Activity
From 2008-03-05 to 2008-03-18
2008-03-18
- 23:54 Revision f06bff6d (github): Don't link Doomsday against dinput8.lib under Windows, as it is no longer dependent.
- 23:40 Revision f1356c6d (github): Began splitting up the user input system. Part 3 of 3
- 23:39 Revision 2d502d54 (github): Began splitting up the user input system. Part 2 of 3
- 23:36 Revision 8e52b6ee (github): Began splitting up the user input system. OS and/or api specific input device interfacing code is being moved out of the engine an into "Input Driver" plugins. Internally, Doomsday has only one, platform independent representation for each type of supported input device. It is the job of the Input Driver plugins(s) to provide input event notification in a standardized format which the engine uses to update it's internal virtual devices.
- Under Windows, we now have diDInput8 which is a Doomsday Input Driver that interfaces with DirectInput8. Next up, wil...
- 15:26 Revision b482fd85 (github): Ensure our window class' menu name is initialized to NULL, make sure we specify the window type we want when calling Sys_CreateWindow().
- 15:24 Revision be269f44 (github): Fixed mismatch between the declaration and implementation of Sys_CreateWindow().
- 01:05 Revision 5a7551fe (github): Fixed a bunch of compilation issues.
2008-03-17
- 07:00 Revision fdf54bf3 (github): Removed old source file references from codeblocks/doomsday.cbp
- 06:46 Revision fc9f8af4 (github): Added inter project dependencies to the codeblocks doomsday.workspace to ensure correct build order.
- 06:38 Revision 8a57d300 (github): Added a virtual build target "All" for all projects. This build target will automatically build all child targets for each project (for example, if the active project is jDoom; Build "All" will build both Debug Win32 and Release Win32 targets).
- 06:08 Revision 1bb5ec92 (github): Fixed relative paths in the codeblocks project files. Changed doomsday.lib include path to include the output target folder for each target build (e.g. search Debug Win32 when linking a Debug Win32 build of jDoom).
- I can now build and run Doomsday using the Visual C++2005/2008 compiler from within codeblocks and use EDITANDCONTINU...
- 04:52 Revision 4b1fc175 (github): Ignore *.layout
- 04:49 Revision 345dea49 (github): Evidently the *.layout files are not part of the project configuration.
- 03:31 Revision 71288473 (github): Initial commit of a Code::Blocks workspace and projects for Doomsday and all its plugins.
2008-03-16
- 21:30 Revision d0921ec5 (github): Revised the interface to GL_PrepareMaterial() now takes a material_t ptr rather than a type and index. Also, register DDTEX textures as materials so they can be referenced using the same interface.
- 21:24 Revision 58e02668 (github): Reworked things so that we no longer have to call R_UpdateSurface() after any changes.
- 21:16 Revision 4c18f787 (github): Added new public functions, removed old ones not currently in use.
- 21:15 Revision ed48b000 (github): Revised DMU constant names.
- 21:14 Revision 47149dab (github): Added new source files to doomsday_cl.rsp
- 21:11 Revision bea0962f (github): Added new source files to the vs vcproj and sln. Also added the missing lib libcmt to the includes for a release build.
- 21:04 Revision 12a2c6a5 (github): Worked on DMU:
- * Split up DMU in to multiple source files. The public interface and backend stuff is still in p_dmu.c. The set/get f...
- 20:50 Revision efdcf7d6 (github): Updated DMU constant names.
- 06:17 Revision 8afc3c3c (github): Implemented the remainder of the P_FindSector* utilities.
- 05:16 Revision 0e55f728 (github): Fixed a bug that somehow crept into findBuildNeighbor().
- 05:11 Revision d0258069 (github): Reimplemented XS_TravBuildStairs(). Rather than combining two quite different traversals into one routine they have instead been split into separate subroutines. Each subroutine was then rewritten to make use of P_Iteratep().
- 03:04 Revision 597680f9 (github): Got rid of the global XG sector builderdata flags array. The new scheme isn't as optimal (requiring an iteration of the world sectors to zero the flags before a stair build begins, rather than a simple memset) but imo, it really doesn't matter.
