Activity
From 2008-06-18 to 2008-07-01
2008-06-30
- 10:22 Revision 879cfc89 (github): Fixed issue where surfaces with missing materials not being drawn using the "missing" material.
- Fixed issue with smooth texture animation not working on segs.
- 10:19 Revision 7ee9a6ec (github): Changed the debug messages in GL_CalcLuminance to only output when verbose.
- 10:18 Revision 7037bfca (github): Replaced the global var allowMouseMod with a static uiMouseMode in dd_input.c and added I_SetUIMouseMode to change it.
2008-06-29
2008-06-28
- 22:32 Revision c1f1db3b (github): Added an optional task name parameter to Con_Busy to be shown when displaying the progress bar. Note this should be a simple, high-level explanation of what task is being carried out e.g. "Loading map..."
- 20:48 Revision 5e399b84 (github): Optimize: Reworked XG_Ticker so that thinking for extended lines and sectors is handled in thinkers rather than iterating every linedef and sector in the map, every frame.
- 18:37 Revision 1d15884a (github): Generalized the watchedsurfacelist into a reusable surfacelist component for use when there is need to collect surface links for any reason.
- Use a surfacelist for decorated world surfaces rather than iterating every world surface when projecting decorations.
- 15:53 Revision c10cce52 (github): Separated the update and projection stages of Rend_InitDecorationsForFrame Next step is do the former only when needed and implement additional logic to reduce surface traversal so that only surfaces with decorations are considered every frame (rather than traversing every linedef and every plane, every frame).
- 15:48 Revision b8bab3b6 (github): Cleaned up con_busy.c
- 15:44 Revision 31a3631e (github): Changed most messages in dpmaploader to only output when verbose.
2008-06-27
- 23:55 Revision 12a7feaf (github): Optimize: Redesigned the way game map objects are managed in the map transfer between map loader and the engine, resulting in a ~16% performance boost in map load times.
- 18:24 Revision c573054c (github): During the transfer of map data from the map loader plugin, keep track of unique sidedef references in O(n) time using an additional array (replaces previous O(n2) algorithm).
- 15:18 Revision 14bcd995 (github): Rewrote the texture+flat reference db in dpmaploader using a linear insert sort plus binary search to improve performance.
- 11:02 Revision 0b0aab70 (github): Cleaned up the material/sprite info structs.
- * Removed materialinfo_t->ofTypeID as it is no longer needed publicly.
* Renamed materialinfo_t->matIdx to num.
* Ren... - 10:50 Revision b7915dad (github): Completed the transition to unique global material identifiers. Part 9 of 9
- 10:50 Revision a176b678 (github): Completed the transition to unique global material identifiers. Part 8 of 9
- 10:49 Revision e7b26a39 (github): Completed the transition to unique global material identifiers. Part 7 of 9
- 10:48 Revision 0bc6489c (github): Completed the transition to unique global material identifiers. Part 6 of 9
- 10:48 Revision 1e4ccc5d (github): Completed the transition to unique global material identifiers. Part 5 of 9
- 10:47 Revision 9f8cb9a1 (github): Completed the transition to unique global material identifiers. Part 4 of 9
- 10:46 Revision e4bf6626 (github): Completed the transition to unique global material identifiers. Part 3 of 9
- 10:45 Revision 9cf48eed (github): Completed the transition to unique global material identifiers. Part 2 of 9
- 10:44 Revision a42579ab (github): Completed the transition to unique global material identifiers. All Textures/Flats/Sprites etc are now interfaced publicly using a continuous range of unique identifiers and internally via the material_t abstract interface.
- Part 1 of 9
2008-06-26
- 09:42 Bug #521: Small player cross and key required xg bug
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You misunderstand. I'm not saying that the player shouldn't be told ... - 03:32 Bug #521: Small player cross and key required xg bug
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This is by design. All objects that require a key to activate are trea... - 09:26 Revision 499c8646 (github): Fixed various warnings flagged up by gcc.
