Activity
From 2009-02-01 to 2009-02-14
2009-02-13
- 19:03 Revision a1a01f4d (github): Reorganised refresh and GL init somewhat. Engine updates are now done in busy mode.
- 17:53 Revision 0af859c6 (github): Fixed: Do update surfaces of polyobjs along with the rest of the world surfaces, post engine reset.
- 16:37 Revision 493fb7f0 (github): Optimize: Make use of the materialbind_t namespace hash tables in P_DeleteMaterialTextures and printMaterials.
- 15:48 Revision e10b5923 (github): Optimize: Use seperate hash tables for each materialbind_t namespace.
- 15:45 Revision 7d766444 (github): Use an epsilon when testing height equality PTR_ShootTraverse; I experienced an infinite loop in the inner algorithm for determining the approximate hitpoint whilst testing AliensTC::E2M5 (far from the only problem I noticed with this mod though) due to this controlling test incorrectly determining that two candidate z coordinates were not equal.
- 02:30 Revision b0a629a7 (github): Clean up.
2009-02-12
- 16:55 Revision c96c726d (github): Revised interface to P_GiveArmor so that both type and amount of armour points are specified by the caller.
- 13:02 Revision 64ea36f0 (github): Fixed bug #2586599 "Menu cursor position on entry to/exit from the color widget".
- 12:33 Revision d40263d0 (github): Changed the "menu" console binding context to one which acquires all devices. So that when it is disabled the accumulated axis deltas are dropped and as a result, the viewplayer's look angle and direction remain the same as when the menu was opened.
- 10:36 Bug #592: Reset look angle/dir when closing the control panel
- The aforementioned issue with the relative axis positions changing whilst the menu is open has since been fixed.
2009-02-11
- 02:24 Revision 25aca2c8 (github): Fixed Automap_Open state change check.
- 01:45 Revision fff2ca18 (github): Added (all games): cvar "map-open-timer", number of seconds taken to open/close the automap. Set the default as 0.3 seconds (slightly quicker than previously).
- 00:05 Revision b59b04ec (github): Advise the game not to draw any HUD displays whilst the user is in the control panel, as we may decide to fade it away.
- Fade away the UI when adjusting the FOV slider.
2009-02-10
- 21:38 Bug #607 (Closed): Menu cursor position on entry to/exit from the color widget
- Currently, in the menu, moving the cursor in the color widget changes the position of the cursor in the parent menu o...
- 06:39 Revision b0b9282d (github): Added conversion of mouse button states in DD_ConvertEvent.
- 06:36 Bug #606 (Closed): Shiny texture coordinate issues
- Projecting shiny texture coordinates on quads isn't working particularly well currently as two adjoining surfaces wit...
- 05:58 Revision 36f8dfba (github): Revised handling of view filters such as that seen when the player is damaged or when a bonus is picked up.
- Filters are now stored as a vector of floats and remain in this representation until they must be transmitted to clie...
- 04:42 Bug #604: Menu navigation using the WASD defaults for up/down
- Fixed issue with mouse buttons not opening the menu during the title loop.
2009-02-09
- 23:11 Revision 87c7d2eb (github): Hopefully, save games should now be working again.
- Fixed off-by-one error in P_GetMaterialName which resulted in an incorrect name being returned for a given material.
... - 21:44 Bug #605 (Closed): Fog vs Fakeradio plane shadow primitives
- Currently I am experiencing rendering glitches with Fakeradio plane shadow primitives flickering around if I enable f...
- 20:20 Bug #409: MP3s do not clear cache
- It would seem that this isn't a problem in Doomsday per-say. The various "jdep" addons are missing music bindings whi...
- 09:51 Revision 3b58f8ee (github): Fixed save issue in jHeretic, due to a typo in a precompiler define for a __JHERETIC__ logic branch.
- 05:58 Revision 482c1671 (github): Further menu tweaks and fixes:
- * menuleft and menuright no longer navigate up/down respectively if the current item is not ITT_LRFUNC.
* Added a men... - 05:30 Feature #1483 (Closed): Shine maps and mask (greyscale or palleted)
- Allow shinemaps and masks? to be greyscale or palleted so that much room can be saved in texture packs used in doomsd...
