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From 2008-11-04 to 2008-11-17

2008-11-17

10:21 Revision 5a26885b (github): DD_GAMETIC, DD_OPENRANGE, DD_OPENTOP, DD_OPENBOTTOM and DD_LOWFLOOR are now special values not integers so moved into the correct place in DD_GetVariable.
danij
03:05 Revision 822fcd02 (github): Redesigned the automap to alleviate slowdown evident on large maps. Rather than traverse the world each render frame, allocate space to store a copy of the map and only update when necessary (e.g., a new linedef is seen for the first time). Take advantage of OpenGL display lists.
Todo:
* Currently, there is no fall back for when display lists are not available (just the Rage chip-set?).
* Glowin...
danij
02:49 Revision 680c4d86 (github): Began refactoring the interface to the rend lists (i.e. RL_AddPoly) with the following goals:
* Currently only our domain-specific primitives quad/divquad/flat can be added to the rend lists. Instead we should b... danij
02:08 Revision 6c2e06b4 (github): Moved blockmap dimension macros to p_bmap.h as these are no longer needed publicly.
danij
02:07 Revision 53f71e3b (github): Added new routines to handle the determination of whether detail textures or reflections are to be used with a particular material (is it from an PWAD? Does the definition allow this? etc...).
danij
01:52 Revision e3beed5a (github): Extended the rendpoly allocation so that rtexcoords can be allocated dynamically also. This is just a temporary measure until the interface to the rend lists is revised.
danij
01:44 Revision 51e9161e (github): Don't bother precaching DDTEX textures as under normal use (and with well built maps) we won't need them.
Move GL_SelectTexUnits to gl_texmanager.c temporarily. danij
00:12 Revision ebe016eb (github): Redesigned algorithms for reading PNAME patch definitions and TEXTURE1/2 texture definitions.
Unfortunately, due to the DOOM engine only using the last found TEXTURE1/2 lumps in order to add new texture definiti... danij

2008-11-16

23:45 Revision 9aa9870c (github): Added flags for Detail and Reflection definitions to govern when the definitions will be used (with IWAD, with PWAD etc), analogous to those for Detail textures.
danij
23:38 Revision 763a82a0 (github): Moved constant defines for DD_GAMETIC, DD_OPENRANGE, DD_OPENTOP, DD_OPENBOTTOM and DD_LOWFLOOR out of the section listing integer values for use with Set/Get (they are no longer integers).
Added new DMU property name DMU_DXY which returns both X and Y deltas, as a convenience instead of requiring two DMU ... danij
23:34 Revision 9d190c29 (github): DD_GAMETIC is now queried via DD_GetVariable rather than DD_GetInteger but returned as timespan_t in fractional seconds.
danij
23:31 Revision 61f02df9 (github): Fixed issue of polyobjs not being lit with dynamic lights.
danij
23:29 Revision aeae8a26 (github): Clean up.
danij
23:28 Revision 7bbf1231 (github): Consistent use of the terms "map" and "level". Numerous routines, constants and variables updated accordingly. Part 6 of 6.
danij
19:02 Revision 464a6fcd (github): Numerous minor tweaks to the jHexen text defs. Mainly capitalization tweaks and removing redundant spaces before newlines.
danij
18:48 Revision 8250719e (github): Numerous minor tweaks to the jHeretic text defs. Mainly capitalization tweaks and removing redundant spaces before newlines.
danij
17:52 Revision cdfaa593 (github): Removed __WOLFTC__ logic branches from common code.
danij
17:23 Revision 4f58142e (github): Moved the build win32 snapshot scripts into the attic as they are very outdated.
danij
17:18 Revision 3664762a (github): Moved WolfTC into the attic as it would seem this project is (unfortunately) effectively dead. I haven't touched the XCode stuff as I don't want to break it.
danij
16:58 Revision 77736cc4 (github): Consistent use of the terms "map" and "level". Numerous routines, constants and variables updated accordingly. Part 5 of 6.
danij
16:54 Revision f891b331 (github): Consistent use of the terms "map" and "level". Numerous routines, constants and variables updated accordingly. Part 4 of 6.
danij
16:51 Revision 967e55d7 (github): Consistent use of the terms "map" and "level". Numerous routines, constants and variables updated accordingly. Part 3 of 6.
danij
16:45 Revision 13eabf05 (github): Consistent use of the terms "map" and "level". Numerous routines, constants and variables updated accordingly. Part 2 of 6.
danij
16:40 Revision a57d2efb (github): Consistent use of the terms "map" and "level". Numerous routines, constants and variables updated accordingly. Part 1 of 6.
danij
15:45 Revision 97ee1c66 (github): Numerous minor tweaks to the jDoom64 text defs. Mainly capitalization tweaks and removing redundant spaces before newlines.
Removed the text string for the Heavy Weapon Dude as it isn't in DOOM64. danij
15:32 Revision e7f9bec6 (github): Fixed a comment.
danij
15:30 Revision 33df028d (github): Minor tweaks to various cvar and ccmd help strings. Mainly changing "level" to "map" where appropriate.
danij
14:56 Revision e2c3dca2 (github): Removed obsolete constants to do with the old modem, IPX etc networking stuff and GL_TextureFilterMode from the Doomsday public API.
danij
14:33 Revision 614a626f (github): Clean up.
danij
14:30 Revision fedace80 (github): Added a few things to DGL for use in the new automap drawer I've been working on:
* Basic interface for accessing OpenGL's display list functionality. List names can either be requested or allocated ... danij
14:07 Revision 93002d2e (github): Fixed polyobj surface normals were not being updated after rotation and translation.
danij
14:05 Revision da391618 (github): Clean up.
danij
13:57 Revision fce85920 (github): Renamed bsp_level.c/h to bsp_map.c/h
danij
13:53 Revision 8715e254 (github): Added aliases for a few XG flags so that "material" can be used in place of "texture/flat" where appropriate.
danij
13:46 Revision 1a2c8f28 (github): Numerous minor tweaks to the jDoom text defs. Mainly capitalization tweaks and removing redundant spaces before newlines.
danij
13:00 Revision 5fd210bc (github): Fixed a comment.
danij
12:53 Revision 53fab8dc (github): Fixed a comment.
danij
12:50 Revision 3f3e90ae (github): Fixed a comment.
danij
12:49 Revision 8dfebff3 (github): Fixed a comment.
danij
12:48 Revision 4867df92 (github): Fixed a comment.
danij

