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From 2008-07-05 to 2008-07-18

2008-07-16

22:38 Feature #1469 (Rejected): Changing the blood sprite's color
Being able to change the color of the actual blood sprite instead of just the particles that splat to the walls. jheidi
22:38 Feature #1468: Sky layers seperate vertical offset
I have implemented most of the requests in this RFE in the beta6-with-mapcache branch for potential inclusion into 1.... danij

2008-07-14

13:53 Bug #524 (Closed): utf8 problem
Runtime Error
An unexpected error occured during the processing of event tab-selected. Please report this incident t...
skyjake
12:01 Feature #1467: [XG] Incorporate vanilla line/sector types
Original comment as posted by vermil in a similar RFE on this subject:
"The result of a conversation with Dani about...
danij
11:51 Feature #1468 (Closed): Sky layers seperate vertical offset
With sky layers you can set a separate horizontal offset for each layer. But for vertical offsetting, there is only a... vermil
11:48 Bug #522: flat changing sky issue
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Interestingly, this bug doesn't seem to occur if the sky has a 2nd l...
vermil
03:35 Revision aeb4dc89 (github): Combined player_t->maxAmmo and player->ammo arrays into one array of structs in player_t.
Changed player_t->weaponOwned to an array of structs.
Fixed various size assumptions in the old savegame code to do w...
danij
00:41 Revision ba15dbec (github): Continued working on the controls and bindings.
A special mode was added to the engine called "symbolic echo", which will cause input events to be converted to textu... skyjake

2008-07-13

15:31 Revision a22c3161 (github): Fixed FTBFS issue in jHexen with gcc.
danij

2008-07-11

20:33 Bug #523: lightref_original doesn't work for coloured lighting
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Well, as we discussed via PM at New Doom very recently, resulting in...
vermil
19:56 Bug #523: lightref_original doesn't work for coloured lighting
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Can you give me a step by step (or better yet, an example) to allow me...
danij
19:38 Bug #523 (Closed): lightref_original doesn't work for coloured lighting
Seems referencing a sectors original colored lighting doesn't work (Dday's documentation and the Src state/show it sh... vermil
17:57 Feature #1467: [XG] Incorporate vanilla line/sector types
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Rather than do that I think it would make more sense to add to XG the ...
danij
16:17 Feature #1467 (New): [XG] Incorporate vanilla line/sector types
Ability to use Line/Sector_type to change the function of a line or sector action to one of the original games types.... vermil
16:51 Feature #1465: [XG] "Player needs object X" message
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The problem with this is where do you draw the line? We could easily g...
danij
16:22 Revision 7b537965 (github): Commonized P_CheckAmmo.
danij
15:46 Feature #1464: Stereo sound support
Closing as duplicate. danij
15:23 Feature #1466 (Rejected): Multiplayer map select limitation
The level select option in the multiplayer map select option is always 1-32, regardless of whether there is actually ... vermil
15:15 Revision f226a90d (github): Fixed (all games): If weapon ammo requirements are edited in values.ded so that all weapons require ammo; When all ammo had been expended P_MaybeChangeWeapon correctly concluded that no change would produce a fire-able weapon and thus player_t->pendingWeapon == WT_NOCHANGE. However, P_CheckAmmo was then changing the psprite to the downstate regardless of the fact that no weapon would subsequently be raised afterwards (leaving the player running around with no weapon in view and no means to change weapon again even after collecting more ammo).
danij
14:03 Revision c41a293c (github): Removed the benign sector reports as they are no longer needed/sent as we now prune out sectors with no linedefs during map loading.
danij
13:44 Revision 1ba9a4bf (github): Removed the benign sector reports as they are no longer needed/sent as we now prune out sectors with no linedefs during map loading.
danij
11:46 Bug #427: Gamcrash by no ammo
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This has since been fixed, in svn for 1.9.0-beta6.
However, there r...
danij
11:12 Bug #428: Bug in stairs in MAP03:Guardian of Ice
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Fixed in svn for 1.9.0-beta6
danij

