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From 2009-02-04 to 2009-02-17

2009-02-16

18:55 Revision 04175ef4 (github): Revert some inadvertent whitespace changes in the previous commit.
danij
18:14 Revision c61c041e (github): Moved statenames in mobjfinfo_t into an array and implemented a utility routine, P_GetState, to simplify adding new statenames (and potentially allow for custom state names in Thing definitions).
danij
17:04 Bug #424: Cannot get past new game screen
It would seem my assertion in the previous comment was correct. We now have a tracker item for that specific problem ... danij
14:45 Revision aba33600 (github): Fixed (all games): Bug #2131013 - Segfault if thing pain chance > 0 but no pain state. If the specified pain state cannot be found (or none specified) respond by attacking back but not attempting a mobj state change.
danij
02:26 Revision ba4b16a0 (github): Fixed a couple of issues in the font manager and did a bit of cleaning up:
* Calling FR_DestroyFont with an invalid id would move memory out of bounds.
* Calling FR_PrepareFont would prepare t...
danij
01:42 Revision a4ff9603 (github): Fixed bug in the DED file parser which prevented Line Type definitions from being read (at all).
danij

2009-02-15

22:51 Bug #578: line_type act sound
Seems to work just fine for me.
Try this:
Create a new jDoom test map with a few sectors and a player start.
Pic...
danij
19:44 Revision 4a4e9c66 (github): Fixed (all games): Bug #2431808 Unknown pickup items leading to a "P_SpecialThing:
Unknown gettable thing" critical error. Rather than terminate, handle this gracefully by treating the item as inert (... danij
17:45 Bug #577: Idiosyncrasy of pickup code
Fixed in svn for 1.9.0-beta6 danij
17:44 Bug #596: Armour bug
Fixed in svn for 1.9.0-beta6 danij

2009-02-13

19:03 Revision a1a01f4d (github): Reorganised refresh and GL init somewhat. Engine updates are now done in busy mode.
danij
17:53 Revision 0af859c6 (github): Fixed: Do update surfaces of polyobjs along with the rest of the world surfaces, post engine reset.
danij
16:37 Revision 493fb7f0 (github): Optimize: Make use of the materialbind_t namespace hash tables in P_DeleteMaterialTextures and printMaterials.
danij
15:48 Revision e10b5923 (github): Optimize: Use seperate hash tables for each materialbind_t namespace.
danij
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.
danij
02:30 Revision b0a629a7 (github): Clean up.
danij

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.
danij
13:02 Revision 64ea36f0 (github): Fixed bug #2586599 "Menu cursor position on entry to/exit from the color widget".
danij
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.
danij
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. danij

2009-02-11

02:24 Revision 25aca2c8 (github): Fixed Automap_Open state change check.
danij
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).
danij
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. danij

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... danij
06:39 Revision b0b9282d (github): Added conversion of mouse button states in DD_ConvertEvent.
danij
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... danij
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... danij
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. danij

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.
...
danij
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... danij
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... danij
09:51 Revision 3b58f8ee (github): Fixed save issue in jHeretic, due to a typo in a precompiler define for a __JHERETIC__ logic branch.
danij
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...
danij
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... eunbolt
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. ... eunbolt
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.
danij
04:09 Revision 3bbad8e8 (github): Added (all games): CVar "menu-hotkeys" 1= Enable hotkey navigation in the menu. Enabled by default.
danij
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).
danij
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...
danij
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 ... danij
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... danij
02:10 Revision d6581e40 (github): Fixed item selection via hotkey in the menu.
danij
02:06 Revision b4084ea0 (github): Added B_SetContextFallback to doomsday.def
danij
00:02 Revision 815b8bdd (github): Copyright year update.
skyjake

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... skyjake
14:42 Revision 0442ef08 (github): Don't write entries for NULL materials to the save game material archive.
danij
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.
skyjake
11:06 Bug #603: snowberry version column problem
No, the UI just isn't laid out with that long version numbers in mind. skyjake
11:04 Bug #603: snowberry version column problem
Is there any real reason snowberry can not handle the unambiguous version format of YYYYMMDD ? yagisan
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 ... skyjake
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...
eunbolt

2009-02-07

22:23 Revision 124da4b1 (github): Fixed typo in jDoom's objects.ded
danij
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.
skyjake
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... danij
20:34 Bug #300: Mac - screenshots have wrong resolution in .tga header
Fixed in svn for 1.9.0-beta6 danij
18:14 Revision 18c6cfaa (github): Applied patch 2558810 ("Patch for endian issues in TGA file reader/writer").
skyjake
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).
skyjake
17:20 Revision 44177fc2 (github): Must set appDir path before changing to the user dir. Otherwise the game bundles can't be located.
skyjake
17:19 Revision f922a6b0 (github): Updated readme with Beta 6 version number.
skyjake
17:19 Revision 6296fd78 (github): OS X: Build both archs.
skyjake

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... danij
09:03 Revision dd8eb8a5 (github): Replaced missing DMT_ type for sector_t->reverb which was accidentally removed in the last commit.
danij
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... danij
08:49 Revision e2bc1164 (github): Fixed seg fault in Rend_RenderSprite if renderTextures == 0.
danij
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.
danij

2009-02-04

00:41 Revision 41bf5908 (github): Updated syntax in jDoom's objects.ded
danij
00:17 Revision b0b94ec9 (github): Added (all games): Menu controls for configuring the HUD auto-hide options.
danij
 

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