Activity
From 2009-01-18 to 2009-01-31
2009-01-31
- 18:39 Revision 8fc40e25 (github): Added missing include for string.h in rend_automap.c
- 18:22 Revision e50ed03f (github): Added missing include for stdlib.h in rend_automap.c
- 02:37 Revision 38780bb2 (github): Fixed momentary disappearing of the static world geometry visible in the automap. Defer deletion of the outdated automap display lists until just before we compile replacements. Using the outdated copies until then won't hurt at all. Also reinstated the rotation-aware calculation of the view frame clip box.
2009-01-30
- 23:16 Revision 2e1d9d0c (github): Continued with the clean up of the automap.
- 22:59 Revision b6a0000f (github): Fixed (all games): Don't ask the player to confirm their suicide request if they are in fact already dead.
- 15:40 Revision 17e44fa2 (github): Changed the message bind context to acquire all devices as these messages should be responded to before any further events are processed.
- 14:47 Revision 9f7f9c8d (github): Fixed plane movers which also changed material when the target is reached were not actually doing the the material change due to a DMU type mix up.
2009-01-29
- 23:32 Revision 4556e918 (github): Began cleaning up the automap. Now that we are using GL display lists for the static map geometry there is no need for manual primitive management. Also reinstated drawing of glowing line specials.
- 05:27 Revision 204e3c79 (github): Changed: Only maximize the screen and hide the HUD displays if there is currently a demo being played and the player being followed is a camera.
- 02:17 Revision b95372ce (github): Fixed menu color box alpha not multiplied with menuAlpha.
- 00:11 Revision 4ff1613d (github): Fixed: Bug #2430153 - default automap colours not taken from PLAYPAL.
- Added: cvar "map-customcolors" controls the behaviour of when to use the custom automap colors; 0=Never, 1=Automatica...
2009-01-28
- 22:17 Bug #329: [Heretic|Hexen] Afrit/Gargoyle death, endless frame loop
- This is due to a bug in original Heretic and Hexen where flying creatures can get stuck in a loop whereby they repeat...
- 22:12 Bug #576: Automap colours
- Both issues have now been fixed in svn for 1.9.0-beta6, the changelog will detail changes to the default behaviour an...
- 20:03 Bug #599: Speed field ignored for certain missiles
- Correct. The issue here is the implementation of "fast mode". Ideally this should be redesigned as a server-side modi...
- 18:37 Bug #599: Speed field ignored for certain missiles
- Through further discussion with Danij, I have learnt that the speeds for Troopshot, Headshot and Bruisershot are hard...
- 17:06 Bug #599: Speed field ignored for certain missiles
- The speeds of Mancubus, Revenant (I made a mistake listing this one originally) and Arachnotron missiles are controll...
- 14:55 Bug #599: Speed field ignored for certain missiles
- Not a bug. The speed of missiles is governed by whatever shoots it, not the definition of the Thing itself. The only ...
- 11:47 Bug #599 (Closed): Speed field ignored for certain missiles
- A difficult one to explain.
The speed field in a mobj's thing definition appears to be ignored for missiles that a...
2009-01-27
- 23:18 Revision e20b1250 (github): Construct display lists for the automap line characters.
- Fixed bug in getKeyColorForMobjType which failed to end iteration immediately when the list of mobj types had been ch...
- 21:23 Bug #595: Automap Zoom Resets
- Fixed in svn for 1.9.0-beta6.
- 13:37 Revision 17d5fe7b (github): Added m_stack.h to doomsday.vcproj
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.
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