- 02:32 Revision 95285d22 (github): Got rid of XS_AdjoiningPlanes() completely. Instead, use the P_Iteratep() based search utility functions in p_mapspec.c
- 01:48 Revision 83cc976a (github): Replaced the algorithm used in XS_GetPlane() to determine an extremal texture height of all the wall surfaces in a given sector. The new algorithm makes use of P_Iteratep() and unlike the old algorithm; it avoids the need for a static working buffer (which it never checked the bounds of, meaning that if a sector was made up of more than 128 linedefs and each had a different texture; it would result in writing beyond the end of the working buffer).
- 01:42 Revision c8ba5209 (github): Polyobjs are no longer managed in the same way. Determining of their mirror will need updating (commented out for now).
2008-03-15
- 23:29 Revision 034bec19 (github): Replaced recursiveSound() with a version that makes use of P_Iteratep. Also, moved it to p_mapspec.c as it is common between all supported games.
- 22:31 Revision 770dc4e3 (github): Replaced EV_DoDonut with a version that makes use of P_Iteratep.
- 11:02 Revision e5dcdcb3 (github): Don't forget to actually return the height of the next highest floor in P_FindSectorSurroundingNextHighestFloor - (crikey, what a mouthful...)
- 10:58 Revision f5ae6c94 (github): Updated more game-side algorithms to make use of P_Iteratep.
- 09:44 Revision 687d4569 (github): Rewrote most of the game-side algorithms that require iteration of a sector's linedefs to take advantage of P_Iteratep.
- 06:24 Revision 9daa1364 (github): Take advantage of DMU's new P_Iteratep() when drawing the automap. This will greatly reduce the amount of time DMU has to spend determining types, checking for dummies etc, etc. The net result being that the drawing of the automap causes less slowdown.
- 04:28 Revision f7600a87 (github): Fixed a bug hat crept in in the previous commit.
- 04:14 Revision 7ddc9c2b (github): Several improvements to DMU:
- * Got rid of the unnecessary complication of runtime aliases for DMU_ property constants in the engine and replaced t...
2008-03-14
- 03:25 Revision ef493b3f (github): Simplified the use of R_GetMaterialColor()
- 03:05 Revision 19c61e60 (github): Added more error checking to the MPE interface.
- 02:41 Revision 4de4512f (github): Implemented MPE_VertexCreatev so that many vertexes can be created in one go, rather than having to call MPE_VertexCreate repeatedly. Made us of this in dpwadmaploader to speed up transfer of map vertex data to the engine.
- 01:56 Revision 716f245e (github): Always clear both the color and depth buffers on the first frame after map load.
- 01:06 Revision 571e4695 (github): Replaced triangulateSubSector() Due to the BSP leaf generation algorithm ensuring that a subsector's segs will always be in clockwise order it meant that there was no need to sort the segs in triangulateSubSector() and as a result, a nice little speed boost in map load times.
2008-03-13
- 23:42 Revision 442c1e0a (github): Removed the automatic conversion of large lumobjs to bias sources. It wasn't working particularly well and will be replaced.
- Fixed a bug in prepareSubsectorForBias() which failed to initialize the seg illum array correctly.
- 05:58 Revision 12c10dce (github): Variable name conventions, cleanup.
- 05:16 Revision b483cb93 (github): Cleanup.
- 05:13 Revision 522c0b2f (github): Fixed a couple of comments.
- 05:11 Revision 5678d042 (github): Continued work towards the $nplanes goal. Begun removing the distinction between floor/ceiling planes and generalizing so that we use the plane normal instead.
2008-03-11
- 04:46 Revision c4792b9e (github): Moved the utility routine isNonGlowingSurface to r_world.c Plus renamed it as R_IsNonGlowingPlane due to it being for planes and not generalized for any surface.
- 04:37 Revision a66685fc (github): Clean up.
