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From 2009-01-21 to 2009-02-03

2009-02-03

22:54 Revision 728fe70b (github): Fixed: Ignore attempts to use gwa files as IWADs. For whatever reason, some nodebuilders will mark them as IWAD in the header. Not terribly robust, decision is based on file name extension.
danij
22:30 Revision 4734d151 (github): Changed: Ignore .gwa files in the WAD manager/loader as we no longer need (or want) to use them.
danij
22:24 Revision caed306a (github): Revised method of drawing menu color box preview widgets so they are sized relatively to the size of the menu item they are linked to.
danij
12:40 Revision 457b4648 (github): Fixed (all games): Position/size issue with the animated player preview in the player setup menu when using custom sprites with very different dimensions and/or offsets. Scale the preview display so that it is always draw at a fixed size.
danij
12:35 Revision 93ac0c40 (github): Added sentient macro to jhexen's p_local.h
danij
10:53 Revision da26283a (github): Optimize: We can early out of LOIT_ClipLumObjBySight as soon as we determine the lumobj is clipped.
danij
09:43 Revision 68493976 (github): Changed (all games): Do not use the Thing COUNTKILL flag to determine whether it can be killed via "kill" ccmd. Instead, kill it if it is shootable, has a see state and is alive (health > 0).
danij
09:39 Revision 8d45f3db (github): Fixed all sidedef middle surfaces on two sided linedefs were being treated as if they had the SDF_MIDDLE_STRETCH flag.
danij
01:52 Revision 6d6853d2 (github): Fixed: When drawing Models whose skin is determined by cycling through a range would continue animating even when the client is paused. Now uses ddMapTime rather than gameTime as the former only advances when the client is not paused.
danij

2009-02-02

22:18 Revision 916e3650 (github): Removed graphic file format IO routines from the public API. Currently unnecessary but if such functionality is required in future the engine should arbitrate the process via a generic interface.
danij

2009-02-01

22:47 Revision ab02ea06 (github): Fixed (dsdirectsound): Linear to logarithmic sound effect volume translation which resulted in no audible sound if both 3D sound positioning was enabled and the Doomsday sound effects volume control was lower than maximum volume.
danij
02:20 Revision 165cf97a (github): No light would probably be a better choice than fullbright.
danij
02:14 Revision 09bb8d6c (github): Fixed use of uninitialized color in LG_Evaluate when a given block has no sector.
Todo: This doesn't fix the core of the problem though. The issue is that the sector coverage determination done durin... danij
00:21 Revision 4d62dda3 (github): Fixed intermittent failure of: radius attacks, checks to determine whether attempting to spawn a lost soul inside a wall, archvile corpse search and mobj search used in jHexen for the Cleric's ghosts (among other things). Caused by failure to always increment validcount before doing search via the blockmap.
Todo: This remnant of the public blockmap interface should be removed. The engine should not depend upon the game to ... danij

2009-01-31

18:39 Revision 8fc40e25 (github): Added missing include for string.h in rend_automap.c
danij
18:22 Revision e50ed03f (github): Added missing include for stdlib.h in rend_automap.c
danij
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.
danij

2009-01-30

23:16 Revision 2e1d9d0c (github): Continued with the clean up of the automap.
danij
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.
danij
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.
danij
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.
danij

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.
danij
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.
danij
02:17 Revision b95372ce (github): Fixed menu color box alpha not multiplied with menuAlpha.
danij
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... danij

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... danij
13:37 Revision 17d5fe7b (github): Added m_stack.h to doomsday.vcproj
danij

2009-01-26

21:30 Revision 1fe4d792 (github): Control panel widgets for mouse X/Y sensitivity, invert, and disable.
skyjake
20:09 Revision 8873657d (github): Project file update.
skyjake
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.
skyjake
20:08 Revision 0c275f33 (github): Matters of constness. Fixed warnings.
skyjake
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...
skyjake
19:32 Revision 7fbf1e4c (github): Had to rename stack_t due a symbol with the same name in the OS X system framework.
skyjake
12:58 Revision 75326a76 (github): Fixed: HUD/menu type-in effect skipped drawing the flash for the first character in each string.
danij
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.
danij
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.
danij
11:13 Revision ca88c5e6 (github): Ensure crosshair lines are always drawn at a constant width, irrespective of the screen resolution (always 1 pixel).
danij
10:31 Revision b9c3c07e (github): Fixed missing skill level strings in the jHeretic menu.
danij
09:04 Revision c5b26978 (github): Fixed typo in last commit.
danij
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. danij
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.
danij
07:19 Revision 99fa4832 (github): Stop gcc complaining "boolean != int" even though we typedef int boolean. Yeah, I know, standards compliant, blah blah.
danij
06:08 Revision 00e84918 (github): Added (all games): Crosshair vitality. Colour the crosshair according to how near the player is to death.
danij
02:17 Revision f3d95cd9 (github): Continued cleaning up rend_main.c
danij
02:16 Revision 06afb58b (github): Fixed: ColourOutlines was being called twice on masked sky textures.
Prefer CL_CLAMP_TO_EDGE over than GL_CLAMP. danij

2009-01-24

15:12 Revision a18fab27 (github): Continued with the clean up and refactoring of the engine's DGL interface.
danij
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. danij

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).
danij
16:23 Revision 63f9898c (github): Only check for overflow/underflow in _DEBUG builds when pushing/popping OpenGL matrices.
danij
16:21 Revision f9b7cc57 (github): Clean up.
danij
 

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