Activity
From 2007-02-03 to 2007-02-16
2007-02-16
- 22:52 Revision 539b184f (github): Renamed p_player.h and p_player.c to avoid confusion in Xcode.
- 22:45 Revision 51c465f5 (github): Renamed p_player.h to avoid confusion in Xcode.
- 22:44 Revision b4ddaa8e (github): Renamed p_player.c to avoid confusion in Xcode.
- 22:40 Revision 4cea97a0 (github): Merged in the engine-side input device axis handling from the old 1.8 experimental branch. Reworked the bindings mechanism to suit. This means that controls can be bound to either commands (including a different command for each state) and directly to a player control. Bindings are now grouped for each input device, then by the control type (key/button or axis) and then finally based on controlID (controlID is either a key/button code or a control axis index).
- Added and abstraction for input event_ts to allow us to ensure future back-compatibility. Internally, Doomsday genera...
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.
- 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.
- 17:49 Revision 7af7f970 (github): Info can be spelled with a non-capital I.
2007-02-12
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
- 03:40 Revision 9b170ebd (github): Renamed con_action.c to p_control.c
- 03:38 Revision 1143ae0f (github): Renamed con_action.h to p_control.h
- 03:18 Revision 7b90c6e8 (github): Added p_player.h
- 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...
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).
- 17:44 Revision 4a5d46c0 (github): fix typo causing FTBFS on *nix
- 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.
- 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.
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.
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