Activity
From 2008-03-31 to 2008-04-13
2008-04-10
- 03:46 Revision e3df79ab (github): Parametrized the drawing of shiny surfaces and fakeradio seg polys. Next step; refactor away the various param structs.
- 03:41 Revision 27b43256 (github): When drawing the lightgrid debug display; do not flip it on the X+Y axes (was confusing).
- 03:39 Revision c5811f91 (github): Fixed: conSilentCVars should be byte.
- 03:37 Revision ac6cfb54 (github): Added missing casts to byte in Con_SetInteger() when var->type == CVT_BYTE
2008-04-09
- 04:42 Revision b6e8069a (github): Optimize: Replaced the method used to determine the alpha delta for "soft" surfaces; project the viewer onto the line being tested and then calculate the approximate distance to the resultant point.
- 02:28 Revision e15f755e (github): Moved the ccmd "listmaps" into common/g_game.c (was in dd_wad.c). The symbolic map lump identifiers are not known to the engine (they are game-specific) so we should not try to second guess them.
- 01:23 Revision 80ba19a4 (github): Sprinkled some -verbose messages throughout wadmapconverter
- 00:34 Revision f2a93294 (github): Updated the games re the changes to ddfont_t.
- 00:30 Revision 20a9bd80 (github): Renamed the members of ddfont_t to get around the issue of TextOut being already defined under WIN32.
- Fixed: Ensure the font data is copied correctly in Con_SetFont()
Fixed: In the console the cursor height was not scal...
2008-04-08
- 19:48 Revision c356be7f (github): Cleaned up jDoom's ST_refreshBackground()
- 19:31 Revision 375f7446 (github): Added (jDoom): Cvar "hud-keys-combine" and "Single key display" HUD menu option - Controls the default DOOM behaviour where keys of the same colour are only drawn once (e.g., if the player has both the red keycard and the red skull; only the red skull will be displayed). When disabled (the default), icons for all collected keys will be drawn.
- Todo: the statusbar needs updating similarly.
- 19:08 Revision 20a2d461 (github): Cleanup.
- 17:54 Revision 6699d800 (github): Revised the formatting of the "give" ccmd "stuff" parameter. Now works as follows:
- * give wak - As before, will give all weapons all ammos and all keys
* give w1k2 - Will give weapon 1 and key 2. - 04:10 Revision 599b7168 (github): Removed the state-based rendering of FakeRadio, now that we want to cache a surface's shadow parameters.
- Cleaned up Rend_RadioSegSection() in preparation for splitting the update and draw steps.
2008-04-07
- 04:15 Revision 7d5dfb38 (github): In the BSP builder, don't use hedge_t to represent partitions. BSP_PickHEdge now returns a bspartition_t which is used instead. Todo, currently there are some unnecessary members in bspartition_t but due to other parts of the build process; they can't be removed yet.
- 04:08 Revision f8d9c5ca (github): Fixed: Drawing of middle surfaces on two-sided linedefs would have incorrect material y offset when lower unpegged.
2008-04-06
- 17:36 Revision 48bf28bd (github): Numerous optimizations:
- * Got rid of rendpoly_t. Whilst it was a convenient way to pass data around the renderer it was quite inflexible and ...
- 17:20 Revision 5e09c72c (github): Cleanup.
- 17:14 Revision f276c458 (github): Implemented a simple optimization in the BSP builder to only test collinear segs of a linedef once per round of evalPartition(). I nice ~36% speed boost ensues.
2008-04-04
- 23:30 Revision 3a206f4c (github): Optimize: Various improvements to the P_BuildSubsectorBlockMap() algorithm for a nice 73% speed increase. Also, no need to calculate the map vertex AABB here as we have a cached result in gamemap_t.
- 00:54 Revision bcee4f99 (github): Removed superfluous semicolon.
- 00:53 Revision e36c9cfc (github): Optimize: Don't build a linedef AABB every time it is needed; cache in linedef_t instead.
- 00:50 Revision e8da6d46 (github): Disabled verbose message in LG_Init() for logging the light level of every sector (we don't really need to know when not debugging).
- 00:47 Revision 84035aa8 (github): Ensure the decoration list is properly inited to NULL.
- 00:45 Revision b2748704 (github): Cleanup.
- 00:43 Revision 45d92361 (github): Removed superfluous semicolon.
- 00:41 Revision 8602e293 (github): Optimize: When loading a map, build the BLOCKMAP first rather than the BSP. The BLOCKMAP can be built in a fraction of the time it takes to build the BSP, so, by building it first we can use it's spatial information to accelerate the BSP generation. Currently, only the overlapping linedef algorithm benefits from this (was O(n2) now O(nlogn)).
2008-04-03
- 18:27 Revision 40338369 (github): Optimize: Reduce redundant material id lookups during map loading. Changed the MPE_SidedefCreate and MPE_PlaneCreate create to accept material ids rather than name strings and updated wadmapconverter to do the lookup once at material registration time.
- R_CheckMaterialNumForName and R_MaterialNumForName should be optimized anyway but won't affect load speed by an order...
2008-04-01
- 18:11 Revision 6e41c6cf (github): Optimize: Store a ptr to material in animframe_t rather than a material type plus index so that there is no need to look it up.
- Moved R_PrecacheMaterial() into r_materials.c
Various other minor tweaks and cleanup. - 16:09 Revision 7a85ef89 (github): The symbolic name of a material, is that of the material itself and not the texture resource it wraps.
- 14:33 Revision 456dd0f2 (github): Updated jHexen's ANIMDEFS support in light of the changes to the animgroups.
- 14:29 Revision 8170ba64 (github): Updated the ANIMATED lump support code in the games in light of the changes to the animgroups.
- 14:16 Revision bdc667f6 (github): Updated the animgroups to allow mixing frames of any material type in one animation.
2008-03-31
- 15:36 Revision 1214c107 (github): Manage surface enhancements such as decorations, reflections and attached ptcgens at material-level and not resource-type level. This means we can now (potentially) support these features with any type of material on any surface.
- 13:51 Revision 5233d374 (github): Handle smooth texture animation at material-level as opposed to resource-type level. This means that we can (potentially) support smoothing e.g. flats to textures and all material types (for example, we could have smoothed texture animations in the UI).
- 12:05 Revision 5bb54eea (github): Cache 2D distance to rendpoly vertexes in rendpoly_vertex_t.
- Removed parameter distanceOverride from Rend_VertexColorsApplyTorchLight(), it is no longer needed.
Fixed: Bug in occ... - 01:28 Revision 244d4b65 (github): Removed function declarations for routines no longer in rend_list.c from rend_list.h.
- 01:27 Revision e58efd6a (github): Removed now-unused parameter 'distanceOverride' from Rend_VertexColors(). Also removed an unnecessary clamp to the passed lightLevel.
- 01:08 Revision 854edf56 (github): Overhauled the lighting pipeline. Flushed out numerous issues and inconsistencies in the process. The result being altogether more balanced/coherent lighting. Needs optimizing.
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