Activity
From 2009-04-21 to 2009-05-04
2009-05-04
- 23:25 Revision 6cf4cd33 (github): Fixed: Rarely, a game message would not be displayed in the player's HUD message log.
- 18:07 Revision ebd6df8d (github): Changed: "msgrefresh" is now an impulse. The ccmd of the same name has been removed.
- 17:17 Revision eb7bf76c (github): Fixed: Changes to cvar "player-eyeheight" not effective immediately.
- 16:12 Revision e1470b8f (github): Changed: Use busy mode when doing a GL texture reset.
- 15:42 Revision 1e957a68 (github): Changed the default control bindings for viewsize -/+ to repeaters.
- 13:50 Revision b393aa24 (github): Added: Compatibility option for the Maulotaur floor fire fix, cvar "server-game-maulotaur-fixfloorfire".
- 13:36 Revision 019acab0 (github): Changed: Emulate bug in original Heretic which results in immediate destruction of the Maulotaur's ground fire attack if attempted when the Maulotaur's feet are clipped (it is in a non-solid).
- 02:57 Revision a9a55fd2 (github): Removed unnecessary include for m_mus2midi.h from sys_audiod_sdlmixer.c
- 02:56 Revision ee96547f (github): Fixed: Repeated playback of the same music track broken using the CDAudio interface of dsWinMM (e.g., the DOOM title sequence when no demos are played).
- Fixed: If a music interface is not present but CDAudio interface is; playback via CDAudio not possible.
- 02:38 Revision fc66cb4b (github): Updated dsWinMM to support getting the current playback status for both the music and cdaudio interfaces.
- 02:12 Revision e9b088d2 (github): Fixed: Repeated playback of the same music track broken using sdl_mixer (e.g., the DOOM title sequence when no demos are played).
- 00:04 Revision a5cc4c79 (github): Fixed: "Segfault when starting jdoom with music" (see here http://sourceforge.net/tracker/?func=detail&aid=2772636&group_id=74815&atid=542099).
2009-05-03
- 20:09 Revision f28004d4 (github): Fixed: "Heretic Gargoyles not spawning correctly" (see here http://sourceforge.net/tracker/?func=detail&aid=2724939&group_id=74815&atid=542099).
- I decided to fix all such problems for good by unifying the way we interpret z heights for spawnspots across DOOM, He...
- 19:52 Revision 886461de (github): Fixed: "HeXen Quietus flames spawning way off where they should" (see here http://sourceforge.net/tracker/?func=detail&aid=2774862&group_id=74815&atid=542099).
- 19:51 Revision 441f99c2 (github): Fixed sigsegv in jHexen on shutdown (VG_CHEATARROW was defined, which incremented NUM_VECTOR_GRAPHS one larger than it should be. Thus when deleting the display lists for the vectorgraps in Rend_AutomapUnloadData we were indexing beyond the end of vectorGraphs[] and returning some random memory location which we then attempted to free.
- 12:45 Revision 09fd2488 (github): Enabled the lumobj debug display in non-debug builds, added cvar "rend-dev-lums" to enable it.
- 12:42 Revision adb484e1 (github): Minor tweaks.
2009-05-02
- 21:22 Revision 0e8b1759 (github): Peppered the main loop with profile timers enabled when DD_PROFILE is defined.
- I had a feeling something was going awry and performance was gradually degrading. I made a 15min run of the starting ...
- 21:12 Revision 0389bb4f (github): Reordered the console output from the PRINT_PROF macro to be more easily readable.
- 19:07 Revision cb30f1fe (github): Fixed compilation error in r_lumobjs.c if DD_PROFILE is defined.
- 19:05 Revision 2c9930d6 (github): Variable texDefs in readDoomTextureDefLump() was left uninitialized if ALL textures in the currently processed TEXTURE1/2 lump were invalid (highly unlikely...).
- 18:43 Revision d16cf425 (github): Fixed: Logic error in p_objlink.c::processSeg which resulted in mobjs hidden behind onesided walls being visible from the other side when they should not be.
- 17:29 Revision f3981ed2 (github): Fixed: Things not visible in the automap after resolution change.
- 17:03 Revision 648e9f93 (github): Correct NUM_WEAPON_SLOTS value in all games.
- 16:51 Revision d78be072 (github): Fixed: "Weapon controls wrong selection" (see here http://sourceforge.net/tracker/?func=detail&aid=2774442&group_id=74815&atid=542099).
- 12:23 Revision 9f5723b7 (github): Added b_util.h to doomsday.vcproj (was missing).
- 08:59 Revision f8195e62 (github): Updated version to beta6.2
- 03:54 Revision ce85e3de (github): Fixed: "Artefact key's not checking that player actually has item" (see here http://sourceforge.net/tracker/?func=detail&aid=2724935&group_id=74815&atid=542099).
- 03:41 Revision e19b7686 (github): Fixed: "New armour bug: blue and green armour add" (see here http://sourceforge.net/tracker/?func=detail&aid=2734790&group_id=74815&atid=542099).
- 03:16 Revision 27bfc2d4 (github): Fixed: "HeXen inventory not saved between maps" (see here http://sourceforge.net/tracker/?func=detail&aid=2774651&group_id=74815&atid=542099).
- 02:40 Revision 0f136317 (github): Fixed: [jDoom] Menu items disappear after engine reset (see here http://sourceforge.net/tracker/?func=detail&aid=2784031&group_id=74815&atid=542099).
- 02:25 Revision c54a1512 (github): Optimize: Improved load time with large maps (memory allocation of vertexillums).
- 02:22 Revision e5e0f5f8 (github): Fixed: Only process the default WAD list during startup if it has been populated.
- 02:21 Revision ff9403d2 (github): Fixed a comment.
- 02:20 Revision 385a3f7b (github): Renamed global variable classInfo in r_extres.c to resClasses.
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