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From 2008-02-01 to 2008-02-14

2008-02-13

03:43 Revision 4e61872b (github): Harden the map data that does not change during the BSP generation as early as possible rather than after. This means we are now able to construct some of the more intricate data structures early on (currently only the vertex line owner rings). The next step is to use them to accelerate the BSP generation.
danij

2008-02-12

14:37 Revision 0c3a06ac (github): Fixed type mix up which caused a nuclear meltdown in 64bit builds (thanks to yagisan for the heads up).
danij

2008-02-05

10:00 Revision 73e1ccd2 (github): Renamed jHexen's m_misc.c to m_random.c
danij
09:56 Revision 40ceb24d (github): Resolved the M_Random symbol conflicts and other issues which led to the use of an incorrect LUT (this would have affected gameplay in jDoom and jHeretic compared to the original games).
danij
08:58 Revision 8190d440 (github): Renamed the engine-side random number related routines to RNG_* to expose any symbol scope conflicts.
danij
08:24 Revision 76aad6b5 (github): Renamed plugins/jhexen/src/m_misc.c to p_random.c
danij
07:58 Revision 20eb0a37 (github): Fixed up some variable type inconsistencies in the DED parser.
danij
07:48 Revision 891e5499 (github): Added a new parsing routine in def_read.c to handle blendmodes rather than using the read flags routine (note, blendmodes are still defined as flags in DED definitions all that has changed is the routine that does the parsing).
danij
07:11 Revision 6f4a29f3 (github): Revised various object/paramater/routine names to be more consistent. Part 7 of 7
danij
07:09 Revision 0bec19f5 (github): Revised various object/paramater/routine names to be more consistent. Part 6 of 7
danij
07:07 Revision ac7ded0b (github): Revised various object/paramater/routine names to be more consistent. Part 5 of 7
danij
07:06 Revision 35f0fae4 (github): Revised various object/paramater/routine names to be more consistent. Part 4 of 7
danij
07:04 Revision 0e4ab57a (github): Revised various object/paramater/routine names to be more consistent. Part 3 of 7
danij
07:02 Revision 5eb2a03b (github): Revised various object/paramater/routine names to be more consistent. Part 2 of 7
danij
06:58 Revision 04fed50c (github): Revised various object/paramater/routine names to be more consistent.
Fixed a memory leak in the DED definition management (line types were not free'd on engine reset/shutdown).
Part 1 of 7
danij

2008-02-02

06:17 Revision 9b1535b6 (github): Reimplemented the sort algorithms in BSP_DetectOverlappingLines() and MPE_DetectDuplicateVertices() to use ptrs rather than indices. Plus a couple of other very minor tweaks.
danij

2008-02-01

09:16 Revision 8786f44f (github): Use a zblockset for allocating hedges when building the BSP. This has improved the speed of createInitialHEdges() by ~40%
danij
07:59 Revision c5ab4741 (github): Refactored the edgetip management in order to remove the need for a global index, which has now been removed.
Finished the editable map destructor. With luck, there are no remaining leaks. danij
07:24 Revision 31c57a15 (github): Moved hedge deallocation into the BSP destructor and other changes in order to factor out the need for a global hedge index, which has now been removed.
danij
06:45 Revision 92842116 (github): Replaced the algorithm for building the hedge sort buffer in buildSegsFromHEdges with one which traverses the BSP and builds the index as it goes. This will ultimately be a lot quicker as it means that we can use the spatial information to speed up the sort.
danij
06:20 Revision f8d8a0db (github): Use a local buffer when sorting hedges before hardening into the gamemap_t segs index. Once the hedge allocation is revised, this will allow for the current global index to be removed completely.
danij
01:58 Revision 28e6f009 (github): Revised how linedef flags are handled. Part 7 of 6 (oops, forgot about wolftc)
danij
01:57 Revision 5e8019ff (github): Revised how linedef flags are handled. Part 6 of 6
danij
01:56 Revision cb8fb380 (github): Revised how linedef flags are handled. Part 5 of 6
danij
01:55 Revision 35884fd6 (github): Revised how linedef flags are handled. Part 4 of 6
danij
01:54 Revision 63e77ffa (github): Revised how linedef flags are handled. Part 3 of 6
danij
01:53 Revision 80c3dae8 (github): Revised how linedef flags are handled. Part 2 of 6
danij
01:52 Revision b4e985b6 (github): Revised how linedef flags are handled. The game-specific linedef flags (read from an archived map) will be passed to the game via the map data custom property interface. The game can then interpret their meaning and use DMU to update the map accordingly.
Also, I have insulated the engine's linedef flags from those used by the engine by implementing a new set of flag def... danij
 

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