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From 2007-02-02 to 2007-02-15

2007-02-13

23:29 Revision a06d7151 (github): Starting implementing busy mode console output. Only a small number of centered lines in the bottom, to keep things clean.
skyjake
23:21 Revision 82986b63 (github): Added Brazilian Portuguese. There appears to be some character conversion issues going on at least on the Mac, needs further investigation.
skyjake
17:49 Revision 7af7f970 (github): Info can be spelled with a non-capital I.
skyjake

2007-02-12

18:00 Revision 39209c27 (github): List what external files we are trying to play in verbose mode. After 16+ hours of smacking my head into a brick wall investigating why mp3 files do not play back I discovered the problem IS NOT in deng. The smpeg library used by sdl does not seem to like some of the id3 tags found in mp3 files. This may or may not be a regression in smpeg - in anycase, we should in future strip id3 tags from mp3 files on load - as mp3 files without tags play perfectly.
yagisan

2007-02-10

04:04 Revision 453171dc (github): Renamed con_action.c to p_control.c, renamed routines appropriately.
Changed a couple of files to UTF-8 danij
03:40 Revision 9b170ebd (github): Renamed con_action.c to p_control.c
danij
03:38 Revision 1143ae0f (github): Renamed con_action.h to p_control.h
danij
03:18 Revision 7b90c6e8 (github): Added p_player.h
danij
02:02 Revision 97a6da51 (github): Updated control actions to support multiple local players. Made turn speed a player class property.
Preparatory steps to merging the engine-side player control handling from the old 1.8 experimental branch into the tr... danij

2007-02-09

19:07 Revision 8b8140c5 (github): Interpret the mouse X/Y sensitivity the same in all games (this increases the range available in jHeretic/jHexen).
danij
17:44 Revision 4a5d46c0 (github): fix typo causing FTBFS on *nix
yagisan
03:12 Revision 99319b03 (github): Added a zip path mapping for /Sfx (mapped to data/game/sfx) as somehow I missed that one when implementing them.
danij
01:17 Revision 1da849e0 (github): Added a zip path mapping for /Models (mapped to data/game/models) as somehow I missed that one when implementing them.
danij

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... danij

2007-02-07

02:16 Revision 426575bf (github): Updated with new, exported routines.
danij

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.
skyjake
23:13 Revision 6fb1387d (github): Minor adjustments to fix compilation errors.
danij
23:00 Revision c69b2230 (github): Implemented a mutex for cbuffer_t's to protect for multi-threaded use. Hopefully, I got this right.
danij
20:04 Revision 8c3b4a4b (github): Updated vcproj and vcbuild for Doomsday; new source files.
danij
17:58 Revision 53007fa3 (github): Added a TODO about protecting console buffers with mutexes.
skyjake
17:52 Revision 0ab4160b (github): Moved userdir_ok to a better place.
skyjake
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. skyjake

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 ... skyjake
01:11 Revision 1aff7804 (github): Removed unneeded code added during debug.
danij
01:01 Revision a1e76291 (github): LINE_NEIGHBOR macro is not needed now.
danij
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...
danij

2007-02-04

06:22 Revision d72ee5f8 (github): Fixed bug where flying creatures would rise/fall, tracking the player when a camera.
danij
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.
danij
04:42 Revision c4708be4 (github): Updated style. Added my name to the author list (was missing).
danij
04:41 Revision cc395cb2 (github): Don't allocate memory from the zone for the temporary patch LUT in R_InitTextures().
danij
04:39 Revision 3a0a9218 (github): Removed misleading comment, as in-valid.
danij
04:38 Revision cf898134 (github): Changed the subsector and polyobj blockmaps to PU_LEVELSTATIC.
danij

2007-02-02

16:44 Revision 20ce14c1 (github): Fixed incorrect DMU property.
danij
 

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