Activity
From 2009-01-04 to 2009-01-17
2009-01-17
- 16:37 Revision 7549616a (github): Fixed a problem with game controls being active while in the control panel.
- The following changes were made:
- A "deui" binding context was added as the topmost one, with a new flag (Acquire A...
2009-01-15
- 18:39 Revision 03802c63 (github): Minor tweaks to the positioning of a couple of the menu patches and the menu cursor.
- 17:46 Revision fb488bed (github): Fixed include branches in jDoom's anim.ded somehow I forgot to update them along with definitions themselves. Run packres.
- 12:05 Revision 7f32f8a6 (github): Fixed build error reported by gcc under *nix. Interesting that msvc is happy about this, maybe I've pragma'd something I shouldn't have.
- 11:58 Revision 1c31a75b (github): Fixed problem of renderer resets sometimes leading to garbled textures. The gl texture names reserved in the new deferred upload system were not being released during the reset and consequently, once OpenGL had been "shutdown" they were no longer valid; yet we were attempting to use those names anyway.
- Todo: This is currently not a very elegant solution as it exposes GL_Reserve/ReleaseNames publically as unfortunately...
- 11:38 Revision 6e50f5f0 (github): Cleaned up Rend_Console() somewhat.
- 11:24 Revision cd985bfb (github): Fixed console history buffer navigation. After using Home to jump to the start of the log, subsequent attempts to scroll down would fail. Now uses a sliding "inview" range. Also changed, the algorithm which draws the console to a bottom up version, to make it easier to follow.
- 09:26 Revision 5d2664e9 (github): Fixed bug all games: #2501751 - method of circumventing logic to prevent abuse of the automap cheats in multiplayer games.
- 09:11 Revision 38f6cbad (github): Fixed bug jHeretic/jHexen: #2488388 crash during startup if missing AUTOPAGE lump (Blasphemer IWAD). Revert to drawing the automap background as a solid colour. Note; will automatically change automap background colour so as to look similar to the original game.
- 08:47 Revision 3efdfdba (github): Renamed "Client.ID" and "Doomsday.out" to all lower-case. All other files in the Doomsday install directory are lower case and for some reason, this was bugging me. We'll likely need a clean install for beta6 anyway so hopefully this won't be an issue?
- 08:41 Revision 50bec061 (github): Fixed bug #2498597: Reversed look up and down controls.
- 08:26 Revision 4d69e1f9 (github): Fixed file encoding. Surely its about time Microsoft managed to fix this in Visual C? :(
- 08:24 Revision 3695bac2 (github): Added a few more default control bindings for the WASD setup:
- * Menu navigation, WASD = menu up/left/down/right respectively.
* mouse-left-down = menuselect
* mouse-right-down = m...
2009-01-11
- 04:47 Revision 66570428 (github): Added entries for the "conbg" ccmd to the games' conhelp.txt
- 04:46 Revision 26b7a9a2 (github): Fixed: When drawing the console if a background material is set, it would also be used on both the border and the shadow.
2009-01-05
- 19:29 Revision 8afaff4b (github): Standardized method for referencing materials in the DED reader. Fixed a couple of minor issues which only allowed textures in the MG_TEXTURES group to be used as XG line type, (de)act materials. Updated game definitions (run packres).
- 17:54 Revision 8432376d (github): When reading Texture Environment definitions, don't split the entries into lists by their materialtextype. Instead, simply use one list.
- Allow specifying the Texture Environment for all materials (was just textures/flats).
- 17:07 Revision f7946ed7 (github): Fixed various bugs with the "setaxis" console command due to off-by-one errors when dealing with device axis ids (they are 1-based).
- 03:27 Revision 6c27e81b (github): Removed unnecessary (duplicate) Material definitions from doom2-plutlights.ded and doom2-tntlights.ded
- 03:25 Revision ac53683e (github): Deleted jDoom's details.ded as it is unused. We now have the DEW for documentation.
- 03:06 Revision 8d40da83 (github): Removed R_MaterialSetSkyMask(). Now that we have Material definitions this is unnecessary.
- Moved the Material patch definitions for each game into a seperate DED file.
Created Material patch definitions for e... - 02:25 Revision 75de6751 (github): Fixed bug #2158261: Missing glow on the neighbouring walls of a sector after one of it's plane surface materials change from a non-glowing to glowing material.
- * When resolving references in a DMU Set call, only drill down as far the surface owner then take a ptr to it. Then c...
2009-01-04
- 23:57 Revision f235d674 (github): Added a sanity check to R_MaterialCreate() to ensure we aren't creating materials without a texture.
- 23:41 Revision da4ba76f (github): Continued work on the materials system. Don't forget to rebuild resources (packres) as the games' DED files have changed:
- * Material definitions are now read in release builds.
* Enhanced Material definitions so they can be used to patch a... - 21:32 Revision 61b32699 (github): Added missing prototype for R_UpdateTexturesAndFlats() to r_data.h
- 21:09 Revision 3c528c83 (github): Fixed music playback on Mac OS X. The problem was that SDL_Mixer was being used instead of QuickTime, and evidently MIDI playback on SDL_Mixer is broken.
- Also, when converting from MUS to MIDI, the temporary file uses the ".mid" extension so that QuickTime knows what to ...
- 19:28 Revision 9af8ab28 (github): Continued work on the materials system as some of the bugs reported with the unofficial svn rev #6160 release will be fixed in the process:
- * Get the materials manager up and running as early as possible, just before the definitions are read in Def_Read().
... - 19:05 Revision 067c03f0 (github): Only update gameState (and announce in _DEBUG builds) when the state actually changes.
- 19:04 Revision 35298521 (github): Fixed minor alignment issue when drawing the m_doom patch in the menu.
- 18:01 Revision 0d17ce05 (github): Fixed all games: During the transition between the GS_INTERMISSION and GS_INFINE game states there is a single gametic where neither the player's view is drawn (gamestate != GS_MAP) or the (de)briefing is visible (an fi script command hasn't yet executed yet the gamestate has already changed to GS_INFINE. The result of which is a visible viewborder and HOM for a split second. We now catch this and clear the screen to black.
- Todo: This is not the best solution. Perhaps we should delay changing the gamestate until the first fi command is exe...
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