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From 2007-03-31 to 2007-04-13

2007-04-13

02:17 Revision 498f4a6c (github): Revised RL_VertexColors() so that per-vertex lighting is only calculated for rendpolys that require it (i.e. skymask, shadow and dynlight are skipped). 2D distance to vertices from the viewer is now calculated here when required, if there is NOT an override. A distance override is applied to all vertices of the rendpoly, uniformly. Per poly alpha can be specified (applied uniformly to all vertices).
danij

2007-04-12

20:15 Revision 78b9c1bd (github): Cleanup. Micro-optimization for GL_ScaleBuffer32() because I felt like it :)
danij

2007-04-11

13:47 Revision 679d58ec (github): Further work on the automap.
Re-implemented glowing lines based on line special. Outside parties are able to register a set of requirements for a ... danij

2007-04-10

08:47 Revision 6a65d1d3 (github): Begun cleaning up the interface to the automap code.
Each local player's map now stores its own internal config for things like color, alpha etc preferences. The game con... danij

2007-04-08

20:50 Revision 289351ae (github): Complete overhaul of the automap code. Now that we draw in real screen space rather than fixed this meant a lot of the complication in the old code could be removed.
This version now supports multiple local players. Also, all values affecting display are now interpolated (window siz... danij

2007-04-05

14:14 Revision bf6b750e (github): Moved all code relating to automap render lists to am_rendlist.c and am_rendlist.h
danij
02:04 Revision 6746898c (github): Fixed numerous compilation warnings/errors reported with /W4
Fixed an issue with releasing input devices on Win32 which sometimes led to a segfault on shutdown. danij

2007-04-03

19:15 Revision 78e983ec (github): Fixed various compiler warnings thrown in gcc (cheers yagisan).
danij
18:16 Revision 2929ea32 (github): Fixed some more issues with the status bar rendering.
danij
11:39 Revision 22229d98 (github): Continued cleaning up the common automap code.
Now uses floating point throughout. Reduced the DMU usage in renderWalls() to the bare minimum number of calls for th... danij
08:02 Revision dadf6637 (github): Removed call to G_SetGlowing left behind after recent changes.
danij
07:34 Revision 1acffcb2 (github): Now that we have a proper system in place for handling translated sprites and we are revising the API/ABI for 1.9.0; I've removed the old DD_TRANSLATED_SPRITE_TEXTURE stuff and exported GL_SetTranslatedSprite() via the Doomsday public API.
danij
07:02 Revision 486d05a2 (github): Replaced the old RENDER_GLOWFLATS text string kludge with Decoration->Glow definitions. The old method is now unsupported in the 1.9.x series.
Currently there are no parameters for the glows but we can look at that later on in 1.9.x series (e.g. lightmap). danij
03:55 Revision 22fb2bd7 (github): Revised R_AddToAnimGroup() to use texture/flat names instead of texture indices/lumpnumbers respectively. In the case of flats; the lump name.
Done as part of the work towards unified abstract texture/flat management (i.e. don't use lump indices as identifiers). danij
02:43 Revision 70ad2117 (github): Moved GL_SetFlat() to gl_texmanager.c where it belongs.
danij
02:25 Revision 7e3d4520 (github): Cleanup, updated style.
danij

2007-04-02

20:25 Bug #444 (Closed): demo writing writes strange "vibrations"
when playing recorded demo instead of normal rotations (use mouselook) we can see strange chaos... as if every ~3rd f... zerro_crash
20:04 Bug #443: md2, CPU Affinity & FPS (multithread-bug)
Logged In: YES
user_id=849456
Originator: NO
Yes, we've been aware of this issue for some now. Unfortunately, I've ...
danij
16:42 Bug #443 (Closed): md2, CPU Affinity & FPS (multithread-bug)
Hi )
I have GeForce 7900GS, Athlon X2 4200+ & WinXP x64 Pro, DX9c feb;
There is a problem when using OpenGL rende...
zerro_crash
16:42 Bug #443: md2, CPU Affinity & FPS (multithread-bug)
DxDaig info report
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/272ad290/148a/attachment/DxDi...
zerro_crash
05:07 Revision 7f1ccac3 (github): Updated jHeretic's v13 Heretic save game loading code so as not to depend on the layout of the various structs used for specials (e.g. floormove_t).
danij
00:38 Revision 9076a7c4 (github): Updated all games to use floating point 0-1 when dealing with sector light levels.
Part #3 danij
00:36 Revision 1f1586b6 (github): Updated all games to use floating point 0-1 when dealing with sector light levels.
Part #2 danij
00:35 Revision 070a740c (github): Updated all games to use floating point 0-1 when dealing with sector light levels.
Part #1 danij

2007-04-01

17:32 Revision 7ca78c72 (github): Within the engine, sector light levels are now represented in floating point 0-1.
Part #3 danij
17:31 Revision a1f027c7 (github): Within the engine, sector light levels are now represented in floating point 0-1.
Part #2 danij
17:29 Revision 30c10da1 (github): Within the engine, sector light levels are now represented in floating point 0-1.
Part #1 danij
10:47 Bug #442: Final Doom, TNT hangs in level 8
Logged In: YES
user_id=1754088
Originator: YES
Sorry for the double message :(
yannara
10:47 Bug #439: client connects->other client is kicked + seg fault
Logged In: YES
user_id=1754088
Originator: YES
Now we have learned, that this segmental violation appears after thi...
yannara

2007-03-31

20:58 Bug #442 (Closed): Final Doom, TNT hangs in level 8
Final Doom, TNT hangs in level 8, where the red key is available (outside on the water). Game freezes totally when yo... yannara
17:39 Feature #1441: [MP] Option: weaponstay deathmatch
- **summary**: Weaponstay deathmatch --> [MP] Weaponstay deathmatch
skyjake
16:38 Bug #441 (Closed): Final Doom, TNT hangs in level 8
Final Doom, TNT hangs in level 8, where the red key is available (outside on the water). Game freezes totally when yo... yannara
13:07 Feature #1442 (Rejected): PC Speaker Sounds/Emulation
I'd like to have a possibility to enable the PC Speaker sounds. They could be played through the PC Speaker or they c... jimigrey
09:46 Revision f74ee186 (github): Added missing line to end of file.
danij
09:39 Revision 696a4434 (github): Fixed FPS issues in the automap drawing caused by drawing lines individually. Implemented concept of pre-collected lists of rendering primitives.
Started cleaning up the automap code. danij
 

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