Activity
From 2007-05-16 to 2007-05-29
2007-05-28
2007-05-27
- 18:38 Revision 6267cd1c (github): re-run makedmt.py to ensure generated files are up to date
- 16:45 Revision 65e3d00a (github): give some doxygen love
- 16:28 Revision 2d1487ee (github): may as well commit my mass replace script
- 15:42 Revision 8b294362 (github): give some doxygen love
- 15:41 Revision 48d19e05 (github): give some doxygen love
- 15:41 Revision 0facba20 (github): give some doxygen love
- 15:40 Revision a22379a5 (github): give some doxygen love
- 15:28 Revision 195e083c (github): give some doxygen love
- 15:20 Revision b73094f6 (github): give some doxygen love
- 15:16 Revision dc47596c (github): give some doxygen love
- 14:56 Revision a13f8668 (github): give some doxygen love
- 14:36 Revision 5ebf46b4 (github): I like nice Doxygen output - after all - it seems I'm the only one that reads it ;)
- 12:17 Revision 87717ab2 (github): dos2unix is my friend
- 12:10 Revision d5c35fe2 (github): dos2unix is my friend
- 11:58 Revision 4faf2c8b (github): Only generate documentation on code we use - not convience headers in external
2007-05-25
- 00:22 Revision c9a1d5d6 (github): Slightly reorganised the view drawing order so that when the player view is completely hidden (e.g. if the automap is fullscreen an opaque) the view border is still drawn. Also fixed a very minor issue with the view border not being drawn during the first few frames in a net game.
- The automap now considers it's parent window to be the player view window and not the viewport.
2007-05-24
- 20:47 Revision d7e099e5 (github): Translate the automap mask and background texture matrices in response to the automap window position.
- 17:44 Revision f6130dc0 (github): Fixed automap render path when number of texture units < 2 (Voodoo2?).
- 16:16 Revision 5d1fb7e9 (github): Fixed the panning issue with the automap mask. We are working in fixed screen space so translation is not necessary.
- 14:20 Revision 76bacfca (github): Replicate the edge fade effect seen in the original games' automap using multitexturing.
- TODO: Still needs a bit of tweaking. Either I'm doing something wrong or DGL_MODULATE_TEXTURE=12 doesn't work as I ex...
2007-05-23
- 14:38 Revision 0a10126a (github): Exposed MultiTexCoord2f and MultiTexCoord2fv via the gamedgl_t interface.
- 11:16 Revision 9bd44a95 (github): Kill typo gremlin
- 11:15 Revision 482a7250 (github): When making documentation - we are only interested in C/C++/Obj-C
- 00:57 Revision ad8e0ee7 (github): Implemented per-primitive blending mode support in the automap render lists and automap object info database.
- Is there a feasible way to provide a public interface to the engine-side render list code? It seems somewhat needless...
- 00:51 Revision 383a13d1 (github): Exported GL_BlendMode() via the Doomsday public API.
2007-05-22
- 22:48 Revision 377e1f18 (github): Added a new multitexturing environment for a simple modulation of two textures.
- 22:13 Revision 2c323a34 (github): Fix segfault in allocateMapData().
- 21:55 Revision 312b45c7 (github): Attempt at replicating the effect seen the original Heretic/Hexen automap where map pixels fade out as they near the edges of the window.
- Adjusted the parallax layer speed.
- 03:42 Revision 51f38139 (github): When drawing the automap background when set as a texture; draw it onto a parallax scrolling layer like in the original Hexen.
2007-05-21
- 17:46 Revision 1f4b0254 (github): Implemented a basic clipping method in the automap. Points & vectors vs a (map rotation-independent) bounding box.
- 13:15 Revision 7b95be55 (github): Changed: Output the ddkey name instead of the ASCII key code in CP_KeyGrabDrawer().
- 12:46 Revision 282743a2 (github): Fixed: Rendering of blockmap grid was unaware that the map rotated, the blockmap grid lines were clipped to the un-rotated window frame. Instead, expand the frame to the next power of two larger than the longest window dimension within renderGrid().
- 04:22 Revision ec3cd6d0 (github): Partitioned the members of surface_t related to the surface texture into a new struct material_t. Once the unified texture management model is implemented, we should then refer to a texture in abstract usinf material_t ptrs.
- dynlight_t and lumobj_t lists are now linked sequentially using a holding, parent structure (dynnode_t and lumnode_t ...
2007-05-20
2007-05-19
2007-05-17
- 10:43 Revision d788e81d (github): Numerous improvements to the map loading code in order to handle common map structure errors (e.g. no longer crashes when trying to load STARGATE.wad). In practice this means that we don't rely on the subsector seg relationship read directly from a map when building the subsectors in sector tables. Instead we determine the relationships manually.
- Linedef->Vertex indices are no longer read from the LINEDEFS lump(s). Instead, we determine the segs used for each si...
- 10:42 Revision 4b309ce4 (github): Numerous improvements to the map loading code in order to handle common map structure errors (e.g. no longer crashes when trying to load STARGATE.wad). In practice this means that we don't rely on the subsector seg relationship read directly from a map when building the subsectors in sector tables. Instead we determine the relationships manually.
- Linedef->Vertex indices are no longer read from the LINEDEFS lump(s). Instead, we determine the segs used for each si...
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