Activity
From 2007-03-05 to 2007-03-18
2007-03-18
- 23:27 Bug #407: Crushing ceilings stall and won't restart
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Fixed in SVN for 1.9.0-beta6. - 23:26 Bug #408: segmentation violation / "ran out of things"
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Fixed in SVN for 1.9.0-beta6. - 20:54 Revision 590c26cf (github): Began cleanup after commonization of p_plats.c
- 20:00 Revision 66ebc67f (github): Began cleanup after commonization of p_ceilings.c
- 19:35 Revision 54534aae (github): Fixed compilation error. Perhaps we should consider renaming ddfont_t->TextOut ?
- 16:51 Revision b9bac9cd (github): Trying to figure out what is wrong with font loading. Before the control panel is opened, the console title bar is empty. It appears to be a variable-width font loading problem, something to do with fonts being loaded in busy mode also.
- 16:50 Revision 82ff0e78 (github): Do not do GL-related setup during the mapsetup busy worker. Instead, free textures before the busy work mode, and setup the fog only afterwards, during DDSLM_AFTER_BUSY.
- jHeretic and jHexen work again.
- 16:47 Revision d94baf11 (github): Tweaks to busy mode drawing.
- 16:47 Revision 47701466 (github): Updated Xcode project with source file changes.
- 15:13 Revision 5c81b278 (github): Disabled texture compression for the busy-mode screengrab texture. It is low-res-enough as is :)
- 14:59 Bug #431: Strange keys in the console
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Actually I rather agree that PgUp should move a couple of lines up ins... - 14:51 Revision b6d3d3ff (github): Added a couple of asserts to aid in tracking down a rare sigsegv which I believe to be stemming from DL_GetSubSecPlaneLightLinks(). Take 2.
- 14:44 Revision a40c43b8 (github): Removed call to Z_CheckHeap() in the games' G_Ticker(). If we want to check the heap every tic in debug builds it should be called from the engine at the end of a tic (makes sense?).
- 14:40 Revision 76c17227 (github): Added a couple of asserts to aid in tracking down a rare sigsegv which I believe to be stemming from DL_GetSubSecPlaneLightLinks().
- 14:35 Revision 045761ca (github): Disabled texture compression for the UI textures as banding was very noticeable at high resolutions.
- 01:22 Revision 66533384 (github): Handling of the compatibility option, "neverhangoverledges" was inverted. This meant that the default behavior was that of BOOM and not DOOM. For example, the sergeants in E1M1, below the armor in the room with the twin tech pillars; were able to climb the stairs to get at the player.
- 00:20 Bug #342: Crashes to Desktop/"Segmentation Violation" in Multiplayer
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Closing as fixed. - 00:04 Bug #429: Poor fps after leaving menu
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Fixed in svn for 1.9.0-beta6.
2007-03-17
- 19:57 Revision d074b186 (github): Commonized p_ceilng.c Needs a bit of a clean up though (mostly trivial).
- 17:24 Revision c4a7da26 (github): Commonized p_plats.c Needs a bit of a clean up though (mostly trivial).
- 16:24 Revision 6337f52b (github): jHexen: Moved more sound sequence related stuff to sn_sonix.c
- 16:06 Revision f492e147 (github): Moved common code out of the games' p_switch.c into common/src/p_switches.c
- TODO: Cleanup.
- 02:16 Revision 48b281cb (github): Cleanup after commonization of p_doors.c More to do but its looking a lot better now.
2007-03-16
- 22:52 Revision 48666273 (github): Commonized p_doors.c Needs a bit of a clean up though (mostly trivial).
- 18:24 Revision 975d6f5f (github): Updated jHexen's thinker handling to use floating point when referring to plane heights or plane move speed.
- Updated xgmover_t handling to use floating point.
Changed xsector_t->origfloor and xsector->origceiling to float. - 14:23 Revision a065ba02 (github): Removed dependencies on the layout of the various thinker structs in jHexen when reading the old V4 save format.
- It is now safe to freely change these structs in all supported games, without having to worry about indirectly affect...
- 12:41 Revision 3aea6285 (github): jDoom: Added support for BOOM line special id 85: Scroll textures on this linedef to the right, one world unit per tic.
2007-03-14
- 17:43 Revision f75e135d (github): Updated jHexen save format (ver4). Added a version byte to all archived thinker specials.
