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From 2008-06-19 to 2008-07-02

2008-07-02

23:05 Revision 20b8e218 (github): Continued finishing up the MPE interface; re-instated unused sidedef pruning.
danij
22:48 Revision 2c84c73d (github): Continued finishing up the MPE interface; re-instated unused sector and equivalent vertex merging/pruning.
danij
21:01 Revision 3feae080 (github): Fixed some compilation issues.
In sys_sdl_window.c, there appeared to be a mixup between the win pointer and the idx. skyjake
09:33 Revision 6839eddf (github): Began finishing up the MPE interface, adding additional map error handling etc:
* Re-instated the unused and duplicate vertex pruning.
* Disallow zero length linedefs.
* Disallow linedefs from bein...
danij
09:29 Revision cae5d7ab (github): Added back DD_GAME_EXPORTS as I need it for something I'm tinkering at.
danij

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. danij
10:19 Revision 7ee9a6ec (github): Changed the debug messages in GL_CalcLuminance to only output when verbose.
danij
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.
danij

2008-06-29

00:27 Revision 8744a25d (github): Added busy mode task names for saving and map loading.
danij

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..."
danij
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.
danij
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. danij
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).
danij
15:48 Revision b8bab3b6 (github): Cleaned up con_busy.c
danij
15:44 Revision 31a3631e (github): Changed most messages in dpmaploader to only output when verbose.
danij

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.
danij
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).
danij
15:18 Revision 14bcd995 (github): Rewrote the texture+flat reference db in dpmaploader using a linear insert sort plus binary search to improve performance.
danij
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...
danij
10:50 Revision b7915dad (github): Completed the transition to unique global material identifiers. Part 9 of 9
danij
10:50 Revision a176b678 (github): Completed the transition to unique global material identifiers. Part 8 of 9
danij
10:49 Revision e7b26a39 (github): Completed the transition to unique global material identifiers. Part 7 of 9
danij
10:48 Revision 0bc6489c (github): Completed the transition to unique global material identifiers. Part 6 of 9
danij
10:48 Revision 1e4ccc5d (github): Completed the transition to unique global material identifiers. Part 5 of 9
danij
10:47 Revision 9f8cb9a1 (github): Completed the transition to unique global material identifiers. Part 4 of 9
danij
10:46 Revision e4bf6626 (github): Completed the transition to unique global material identifiers. Part 3 of 9
danij
10:45 Revision 9cf48eed (github): Completed the transition to unique global material identifiers. Part 2 of 9
danij
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 danij

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 ...
vermil
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...
danij
09:26 Revision 499c8646 (github): Fixed various warnings flagged up by gcc.
danij
09:06 Revision 9b0b8fbf (github): Added the missing Sys_SetConWindowCmdLine to the Mac, Unix and SDL variants of sys_window.
danij
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.
danij
08:46 Revision f9de2fe3 (github): Log whether non-power-of-two textures will be used in printDGLConfiguration
danij
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.
danij
06:47 Revision 2df49aa4 (github): jHeretic and jHexen were both missing NUM_GAME_STATES from the gamestate_t enum.
danij
06:25 Revision e27b21df (github): Fixed: Bug #1746520, map music being started twice if a map has a "before" InFine animation.
danij
05:59 Revision ba662cdf (github): Log game state changes in debug builds when -verbose.
danij
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...
danij
04:25 Revision 87757888 (github): Fixed issue with the VS8 vcproj files, where all projects shared the same build log.
danij
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...
danij
03:25 Bug #459: Level music and "before" infine scripts
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Fixed in svn for 1.9.0-beta6
danij
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
danij
03:01 Revision 9b00301e (github): Revised Rend_SkyParams to take a data ptr rather than a float value to allow for future changes.
danij
02:57 Revision a023a47a (github): Made texture magnification a rend list property.
danij
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.
danij
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.
danij
02:06 Bug #483: A_SkelMissile missile offset incorrect
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Fixed in svn for 1.9.0-beta6
danij
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 ... danij
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).
danij
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).
danij
01:29 Revision 0c09bc27 (github): Fixed potential segfault in P_IterateThinkers.
danij
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.
danij
01:24 Revision 2b0aaecb (github): Fixed attempt to free NULL ptr in DED_DelArray
danij
01:22 Revision 7022f163 (github): Fixed attempt to free NULL ptr in I_ShutdownInputDevices
danij
01:21 Revision c3eaab3f (github): Fixed attempt to free NULL ptr in DH_DeleteNode
danij
01:12 Revision 520d25be (github): Fixed various attempts to free NULL ptrs in the binding/player controls code.
danij
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).
danij
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.
danij
01:00 Revision 0401dc40 (github): Also initialize mobj_t->moveDir when loading old save games.
danij
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.
danij
00:46 Revision 8f0f9ef5 (github): jDoom|jDoom64|jHeretic|WolfTC: Fixed a potential segfault in P_ApplyTorque.
danij
00:41 Revision 27466bdc (github): All Games: Fixed the non-working knock back thrust in P_DamageMobj2
danij
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
danij
00:15 Revision b621861f (github): All Games: Moved the typedef dirtype_t into p_mobj.h
danij
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.
danij
00:09 Revision 201c7f39 (github): All Games: The macro INRANGEOF is now defined in the game header.
danij

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. danij
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...
danij
23:33 Revision 7473b129 (github): jDoom64: Fixed an alignment issue with the keys in the HUD. Also updated sprite names.
danij
23:31 Revision 28058b9d (github): All Games: Moved the macro INRANGEOF into doomdef.h/h2def.h
danij
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
danij
23:19 Revision 756b782b (github): jDoom64: Renamed the state PLASMAFLASH1 to PLASMASHOCK1.
danij
23:17 Revision 23ae7502 (github): jDoom64: Minor improvements to the way the animated pulse on the plasma rifle psprites are handled.
danij
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.
danij
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.
danij
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.
danij
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.
danij
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.
danij
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.
danij
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).
danij
22:44 Revision f8ff7bf1 (github): jDoom64: Various tweaks to the default particle generators.
danij
22:42 Revision 99dc5662 (github): jDoom64: Removed the light definitions for the blue potion (it didn't look right glowing).
danij
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...
danij
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 ...
vermil

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...
vermil

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... vermil

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...
danij
17:16 Bug #512: XG scrolling animated texture issue
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Closing as duplicate.
danij

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).
danij
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.
danij
13:32 Revision bb28b3ce (github): Fixed: jDoom default values for the amount of health given by the Soulsphere and the Megasphere were mixed up.
danij
11:35 Bug #515: old ded syntax issue
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Ah, so it's been fixed since Beta5 then. That's good :)
vermil
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...
danij
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...
vermil
09:53 Bug #512: XG scrolling animated texture issue
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Is this issue the same as reported in bug #1977583?
danij
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 ...
vermil
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 ...
danij
10:33 Bug #489: Supercharge has incorrect value!
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Fixed in svn for 1.9.0-beta6
danij
10:24 Bug #510: Menu colours cfg/values def conflict
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Works for me in latest svn #rev5723. Closing.
danij
08:46 Bug #517: Cleric's Fletchettes Have No Effect
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Closing as duplicate.
danij
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...
danij
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... crazedimp
 

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