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From 2009-01-07 to 2009-01-20

2009-01-20

20:12 Revision 81c18455 (github): Fixed: Bounding box axis shadow test in ssecBlockIterator; the top/bottom points were swapped.
danij
17:01 Revision c80bb630 (github): Continued renderer clean up:
* Revised dynlight projection interface, DL_ProjectOnSurface is now used for all lumobj-lit world surfaces.
* Removed...
danij
13:12 Revision df56f672 (github): Removed TU_SHINY and TU_SHINY_MASK idents from gltexunit. Now that shiny polys are (once again) handled seperately they are back in their original slots; TU_PRIMARY and TU_INTER for the shiny texture and the shiny mask texture respectively. The virtualized texture unit stuff is now done at material-level.
danij
13:01 Revision 93b534e9 (github): Adjusted the menu cursor offsets in jHeretic and jHexen; moved down one 320x200 pixel.
danij
03:12 Revision ccab18a0 (github): Continued clean up of rend_main.c and the render lists interface. Shiny polys are now added to the render lists using RL_AddPoly().
danij

2009-01-19

15:36 Bug #593: Sky Glow oversights
Well. That's why I titled the report "oversights" rather than "bugs".
That said, for what my opinion is worth, I w...
vermil
15:18 Bug #593: Sky Glow oversights
To clarify; by "shape" of the sky I am referring to the shape of the sectors to which the light spreads, not the shap... danij
15:06 Bug #593: Sky Glow oversights
That would certainly help. However, the main issue I have with this is not the blending/balancing of the light values... danij
14:17 Bug #593: Sky Glow oversights
What if the sky color would spread only to sectors whose lighting level is lower than the originating sky sector's? T... skyjake
06:29 Revision e504bd14 (github): Revised material_snapshot_t slightly, so that it can be used as-is for the initial rtexmapunit_t array (not yet though).
danij
05:53 Revision ca70f2b2 (github): Fixed segfault during map load when playing jHexen; as there are no Map Info definitions (only a MAPINFO lump) Def_GetMapInfo() would fail but the recent changes for Sky definitions assumed it could not and would attempt dereference the returned NULL ptr;
danij
02:05 Revision 0429d6a5 (github): Clean up.
danij
01:45 Revision f404ef37 (github): Removed subsector_t::group as it is now unused.
danij
00:24 Revision 660df7eb (github): Re-termed "material group" as "material namespace" as that is effectively what they are now.
danij

2009-01-18

23:55 Bug #593: Sky Glow oversights
Not a bug, this is by design, though, I do agree that the spreading of the sky colour into sectors which do not have ... danij
23:13 Bug #593: Sky Glow oversights

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/86a601f4/208b/attachment/doom2-plut-007.jpg
vermil
23:12 Bug #593 (Closed): Sky Glow oversights
The attached screenshots do a better job than words could.
*Labels:* OpenGL Renderer
vermil
23:12 Bug #593: Sky Glow oversights
Oversight 1
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/86a601f4/2007/attachment/doom1-ultim...
vermil
23:33 Revision 837fdaa7 (github): Allow newer Sky definitions to override earlier ones.
danij
20:40 Revision af25fcba (github): Added: Sky definitions. Rather than define the sky properties for every map, each time in the Map Info definition, instead; use a Sky definition giving it a unique ID which is then used in the Map Info definition to link the two. This allows mod authors to patch just the Sky definitions without needing to touch/create Map Infos.
* Added Sky definitions and updated the Map Info definitions of all games.
* Support for the old approach is retained...
danij
17:43 Revision 5ba33b8a (github): Updated copyright year to 2009.
danij
17:25 Revision 624b67ad (github): Renamed r_materials.c/h to p_materialmanager.c/h
danij
17:16 Revision 7955c50e (github): Changed jDoom: Improved precaching - inform the engine of many of the objects that we will be spawning dynamically once the map has loaded that it won't have known to precache as a result of loading the map itself.
danij
17:14 Revision 04ef2378 (github): Part 3 of 3.
danij
17:13 Revision 63012499 (github): Part 2 of 3.
danij
17:11 Revision c0375eda (github): Redesigned sky fix logic. There are now two world-wide sky fix heights (floor/ceiling) rather than seperate offsets for each sector. It was found that the old approach was unnecessary and made dynamic updates of the sky fix very costly. Also, implemented support for a DOOM.exe rendering trick; non-clipping of middle textures on two sided linedefs by sky surface planes.
Continued work on the materials system and refined related systems in the process:
* Materials are now accessible via...
danij
16:01 Revision caea4be0 (github): Made materials accessible via the DMU interface. Part 4 of 5.
danij
16:00 Revision 27c33e42 (github): Made materials accessible via the DMU interface. Part 3 of 5.
danij
15:59 Revision d4e57656 (github): Made materials accessible via the DMU interface. Part 2 of 5.
danij
15:58 Revision 9e5b8776 (github): Made materials accessible via the DMU interface and removed (most) of the old interface to them. Part 1 of 5.
danij
15:32 Revision 3c30aa50 (github): Changed All games: CCmd "conbg" now supports the paramaters "off" and (alias) "none" - remove the current background.
danij
11:51 Bug #522: flat changing sky issue
I have reworked the sky fix logic to fix in order to support a DOOM.exe rendering trick that to date, Doomsday has no... danij
11:39 Bug #546: Spider Boss shoots too high
Probably related to this; PTR_ShootTraverse() is not hitting upper sidedef sections when their ceiling is a sky surface. danij

