Activity
From 2008-04-08 to 2008-04-21
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.
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