Activity
From 2007-11-22 to 2007-12-05
2007-12-03
- 17:42 Revision ea9d7357 (github): Due to the fact that we skip drawing the first few frames of the level and we don't clear the color buffer if not drawing a player view, we end up with HOM.
- This isn't a fix. Just make it less noticeable by hiding the other HUDs for those first few tics.
- 06:37 Revision 7a2f6fca (github): Fixed bug: Missiles would not hit upper/lower linedef sections and would move through them and be warped to the height of the ceiling on the other side before exploding.
- 06:35 Revision 7ff80d93 (github): Fixed problem of lines being coloured incorrectly in the automap (we were getting the back sector of a seg instead of the linedef).
- 06:34 Revision c7107eea (github): Fixed missing return value for the "give" console cmmd.
- 06:33 Revision fb0493d4 (github): Began separating the map loading code into two phases:
- * Read and transform the map data from WAD into an intermediate format.
* Send the transformed map data through an AP... - 06:28 Revision e4cb6261 (github): Began separating the map loading code into two phases:
- * Read and transform the map data from WAD into an intermediate format.
* Send the transformed map data through an AP... - 06:27 Revision be76a846 (github): Began separating the map loading code into two phases:
- * Read and transform the map data from WAD into an intermediate format.
* Send the transformed map data through an AP... - 06:25 Revision 7405c450 (github): Began separating the map loading code into two phases:
- * Read and transform the map data from WAD into an intermediate format.
* Send the transformed map data through an AP...
2007-12-01
- 17:42 Revision 9843c22c (github): Fixed bug#1786091 - Crash when using the "give" cheat when not in-game.
- 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).
2007-11-30
- 16:10 Revision c23fc671 (github): Moved P_SetMobjPosition and P_UnsetMobjPosition into plugins/common/src/p_map.c
- 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). - 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.
- 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.
- 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.
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.
- 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.
- 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.
- 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... - 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... - 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... - 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... - 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... - 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
- 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... - 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... - 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... - 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... - 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.
2007-11-25
2007-11-24
2007-11-23
- 22:15 Revision 00a3f01a (github): Fixed missing function P_GetXSectorOfSubsector in jDoom.
- 02:52 Revision 5dc77729 (github): Fix a FTBFS on Linux
- 02:49 Revision 491433ee (github): Polyobjects were missing from the automap in jHexen.
- 02:31 Revision 3e027594 (github): Removed P_BlockPolyobjsIterator from the Doomsday public API, as it has been superseded by the more versatile P_PolyobjsBoxIterator.
- 01:11 Revision 461c3ebe (github): Fixed the problem of being able to walk through polyobjects depending on their current state. A linkpolyobj ring issue.
2007-11-22
- 20:40 Revision 7e099e4a (github): Massive update of the playsim to floating point math.
- Part 31 (last)
- 19:42 Revision 0ff2e91c (github): Massive update of the playsim to floating point math.
- Part 30
- 19:39 Revision 6faa97d3 (github): Massive update of the playsim to floating point math.
- Part 29
- 19:36 Revision 4acc6b5d (github): Massive update of the playsim to floating point math.
- Part 28
- 19:31 Revision 471adca8 (github): Massive update of the playsim to floating point math.
- Part 27
- 19:25 Revision 6f13ea69 (github): Massive update of the playsim to floating point math.
- Part 26
- 19:21 Revision bb101363 (github): Updated jhexen.vcproj with new source files.
- 19:19 Revision 8a14e2ea (github): Massive update of the playsim to floating point math.
- Part 25
- 19:18 Revision 91181654 (github): Massive update of the playsim to floating point math.
- Part 24
- 19:16 Revision af1b2e50 (github): Massive update of the playsim to floating point math.
- Part 23
- 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
- 19:10 Revision a1b97133 (github): Massive update of the playsim to floating point math.
- Part 21
- 19:07 Revision 9dbbf357 (github): Massive update of the playsim to floating point math.
- Part 20
- 19:05 Revision 67a29ff2 (github): Massive update of the playsim to floating point math.
- Part 19
- 19:03 Revision 62bd7587 (github): Massive update of the playsim to floating point math.
- Part 18
- 19:01 Revision bc3f9ccb (github): Massive update of the playsim to floating point math.
- Part 17
- 18:56 Revision 5791356b (github): Massive update of the playsim to floating point math.
- Part 16
- 18:54 Revision 335c1a97 (github): Massive update of the playsim to floating point math.
- Part 15
- 18:51 Revision 81d04dad (github): Updated jdoom.vcproj
- 18:50 Revision 373ec2d2 (github): Updated style, cleaned up.
- 18:48 Revision 5847aae9 (github): Wall glow definitions were missing for DOOM.
- 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.
- 18:43 Revision e980ce3e (github): Massive update of the playsim to floating point math.
- Part 14
- 18:39 Revision f4e29bd0 (github): Massive update of the playsim to floating point math.
- Part 13
- 18:38 Revision f7457b58 (github): Massive update of the playsim to floating point math.
- Part 12
- 18:36 Revision 0bb362fd (github): Massive update of the playsim to floating point math.
- Part 11
- 18:31 Revision e7a337f1 (github): Massive update of the playsim to floating point math.
- Part 10
- 18:28 Revision 2888a385 (github): Massive update of the playsim to floating point math.
- Part 9
- 18:25 Revision 4a8b282a (github): Massive update of the playsim to floating point math.
- Part 8
- 18:21 Revision c4eec1c7 (github): Massive update of the playsim to floating point math.
- Part 7
- 18:12 Revision 267b7acf (github): Massive update of the playsim to floating point math.
- Part 7
- 18:10 Revision 151b7e25 (github): Added new source files to Doomsday.sln and updated vcbuild.
- 18:08 Revision 2931b416 (github): Massive update of the playsim to floating point math.
- Part 6
- 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
- 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
- 17:53 Revision 4e83b39c (github): Massive update of the playsim to floating point math. Further updates to the new blockmap handling.
- Part 3
- 17:44 Revision 6a176b94 (github): Massive update of the playsim to floating point math. Further updates to the new blockmap handling.
- Part 2
- 17:41 Revision d9fa9a3b (github): Massive update of the playsim to floating point math. Further updates to the new blockmap handling.
- Part 1
- 17:37 Revision 79a819a9 (github): Texture offsets in rendpoly_t are now in a vector.
- 17:36 Revision 8abcfa46 (github): Fixed file encoding.
- 17:35 Revision d5420443 (github): PSprite offset coordinates are now floats. Fixed a lighting problem with masked middle textures.
- 17:33 Revision 0d4e1f84 (github): Added a further mode to the fullscreen console toggle, now goes from one line > half height > fullheight.
- 17:20 Revision f55fe042 (github): Updated style, cleaned up.
- 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 ...
- 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.
- 16:43 Revision 09f20019 (github): Updated style.
- 16:42 Revision eef25534 (github): Updated style, cleaned up.
- 09:52 Revision c4a79694 (github): back out my current projects
- 09:51 Revision 5810e54a (github): back out my current projects
- 09:47 Revision 8d078b97 (github): back out my current projects
- 09:45 Revision 28992919 (github): back out my current projects
- 09:43 Revision bb1bef92 (github): back out my current projects
- 09:41 Revision 728502bf (github): back out my current projects
- 09:36 Revision 6d46e3fd (github): back out my current projects
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