- Don't rely on the byte alignment of the thinker structs when writing/reading the jHexen ver4 save format.
TODO: Remov... - 15:37 Revision 487f1eab (github): Removed obsolete dependencies for dpmapload.
- 14:18 Feature #438 (New): Accurately hit testing fast projectiles (compatibility option)
- A bug in the original Doom, projectiles sometimes travel through walls.
Doomsday specific, projectiles sometimes f...
2007-03-13
- 20:39 Revision 4b461f0c (github): Cross merged the jHexen save code into the common p_saveg.c However, with jHexen currently not working (due to the thread access problem when purging textures) this new code is currently untested. TODO: Update load/save of the Hexen specific special thinkers so that we don't rely on the layout of the structs. Plus, needs a bit of a clean up.
- 20:36 Revision fd56e2c0 (github): Fixed viewheight after teleporting.
- 20:30 Revision 72174d69 (github): Updated *.vcproj files so that release builds work.
- 09:35 Bug #437: No Linux Build Script
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Known bug. build scripts left out of tarball by mistake (linux develo... - 02:53 Bug #437 (Closed): No Linux Build Script
- The install instructions for Linux are either out of date or else the scripts themselves are omitted. I suspect the l...
- 02:10 Revision 57405808 (github): Don't waste time calculating values for the menu fog when it isn't visible.
- 02:09 Revision bfe5c938 (github): Minor tweaks.
- 00:32 Revision 37f4e669 (github): Fixed a couple of buffer overflow vulnerabilities.
2007-03-10
- 05:46 Revision d2a284c6 (github): Fixed issues with platform/ceiling move speed rounding down to zero due to integer math.
- 04:54 Revision 2205475f (github): Fixed issues with platform/ceiling move speed rounding down to zero due to integer math.
- 04:36 Revision 2885fa6f (github): Fixed DOOM v 1.09 save game support.
2007-03-09
- 23:06 Revision 22ccc80e (github): Updated all code relating to thinkers (other than mobj_t) in all games except jHexen to use floating point when dealing with plane height, target height and movement speed.
- TODO: Before jHexen can receive a similar treatment the save code needs updating so that we don't rely on the alignme...
- 16:29 Revision 2d9b165a (github): Fixed alignment problems in the jHeretic intermission on the Mac.
- 16:21 Revision 89b5b985 (github): Fixed problem of missing statusbar inventory icons on the Mac.
- 15:13 Bug #431: Strange keys in the console
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This isn't a bug. There is already an RFE to allow binding the console... - 15:07 Bug #166: Icon Of Sin - Explosion Particles are spawned on floor
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Seems this has been fixed at some point. - 14:44 Revision 30626410 (github): Display the console output in busy mode.
- 14:41 Revision 52edcdef (github): Fixed compilation error.
- 14:34 Bug #291: Mac jHeretic/jHexen - minor cosmetic problems
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This should now be fixed in svn for Doomsday1.9.0-beta6 - 14:10 Revision 707bcadb (github): Fixed problem with status bar disappearing if the alpha level == 1
- 13:08 Revision 236ed6d9 (github): Axis positions should automatically center in a similar vein to sending up events when the currently active bindclass changes.
2007-03-07
2007-03-05
- 04:47 Revision 7f8c3a8b (github): Updated style and variable naming conventions in the UI.
- 04:00 Bug #436 (Closed): JHeretic: Hellstaff fire effect
- The Hellstaff makes both the normal fire sound and the "upgraded" fire sound simultaneously, while used with the Tome...
- 03:57 Bug #435 (Closed): JHeretic: Firemace problems
- The Firemace in Heretic doesn't work like it should anymore. The balls explode upon contact now, instead of bouncing ...
- 01:57 Bug #434 (Closed): JHeretic: Firemace problems
- The Firemace in Heretic doesn't work like it should anymore. The balls explode upon contact now, instead of bouncing ...
- 00:48 Revision 8e565049 (github): Continued work on the floating point playsim conversion. Part 5
- 00:47 Revision fd30beb7 (github): Continued work on the floating point playsim conversion. Part 4
- 00:46 Revision 046b0e50 (github): Continued work on the floating point playsim conversion. Part 3
- 00:45 Revision 0756cf1e (github): Continued work on the floating point playsim conversion. Part 2
- 00:43 Revision a77a465e (github): Continued work on the floating point playsim conversion. Part 1
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