Activity
From 2008-01-05 to 2008-01-18
2008-01-18
- 18:31 Revision c69c83c5 (github): Fix FTBFS using SDL Window manager. I still don't fully understand how the windowing system works, but we now build and load under linux again. Hi Newdoomers reading the commit logs - admit it, you know you miss me :D
- 17:52 Revision 421ab0e7 (github): Fix encoding issues
- 17:47 Revision be7b6cc3 (github): Update my contact details
- 17:45 Revision 86f0d5a0 (github): Update my contact details
- 17:34 Revision 9d333867 (github): Update my contact details
2008-01-14
2008-01-13
- 18:45 Revision 91c7054e (github): Fixed up the SDL based window management as best I can. Someone who actually uses it will need to do the rest as under WIN32, SDL based window management cannot be used currently due to not being able to use SDL input in conjunction.
- 18:13 Revision 916e5eed (github): Seems I forgot to ensure the edges of dlight were 100% black.
- 17:39 Revision ba0aec10 (github): Moved gl context management into the window manager. Due to some platforms not separating the concept of window and render context (e.g. SDL) trying to do so in Doomsday is not really possible. The decision to do so is now made by the window manager implementation.
- Commonized dgl_main.c, the same code is used for all platforms.
- 13:22 Revision b63dc93e (github): Fixed FTBFS errors under *nix.
- 12:35 Revision 2e624397 (github): Seems I forgot to commit the platform-specific dgl_main.c source files.
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
- 07:23 Bug #505 (Rejected): Win32 crash. Disable texture compression to fix
- I've had several reports of this now but I've not been able to reproduce as of yet.
When starting a new game from ... - 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).
- 01:22 Bug #504: USE key not functioning
- Logged In: YES
user_id=849456
Originator: NO
This is a known issue with 1.9.0-beta5.2 due to the changes made to im... - 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.
2008-01-09
- 23:18 Bug #504 (Closed): USE key not functioning
- The USE key in jheretic does not work regardless of what key it is set to. Am using 1.9.0 beta52 on Gentoo Linux and...
2008-01-06
- 17:03 Bug #503 (Closed): Segfaults using line attacks in Vile Flesh mod
- Vile Flesh: http://mysite.wanadoo-members.co.uk/vileflesh
For some reason, using line attacks in certain places of...
2008-01-05
Also available in: Atom