- 04:35 Revision 8d8a8ca7 (github): Fixed a bug in the R_Find*LineNeighbor lineowner traversal routines that would result in an incorrect angle delta being returned when traversal is done anticlockwise.
- 04:30 Revision 85753e0e (github): Fixed a bug in the lineowner ring, relative angle calculation. The last line in the ring ended up with an incorrect angle.
- 00:33 Revision d50d1dc1 (github): Fixed a bunch more compiler warnings and one error reported by gcc.
2008-03-10
- 23:27 Revision 9d200d21 (github): Fixed a bunch of warnings produced by gcc in the portable SDL window manager. Note, this code remains untested.
- 23:06 Revision 3111adcb (github): Fixed some compile "errors" reported by gcc.
- 08:25 Revision 5073d5a6 (github): Protected a bunch of calls to M_Free in sys_filein.c
- 07:06 Revision 65764140 (github): Fixed a nasty bug in B_DestroyAllClasses() which could allow anyone to easily crash their system via the console.
- 06:12 Revision 3940854e (github): Completely revised the implementation of fakeradio shadow edges. The old scheme did not take advantage of the spacial information provided by the vertex lineowner rings particularly well.
- Todo: No method for resolving overlaps has been implemented as yet. Only the vertex inner offset is actually used. Ne...
2008-03-09
- 11:56 Revision 4825c4f8 (github): Optimized Rend_RadioSubsectorEdges() a bit.
- 10:26 Revision 7801fda4 (github): Moving the fakeradio shadow poly edge offsets into lineowner_t provided the possibility to get rid of shadowpoly_t completely as the other properties it held were actually inferred by the structure(s) it linked to. Also, revised R_ResolveOverlaps to get rid of the requirement of an array to sort within (now uses a linked list).
- 06:04 Revision 0d7a2515 (github): Fixed: Fairly frequently, the vertex coordinates generated for fakeradio edge shadowpolys would result in "folds" at the inner offset. This was due to us storing two separate offsets for each side of the edge and due to numerical inaccuracies; these would sometimes end up not being equal. This has been fixed by using only one set of offsets for each pair of edges and storing them in a the vertex lineowner ring for easy access.
- Todo: This has the shortcoming that all edge pairs need to have a set of shadow offsets allocated for them as opposed...
- 05:15 Revision aeaf9650 (github): Revised the shadowpoly_t structure in preparation for splitting the data off into the vertex lineowner_t structure.
- 05:12 Revision 819d4659 (github): Added the option for specifying a different public name for an internal data structure in makedmt.py
- 05:01 Revision 55f919c0 (github): Determine the inner and outer coordinates for fakeradio shadow edge polys before going into radioAddShadowEdge()
2008-03-08
- 10:51 Revision b3ebc2cb (github): Removed superfluous text strings from jDoom64's info.h
- 09:45 Revision 53ccd512 (github): Stripped out all of the new levels that were added for the Doom64TC. Put the remaining levels back into their original progression. Fixed some alignment issues with the Unmaker powerup sprites.
- 09:33 Revision a8928cfa (github): Stripped out all of the new levels that were added for the Doom64TC. Put the remaining levels back into their original progression. Fixed the interlude strings to match the originals.
- 06:51 Revision 0a3f4617 (github): Stripped out the "Nightmare Demon" from jDoom64. It was added in Doom64TC.
- 06:39 Revision bc14d071 (github): Stripped out the Nightmare Cacodemon from jDoom64. It was added in Doom64TC.
- 06:23 Revision 2a854694 (github): Stripped out the acid spitting demon from jDoom64. It was added in the Outcast edition.
- 06:09 Revision 9c4bd12f (github): Removed the "ReadThis!" page from jDoom64.
- 05:42 Revision c228a9e8 (github): Draw the Unmaker powerup icons in the automap, rather than in player's HUD by default. Like in the original game.
- 03:55 Revision 736e2e6f (github): Reimplemented the handling of the Unmaker powerup artifacts. The new implementation is a lot simpler and won't break in net games.
