Activity
From 2008-10-19 to 2008-11-01
2008-10-30
- 21:48 Revision b3ad4ae7 (github): Fixed surfaces with a "missing" material were being drawn with fakeradio edge shadows.
- 21:45 Revision b9c2c6a3 (github): Changed warning messages in MPE_GameObjProperty to verbose level1.
- 21:38 Revision 84651fdc (github): New manifests, resource scripts and updated vcprojs for all games. Proper vendor metadata is now added to the game libraries under Windows.
- 13:15 Revision 1335dc97 (github): Fixed initialization error in the allocation of rendpolydata_t structures.
- 13:10 Revision b041c407 (github): Fixed the various P_GetGMO<type> routines so that unknown properties and non-present property values arn't a critical error.
- 13:03 Revision 856ee796 (github): Fixed Rend_DoesMidTextureFillGap; the return values from Rend_MidMaterialPos were not being used correctly.
- 12:51 Revision 5ff7e4e6 (github): Made use of the HUD menu background feature to get rid of the old kludges used with the ReadThis/Credits screens. This has the added benefit that the player view(s) won't be drawn while viewing these menus if opaque.
- 09:02 Revision e14a7229 (github): Fixed jHeretic: The Blaster Missile was not written to saved games. This was due to these mobjs using an alternative thinker (P_BlasterMobjThinker) and the save code has only ever checked for mobjs using P_MobjThinker (all the way back to Heretic.exe). I've gotten rid of P_BlasterMobjThinker and moved the logic into P_MobjThinker which is now used instead.
- 08:58 Revision 0487d616 (github): Fixed jHexen: The Mage's Wand Missile and the Cleric's Flame Missile were not written to saved games. This was due to these mobjs using an alternative thinker (P_BlasterMobjThinker) and the save code has only ever checked for mobjs using P_MobjThinker (all the way back to Hexen.exe). I've gotten rid of P_BlasterMobjThinker and moved the logic into P_MobjThinker which is now used instead.
- 08:49 Revision 2a8149b5 (github): Fixed missing initialization for var damageDone in jHexen's P_DamageMobj when the inflictor is a PoisonCloud.
- 08:43 Revision e4bd5d08 (github): Fixed various issues with save games.
- * jHexen - After map load the current weapon would lower and then raise again. (pendingWeapon was never saved and ins...
- 08:27 Revision 4760674f (github): Enhanced PIT_CheckThing to allow non-solid mobjs to move through solid mobjs (the inverse was already possible).
2008-10-29
- 23:24 Revision aa1478de (github): Fixed jDoom: Gap in the statusbar when icarus.wad is played and statusbar is not opaque. This is due to the ST_ARMS patch being smaller than the IWAD version(s).
- 23:17 Revision e1d2db59 (github)
2008-10-28
- 15:09 Revision 3ba28a28 (github): Fixed linking problem with dsOpenAL under Windows due to differing calling convention for Z_Calloc.
- 04:19 Revision d28a0954 (github): Fixed problem of light sequences not working in jHexen.
2008-10-26
- 14:39 Revision eb0cf66c (github): Fixed potential segfault if R_MarkDependantSurfacesForDecorationUpdate is called for a plane of a sector with no linedefs.
- 14:34 Revision feb141e8 (github): Fixed problem of not being able to hit the lower section of twosided linedefs if the ceiling in either the front or back sector is sky.
- 00:17 Revision 9ef057df (github): Fixed: Return the materialnum_t rather than ofTypeID for the skymask material when queried via DD_GetVariable.
2008-10-25
- 22:37 Revision c514873c (github): Fixed All Games: Due to the different approach taken by Doomsday and DOOM.exe in defining texture/flat animations and the numerous PWADS which exist that exploit DOOM.exe behaviour; it is not possible to use Group definitions to externalize the IWAD animations. All default Group definitions have been removed and instead the default animations are registered by each game during startup (and engine reset) in P_InitPicAnims. This fixes the long-standing problem of PWADS which abused the DOOM.exe behaviour not working correctly when played with jDoom/jHeretic.
- Note: This fix depends upon an assumption that will need to be resolved; Materials for textures defined in TEXTURE(1)...
2008-10-24
- 19:24 Revision fa34c3fe (github): Fixed All Games: A kludge in P_MobjMoveXY prevented missiles from exploding against skyhack ceilings but they would still explode if they crossed a skyhack floor.
- Handful of minor optimizations in p_map.c to avoid unnecessary DMU calls.
Clean up. - 15:59 Revision 45b13d12 (github): Fixed compilation error with jDoom64.
- 15:55 Revision 8d9e1164 (github): Fixed All Games: PTR_ShootTraverse would check for sky hack ceilings but not sky hack floors when looking to suppress hits.
- 15:52 Revision bbbf010d (github): Fixed problem in calcSSecReverb which always considered flat #0 as an unknown material.
- 15:51 Revision cc215191 (github): Fixed fakeradio bug which failed to determine that a side should be considered fully open if the neighbor linedef is twosided with a middle texture that fills the gap between floor and ceiling.
- 15:48 Revision 235ada09 (github): Fixed bug in Rend_DoesMidTextureFillGap which used the surface material X offset in place of the Y offset.
- Fixed problem of wall surfaces using flat #0 always being marked as potentially visible in Rend_MarkSegSectionsPVisible.
- 15:43 Revision b1654ef2 (github): Fixed problem of surfaces textured with flat #0 being misinterpreted as glowing surfaces (and thus fakeradio was disabled and other glitches).
- 15:41 Revision e268e422 (github): Fixed problem of glowing wall surfaces not working.
- 15:39 Revision b116dca9 (github): Fixed problem of rockets exploding and bullet puffs being spawned when a sky surface is hit. Caused by Doomsday returning of the material ofTypeID rather than the material num when querying DD_SKYMASKMATERIAL_NUM.
- 14:00 Revision d5c0a4de (github): Fixed problem of the first flat being given the MATF_NO_DRAW flag. This flag was implemented to support the DOOM.exe bug where the first texture is never drawn. However the same problem is not present with flats.
- 04:53 Revision df9598f8 (github): Fixed jHexen problem of frozen things not dying either by timeout or when hit with a non-icedamage weapon.
- 04:51 Revision 15f465ec (github): Fixed jHexen: HUD icons like the spinning Wings of Wrath are offset to the right to avoid overlaying the mana icons in the fullscreen HUD. However they were also offset when the view mode was statusbar-overlay.
- 03:10 Revision 61f4f1ca (github): Renamed jHexen's SB_ChangePlayerClass to P_PlayerChangeClass and moved to plugins/common/src/p_player.c
- Removed jHeretic's SB_ChangePlayerClass as it is currently unused.
Changed jHexen's version cheat to simply call the ... - 00:17 Revision adcc9cdb (github): Fixed jHexen: Numerous problems with weapon piece display on the statusbar when semi-translucent.
- Fixed jHexen: In deathmatch, the statusbar Kills label patch was not drawn if the statusbar was NOT semi-translucent....
- 00:09 Revision 33a8e42a (github): Fixed jHeretic: When the statusbar is completely transparent the health marker chain would disappear.
2008-10-23
- 20:52 Revision 069ebaa4 (github): Fixed problems with the incorrect lifegem being use with the jHexen statusbar when the player class was not fighter.
- 00:30 Revision 43129f70 (github): Changed jHeretic: Revised method for drawing the chain on the jHeretic statusbar; now drawn in two sections when needed (left and right of the gem) so as to maintain a uniform alpha value for the whole chain.
- Fixed jHeretic: The colour of the glowing gem on the statusbar did not change to match the player's colour (as the ge...
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.
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