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From 2009-03-10 to 2009-03-23

2009-03-20

17:04 Revision 7f3f0ecc (github): Fixed: "Full Map Code Works Incorrectly After Switching Resolutions" see here (http://sourceforge.net/tracker2/?func=detail&aid=2639437&group_id=74815&atid=542099);
danij
16:47 Revision 774d92b9 (github): Fixed: "Failing to read more than one loose ded" see here (http://sourceforge.net/tracker2/?func=detail&aid=2646623&group_id=74815&atid=542099).
This wasn't strictly speaking a bug in that Doomsday expected that there would only be one instance of -def and/or -d... danij
15:53 Revision 4c86ad91 (github): Fixed: "jHexen: Dark Crucible: Bridge motionless and dark on respawn" see here (http://sourceforge.net/tracker2/index.php?func=detail&aid=2642269&group_id=74815&atid=542099).
Fixed: "jHexen: Winnowing Hall (Emerald Key Room): Walls don't rise" see here
(http://sourceforge.net/tracker2/?func=...
danij

2009-03-13

00:56 Revision 2a1856b3 (github): Removed global variable "viewActive"; not read anywhere.
danij
00:36 Revision 533495d2 (github): Fixed: If the automap is open when a map change occurs, the map would be visible momentarily when the new map begins.
danij

2009-03-12

23:38 Revision 522eff96 (github): Updated jDoom64 to use the new common player inventory for the Demon Keys.
danij
23:33 Revision 82ae0870 (github): Updated jDoom64 to use the new common player inventory for the Demon Keys.
danij
03:24 Revision 9b4d918d (github): Added \fixme comment to SV_InitMaterialArchives about a design flaw which could at best result in HOM but at worst a seg fault upon loading a saved game. How best to tackle this?
danij
03:19 Revision 64147480 (github): Fixed: (DOOM.EXE bug) if the game is saved while a repeatable switch is momentarily in the "on" position, upon loading the saved game the switch would never return to the "off" position.
Fixed: Material changes on sidedef surfaces as a result of XG's automatic switch swapping not working and switches de... danij

2009-03-10

19:23 Revision 3115ebb2 (github): Various changes to the format of ACS data written to/read from saved games. No fix for the jHexen floor waggles yet though.
Incremented the jHexen save version. Split IO for the global ACS data store and world vars into new routines, added a... danij
17:48 Revision 85efb349 (github): Fixed: bug #2649376 "Low Damage with Timons Axe and Gauntlets" (see http://sourceforge.net/tracker2/?func=detail&aid=2649376&group_id=74815&atid=542099).
danij
17:46 Revision 2304db49 (github): Don't use "event" as a variable name as Visual C++ interprets this as C++ event thus preventing the runtime debugger from allowing me to view their value or explore their state if an object instance or structure.
danij
16:21 Revision e013d467 (github): Fixed: Bug #2646546 "Mousewheel-down doesn't bind".
danij
02:36 Revision ab1469df (github): Fixed: Rev #6445 broke PWAD replacement of sprite patches.
danij
02:32 Revision 982257d1 (github): Fixed a (unlikely) potential seg fault in chooseFixMaterial().
danij
00:23 Revision fa52da15 (github): Fixed: Material definitions referencing sprite patches not working. Symptom - Bug #2673525 "wad midspace texture name does not work" (see http://sourceforge.net/tracker2/?func=detail&aid=2673525&group_id=74815&atid=542099).
In fixing the above I have re-implemented the way in which sprite patch records are generated. This process is no lon... danij
00:00 Revision 73b170c1 (github): Fixed: The DED parser would output a warning message about unknown gltextures in Material definitions even when found.
danij
 

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