- 02:26 Revision f1317bb0 (github): Found some further remains of the "Floation Device" in jDoom64. Removed.
- 02:25 Revision 747fbbae (github): Found some further remains of the "Floation Device" in jDoom64. Removed.
- 02:18 Revision c606c856 (github): Removed practically all the glowing texture/flat definitions for jDoom64. We will using the bias lighting model rather than plane glows for the predominate lighting.
- 01:51 Revision fdc3c18b (github): Reinstated the multiplayer menu in jDoom64
- 01:18 Revision 7a330853 (github): Fixed the handling of the sky mask material.
- 00:18 Revision 082dce0a (github): It would appear VS likes it source file definitions in the vcproj to be in alphabetical order.
- 00:17 Revision d8074c30 (github): Cleanup.
- 00:17 Revision e81a5ad8 (github): Fixed FTBFS error with jHeretic.
- 00:16 Revision b514426d (github): Fixed floatbob floor clip bug in jDoom64.
- 00:15 Revision b5f3a907 (github): Added missing external function prototype.
- 00:13 Revision c0c50e91 (github): The use of the TWOSIDED property of a linedef in the DOOM engine is somewhat redundant (as the value can be determined fairly trivially). However, some mods exploited this by purposefully marking non-twosided lines as such for various reasons. Logically, the twosided flag should mean literally that and not any other derived meaning.
- This flag has now internalized into the engine and it is NOT available via DMU. Instead, to support the various hacks...
2008-03-07
- 14:29 Revision bd4e0676 (github): Updated CMakeLists.txt and Doxyfile with respect to the name change of Doom64TC to jDoom64.
- 14:25 Revision 530ffaba (github): Removed all of the Outcast levels from doom64.wad and reindexed the maps in the form MAPXX.
- 14:08 Revision 8fd10409 (github): Comments begin with '#' in DED files, not '*'
- 14:05 Revision 0dde3ec3 (github): Fixed jDoom64's warp ccmd.
- 13:47 Revision 49a837a8 (github): jDoom64's gamemode string should be "doom64". Add a new line character to the ensure the console title banner wraps.
- 13:36 Revision abfc72d9 (github): Replaced doom64tc.def with jdoom64.def
- 13:34 Revision 1c297285 (github): Renamed doom64tc.h to jdoom64.h
- 13:04 Revision b23a4483 (github): Minor tweaks to jDoom's vcproj.
- 13:03 Revision c615655d (github): Updated the Xcode project and the Info-plist with respect to the name change of Doom64TC to jDoom64. With luck it works OK.
- 12:59 Revision 9241c308 (github): Updated the packres.py script with respect to the name change of Doom64TC to jDoom64.
- 12:58 Revision 6e613eee (github): Delete the old doom64tc.vcproj
- 12:57 Revision f166c223 (github): Updated vcbuild files with respect to the name change of Doom64TC to jDoom64.
- 12:56 Revision 322d0627 (github): Updated the VS8 vcproj and solution files with respect to the name change of Doom64TC to jDoom64.
- 12:53 Revision ffa0efe9 (github): Renamed the Doomsday 1.9.0 compatible, Doom64 project as jDoom64.
- With hindsight, I really should have done this when I first began the project. Hopefully everything goes smoothly (fi...
- 06:37 Revision c6a9d290 (github): Added a GPL V2 LICENSE to doom64/docs.
- 06:36 Revision 677f7d28 (github): The stuff in doomsday/plugins/doom64tc/docs/ is surplus to requirement. Deleted.
- 05:44 Revision b0b24ad9 (github): We don't need the redemption and unfinished Doom64TC maps in svn.
- 05:09 Revision 9431e5ad (github): Doom64: Stripped out the "HellTime" and "Floater" powerups that were added for the Outcast edition.
- 03:15 Revision e8602df3 (github): Doom64: Stripped out all code to do with the "DETH" object which was never actually used.
- 03:07 Revision 45aeb3ca (github): Added missing prototype for P_InitPlayerValues.