- 09:06 Revision 9b0b8fbf (github): Added the missing Sys_SetConWindowCmdLine to the Mac, Unix and SDL variants of sys_window.
- 08:55 Revision dd3cb91f (github): Fixed compilation issue in P_ControlShutdown - I notice that impulseCounts has moved so instead I've changed that so that it instead M_Free's controlCounts.
- 08:46 Revision f9de2fe3 (github): Log whether non-power-of-two textures will be used in printDGLConfiguration
- 08:18 Revision b6946e51 (github): Fixed: Bug #2000910, possibility of jHeretic getting stuck in an infinite loop in P_DSparilTeleport depending upon the location of DSparil vs the available bossspots in any given map. Implemented a maximum number of tries which will force the loop to end once all bossspots have been checked once and found to be unsuitable.
- 06:47 Revision 2df49aa4 (github): jHeretic and jHexen were both missing NUM_GAME_STATES from the gamestate_t enum.
- 06:25 Revision e27b21df (github): Fixed: Bug #1746520, map music being started twice if a map has a "before" InFine animation.
- 05:59 Revision ba662cdf (github): Log game state changes in debug builds when -verbose.
- 04:52 Bug #520: D'sparil teleport crash
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I presume this problem is in a PWAD which either has only one bossspot... - 04:25 Revision 87757888 (github): Fixed issue with the VS8 vcproj files, where all projects shared the same build log.
- 03:41 Revision 0bc47edd (github): Continued the reorganisation of the various texture resource data structs, moving things into material_t where appropriate and reworking interfaces accordingly.
- * GL texture info (OGL name, masked property and average color) is now held in material_t
* Redesigned how DOOM textu... - 03:25 Bug #459: Level music and "before" infine scripts
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Fixed in svn for 1.9.0-beta6 - 03:06 Revision 2dd96e1a (github): Renamed materialinfo_t in s_environ.c to materialenvinfo_t to avoid conflict with the one in dd_share.h Also, the material environment class is now a member of material_t rather than texture_t and flat_t
- 03:01 Revision 9b00301e (github): Revised Rend_SkyParams to take a data ptr rather than a float value to allow for future changes.
- 02:57 Revision a023a47a (github): Made texture magnification a rend list property.
- 02:53 Revision 97a69b9a (github): Implemented R_GetMaterialInfo to replace the old texture height query. Also added new caps for multisampling and non-pow2 textures.
- 02:43 Revision 05f41f83 (github): Updated the help string shown in the control panel for Texture Quality to reflect the fact that we do not always require textures to be power of two.
- 02:06 Bug #483: A_SkelMissile missile offset incorrect
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Fixed in svn for 1.9.0-beta6 - 01:55 Revision 6c97dd30 (github): Added (Windows only): Use multisampling to achieve fullscreen antialiasing if available.
- Added (All platforms): Take advantage of the relaxed non-power-of-two rule in OpenGL if available, on textures which ...
- 01:39 Revision 903555a8 (github): There is now no need to call GL_TextureFilterMode when changing the RAW texture filter in the control panel (this is now handled by the cvar's on-change callback).
- 01:31 Revision b12a56de (github): Fixed issue with the third-person camera not pushing the camera back far enough to actually see the viewplayer (fixed vs float issue).
- 01:29 Revision 0c09bc27 (github): Fixed potential segfault in P_IterateThinkers.
- 01:26 Revision ba1c468b (github): Fixed bug in MPE_End which attempted to send benign sector reports to the game before the game's map data setup routines had been called.
- 01:24 Revision 2b0aaecb (github): Fixed attempt to free NULL ptr in DED_DelArray
- 01:22 Revision 7022f163 (github): Fixed attempt to free NULL ptr in I_ShutdownInputDevices
- 01:21 Revision c3eaab3f (github): Fixed attempt to free NULL ptr in DH_DeleteNode
- 01:12 Revision 520d25be (github): Fixed various attempts to free NULL ptrs in the binding/player controls code.
