Activity
From 2008-07-11 to 2008-07-24
2008-07-24
- 21:26 Revision 24493ae7 (github): Before we actually support an interactive binding mode within the Doomsday UI, just delete overridden bindings.
- 20:34 Revision 24f5b205 (github): Enhanced P_ToXLine, P_ToXSector and P_ToXSectorOfSubsector so that they don't bother passing a NULL map object ptr to DMU only to be given one back in return.
- 20:31 Revision 6543f1f9 (github): Fixed bug in XG that prevented xlthinkers and xsthinkers from working due to uninitialized line/sector (respectively) links.
- Fixed bug in XG that attempted to switch-swap a material on a line sections even if there was no material to begin with.
- 20:28 Revision 11b8870f (github): Fixed all Sector Type definitions in jDoom6 whose light/color functions included escaped quotes for some bizarre reason.
- 18:46 Revision 5c2f7c11 (github): Fixed a problem with the menu binding class being left active.
- Hu_MenuCommand(MCMD_CLOSE) was a no-op if menuActive had already been set to false, which was the case e.g. when star...
- 17:26 Revision 69c2408b (github): Restructured the bindings menu drawing and deletion code to use a common iterator function. Now the deletion works as it should.
- 16:20 Revision 6b9dbae9 (github): Fixed seg fault caused by the echoing of events in B_Responder. All events currently require being associated with a device, so copy the device id from the event being echoed.
- 16:15 Revision de78d801 (github): Fixed mix up in the return value of P_PointOnLineSide & P_PointOnLinedefSide.
- 07:08 Bug #526: undefined symbol: isnumber
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Yeah, isdigit would've been better, but like the TODO says I'm going t... - 07:00 Bug #526 (Closed): undefined symbol: isnumber
- yagisan@doomguy:~/.deng$ /opt/deng/bin/doomsday -game jdoom -iwad /home/yagisan/wads/iwads/doom2.wad -wnd
Z_Create: ...
2008-07-22
- 17:41 Revision 8cbbb4c7 (github): Continued working on the bindings menu. Now it's possible to delete bindings, although it doesn't work quite as it should yet.
- 13:22 Revision b29e7327 (github): Fixed Linux segfault when starting with no options.
- 13:10 Revision cb24e308 (github): Seeing what more needs fixing on Linux.
- 13:08 Revision 48e7264b (github): Seeing what needs fixing on Linux.
- 11:43 Bug #525: Cmakelists.txt lines 801-804 need to be removed or commented
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That is just an svn conflict. I committed a version that had the lines... - 11:36 Bug #525: Cmakelists.txt lines 801-804 need to be removed or commented
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Skyjake
what was this that you added into cmakelists.txt?
<<<<<<... - 03:32 Bug #525: Cmakelists.txt lines 801-804 need to be removed or commented
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interesting. I fixed it like this in my copy.
yagisan@doomguy:~/op...
2008-07-21
- 23:48 Bug #525: Cmakelists.txt lines 801-804 need to be removed or commented
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I can confirm that doomsday does now actually build with this change o... - 23:41 Bug #525 (Closed): Cmakelists.txt lines 801-804 need to be removed or commented
- Lines 801-804 need to be removed from cmakelists.txt before the release of the next beta because It creates a FTBFS (...
- 18:25 Revision eff6b3e7 (github): Revised method for texturing planes. Rather than aligning to the world grid, subsector planes are now textured using the bbox of the subsector to derive the s, t tex coords. This allows for all world surfaces to be textured using the same algorithms by using an conceptual quad for mapping.
- Rewrote dynlight projection to use a unified, 3D dimensional method which is used on all world surfaces. Also improve...
- 17:58 Revision 87dde8ef (github): DENG_LIBRARY_DIR should not be defined in release builds.
2008-07-20
- 12:50 Revision e949d746 (github): Updated weapon name text definitions for jDoom, jDoom64 and WolfTC.
- 12:49 Revision 784d8c20 (github): Removed bspleafdata_t->hEdgeCount as maintaining it during bsp build is unnecessary and simply counting the number of linked halfedges at build time is inexpensive computationally anyway.
2008-07-19
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.
- 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....
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... - 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... - 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...
- 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... - 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... - 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...
2008-07-13
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... - 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... - 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...
- 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 ... - 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....
- 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... - 16:22 Revision 7b537965 (github): Commonized P_CheckAmmo.
- 15:46 Feature #1464: Stereo sound support
- Closing as duplicate.
- 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 ...
- 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).
- 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.
- 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.
- 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... - 11:12 Bug #428: Bug in stairs in MAP03:Guardian of Ice
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Fixed in svn for 1.9.0-beta6
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