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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... danij
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. danij
16:29 Revision 640ad0ab (github): Removed code added during the debug of P_RoughMonsterSearch.
danij
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. danij
14:33 Revision 850af103 (github): Removed P_BlockMobjsIterator as obsolete.
danij
14:29 Revision f02c330e (github): Remove P_BlockPolyobjsIterator as obsolete.
danij
14:28 Revision d73527ea (github): Removed P_BlockLinesIterator as obsolete.
danij
14:15 Revision c11fa5f4 (github): Removed fixed limit on the number of decorations that can be attached to a surface_t.
danij

2007-12-15

18:54 Revision 31e5b410 (github): Specify the include directory for dpWapMapConverter in the CMakeLists file.
danij
18:50 Revision 10d913c4 (github): Added a CMakeLists.txt for dpWadMapConverter hopefully, it works.
danij
18:34 Revision 6bcd6909 (github): Added a bunch of status messages to dpwadmapconverter to give indication of progress.
danij
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.
danij
17:15 Revision e6d6e6e6 (github): This isn't C++ Yagisan ;)
danij
17:12 Revision 9ff8d1cb (github): Seems I committed the old version hu_menu.c
danij
17:08 Revision dbaf00bb (github): Added hu_menu.c to the games' vs8 project files.
danij
16:59 Revision 685eea84 (github): Seems I forgot to add hu_menu.h
danij
16:44 Revision c96f5a2f (github): Updated vs8 solution file with updated project build order dependencies.
danij
16:40 Revision 800152f5 (github): Merge from deng-ng - fix the sys_timer threading issues with mutexes - this does introduce a moderate performance hit
yagisan
16:40 Revision f1e97acb (github): Fixed a couple of build errors reported by gcc.
danij
16:36 Revision 39fff773 (github): Merge from deng-ng - fix the con_busy threading issues with mutexes - this does introduce a small performamnce hit
yagisan
16:31 Revision e38b17d0 (github): Removed obsolete polyobj allocation code. This is now handled elsewhere.
danij
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.
danij
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. danij
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... danij
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).
danij
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... danij
15:31 Revision ffbbf68a (github): Added few checks for debug purposes.
danij
15:27 Revision 96740a0b (github): Updated the interface to dgl with the new API routines.
danij
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.
danij
15:20 Revision 70425718 (github): Added some additional info to the wrong side error message in C_AddViewRelOcclusion().
danij
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.
danij
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... danij
15:10 Revision 69a94784 (github): Updated style.
danij
14:55 Revision b48dcf1a (github): Fixed a race issue in the progress bar code.
danij
14:53 Revision c813d32a (github): Added the new DGL constants for the smooth lines and variable line widths.
danij
14:52 Revision bbb281aa (github): Updated the Doomsday public API with respect to the new map loading architecture.
danij
14:49 Revision 68774179 (github): Binary lump format definitions are now surplus to requirement but I've updated them while we make the transition.
danij
14:48 Revision d41bc920 (github): Merged a *nix fix for the libdir path from deng-ng. Thanks Yagisan.
Updated style. danij
14:44 Revision a21f1d94 (github): Updated vcbuild source file include lists with new files.
danij
14:41 Revision 881135d9 (github): Updated vs8 projects with new source files.
danij
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...
danij
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...
danij
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...
danij
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...
danij
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...
danij
14:09 Revision 26762012 (github): Continued updating Doom64TC in line with the recent changes to the Doomsday public API.
danij
14:05 Revision 88cc1dfe (github): Continued updating WolfTC in line with the recent changes to the Doomsday public API.
danij
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.
danij
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.
danij
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.
danij

2007-12-11

12:18 Revision 215f1403 (github): Fixed: Flat lumps should replace earlier ones of the same name.
danij

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. danij
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.
danij
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).
danij
06:34 Revision c7107eea (github): Fixed missing return value for the "give" console cmmd.
danij
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...
danij
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...
danij
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...
danij
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...
danij
 

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