2008-07-09

01:49 Revision 66ecf463 (github): Fixed bug in jHexen which prevented clerics from taking damage from their own throwing bombs.
danij
00:00 Revision e346dd8f (github): Replaced jHexen's terraintype stuff with new common, GPL code. I took the opportunity to redesign completely to allow them to work with any type of material (was just flats) and to reduce their memory requirement.
Removed the game-side interpolation of scrolling plane materials in jHexen (as this was interfering with the interpol... danij

2008-07-08

21:09 Revision 25516f56 (github): Minor tweaks to m_ctrl.c to allow me to build with msvc.
danij
21:02 Revision 47c3e5c5 (github): Added some artifact bindings, with item texts read from the Text definitions. The horizontal spacing needs to be adjusted, though, as some of the items are too long currently.
skyjake
21:01 Revision 61b5fefc (github): Added B_BindingsForCommand and B_BindingsForControl to doomsday.def
danij
20:56 Revision ee08a02c (github): Added new source files to the VS8 proj, the Code::Blocks proj and to the vcbuild include lists.
danij
12:24 Revision b902d171 (github): Utilize menu scaling to show menu items at a time.
In Heretic and Hexen, key bindings have a colored background rectangle.
Added some more controls to the menu. Still ...
skyjake
10:48 Revision 6b5122af (github): Replacement for strnstr.
skyjake
01:31 Revision e86da755 (github): Started with the retrofitting of the old controls menu so we can have something functional for Beta 6.
Right now only the current bindings are being shown, and there isn't yet a way to edit them. Also, game-specific bind... skyjake
01:27 Revision 113b1c21 (github): The Doomsday.app bundle was missing the loading1 and 2 pics.
skyjake

2008-07-07

12:36 Revision 64322cda (github): Minor tweak to P_GetNextSector to potentially eliminate an additional call to P_GetPtrp.
danij
08:04 Bug #473: Multiple Vulnerabilities - buffer overflow, DoS
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Changes From 1.9.0beta5.1 to 1.9.0beta5.2 and SVN trunk.
* Att...
yagisan

2008-07-06

18:30 Revision ad308305 (github): Before hardening the editable map, prune linedefs with neither front not back sidedefs.
danij
03:53 Revision 57380da6 (github): Fixed: BUG #1732097 - 3D Model angle not set after "spawnmobj".
This bug only occurred when smoothed actor rotation was enabled. The reason being that when enabled, the angle of the... danij
03:41 Revision 64b85524 (github): Fixed bug in the conversion of mobj angle/visangle to model yaw which resulted in models always being drawn facing east.
danij
00:53 Bug #451: 3D Model angle not set after "spawnmobj"
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Fixed in svn for 1.9.0-beta6
danij

2008-07-05

23:17 Revision f98515d3 (github): Fixed typos in last commit and added missing include for string.h
danij
22:45 Revision d44da598 (github): Do the keyname paramater substitution into the "You need <keyname> to activate this object." strings also.
danij
22:33 Revision a00921bf (github): Fixed: Bug #2001999 - Use sound played when an XG line activation requires a key and the trigger event type is not XLE_USE.
Added (jDoom/jheretic/jDoom64/WolfTC): Paramater substitution of keyname into the various "This object requires <keyn... danij
20:27 Bug #466: MUS Music skips on loop
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You are absolutely correct in that the pause is caused by the fact tha...
danij
20:25 Bug #473: Multiple Vulnerabilities - buffer overflow, DoS
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Which (if any) of these issues remain outstanding?
danij
20:15 Revision 99bc9cad (github): Fixed SIGSEGV in R_GetMaterialByNum on load reported by Yagisan.
danij
20:00 Feature #1465 (New): [XG] "Player needs object X" message
If the player needs more than one object to activate an xg line, how’s about the option to tell them they need more t... vermil
19:56 Bug #521: Small player cross and key required xg bug
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Well, I never made a request to optionally disable the message telli...
vermil
19:37 Bug #521: Small player cross and key required xg bug
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I have fixed the issue of the use wall sound being played in this inst...
danij
00:34 Revision 0596ee2a (github): Worked on ironing out the remaining bugs with the fakeradio shadow poly generation. Next step is to re-introduce the overlap resolution logic.
danij
00:29 Revision 37543f2f (github): Added a sub-pixel offset to the halo/flare origin in GL_CalcLuminace so that they are centered to the middle of the brightest pixel.
danij
 

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