Activity
From 2007-12-13 to 2007-12-26
2007-12-21
- 17:53 Bug #500 (Closed): Light values sometimes don't render
- After setting default light values in the Control Panel of jDoom, the given light values will reset with each new lev...
- 17:08 Bug #498: Eternal 3 Gameplay issues
- Logged In: YES
user_id=849456
Originator: NO
This PWAD uses sidedef packing. It is a known issue and has been fixed... - 16:15 Bug #498 (Closed): Eternal 3 Gameplay issues
- Jdoom launched through snowberry version 1.9.0-beta5 has some gameplay issues with the Eternal Doom 3 wad created by ...
- 16:23 Bug #499 (Closed): Light values sometimes don't render
- After setting default light values in the Control Panel of jDoom, the given light values will reset with each new lev...
2007-12-19
- 00:54 Revision faf46a2b (github): Moved memory allocation for mobjs into the engine.
- Renamed all of public API functions to do with mobjs and polyobjs to standardize on naming conventions.
Fixed a bug ...
2007-12-18
- 04:38 Revision 19130e62 (github): Further revisions to polyobject allocation/spawning. Instead of creating polyobjs by first finding their spawnspot and then translating the points relative to the polyobj's anchor spot to the spawn spot; just create the points relative to the polyobj's anchor and link into the subsector they are currently in. They will be moved to their spawnspot (and relinked) later in the load process.
- This meant that the polyobj original and previous point arrays don't need to be visible game-side and have been remov...
2007-12-17
- 18:50 Revision 7c4f1823 (github): Check player is in the void after loading a map/save game (fixes HOM being drawn when players are spawned as cameras outside the map during load).
- 16:51 Revision 3601b986 (github): Fixed a bunch of compilation warnings output by gcc (mostly inconsequential).
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.
Also available in: Atom