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From 2008-10-03 to 2008-10-16

2008-10-16

19:02 Revision 342e7171 (github): These seem unnecessary at the moment. Assuming that the portable sys_sdl_window.c should be used instead.
skyjake

2008-10-15

19:32 Revision 20a0413c (github): Fixed a handful of rendering glitches that would occur with segs on twosided linedefs when the back sector floor height was higher than the back sector ceiling height. In this instance we now lower the high floor to the ceiling.
danij
19:27 Revision aa9bea6c (github): Now that we arn't culling sectors with no linedefs during map load, protect P_Iterate from trying to walk the sector object lists as they might not be present.
danij
03:45 Revision 89be26da (github): Pruning of redundant map data objects cannot yet be done, due to the problem of their original indices being used as references to them in several ways, which have not been updated accordingly. As this is quite a lot of work I've simply disabled the pruning for now.
danij
03:40 Revision 84ee19f3 (github): Fixed blue locked doors not showing in the automap in jDoom, jDoom64 and WolfTC.
danij

2008-10-11

01:08 Revision 0741c969 (github): Quick fix to the vertical offset problem in the conversion of lumobjs to vlights.
danij
01:06 Revision 3ca211b8 (github): Fixed decoration origin offsets on pegged top and unpegged bottom surfaces.
danij

2008-10-10

19:45 Revision 1c580768 (github): Fixed various issues in the conversion from lumobj to vlight for the purposes of sprite and model lighting.
TODO: The debug display I added to draw the light vectors affecting a given sprite indicate that there are a few rema... danij
18:11 Revision 20e3c91c (github): Reinstated the soft limits for max number of vlights affecting sprites and models.
danij
16:17 Revision e65b021e (github): Fixed bug #2143145 - DOOM2/Final DOOM incorrect screen border flat.
danij
15:46 Revision d007928d (github): Fixed svn head bug #2156065 - Rckt and Cell ammo switched in the statusbar.
danij

2008-10-08

16:23 Revision 368644c3 (github): Always do a full tex reset on change to the mipmapping mode.
danij
14:27 Revision 1c3c636d (github): Changed pClassInfo->turnSpeed to int.
danij

2008-10-07

18:19 Revision e4a637e7 (github): Fixed typo in R_MaterialNumForName that would always return zero regardless of whether the material was found (doh!).
danij
16:17 Revision 5f75ed01 (github): Fixed incorrect memory allocation error in R_PrecacheLevel, thanks to Yagisan for the heads up.
danij
15:52 Revision a0b816f6 (github): Fixed only log in R_MaterialNumForName when the name being searched for is not found.
danij
15:48 Revision 0f49c60b (github): Fixed R_MaterialCheckNumForName and R_MaterialNumForName could not handle NULL name ptr.
danij
15:46 Revision 0bd1aa47 (github): Removed unused members from vissprite_t
danij
15:33 Revision 89969488 (github): Fixed potential segfault in dpWADMapConverter::IsSupportedFormat under nix where as Thomas Lübking points out; the libc implementation of strncmp cannot handle a NULL string ptr.
danij
15:18 Revision 7a8f35b9 (github): Fixed segfault in M_InitControlsMenu under nix as pointed out by Thomas Lübking and Yagisan.
danij
14:00 Revision 3d3740c3 (github): Fixed player turn rate in P_PlayerThinkLookAround, turnSpeed is fixed point, not float.
danij

2008-10-06

17:17 Revision 408c2363 (github): Applied the CMAKE_BUILD_TYPE patch.
skyjake
03:04 Revision 0b540487 (github): Fixed issue of mobj shadows not being drawn correctly (couldn't be seen at all).
danij

2008-10-05

21:07 Revision a7b47b6a (github): Fixed all FTBFS issues with r_things.c due to recent work that had been left incomplete due to my accident.
Note there remains an issue in that currently the max number of vertex lights per model is ignored, I'll address this... danij

2008-10-03

19:03 Revision f98c28a7 (github): Fixed various errors when trying to compile Doomsday.
danij
17:58 Revision ddf9e9a3 (github): Win32: Always update the viewport(s) after change to the window dimensions.
danij
17:48 Revision fca6d64c (github): Began refactoring the player inventory so as to separate the management from the effects of the artifacts themselves. Also redesigned the interface somewhat to make it easier to use and eliminated some of the unnecessary members of player_t used with the inventory.
I'll continue with this post 1.9.0-beta6 danij
 

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