Activity
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.
2008-01-10
- 08:51 Revision de27566e (github): Fixed a bunch of "warning: switch missing default case".
- 07:44 Revision aeec5988 (github): Doomsday now needs to link to OpenGL - thanks DaniJ for pointing that out
- 07:15 Revision 991f2b4a (github): Fixed DGL_Begin declaration (error with gcc).
- 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...
- 05:23 Revision dde5b918 (github): Update CMakeLists.txt to deal with new renderer internalisation. DaniJ check the buildbots after this commit
- 02:25 Revision 33a04f6f (github): Updated the Doomsday vs8 solution and vcbuild with new/deleted source files.
- 02:24 Revision 129e0214 (github): The games now access DGL via the Doomsday public API.
- 02:21 Revision c06a6b55 (github): Removed drOpenGL and drDebug from the vs8 solution and vcbuild.
- 02:20 Revision 593caab9 (github): Added new blendmode; bm_inv (glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR))
- 02:17 Revision d8171fca (github): Removed the lump format definitions from doomsday.ded as they are no longer used.
- 02:16 Revision 2179de09 (github): Added new source files for the engine-internal DGL stuff.
- 02:13 Revision 782505d4 (github): Internalized OpenGL renderer into the engine. Part 4
- 02:07 Revision ae49a2c7 (github): Internalized OpenGL renderer into the engine. Part 3
- 02:00 Revision 23c67533 (github): Internalized OpenGL renderer into the engine. Part 2
- 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. - 01:43 Revision e125f550 (github): Deleted obsolete files.
- 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).
- 01:15 Revision b07dd0cd (github): Updated in line with changes to DGL. Updated style.
- 01:11 Revision 9de6503b (github): Updated in line with changes to DGL. Updated style.
- 01:08 Revision 1f2d9ef4 (github): Updated in line with changes to DGL. Updated style.
- 01:03 Revision 198ace15 (github): Updated style.
- 01:02 Revision 57d6147f (github): Updated in line with changes to DGL. Updated style.
- 00:59 Revision 978650e4 (github): Updated copyright year.
- 00:57 Revision 72ea8e0f (github): Updated in line with changes to DGL. Updated style.
- 00:53 Revision 77276a21 (github): Updated style.
- 00:51 Revision 81be1c61 (github): Removed drOpenGL and drDebug as the OpenGL renderer has been internalized into the engine.
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
- 14:04 Revision e9686621 (github): Move the data packs out of trunk/doomsday/packs to /trunk/packs
2007-12-30
- 07:11 Revision b060b439 (github): More tweaks to the vs8 vcproj file for doomsday.
- 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... - 07:05 Revision 6bf28866 (github): Differentiate the average light value at the viewplayer's current position when drawing the lightrangemodmatrix.
- 07:02 Revision 418d69e4 (github): Always use the MOBJ_TO_ID helper macro when a mobj-specific identifier is required.
- 06:59 Revision 69799c01 (github): Tweaked the equation used to calculate the intensity of fakeradio shadows; they appeared too dark in very bright sectors.
- 06:55 Revision 1c616254 (github): Fixed a logic error which would result in attempting to allocate a sector->blocks array of size zero.
- 06:51 Revision 4e1612d1 (github): Cleanup.
- 06:43 Revision 80d1be91 (github): Pruned help strings for old obsolete cvars.
- 01:06 Revision e8f946eb (github): Type of vars defining keyevent buffer size changed to size_t.
- 00:24 Revision e4a11aa5 (github): The Doomsday executable icon resource identifier was renamed to IDI_DOOMSDAY_ICON.
- 00:20 Revision 8d44546e (github): Fixed a couple of 64bit portability issues (cast integral<>pointer). Cleanup.
- 00:16 Revision 85244efe (github): Doomsday.RES shouldn't be in svn
- 00:10 Revision c254389e (github): Finished renaming Doomsday.rc to doomsday.rc
- 00:07 Revision 44d15748 (github): Updated the Win32 manifest and resource setup for Doomsday.
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.
- 06:49 Revision 5485984f (github): Changed project build options so that Doom64TC and WolfTC are not built by default.
- 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.
- 06:43 Revision bfebdb34 (github): The minimum value for texture anisotropy (when enabled) is 1 not 0.
Also available in: Atom