- 05:26 Feature #1482 (Closed): Indication of scrolling menus
- with the new scrolling menu's people will not know that it gos further down that you can actually see on the screen. ...
- 05:06 Revision 0038bf15 (github): Fixed problem of hotkeys overriding menu control bindings for the same keys. Moved the menu triggering on any input to G_UIResponder which no longer calls Hu_MenuResponder. Instead, use Hu_MenuResponder as the fallback responder for the "menu" bind context.
- 04:09 Revision 3bbad8e8 (github): Added (all games): CVar "menu-hotkeys" 1= Enable hotkey navigation in the menu. Enabled by default.
- 03:28 Revision c378a13e (github): Changed (all games): A dead player can now instigate the "reborn" process by using the attack controls (formerly only "use" would do this). Changed to aid all those DOOM newbies out there. Note, a brief (one second) wait has been added to stop players from accidentally beginning the reborn process (e.g., they died trying to open a door whilst fleeing from impending doom).
- 03:09 Bug #604: Menu navigation using the WASD defaults for up/down
- The issue detailed in the original artifact should now be fixed as of svn rev #6336.
Triggering the menu using eit... - 00:33 Bug #604: Menu navigation using the WASD defaults for up/down
- In addition, it is not possible to open the menu during the title loop by pressing a mouse or joystick button as the ...
- 00:01 Bug #604 (Closed): Menu navigation using the WASD defaults for up/down
- As of svn rev #6330 navigation of the menu using the default WASD bindings for up/left/down/right respectively no lon...
- 02:10 Revision d6581e40 (github): Fixed item selection via hotkey in the menu.
- 02:06 Revision b4084ea0 (github): Added B_SetContextFallback to doomsday.def
- 00:02 Revision 815b8bdd (github): Copyright year update.
2009-02-08
- 19:17 Revision c3873de1 (github): Improved event handling in non-game states. Paged menus now scroll item-by-item, rather than by page.
- The "gameui" binding context was added. Contexts may now specify a fallback responder, which gets to process the even...
- 14:42 Revision 0442ef08 (github): Don't write entries for NULL materials to the save game material archive.
- 11:43 Revision 0312069d (github): After a side-by-side comparison with Beta5.1, I decided to remove the staging for walk and sidestep controls to retain similar behavior.
- 11:06 Bug #603: snowberry version column problem
- No, the UI just isn't laid out with that long version numbers in mind.
- 11:04 Bug #603: snowberry version column problem
- Is there any real reason snowberry can not handle the unambiguous version format of YYYYMMDD ?
- 08:15 Bug #603: snowberry version column problem
- The version numbers in SB are intended to be in the format "x.y", and the dates are tracked separately (as listed in ...
- 04:41 Bug #603 (Closed): snowberry version column problem
- The "version" column is too narrow.
With the addon packs I maintain, I se a date instead of a version number. and w...
2009-02-07
- 22:23 Revision 124da4b1 (github): Fixed typo in jDoom's objects.ded
- 22:11 Revision bccfd41c (github): Fixed a problem with player view turning. There were actually two separate issues, one that prevented turning left, and one that prevented over/underflow.
- 21:43 Bug #602 (Closed): Changed chainsaw behaviour
- In DOOM, the chainsaw would "drag" the player towards whatever was being attacked when within a certain range, rather...
- 20:34 Bug #300: Mac - screenshots have wrong resolution in .tga header
- Fixed in svn for 1.9.0-beta6
- 18:14 Revision 18c6cfaa (github): Applied patch 2558810 ("Patch for endian issues in TGA file reader/writer").
- 17:56 Revision 6f9aee0f (github): Changed release name to "beta6". Change this back to "-svn-trunk-devel" when the beta6 branch has been created (after release has been made).
- 17:20 Revision 44177fc2 (github): Must set appDir path before changing to the user dir. Otherwise the game bundles can't be located.
- 17:19 Revision f922a6b0 (github): Updated readme with Beta 6 version number.
- 17:19 Revision 6296fd78 (github): OS X: Build both archs.
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
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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 ...
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