Activity
From 2009-01-24 to 2009-02-06
2009-02-06
- 23:31 Bug #601 (Rejected): [Doom] jDRP + Intel Graphics chipset = Instant shutdown
- There appears to be something going wrong with our multitexturing use on systems running Intel Graphics chipsets as u...
- 09:03 Revision dd8eb8a5 (github): Replaced missing DMT_ type for sector_t->reverb which was accidentally removed in the last commit.
- 09:00 Revision 0c01a955 (github): Revised memory management for bias lighting. Tracker, affection and vertexillum data is now contained within new struct biassurface_t. biassurface_t structs are allocated separately to the world map surfaces and links to them are stored in seg_t and subsector_t instead. A linked list of biassurface_ts are managed in rend_bias.c which allows for faster traversal in SB_BeginFrame.
- Todo: Now that this data is seperate from the world map data it would be possible to not allocate them at all for ded...
- 08:49 Revision e2bc1164 (github): Fixed seg fault in Rend_RenderSprite if renderTextures == 0.
- 02:19 Revision c9c1d621 (github): Draw the viewplayer's position in the lightgrid debug display, even if there is no sector attributed to the block at their current position.
2009-02-04
- 00:41 Revision 41bf5908 (github): Updated syntax in jDoom's objects.ded
- 00:17 Revision b0b94ec9 (github): Added (all games): Menu controls for configuring the HUD auto-hide options.
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.
- 22:30 Revision 4734d151 (github): Changed: Ignore .gwa files in the WAD manager/loader as we no longer need (or want) to use them.
- 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.
- 21:00 Bug #600 (Closed): Win32: No IWAD => startup hangs
- Since the change to startup so that all work is done in DD_StartupWorker Doomsday will no longer produce a critical s...
- 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.
- 12:35 Revision 93ac0c40 (github): Added sentient macro to jhexen's p_local.h
- 10:53 Revision da26283a (github): Optimize: We can early out of LOIT_ClipLumObjBySight as soon as we determine the lumobj is clipped.
- 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).
- 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.
- 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.
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.
- 20:02 Bug #209: MacOS X SDLMixer: Error
- Ah I see. The issue is that we don't know what file extension to give the data lump even if we do dump it to disk.
- 20:00 Bug #209: MacOS X SDLMixer: Error
- Perhaps then if passed a file buffer rather than a file path, our QuickTime playback wrapper should dump the data to ...
- 18:07 Bug #209: MacOS X SDLMixer: Error
- The status is that on OS X all music is played through QuickTime. However, there is a slight problem in the system: i...
- 16:31 Bug #209: MacOS X SDLMixer: Error
- Whats the status on this? Are we now using QuickTime for non-MIDI music?
- 15:59 Bug #387: 3D Sound problem
- I don't know whether this has subsequently been fixed but it appears to work correctly for me with current svn trunk....
- 15:53 Bug #424: Cannot get past new game screen
- I think I may have noticed a trend among similar crash reports from users using Intel graphics chipsets. All of which...
- 15:41 Feature #1440: Vanilla Doom collision-checking mode
- Logged In: YES
user_id=1732664
Originator: YES
1. Sorry for a typo. "game-zclip" cvar seems to do nothing.
2. Plea... - 15:31 Bug #549: Sound causes Deng to freeze on linux
- Kurikai informs me this issue has subsequently been fixed.
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.
- 21:38 Bug #154: Masked texture lines
- Time to bump the priority on this I think. These rendering artefacts are starting to annoy me.
- 21:34 Bug #335: in *nix MIDI hangs Doomsday
- According to Kurikai this problem is now fixed in current svn trunk.
- 02:20 Revision 165cf97a (github): No light would probably be a better choice than fullbright.
- 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...
- 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 ...
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.
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