- 01:07 Revision 251afb95 (github): Updated the VS vcproj files to disable warning 4996 (depreciated func warning) as I'm sick of seeing them (we'll sort them one day but not right now).
- 01:05 Revision 917f1758 (github): jDoom: Began cleaning up P_MobjMoveXY and P_MobjMoveZ, adding threshold checks where needed. Also fixed several problems to do with voodoo dolls (marked as $voodoodolls for future ref) affecting the viewplayer (like view bobbing for example). Once work is complete, these two routines should be commonized and used by all games.
- 01:00 Revision 0401dc40 (github): Also initialize mobj_t->moveDir when loading old save games.
- 00:58 Revision c83e5ac7 (github): Fixed: In all games, if a mobj was damaged by a camera player, every time it entered it's pain state it would rotate towards the camera. Given that cameras aren't supposed to be physically present in the world this looked quite odd. It was caused by mobj_t->moveDir not being initialized correctly (to DI_NODIR) when spawned.
- 00:46 Revision 8f0f9ef5 (github): jDoom|jDoom64|jHeretic|WolfTC: Fixed a potential segfault in P_ApplyTorque.
- 00:41 Revision 27466bdc (github): All Games: Fixed the non-working knock back thrust in P_DamageMobj2
- 00:38 Revision a8ed4c0f (github): jDoom: Fixed problem of the Archvile attack not throwing players into the air as far as it used to. Also moved the typedef dirtype_t into p_mobj.h
- 00:15 Revision b621861f (github): All Games: Moved the typedef dirtype_t into p_mobj.h
- 00:13 Revision 23d46f7f (github): All Games: Fixed a logic error in p_map.c which prevented mobjs from avoiding dropoffs correctly. Added logic to treat the mobj's current z height as the floor when stood on another mobj in P_TryMove2. Also began work on resolving the issues with P_SlideMove.
- 00:09 Revision 201c7f39 (github): All Games: The macro INRANGEOF is now defined in the game header.
2008-06-25
- 23:55 Revision f5341017 (github): All Games: Revised WI_DrawPatch to take a ptr to dpatch_t rather than a lump num. This has the knock on effect that to use this routine, a patch must have been R_CachePatch'd first.
- Also fixed the issue with the HUD text type in timer not being updated when the menu is closed/inactive.
- 23:44 Revision 5be1284c (github): Temporary fix for an API issue which used NetPlayerEvent to read/write the ticcmd buffer. This is being replaced soon anyway...
- 23:33 Revision 7473b129 (github): jDoom64: Fixed an alignment issue with the keys in the HUD. Also updated sprite names.
- 23:31 Revision 28058b9d (github): All Games: Moved the macro INRANGEOF into doomdef.h/h2def.h
- 23:20 Revision 46b3e361 (github): jDoom64: Updated P_TouchSpecialMobj with the new sprite names. Also, fixed the throw back trust when a mobj is damaged by P_DamageMobj2
- 23:19 Revision 756b782b (github): jDoom64: Renamed the state PLASMAFLASH1 to PLASMASHOCK1.
- 23:17 Revision 23ae7502 (github): jDoom64: Minor improvements to the way the animated pulse on the plasma rifle psprites are handled.
- 23:13 Revision 4abe52d4 (github): jDoom64: Various AI changes due to new knowledge gained through reverse-engineering a DOOM64 ROM dump. Also added a few stub actions for actions which I'm still researching.
- 23:07 Revision 6dbe9940 (github): jDoom64: Fixed the (very) buggy fade spawn. Now works predictably. Note that there now seems to be a few different mechanisms for changing the translucency of things which should be merged at some point.
- 23:03 Revision 74918d68 (github): jDoom64: Continued clean up and reorganisation of the state, sprite and mobjtype tables. Various things also renamed in line with the names used in the original game.
