Activity
From 2007-12-03 to 2007-12-16
2007-12-16
- 20:35 Revision 2090079a (github): Fixed a typo in the polyobject loading of dpWadMapConverter which prevented the polyobject detection logic from working.
- Fixed a bug in the edit map polyobject creation. Polyobject linedefs are now marked as such and subsequently, they ar...
- 19:09 Revision 1af106e3 (github): Reimplemented jHexen's P_RoughMonsterSearch algorithm. The logic is fundamentally the same but now uses P_MobjsBoxIterator instead of accessing the mobj blocklink rings directly. This means that the games no longer require knowledge of the (now completely engine-side) blockmap and the Doomsday public API routines for which have been removed.
- Fixed a bug in the bbox to blockbox calculation.
- 16:29 Revision 640ad0ab (github): Removed code added during the debug of P_RoughMonsterSearch.
- 16:24 Revision 00a4a112 (github): Fixed bugs in the original Hexen P_RoughMonsterSearch logic. During the outwards spiral, the top left, bottom right and bottom left blockmap blocks would be checked twice for each "layer" of the test.
- This fix does not change the behaviour of the original algorithm and so has not been compatibility optioned.
- 14:33 Revision 850af103 (github): Removed P_BlockMobjsIterator as obsolete.
- 14:29 Revision f02c330e (github): Remove P_BlockPolyobjsIterator as obsolete.
- 14:28 Revision d73527ea (github): Removed P_BlockLinesIterator as obsolete.
- 14:15 Revision c11fa5f4 (github): Removed fixed limit on the number of decorations that can be attached to a surface_t.
2007-12-15
- 18:54 Revision 31e5b410 (github): Specify the include directory for dpWapMapConverter in the CMakeLists file.
- 18:50 Revision 10d913c4 (github): Added a CMakeLists.txt for dpWadMapConverter hopefully, it works.
- 18:34 Revision 6bcd6909 (github): Added a bunch of status messages to dpwadmapconverter to give indication of progress.
- 18:05 Revision e260c13b (github): Fixed the aliasing/confusion between the engine vs game side R_Init routines exhibited under gcc. Renamed the games' R_Init to R_InitRefresh, now called by G_PostInit.
- 17:15 Revision e6d6e6e6 (github): This isn't C++ Yagisan ;)
- 17:12 Revision 9ff8d1cb (github): Seems I committed the old version hu_menu.c
- 17:08 Revision dbaf00bb (github): Added hu_menu.c to the games' vs8 project files.
- 16:59 Revision 685eea84 (github): Seems I forgot to add hu_menu.h
- 16:44 Revision c96f5a2f (github): Updated vs8 solution file with updated project build order dependencies.
- 16:40 Revision 800152f5 (github): Merge from deng-ng - fix the sys_timer threading issues with mutexes - this does introduce a moderate performance hit
- 16:40 Revision f1e97acb (github): Fixed a couple of build errors reported by gcc.
- 16:36 Revision 39fff773 (github): Merge from deng-ng - fix the con_busy threading issues with mutexes - this does introduce a small performamnce hit
- 16:31 Revision e38b17d0 (github): Removed obsolete polyobj allocation code. This is now handled elsewhere.
- 16:30 Revision 004c5a95 (github): Implemented an optimization for the smoothplane height tracking. Instead of iterating numsectors * numplanes * 3 every frame, we now only iterate the list of "watchedplanes" which is built when plane heights are changed, providing a healthy boost to the fps.
- 16:27 Revision e0f99b33 (github): Added an optimization to the decor lights. Surface decorations are now cached and linked with surface_t to avoid having to do all the calculations every frame (this provided a very health boost to the fps in large maps like dv.wad::MAP05).
- Currently, there is a fixed limit on the number of decorations per surface. I'll remove this limit shortly.
- 16:23 Revision 26efdbbe (github): We no longer need to give remote access to the game_exports interface, so removed. If we need to in future, we should implement a better mechanism anyway.
