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From 2007-12-29 to 2008-01-11

2008-01-11

11:28 Revision 7c3d4dee (github): Replaced dlight.pcx with a radial gradient that uses an exponential falloff to simulate light being scattered through airborne particles to increase their apparent realism.
Other minor tweaks to halos. danij

2008-01-10

08:51 Revision de27566e (github): Fixed a bunch of "warning: switch missing default case".
danij
07:44 Revision aeec5988 (github): Doomsday now needs to link to OpenGL - thanks DaniJ for pointing that out
yagisan
07:15 Revision 991f2b4a (github): Fixed DGL_Begin declaration (error with gcc).
danij
06:33 Revision fa326854 (github): Enlarged the max distance for decor lights to 2048 as 1500 was a bit too near imo.
Removed the distinction between decor lights attached to walls/floors. We now treat all decor lights the same regardl... danij
05:23 Revision dde5b918 (github): Update CMakeLists.txt to deal with new renderer internalisation. DaniJ check the buildbots after this commit
yagisan
02:25 Revision 33a04f6f (github): Updated the Doomsday vs8 solution and vcbuild with new/deleted source files.
danij
02:24 Revision 129e0214 (github): The games now access DGL via the Doomsday public API.
danij
02:21 Revision c06a6b55 (github): Removed drOpenGL and drDebug from the vs8 solution and vcbuild.
danij
02:20 Revision 593caab9 (github): Added new blendmode; bm_inv (glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR))
danij
02:17 Revision d8171fca (github): Removed the lump format definitions from doomsday.ded as they are no longer used.
danij
02:16 Revision 2179de09 (github): Added new source files for the engine-internal DGL stuff.
danij
02:13 Revision 782505d4 (github): Internalized OpenGL renderer into the engine. Part 4
danij
02:07 Revision ae49a2c7 (github): Internalized OpenGL renderer into the engine. Part 3
danij
02:00 Revision 23c67533 (github): Internalized OpenGL renderer into the engine. Part 2
danij
01:53 Revision 271f22fe (github): Internalized OpenGL renderer into the engine. Exported various DGL routines to be used by the game plugins to draw in "direct render" mode. None of the following advanced OpenGL drawing features are currently available to the games: vertex arrays, display lists and vb/pix buffers.
Updated style.
Part 1.
danij
01:43 Revision e125f550 (github): Deleted obsolete files.
danij
01:38 Revision 88c486d4 (github): Updated in line with changes to DGL. Updated style. Fixed a bunch of incorrect license markups (marked as GPL instead of GPL+jHeretic/jHexen Exception).
danij
01:15 Revision b07dd0cd (github): Updated in line with changes to DGL. Updated style.
danij
01:11 Revision 9de6503b (github): Updated in line with changes to DGL. Updated style.
danij
01:08 Revision 1f2d9ef4 (github): Updated in line with changes to DGL. Updated style.
danij
01:03 Revision 198ace15 (github): Updated style.
danij
01:02 Revision 57d6147f (github): Updated in line with changes to DGL. Updated style.
danij
00:59 Revision 978650e4 (github): Updated copyright year.
danij
00:57 Revision 72ea8e0f (github): Updated in line with changes to DGL. Updated style.
danij
00:53 Revision 77276a21 (github): Updated style.
danij
00:51 Revision 81be1c61 (github): Removed drOpenGL and drDebug as the OpenGL renderer has been internalized into the engine.
danij

2008-01-05

14:31 Revision 6c9fa826 (github): Mark down apparent Hexen derived code, determined by visual diffing against the Hexen source release. Affected code is marked by REWRITE ME markers
yagisan
14:04 Revision e9686621 (github): Move the data packs out of trunk/doomsday/packs to /trunk/packs
yagisan

2007-12-30

07:11 Revision b060b439 (github): More tweaks to the vs8 vcproj file for doomsday.
danij
07:10 Revision b7fcd95d (github): * Separated the functionality from keymap ccmd into another routine so that it can be called directly.
* Removed the old input key scancode logging. It would seem it stopped working at some point. Will replace soon.
* Ad...
danij
07:05 Revision 6bf28866 (github): Differentiate the average light value at the viewplayer's current position when drawing the lightrangemodmatrix.
danij
07:02 Revision 418d69e4 (github): Always use the MOBJ_TO_ID helper macro when a mobj-specific identifier is required.
danij
06:59 Revision 69799c01 (github): Tweaked the equation used to calculate the intensity of fakeradio shadows; they appeared too dark in very bright sectors.
danij
06:55 Revision 1c616254 (github): Fixed a logic error which would result in attempting to allocate a sector->blocks array of size zero.
danij
06:51 Revision 4e1612d1 (github): Cleanup.
danij
06:43 Revision 80d1be91 (github): Pruned help strings for old obsolete cvars.
danij
01:06 Revision e8f946eb (github): Type of vars defining keyevent buffer size changed to size_t.
danij
00:24 Revision e4a11aa5 (github): The Doomsday executable icon resource identifier was renamed to IDI_DOOMSDAY_ICON.
danij
00:20 Revision 8d44546e (github): Fixed a couple of 64bit portability issues (cast integral<>pointer). Cleanup.
danij
00:16 Revision 85244efe (github): Doomsday.RES shouldn't be in svn
danij
00:10 Revision c254389e (github): Finished renaming Doomsday.rc to doomsday.rc
danij
00:07 Revision 44d15748 (github): Updated the Win32 manifest and resource setup for Doomsday.
danij

2007-12-29

07:03 Revision cda585f4 (github): Updated project settings to ensure the correct system is targeted (x86) and various other minor tweaks required in order to build with the latest Windows PSDK and DirectX SDK.
danij
06:49 Revision 5485984f (github): Changed project build options so that Doom64TC and WolfTC are not built by default.
danij
06:48 Revision 9690704e (github): Numerous changes to variable types representing the length of a memory buffer/cstring; always use size_t for this purpose.
danij
06:43 Revision bfebdb34 (github): The minimum value for texture anisotropy (when enabled) is 1 not 0.
danij
 

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