- 22:56 Revision ae5067e1 (github): jDoom64: Big update to the IWAD (doom64.wad) renaming and reorganizing resources to match the data embedded in a DOOM64 ROM dump.
- 22:49 Revision c801329d (github): jDoom64: Big update to objects.ded recreating most things using new knowledge gained from reverse-engineering a DOOM64 ROM dump.
- 22:47 Revision 0024c344 (github): jDoom64: Tweaked the spinning light used in MAP01 to look more like the original. Needs to be redesigned really but it looks a bit better than it did.
- 22:45 Revision 3544486c (github): jDoom64: Updated the boss spawn XG line type for map 28 as BITCH has been renamed RECT (to match the original game).
- 22:44 Revision f8ff7bf1 (github): jDoom64: Various tweaks to the default particle generators.
- 22:42 Revision 99dc5662 (github): jDoom64: Removed the light definitions for the blue potion (it didn't look right glowing).
- 21:05 Bug #522: flat changing sky issue
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This is due to the way the sky fix has been implemented (it is only ch... - 20:14 Bug #522 (Closed): flat changing sky issue
- If you try to change a sky flat with XG, it renders the new flat partially suspended above where it should be.
In ...
2008-06-24
- 19:49 Bug #521 (Closed): Small player cross and key required xg bug
- A small oversight probably.
If you have a player_cross XG line that also requires a key(s) to activate, you'll hea...
2008-06-23
- 14:44 Bug #520 (Closed): D'sparil teleport crash
- If D'sparil teleports and then tries to teleport again before he has left the sector that contained the teleport spot...
2008-06-22
- 17:18 Bug #514: Light decoration placement on planes if origin is incident with a sector boundary
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You misunderstand, I meant that the logical outcome is that there shou... - 17:16 Bug #512: XG scrolling animated texture issue
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Closing as duplicate.
2008-06-20
- 13:42 Revision 8b6ee0db (github): Fixed: Mix up in XL_ValidateMap() which didn't select the episode correctly (should always be episode zero for DOOM2 and DOOM-shareware).
- 13:40 Revision d4a6efce (github): jDoom64: Fixed a problem with the spawnmobj ccmd which could not only lead to a segfault if the spawn was not possible (in the void for example) but also the fade-in wasn't initialized correctly.
- 13:32 Revision bb28b3ce (github): Fixed: jDoom default values for the amount of health given by the Soulsphere and the Megasphere were mixed up.
- 11:35 Bug #515: old ded syntax issue
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Ah, so it's been fixed since Beta5 then. That's good :) - 09:17 Bug #515: old ded syntax issue
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I've checked the DED parser in current svn #rev5723 and both of the ab... - 11:34 Bug #512: XG scrolling animated texture issue
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Indeed, this is the same bug as #1977583. I must have forgotten that... - 09:53 Bug #512: XG scrolling animated texture issue
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Is this issue the same as reported in bug #1977583? - 11:33 Bug #514: Light decoration placement on planes if origin is incident with a sector boundary
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How is it the logical outcome that flat based dynamic lights aren't ... - 09:50 Bug #514: Light decoration placement on planes if origin is incident with a sector boundary
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The only issue here that I have been able to reproduce is that of the ... - 10:33 Bug #489: Supercharge has incorrect value!
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Fixed in svn for 1.9.0-beta6 - 10:24 Bug #510: Menu colours cfg/values def conflict
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Works for me in latest svn #rev5723. Closing. - 08:46 Bug #517: Cleric's Fletchettes Have No Effect
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Closing as duplicate. - 08:46 Bug #519: HUD Weapon Model Position (non 4:3 aspects)
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This is actually referring to the position of HUD models when the aspe... - 08:23 Bug #519 (Closed): HUD Weapon Model Position (non 4:3 aspects)
- All 16:10 resolutions don't display properly on higher FOV angles, possibly a Vista issue but somebody should check t...
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