- Moved more of the DD_VALUES from GetInteger to GetVariable to reflect recent changes to their types. Todo: we current...
- 15:57 Revision bf613285 (github): Added an argument to GL_NewTextureWithParams to specify that the 8bit texture should be converted to luminance before uploading (currently only used for the automap mask).
- 15:50 Revision e5b9ad6c (github): New map loading architecture.
- I wasn't happy with the way the first implementation of the engine-side map loading was going so I've redesigned it f...
- 15:31 Revision ffbbf68a (github): Added few checks for debug purposes.
- 15:27 Revision 96740a0b (github): Updated the interface to dgl with the new API routines.
- 15:24 Revision 031e2d66 (github): Removed the pregen decormap stuff as it likely doesn't work any more and it wasn't being used anyway.
- 15:20 Revision 70425718 (github): Added some additional info to the wrong side error message in C_AddViewRelOcclusion().
- 15:18 Revision 1265d567 (github): Changed the materials allocation routine. We can simply resize the materials list rather than creating a new list and copying ptrs.
- 15:14 Revision cdf46a93 (github): Added new cached map file reader/writer.
- Once a map has been loaded by a map converter and reconstructed engine-side via the runtime map editing interface, it...
- 15:10 Revision 69a94784 (github): Updated style.
- 14:55 Revision b48dcf1a (github): Fixed a race issue in the progress bar code.
- 14:53 Revision c813d32a (github): Added the new DGL constants for the smooth lines and variable line widths.
- 14:52 Revision bbb281aa (github): Updated the Doomsday public API with respect to the new map loading architecture.
- 14:49 Revision 68774179 (github): Binary lump format definitions are now surplus to requirement but I've updated them while we make the transition.
- 14:48 Revision d41bc920 (github): Merged a *nix fix for the libdir path from deng-ng. Thanks Yagisan.
- Updated style.
- 14:44 Revision a21f1d94 (github): Updated vcbuild source file include lists with new files.
- 14:41 Revision 881135d9 (github): Updated vs8 projects with new source files.
- 14:39 Revision 1da89fd9 (github): Implemented an interface for setting the global game action so that we have a chance to react to changes.
- Grab the new exports from the dgl plugin (we really need to remove/rethink this abstraction).
Numerous changes to th... - 14:38 Revision e78b40e7 (github): Implemented an interface for setting the global game action so that we have a chance to react to changes.
- Grab the new exports from the dgl plugin (we really need to remove/rethink this abstraction).
Numerous changes to th... - 14:38 Revision b5d8529f (github): Implemented an interface for setting the global game action so that we have a chance to react to changes.
- Grab the new exports from the dgl plugin (we really need to remove/rethink this abstraction).
Numerous changes to th... - 14:37 Revision 882ce643 (github): Implemented an interface for setting the global game action so that we have a chance to react to changes.
- Grab the new exports from the dgl plugin (we really need to remove/rethink this abstraction).
Numerous changes to th... - 14:36 Revision 4d4a6e38 (github): Implemented an interface for setting the global game action so that we have a chance to react to changes.
- Grab the new exports from the dgl plugin (we really need to remove/rethink this abstraction).
Numerous changes to th... - 14:09 Revision 26762012 (github): Continued updating Doom64TC in line with the recent changes to the Doomsday public API.
- 14:05 Revision 88cc1dfe (github): Continued updating WolfTC in line with the recent changes to the Doomsday public API.
- 13:57 Revision 3393f7fc (github): Added support for changing the GL_LINE_SMOOTH environment variable for antialiased line drawing and variable line widths. GL_LINE_SMOOTH is now enabled by default.
- 13:52 Revision f5bf3a8c (github): Added a line width parameter to the automap render list management. Fixed the automap mask to blend vertex alpha with mask alpha instead of color.
- 13:24 Revision 4a651bf0 (github): Added the new DOOM/Heretic/Hexen/Strife map converter. This code *should* work fine on all supported platforms but its only been tested under Win XP thus far.
2007-12-11
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...
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