on with GL_EarlyInit(). However, fonts and texture management are not available until GL_Init() can be called, and that can only be done after resources are available. In other words, most of engine startup busy drawing must be done manually with fonts loaded from real files at known locations (if any text is shown), and manually loaded graphics for a progress visualization.
- Con_Error() was modified to work better from the worker thread.
2007-02-05
- 20:33 Revision e224f4ee (github): New busy mode. The main engine thread loops in a drawer, which updates the screen. In the background, the worker thread does the actual task of loading a map, loading textures, starting up the engine (not quite yet, though), connects to a server, etc.
- Texture uploading was revised to make it possible for the worker thread to upload textures in a deferred mode, where ...
- 01:11 Revision 1aff7804 (github): Removed unneeded code added during debug.
- 01:01 Revision a1e76291 (github): LINE_NEIGHBOR macro is not needed now.
- 00:54 Revision 0d437963 (github): Revised R_InitLineNeighbors() to make use of vertex lineowners. In doing so, the majority of the visual fakeradio glitches when playing maps utilizing DOOM renderer hacks have been resolved (the old code was sometimes finding the wrong line neighbors). Is also noticeably quicker as we don't have to traverse all the lines in a sector for each vertex for each side, for each neighbor.
- Fixed a bug in R_RationalizeSectors() which could result in an infinite loop in complex maps (e.g. bludwrks.wad).
Beg...
2007-02-04
- 06:22 Revision d72ee5f8 (github): Fixed bug where flying creatures would rise/fall, tracking the player when a camera.
- 04:45 Revision 29583e44 (github): Reordered checks in R_AddSprites() so we only call R_GetSpriteInfo() for things which have a chance of clipping into the sky.
- 04:42 Revision c4708be4 (github): Updated style. Added my name to the author list (was missing).
- 04:41 Revision cc395cb2 (github): Don't allocate memory from the zone for the temporary patch LUT in R_InitTextures().
- 04:39 Revision 3a0a9218 (github): Removed misleading comment, as in-valid.
- 04:38 Revision cf898134 (github): Changed the subsector and polyobj blockmaps to PU_LEVELSTATIC.
2007-02-02
2007-01-30
- 01:39 Revision 1c65ba79 (github): Changed subsector->firstline to a seg ptr. Renamed to subsector->firstseg and subsector->linecount to subsector->segcount to avoid confusion. Changed associated DMU constant names to suit.
- Fixed a bug in the calculation of reverb properties. Segs were being indexed from zero instead of subsector->firstseg.
- 01:34 Revision 781ed1eb (github): Added mapdata.hs to vcproj
2007-01-29
2007-01-28
- 23:56 Revision e3bf67dd (github): Adjusted radius attack distance/damage values to compensate for commonizing the radius damage equation so that the resultant damage is the same.
- 23:33 Revision 29c6bef1 (github): Fixed BUG #1644846: jHexen Flechette Damage broken?
- Was accidentally broken during the commonization of various playsim routines. In jHexen the variable "bombdamage" spe...
- 20:18 Revision c92c2bc6 (github): Fixed BUG #1634605: Broken invincibility ring effect in jHeretic.
- Fixed: Filters and special filter drawing, affecting the view border in all games.
- 19:43 Revision e90439af (github): Fixed cmdLine[] buffer overflow vulnerabilities and related wrapping of cmdCursor.
- 18:10 Revision 2b3f79b8 (github): Cvars ui-cursor-width and ui-cursor-height now specify scaling multipliers instead of fixed dimensions for the UI cursor (which is now scaled relatively to the window dimensions).
- Updated mouse.png to more accurately indicate the real cursor position.
- 17:26 Revision 7bda320b (github): Use consistent line breaks.
- 16:17 Revision eba5fbfe (github): Avoid polluting source files with SDL types where they are not really needed.
- 11:57 Revision 44232ec0 (github): Updated Xcode project files.
- con-show-during-setup is now false by default.
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