Activity
From 2008-10-09 to 2008-10-22
2008-10-22
- 18:52 Revision 2b9b91e2 (github): Fixed bug #1673770: Problems with bouncing mobjs (flag2 MF2_FLOORBOUNCE) their Z momentum was being reduced to zero on first impact with the floor. In jHeretic this caused the firemace projectiles to explode instantly.
- Also fixed a problem in jHeretic's P_SpawnMissile which wasn't determining the angle correctly if the source of the s...
- 07:08 Revision e0e2ef3d (github): Fixed jHexen: The statusbar graphic features a copy of the fighter's chain which was visible behind the animated chain. Fixed by way of a kludge that cuts out that section of the statusbar and draws a near-black solid rectangle to fill the hole.
- Fixed jHexen: The colour of the glowing gem on the statusbar did not change to match the player's colour (as the gem ...
2008-10-20
- 17:00 Revision 805c1271 (github): jHexen: All patches used by both the statusbar and fullscreen HUD are now precached at startup and during an engine reset in ST_loadGraphics.
- 16:54 Revision 3fb100cf (github): jHexen: Fixed bug in the inventory which led to the wrong artifact use function being called if P_InventoryUse was passed a artitype_e id greater than AFT_SUPERHEALTH.
- 16:50 Revision 64b3d8ef (github): All games: Added the following default control bindings
- * key-e = fly up
* key-q = fly down
* key-f = fall down
jHexen: Changed the default bindings for inventory left/right... - 16:44 Revision d09937be (github): Changed dpatch_t->lump to lumpnum_t (was int).
2008-10-19
- 19:24 Revision d7922977 (github): This seems to fix the view bobbing issues. The interpolation was not done between consecutive sharp views, leading to stuttering back and forth (i.e., up and down).
- Pro Tip: This kind of issues are easiest to spot and debug with a low value for "settics" (in other words, in slow mo...
- 19:22 Revision 706bcc9e (github): IDE settings.
- 16:37 Revision 2bd44e55 (github): Update.
- 16:37 Revision a94e1668 (github): Fixed memory zone corruption due to out-of-bounds access of content->buffer. This occurred when texture content was being uploaded without deferring. GL_UploadTextureContent() assumed that content->buffer was modifiable, which is only the case when the content has been deferred and copied to a separate buffer. Non-deferred content is still in the zone.
2008-10-18
- 20:39 Revision 48580fe6 (github): jHexen-changed; ANIMDEFS and SNDINFO lumps are no longer required.
- jHexen: SC_OpenLump now takes a lumpnum_t rather than lump name string to force the caller to implement the required ...
- 20:26 Revision 4038f61d (github): Fixed a couple of messages output during map load which reported incorrect linedef and sector indices (off by one errors). Updated file author details.
- 20:26 Revision 423b3ded (github): Resolved OS X Intel compilation issues.
- 20:04 Revision ad45883f (github): No need to resolve an xlinedef in XL_Thinker if this is a client (shouldn't reach here anyway).
- 20:04 Revision f4325a74 (github): Handle NULL sector ptr in XS_Gravity
- 19:13 Revision 63c91a95 (github): Resolving OS X compilation issues.
- 19:10 Revision b7003dca (github): Switched to CMake 2.6 to resolve OS X compilation issues.
- 04:55 Revision 63aabacd (github): Fixed bug in the DED reader which failed to read the iparams of XG Line Type definitions correctly due to the flag prefix name strings (part of the game-side xgClassLinks array) being defined as zero-length strings rather than NULL ptrs.
- 04:46 Revision edc0505e (github): Swapped the dest and src paramaters of P_CopyLine and P_CopySector to match convention.
- 04:41 Revision 186b7475 (github): Protected the pointer based, public DMU interface from passed NULL pointers.
- 03:21 Revision 120510ae (github): Fixed bug #1832045; If a map number is not set in an XG end_level line type the exit would take the player to the first map (instead of the next as defined by the map progression).
- 02:17 Revision eb9c6607 (github): Fixed problem in the vs build options. Rather than generate a manifest every time, use the one in engine/win32/res
- 00:00 Revision d790a438 (github): Moved the (unused) overlapping linedef detection algorithm out of the bsp generation and into edit_map.c Moved the remnants of bsp_analyze.c into more appropriate locations. Deleted the now empty bsp_analyze.c/h
2008-10-17
- 19:29 Revision ecb6f9a2 (github): Continued work on the map loader and BSP generation:
- * Revised the algorithm used to detect "one-way windows" to remove use of the glbsp concept of edgetips and instead u...
2008-10-16
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.
- 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.
- 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.
- 03:40 Revision 84ee19f3 (github): Fixed blue locked doors not showing in the automap in jDoom, jDoom64 and WolfTC.
2008-10-11
- 01:08 Revision 0741c969 (github): Quick fix to the vertical offset problem in the conversion of lumobjs to vlights.
- 01:06 Revision 3ca211b8 (github): Fixed decoration origin offsets on pegged top and unpegged bottom surfaces.
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...
- 18:11 Revision 20e3c91c (github): Reinstated the soft limits for max number of vlights affecting sprites and models.
- 16:17 Revision e65b021e (github): Fixed bug #2143145 - DOOM2/Final DOOM incorrect screen border flat.
- 15:46 Revision d007928d (github): Fixed svn head bug #2156065 - Rckt and Cell ammo switched in the statusbar.
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