2009-01-17

21:27 Bug #592: Reset look angle/dir when closing the control panel
Nice work, though, I've just noticed the same issue occurs when closing the game menu. danij
14:38 Bug #592: Reset look angle/dir when closing the control panel
Fixed in revision 6241. Adding a new binding context wasn't enough, though, since the relative accumulation is only c... skyjake
12:20 Bug #592: Reset look angle/dir when closing the control panel
Just a thought but wouldn't implementing a bind context for use within the control panel that grabs the devices have ... danij
11:42 Bug #592: Reset look angle/dir when closing the control panel
The issue is that the input code is updating the relative position of the mouse (and other) axes while the user is in... skyjake
09:55 Bug #592 (Closed): Reset look angle/dir when closing the control panel
Currently, the console player's look angle and direction will warp once they leave the control panel. It would be nic... danij
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...
skyjake
12:27 Bug #513: Infine control oversights
I've got another small thing here, for which I've changed the report title to represent.
With "before map" infine ...
vermil
09:40 Bug #546: Spider Boss shoots too high
Scratch that. The line opening range is being calculated correctly. Perhaps its the aimSlope that is off? danij
09:30 Bug #546: Spider Boss shoots too high
After some initial investigation it would seem the problem lies in the line opening calculation. Will investigate fur... danij

2009-01-15

18:39 Revision 03802c63 (github): Minor tweaks to the positioning of a couple of the menu patches and the menu cursor.
danij
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.
danij
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.
danij
12:05 Bug #585: Access violation in dpdehread when playing pl2.zip
Try as I might, I've been unable to subsequently reproduce this problem. I'm going to close this artifact and put it ... danij
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... danij
11:38 Revision 6e50f5f0 (github): Cleaned up Rend_Console() somewhat.
danij
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.
danij
10:05 Bug #591: linux build error def_red.c line 1016
Fixed in svn rev #6238. danij
09:53 Bug #591 (Closed): linux build error def_red.c line 1016
/home/dave/Svn/deng/engine/portable/src/def_read.c: In function ‘DED_ReadData’:
/home/dave/Svn/deng/engine/portable/...
eunbolt
09:26 Revision 5d2664e9 (github): Fixed bug all games: #2501751 - method of circumventing logic to prevent abuse of the automap cheats in multiplayer games.
danij
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.
danij
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?
danij
08:41 Revision 50bec061 (github): Fixed bug #2498597: Reversed look up and down controls.
danij
08:26 Revision 4d69e1f9 (github): Fixed file encoding. Surely its about time Microsoft managed to fix this in Visual C? :(
danij
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...
danij
07:27 Bug #589: Map cheat not reset in MP game
Fixed in svn rev #6234 for 1.9.0-beta6 danij
07:12 Bug #586: Automap crash in jHeretic/jHexen (if missing AUTOPAGE)
Fixed in svn rev #6233 for 1.9.0-beta6. danij
06:42 Bug #588: Reversed look up and down controls
Fixed in svn rev #6231 danij
06:04 Bug #590 (Closed): [Controls menu] Delete not possible if key-delete bound
When using the in-game Controls menu to customize the controls, if you deliberately (or even accidentally) change the... danij

2009-01-14

04:13 Feature #1481 (Rejected): Command to change to last weapon used
A key command to draw the last weapon used. Like the counter-strike "lastinv" command that is usually bound to q. Thi... hellrazer333
02:20 Feature #1402: Vertically Tiled Masked Textures
Logged In: YES
user_id=849456
Needs:
New sidedef flag.
Modified handling of decor lights (maybe fakeradio?).
danij
02:20 Feature #1419: Map Rotates with player
Logged In: YES
user_id=1566636
Now that I think of it, that is correct, though I did manage
to find some interesti...
papercut2

2009-01-12

16:33 Bug #589 (Closed): Map cheat not reset in MP game
A long time oversight likely since the day Doomsday's in game multiplayer setup was implemented.
In Doomsday, as i...
vermil

2009-01-11

04:47 Revision 66570428 (github): Added entries for the "conbg" ccmd to the games' conhelp.txt
danij
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.
danij
00:12 Bug #588 (Closed): Reversed look up and down controls
The Look up and down control options appear reversed. As in what you enter in look up makes you look down and what yo... vermil

2009-01-08

20:33 Bug #587: [Render hack] Plutonia 2 map11: 3D bridge does not construct
Forgot to add. Tested in both 1.8.6 and Beta5. vermil
20:27 Bug #587 (Closed): [Render hack] Plutonia 2 map11: 3D bridge does not construct
On Map11, the fake 3D bridge just around the corner from the blue key pillar/door doesn't construct into its raised p... vermil
 

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