- 03:06 Revision 4c25f7a0 (github): Doom64: Stripped out the half-implemented "Radar" power that was destined for the Outcast addition.
- 02:51 Revision aadbef2d (github): Doom64: Stripped out all code related to the "Unseer" power which was destined to be a part of the Outcast addition but was never fully implemented.
- 02:28 Revision d3bc757a (github): Began updating WolfTC in line with the latest changes to the engine. More work remains.
- 02:20 Revision b28172c1 (github): Continued sorting out the games' headers, chapter #5 "/common". Part 4/4
- 02:17 Revision c3411780 (github): Continued sorting out the games' headers, chapter #5 "/common". Part 3/4
- 00:29 Revision 5b1e7827 (github): Continued sorting out the games' headers, chapter #5 "/common". Part 2/4
- 00:27 Revision 9cb91e3e (github): Continued sorting out the games' headers, chapter #5 "/common". Part 1/4
- 00:12 Revision f9192d61 (github): Added new header files to jHexen's vcproj.
- 00:11 Revision ac2f71b8 (github): Continued the job of sorting out jHexen's headers and updated style. Part 5/5
- 00:08 Revision 40c9ad22 (github): Continued the job of sorting out jHexen's headers and updated style. Part 4/5
- 00:01 Revision bbb9682e (github): Continued the job of sorting out jHexen's headers and updated style. Part 3/5
2008-03-06
- 23:47 Revision 417a48f9 (github): Continued the job of sorting out jHexen's headers and updated style. Part 2/5
- 23:42 Revision 66441cf4 (github): Continued the job of sorting out jHexen's headers and updated style. Part 1/5
- 23:34 Revision 58abfcf2 (github): Added new headers files to jHeretic's vcproj.
- 23:33 Revision 7dd41411 (github): Continued the job of sorting out jHeretic's headers and updated style. Part 5/5
- 23:27 Revision 598a3751 (github): Continued the job of sorting out jHeretic's headers and updated style. Part 4/5
- 23:19 Revision 0e4c9636 (github): Continued the job of sorting out jHeretic's headers and updated style. Part 3/5
- 23:16 Revision 77a62a8d (github): Continued the job of sorting out jHeretic's headers and updated style. Part 2/5
- 23:12 Revision 68699811 (github): Continued the job of sorting out jHeretic's headers and updated style. Part 1/5
- 23:09 Revision 64fa88fe (github): Added new headers to jDoom's vcproj and tweaked a few other options so that paths, names etc in the build configurations are inherited from the project defaults.
- 23:05 Revision fb5b5e94 (github): Continued the job of sorting out jDoom's headers and updated style. Part 5/5
- 23:02 Revision 669f1715 (github): Continued the job of sorting out jDoom's headers and updated style. Part 4/5
- 22:59 Revision 992f68aa (github): Continued the job of sorting out jDoom's headers and updated style. Part 3/5
- 22:55 Revision 47f10a67 (github): Made static all file-local symbols in jDoom. Continued the job of sorting out jDoom's headers and updated style. Part 2/5
- 22:47 Revision 5101301e (github): Made static all file-local symbols in jDoom. Continued the job of sorting out jDoom's headers and updated style. Part 1/5
- 22:42 Revision e888dda3 (github): Added all the currently implemented values to jDoom's values.ded
- 22:38 Revision 769d5c5a (github): Added new headers to the Doom64 vcproj.
- 22:37 Revision d6d85d18 (github): Continued the job of sorting out the game's header files. Part 5/5
- 22:34 Revision 05298618 (github): Continued the job of sorting out the game's header files. Part 4/5
- 22:30 Revision 06964ba9 (github): Continued the job of sorting out the game's header files. Part 3/5
- 22:26 Revision 6644bdd7 (github): Updated Doom64TC with in line with the recent changes to the engine. Part 2/5
- 22:23 Revision 60647676 (github): Updated Doom64TC with in line with the recent changes to the engine and should now be at the same point as the other games.
- Also, continued the job of sorting out the game's header files.
Part 1/5
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