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From 2007-11-18 to 2007-12-01

2007-12-01

17:42 Revision 9843c22c (github): Fixed bug#1786091 - Crash when using the "give" cheat when not in-game.
danij
16:59 Revision 31dce514 (github): Fixed bug: If texture gamma is changed from the default; during startup GL_DoUpdateTexGamma is called before the file manager has loaded PLAYPAL and thus LoadPalette will fail. Check whether the texture manager is online before attempting to do any updating (if its not, we don't need to do an update anyway).
danij

2007-11-30

16:10 Revision c23fc671 (github): Moved P_SetMobjPosition and P_UnsetMobjPosition into plugins/common/src/p_map.c
danij
15:17 Revision 55ceb89d (github): Further reorganizing of the thing spawn process. Now done ASAP after the engine has finished loaded the map.
Removed fixed MAX_MACE_SPOTS limit in jHeretic (was 8).
Removed fixed MAX_BOSS_SPOTS limit in jHeretic (was 8).
danij
13:49 Revision 5f139163 (github): Moved polyobj creation/spawn earlier on in the map load process and alongside mobjs in P_SpawnMapThing. Fixed a bug in the logic which could result in accessing free'd memory.
danij
03:39 Revision 9d521ae6 (github): Redesigned the way polyobjs are created/spawned into the map (in preparation for extracting them completely from the world geometry). The engine now has full control over the construction process whilst the game provides the blueprint.
danij
01:07 Revision bfe3160b (github): Be consistent with our c-string use. We currently use ANSI strings throughout, so thats what we'll pass to WIN32 funcs.
danij

2007-11-29

23:22 Revision f8b23e86 (github): On second thoughts, we are far too near the beta6 release to begin the messy job of changing our internal c-string representation(s). I'll return to this post beta6. For now, make sure to build with multibyte c-strings set as the default instead.
danij
17:47 Revision aee687d2 (github): Updated c-style string use to work correctly regardless whether _UNICODE is defined or not by utilizing the "smart" names for the various wchar/char functions.
danij
15:58 Revision 425566f9 (github): Previously, Doomsday would automatically put any textures with the prefix SW1 with a SW2 texture of the same name into a "precache group". This was fine if you assume that all the games use the same naming convention. However this is not the case. Instead, these "precache groups" are now defined explicitly in DED Group definitions to remove any ambiguity.
danij
15:54 Revision 1bbb3ec0 (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F...
danij
15:53 Revision 358f0dcf (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F...
danij
15:51 Revision 4e57a5f5 (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F...
danij
15:49 Revision 9e4d5999 (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F...
danij
15:38 Revision 572c7af9 (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F...
danij
15:37 Revision 9b5943f6 (github): Import from deng-ng svn revision 206 - In the interest of portablity - begin emulating ANSI style variants of the TCHAR macros on Linux, and OSX
yagisan
15:36 Revision 64b35671 (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F...
danij
15:31 Revision 05a4f78b (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F...
danij
15:30 Revision b9c407a3 (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F...
danij
15:29 Revision 33ebb4e2 (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F...
danij
15:11 Revision e73074e0 (github): Changed default charset for all the VC++2008 project files to unicode (was Multi-byte).
Added new source file engine/portable/src/r_materials.c to the Doomsday project and vcbuild source include script. danij

2007-11-25

20:35 Revision 88ee0650 (github): Updated the Visual C++ solution to work with Visual C++ 2008 Express Edition.
danij

2007-11-24

02:13 Revision cd59361e (github): Improvements to the blockmap visualizer. Can now show both blocklinked linedefs and subsectors.
danij

2007-11-23

22:15 Revision 00a3f01a (github): Fixed missing function P_GetXSectorOfSubsector in jDoom.
danij
02:52 Revision 5dc77729 (github): Fix a FTBFS on Linux
yagisan
02:49 Revision 491433ee (github): Polyobjects were missing from the automap in jHexen.
danij
02:31 Revision 3e027594 (github): Removed P_BlockPolyobjsIterator from the Doomsday public API, as it has been superseded by the more versatile P_PolyobjsBoxIterator.
danij
01:11 Revision 461c3ebe (github): Fixed the problem of being able to walk through polyobjects depending on their current state. A linkpolyobj ring issue.
danij

