Activity
From 2007-04-20 to 2007-05-03
2007-05-03
- 09:14 Revision fa3d8ee8 (github): Worked on the texture management a bit.
- We now have a hash for patches uploaded to the videocard.
Revised flat management so that they are indexed by id and ... - 09:14 Revision 7b7d0815 (github): Worked on the texture management a bit.
- We now have a hash for patches uploaded to the videocard.
Revised flat management so that they are indexed by id and ... - 09:13 Revision 81d87a83 (github): Worked on the texture management a bit.
- We now have a hash for patches uploaded to the videocard.
Revised flat management so that they are indexed by id and ... - 09:11 Revision b0b3ac24 (github): Worked on the texture management a bit.
- We now have a hash for patches uploaded to the videocard.
Revised flat management so that they are indexed by id and ...
2007-05-01
- 01:12 Revision cae25faa (github): Shifted things around so that rendpoly_t->sector could be removed (it didn't belong there conceptually).
- Next I'll tackle the wall specific data in rendpoly_t (used with the div stuff in order to render double fans). DivQu...
- 01:11 Revision a024b661 (github): Shifted things around so that rendpoly_t->sector could be removed (it didn't belong there conceptually).
- Next I'll tackle the wall specific data in rendpoly_t (used with the div stuff in order to render double fans). DivQu...
2007-04-30
- 17:12 Bug #385: Hexen Common CTD - Segmentation Violation
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This should now be fixed in svn for 1.9.0-beta6. - 17:12 Feature #1443: Fog options should be available in UI
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Fog is not a global option. It is there to be changed on a per-map bas... - 17:10 Bug #402: [HEXEN] Saves from 1.8.6 doesn't work
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This is now mostly fixed in svn for 1.9.0-beta6. However, there remain... - 17:07 Bug #411: Game crashes when startig new game in TNT Evilution
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Fixed in svn for 1.9.0-beta6. - 17:02 Feature #1442: PC Speaker Sounds/Emulation
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This is an intriguing idea, nostalgia-wise... I'm not sure if it rises... - 17:01 Bug #442: Final Doom, TNT hangs in level 8
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This has been fixed in svn for 1.9.0-beta6. The cause is due to the ma...
2007-04-29
- 19:11 Revision dd0494fe (github): Fixed compilation problems with release builds in VC++ 2k5. All plugins now compile without error when "Release" is the build target.
- 14:26 Revision ce7d9976 (github): Updated Doomsday.rc and drd3d.rc to work with VC++ 2k5.
- 14:23 Revision 05a6f81e (github): Updated dsopenal to compile with VC++ 2k5
2007-04-28
- 16:14 Bug #443: md2, CPU Affinity & FPS (multithread-bug)
- _(originally posted by anonymous SF.net user)_
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I don't know the DD so...
2007-04-23
- 07:03 Revision 4290e775 (github): Further tweaks and improvements to fakeradio shadow edges. Fixed a couple of issues when dealing with maps with geometry bugs (e.g. E4M1).
- Fixed a buffer overflow vulnerability in P_IsValidControl().
2007-04-22
- 23:16 Revision 9076def2 (github): Fixed FTBFS issue reported by Yagisan and Dave. Also removed an unreferenced local in LG_Init()
- 23:06 Revision 3a4fd97f (github): Use floating point 0 - 1 when dealing with rgb colors. All code updated except when dealing directly with vertices (i.e. in the bias lighting code).
- Part #3 of 3.
- 23:05 Revision 9554c0b8 (github): Use floating point 0 - 1 when dealing with rgb colors. All code updated except when dealing directly with vertices (i.e. in the bias lighting code).
- Found and fixed an issue with the light grid which resulted in evaluated points returning {0, 0, 0} if the evaluation...
- 23:04 Revision a456930b (github): Use floating point 0 - 1 when dealing with rgb colors. All code updated except when dealing directly with vertices (i.e. in the bias lighting code).
- Found and fixed an issue with the light grid which resulted in evaluated points returning {0, 0, 0} if the evaluation...
- 19:11 Feature #1444 (Closed): Smart texture filtering toggle in Snowberry
- It would be convenient to have a toggle for "smart texture filtering" for each profile in Snowberry. That way it cou...
2007-04-21
- 19:23 Revision 3331596a (github): Parameterized Rend_RenderModel(). Parameters are packed into modelparams_t before being passed in instead of vissprite_t. vissprite-type specific logic branching formerly in Rend_RenderModel() now happens externally to this routine by use of the passed parameters. Particle and sky models are now translated directly to modelparams_t so the VSPR_SKY_MODEL and VSPR_PARTICLE_MODEL vissprite types have been removed.
- Implemented a new vissprite type VSPR_DECORATION to explicitly state when a vissprite is a light decoration.
2007-04-20
- 09:51 Revision 449a9890 (github): Draw linedef normals in the automap if cheatmode > 1.
- In the automap only draw separate segs when required (when showing subsectors). Draw full linedefs normally.
- 09:49 Revision fad35bb9 (github): Fixed a logic error in fakeradio neighbor searching which could lead to an infinite loop with certain map geometry.
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