Activity
From 2009-01-13 to 2009-01-26
2009-01-26
- 21:30 Revision 1fe4d792 (github): Control panel widgets for mouse X/Y sensitivity, invert, and disable.
- 20:09 Revision 8873657d (github): Project file update.
- 20:09 Revision cc0017b9 (github): Fixed a problem with dynamic console variable registration. Now static copies are made of the names so that the source can change after registration.
- 20:08 Revision 0c275f33 (github): Matters of constness. Fixed warnings.
- 20:07 Revision d1904a1c (github): Register a bunch of console variables for axis settings, to allow saving their values.
- Disabled the setaxis command, as it crashes at the moment
listinputdevices will now print the full config of every e... - 19:32 Revision 7fbf1e4c (github): Had to rename stack_t due a symbol with the same name in the OS X system framework.
- 12:58 Revision 75326a76 (github): Fixed: HUD/menu type-in effect skipped drawing the flash for the first character in each string.
- 11:52 Revision 420ddf04 (github): Fixed positioning of the map name in the automap if set to automatically show the statusbar if the current screen mode is actually fullscreen.
- 11:16 Revision ca4ad39e (github): Fixed centering of the automap so the origin is always in the center of the automap window. Fixed alignment of the mask texture so that it always stretches to fit the automap window dimensions.
- 11:13 Revision ca88c5e6 (github): Ensure crosshair lines are always drawn at a constant width, irrespective of the screen resolution (always 1 pixel).
- 10:31 Revision b9c3c07e (github): Fixed missing skill level strings in the jHeretic menu.
- 09:04 Revision c5b26978 (github): Fixed typo in last commit.
- 08:54 Revision fbaa4518 (github): Revised how crosshairs are drawn; they are now scaled uniformly.
- Changed: Removed ccmd "crosshair" as it was unnecessary. Simply use the cvars instead.
- 08:25 Revision e8d7b5cc (github): Changed: Removed the /shinemaps shortcut mapping in pk3/zip archives, to avoid a possible issue in the future. Use /lightmaps instead.
- 07:19 Revision 99fa4832 (github): Stop gcc complaining "boolean != int" even though we typedef int boolean. Yeah, I know, standards compliant, blah blah.
- 07:01 Bug #598 (Closed): External resource loader - File names with extensions
- Currently, file names specified in DED definitions must not include an extension otherwise the resource loader will n...
- 06:08 Revision 00e84918 (github): Added (all games): Crosshair vitality. Colour the crosshair according to how near the player is to death.
- 02:17 Revision f3d95cd9 (github): Continued cleaning up rend_main.c
- 02:16 Revision 06afb58b (github): Fixed: ColourOutlines was being called twice on masked sky textures.
- Prefer CL_CLAMP_TO_EDGE over than GL_CLAMP.
2009-01-25
- 22:50 Bug #597 (Closed): [Mac] Missing error dialog
- Evidentially no error message dialog is presented as a result of a Con_Error under OS X.
*Labels:* System - 18:10 Bug #596: Armour bug
- I agree that expanding ltc_power to include optional field(s) a mod maker can use to set a certain armour type would ...
2009-01-24
- 15:12 Revision a18fab27 (github): Continued with the clean up and refactoring of the engine's DGL interface.
- 00:59 Revision c486f6f8 (github): Moved the DGL API and OpenGL system-level stuff into their final(?) resting places. Added an API header for DGL.
- Don't negotiate the DGL interface within the engine, instead, call OpenGL directly.
2009-01-23
- 14:00 Bug #596: Armour bug
- This is due to the rather bizarre handling of armour in DOOM. In P_DamageMobj it can be seen that a player is only co...
- 12:06 Bug #596 (Closed): Armour bug
- A bug with armour that is revealed through use of the LTC_Power XG type.
If the players armour is 0% and you use L...
2009-01-22
- 16:29 Revision ccc446d8 (github): Don't negotiate the DGL interface when drawing the rend list gl command arrays and don't bother using glDrawElements (ultimately, we want to be freezing down the world geometry to display lists).
- 16:23 Revision 63f9898c (github): Only check for overflow/underflow in _DEBUG builds when pushing/popping OpenGL matrices.
- 16:21 Revision f9b7cc57 (github): Clean up.
- 14:17 Bug #595 (Closed): Automap Zoom Resets
- I found that I like to keep the map zoomed out as far as it goes, but everytime I go to a new level, the automap rese...
- 10:29 Bug #594: Full screen HUD sprites / Incorrect scaling of HUD items
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/929c799a/7ebe/attachment/doom2-016.jpg
- 10:29 Bug #594 (Closed): Full screen HUD sprites / Incorrect scaling of HUD items
- I wasn't sure whether this could be classed as a bug or not.
Dday uses specific sprite names for the full screen h...
2009-01-20
- 20:12 Revision 81c18455 (github): Fixed: Bounding box axis shadow test in ssecBlockIterator; the top/bottom points were swapped.
- 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... - 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.
- 13:01 Revision 93b534e9 (github): Adjusted the menu cursor offsets in jHeretic and jHexen; moved down one 320x200 pixel.
- 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().
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... - 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...
- 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...
- 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...
- 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).
- 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;
- 02:05 Revision 0429d6a5 (github): Clean up.
- 01:45 Revision f404ef37 (github): Removed subsector_t::group as it is now unused.
- 00:24 Revision 660df7eb (github): Re-termed "material group" as "material namespace" as that is effectively what they are now.
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 ...
- 23:13 Bug #593: Sky Glow oversights
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/86a601f4/208b/attachment/doom2-plut-007.jpg
- 23:12 Bug #593 (Closed): Sky Glow oversights
- The attached screenshots do a better job than words could.
*Labels:* OpenGL Renderer - 23:12 Bug #593: Sky Glow oversights
- Oversight 1
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/86a601f4/2007/attachment/doom1-ultim... - 23:33 Revision 837fdaa7 (github): Allow newer Sky definitions to override earlier ones.
- 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... - 17:43 Revision 5ba33b8a (github): Updated copyright year to 2009.
- 17:25 Revision 624b67ad (github): Renamed r_materials.c/h to p_materialmanager.c/h
- 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.
- 17:14 Revision 04ef2378 (github): Part 3 of 3.
- 17:13 Revision 63012499 (github): Part 2 of 3.
- 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... - 16:01 Revision caea4be0 (github): Made materials accessible via the DMU interface. Part 4 of 5.
- 16:00 Revision 27c33e42 (github): Made materials accessible via the DMU interface. Part 3 of 5.
- 15:59 Revision d4e57656 (github): Made materials accessible via the DMU interface. Part 2 of 5.
- 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.
- 15:32 Revision 3c30aa50 (github): Changed All games: CCmd "conbg" now supports the paramaters "off" and (alias) "none" - remove the current background.
- 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...
- 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.
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.
- 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...
- 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 ...
- 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...
- 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...
- 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... - 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 ... - 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?
- 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...
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.
- 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 ...
- 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.
- 10:05 Bug #591: linux build error def_red.c line 1016
- Fixed in svn rev #6238.
- 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/... - 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... - 07:27 Bug #589: Map cheat not reset in MP game
- Fixed in svn rev #6234 for 1.9.0-beta6
- 07:12 Bug #586: Automap crash in jHeretic/jHexen (if missing AUTOPAGE)
- Fixed in svn rev #6233 for 1.9.0-beta6.
- 06:42 Bug #588: Reversed look up and down controls
- Fixed in svn rev #6231
- 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...
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...
- 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?). - 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...
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