2008-11-15

19:29 Revision e83ec57e (github): Removed the overlaid slot numbers from the save/load file menus. Due to the way the menu currently works doing this the "right way" isn't really practical.
danij
18:06 Revision 764771b7 (github): Fixed various problems with the draw routine for the text entry backgrounds seen in the menu (e.g., for save/load menus).
Close the menu fast when replying to a message that was asked while not actually in the menu (previously it would app... danij
16:29 Revision 4d294838 (github): Fixed various issues in the menu:
Attempting to view to the mouse/joystick options page in the menu would result in a seg fault in DOOM2/TNT/Plutonia o... danij
15:50 Revision 8cb00682 (github): Fixed problem of the shortcut keys (quicksave, help etc...) not working from the title screen unless the menu was active. Resolved by creating a new bclass called "shortcut" which sits above "menu" in the stack. Also relocated the actioning of the "any key; show menu" to the fallback responder. However this now shows that we need another binding class that contains the in-game controls (movement, show automap etc...) which sits above the default "game" bclass and is only active when in a map (otherwise events which are bound to impulses/ccmds will never reach the fallback responder and thus not all keys will show the menu when in the title loop).
danij
14:17 Revision 14aa37c5 (github): Fixed ST_ARMS positioning issues with the statusbar draw in jDoom with the HACX mod.
danij
14:14 Revision 3ca79c5f (github): Fixed jDoom: Missing skull cursor in the ReadThis screens.
danij

2008-11-14

03:00 Revision 8624af89 (github): Implemented new game menu command MCMD_CLOSEFAST for when we want the menu to close instantly rather than smoothly disappear as normal (e.g., when a new game is started or a save game loaded).
danij

2008-11-05

05:05 Revision 112ba1a7 (github): Fixed: Bug #2223434, the player viewdata was not being initialized at all. R_NewSharpWorld is always called every tic regardless whether there is a map loaded or not and because there are no player mobjs at this time, this would result in memcpy'ing uninitialized garbage around.
danij
01:02 Revision 5746ae53 (github): Fixed potential segfault in XG which could attempt to dereference a NULL xline_t ptr in an XGTrav_* routine if passed a NULL linedef_t ptr OR if the ptr was to a dummy line (P_ToXLine would fail, returning NULL).
Cleaned up. danij

2008-11-04

12:56 Revision 7b179649 (github): Seems I've been doing too much PHP lately.
danij
12:30 Revision ddc60b28 (github): Use a more robust method of formatting material names prior to hashing.
danij
12:09 Revision cc4c4345 (github): Fixed same silly bug but this time in R_MaterialCreate. Must have used a "replace all instances of term" or something...
danij
08:53 Revision cdff8e86 (github): Fixed a really silly bug in R_MaterialCheckNumForName.
danij
01:40 Revision c8ca51ef (github): Optimized sprite precaching in R_PrecacheLevel. Now only caches the materials of sprites used by states of mobjs actually present on the map. This is more conservative than the previous implementation which would attempt to precache every last sprite. Precaching of sprites is now enabled by default.
This still not ideal as sprites for mobjs created dynamically which weren't on the map at load time will not be preca... danij
 

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