2007-11-22

20:40 Revision 7e099e4a (github): Massive update of the playsim to floating point math.
Part 31 (last) danij
19:42 Revision 0ff2e91c (github): Massive update of the playsim to floating point math.
Part 30 danij
19:39 Revision 6faa97d3 (github): Massive update of the playsim to floating point math.
Part 29 danij
19:36 Revision 4acc6b5d (github): Massive update of the playsim to floating point math.
Part 28 danij
19:31 Revision 471adca8 (github): Massive update of the playsim to floating point math.
Part 27 danij
19:25 Revision 6f13ea69 (github): Massive update of the playsim to floating point math.
Part 26 danij
19:21 Revision bb101363 (github): Updated jhexen.vcproj with new source files.
danij
19:19 Revision 8a14e2ea (github): Massive update of the playsim to floating point math.
Part 25 danij
19:18 Revision 91181654 (github): Massive update of the playsim to floating point math.
Part 24 danij
19:16 Revision af1b2e50 (github): Massive update of the playsim to floating point math.
Part 23 danij
19:13 Revision ad09fa97 (github): Massive update of the playsim to floating point math. Started splitting up h2def.h into separate, subsystem/object scope files.
Part 22 danij
19:10 Revision a1b97133 (github): Massive update of the playsim to floating point math.
Part 21 danij
19:07 Revision 9dbbf357 (github): Massive update of the playsim to floating point math.
Part 20 danij
19:05 Revision 67a29ff2 (github): Massive update of the playsim to floating point math.
Part 19 danij
19:03 Revision 62bd7587 (github): Massive update of the playsim to floating point math.
Part 18 danij
19:01 Revision bc3f9ccb (github): Massive update of the playsim to floating point math.
Part 17 danij
18:56 Revision 5791356b (github): Massive update of the playsim to floating point math.
Part 16 danij
18:54 Revision 335c1a97 (github): Massive update of the playsim to floating point math.
Part 15 danij
18:51 Revision 81d04dad (github): Updated jdoom.vcproj
danij
18:50 Revision 373ec2d2 (github): Updated style, cleaned up.
danij
18:48 Revision 5847aae9 (github): Wall glow definitions were missing for DOOM.
danij
18:47 Revision fe2674cf (github): The blockmap grid can no longer be viewed in the automap. It was of little use to players (only those hardcore enough to use DOOMs blockmap LOS related issues to their advantage) and we now have a new engine-side blockmap visualizer.
danij
18:43 Revision e980ce3e (github): Massive update of the playsim to floating point math.
Part 14 danij
18:39 Revision f4e29bd0 (github): Massive update of the playsim to floating point math.
Part 13 danij
18:38 Revision f7457b58 (github): Massive update of the playsim to floating point math.
Part 12 danij
18:36 Revision 0bb362fd (github): Massive update of the playsim to floating point math.
Part 11 danij
18:31 Revision e7a337f1 (github): Massive update of the playsim to floating point math.
Part 10 danij
18:28 Revision 2888a385 (github): Massive update of the playsim to floating point math.
Part 9 danij
18:25 Revision 4a8b282a (github): Massive update of the playsim to floating point math.
Part 8 danij
18:21 Revision c4eec1c7 (github): Massive update of the playsim to floating point math.
Part 7 danij
18:12 Revision 267b7acf (github): Massive update of the playsim to floating point math.
Part 7 danij
18:10 Revision 151b7e25 (github): Added new source files to Doomsday.sln and updated vcbuild.
danij
18:08 Revision 2931b416 (github): Massive update of the playsim to floating point math.
Part 6 danij
18:04 Revision a814a9d6 (github): Massive update of the playsim to floating point math. Further updates to the new blockmap handling. Merged all routines for wall seg section drawing, we now use one parametrized routine for all types of wall seg.
Part 5 danij
17:56 Revision aea84bd0 (github): Massive update of the playsim to floating point math. Further updates to the new blockmap handling. Implemented a new visualizer to aid with debugging blockmap issues.
Part 4 danij
17:53 Revision 4e83b39c (github): Massive update of the playsim to floating point math. Further updates to the new blockmap handling.
Part 3 danij
17:44 Revision 6a176b94 (github): Massive update of the playsim to floating point math. Further updates to the new blockmap handling.
Part 2 danij
17:41 Revision d9fa9a3b (github): Massive update of the playsim to floating point math. Further updates to the new blockmap handling.
Part 1 danij
17:37 Revision 79a819a9 (github): Texture offsets in rendpoly_t are now in a vector.
danij
17:36 Revision 8abcfa46 (github): Fixed file encoding.
danij
17:35 Revision d5420443 (github): PSprite offset coordinates are now floats. Fixed a lighting problem with masked middle textures.
danij
17:33 Revision 0d4e1f84 (github): Added a further mode to the fullscreen console toggle, now goes from one line > half height > fullheight.
danij
17:20 Revision f55fe042 (github): Updated style, cleaned up.
danij
16:51 Revision 06785b2b (github): Split the code for the concepts of A) luminous object in the world (lumobj_t) and B) Projected light on a surface (dynlight_t) into separate source files in preparation for further work.
Enhanced the dynlight linked with an option to link into a surface light list so as they are sorted by brightness at ... danij
16:44 Revision 11101eff (github): Split the CD-DA/Rebook audio playback in the Doomsday default WIN32 sound driver into its own source file in preparation for future development. Updated style, cleaned up.
danij
16:43 Revision 09f20019 (github): Updated style.
danij
16:42 Revision eef25534 (github): Updated style, cleaned up.
danij
09:52 Revision c4a79694 (github): back out my current projects
yagisan
09:51 Revision 5810e54a (github): back out my current projects
yagisan
09:47 Revision 8d078b97 (github): back out my current projects
yagisan
09:45 Revision 28992919 (github): back out my current projects
yagisan
09:43 Revision bb1bef92 (github): back out my current projects
yagisan
09:41 Revision 728502bf (github): back out my current projects
yagisan
09:36 Revision 6d46e3fd (github): back out my current projects
yagisan

2007-11-21

13:55 Revision e11d20d7 (github): de-verboseify this - it's actually useful to see so I can diagnose why certain files won't play.
yagisan

2007-11-19

07:37 Revision 670b46a3 (github): Expose the coop items respawn toggle for jdoom because I'm sick of running out of ammo. Of course those rocket boxes and plasma cells should magically appear out of nowhere - it adds to the realism - really ...
yagisan
 

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