Activity
From 2010-04-14 to 2010-04-27
2010-04-27
- 14:13 Revision e84ff759 (github): Fixed animated HUD icons "jumping" when they are about to time out.
- 14:09 Revision 09156880 (github): Began cleaning up the Hexen fullscreen HUD in preparation for further changes needed for aspect correct drawing.
- 11:44 Revision 91d22a2a (github): Brought the Heretic fullscreen HUD up to par with DOOM.
- 09:52 Revision 9d2d1c8f (github): Began cleaning up the Heretic fullscreen HUD in preparation for further changes needed for aspect correct drawning.
- 07:05 Revision afe449c8 (github): Fixed Heretic & Hexen: The fullscreen HUD current item display cannot be enabled/disabled from the menu.
- 04:00 Revision 4b2876d1 (github): Next step in cleaning up the fullscreen HUD widgets. DOOM only thus far.
- 00:29 Revision 89a76b64 (github): Began cleaning up the DOOM fullscreen HUD in preparation for further changes needed for aspect correct drawing.
2010-04-26
- 22:24 Revision 3ae6823c (github): Changed All games: Aspect correct drawing of the map title display.
- 12:15 Revision 11780803 (github): Changed All games: New approach to drawing the statusbar which aims to preserve the original aspect ratio. If the window dimension aspect ratio is equal or near to the original ratio, the statusbar will be stretched to fill the available width. If not, the statusbar will be centralized and scaled to fit while maintaining the original aspect ratio. This means that by default anything between 4:3 and 16:10 will be stretched while anything else will be scaled to fit. This behavior can be overridden with the new cvar "rend-hud-nostretch".
- Changed All games: Removed ccmd sbsize as its now unnecessary as the cvar hud-status-size can be changed directly fro...
2010-04-25
- 23:15 Revision 10c8623c (github): Changed API: Viewwindow is now specified in viewport coordinates (formerly fixed 320x200). Note that game-side we still use the fixed coordinate space for convenience and scale up when calling R_SetViewWindow.
- Changed API: Before calling game-side drawing routines the engine now configures the orthographic projection in the v...
- 12:41 Revision 6a538248 (github): Fixed InFine: Menu trigger not enabled by default (as specified in the documentation).
- 04:01 Revision 0fb625a0 (github): Fix merge conflicts(?) Perhaps I'm hitting a Tortoise GIT bug...
- 03:58 Revision 505886f5 (github): Fix InFine script command 'notrigger' take 2.
- 03:57 Revision c2724316 (github): Fix InFine script command 'notrigger' take 2.
- 03:45 Revision acaaa50e (github): Fixed Common code library: The InFine script command 'notrigger' does not work, allowing the menu to be opened.
2010-04-24
- 22:36 Revision 96de7e28 (github): Added All games: The Help screens shown when selecting "ReadThis" for the menu or using the (default) F1 shortcut are now defined as InFine scripts for customization in mods.
- 14:38 Revision 2e2b3581 (github): Changed All games: Reordered items in the HUD menu grouping together player message options.
- 14:17 Revision 31b901f0 (github): Changed All games: Created a separate menu item for crosshair opacity and removed the alpha slider from the color selection widget. It was not immediately obvious that when vitality color was enabled that the opacity could be set independently.
- 09:37 Revision ef817ce0 (github): Changed: Resolution independent aspect-correct drawing of the view border/background.
- 05:10 Revision fe2a817e (github): Changed: New approach to drawing player weapon sprites which aims to preserve the original aspect ratio. If the window dimension aspect ratio is equal or near to the original ratio, psprites will be stretched to fill the screen. If not, psprites will be centralized and scaled to fit while maintaining the original aspect ratio. This means that by default anything between 4:3 and 16:10 will be stretched while anything else will be scaled to fit. This behavior can be overridden with the new cvar "rend-hud-nostretch".
2010-04-23
- 09:34 Revision 7303e711 (github): Fix line endings.
- 08:31 Revision 81430b80 (github): Fixed: Buffer overflow using ccmd viewgrid when numColumns * numRows is greater than the max number of players (16).
- 07:23 Revision 0418b5a4 (github): Changed drawing of the PAUSE graphic to always position it aligned to the top of the window.
- 05:58 Revision 043b8c0c (github): Use the same projection for the important game messages and the PAUSE graphic.
- 04:39 Revision 8715ac54 (github): Changed All games: New approach to drawing the menu which aims to preserve the original aspect ratio. If the window dimension aspect ratio is equal or near to the original ratio, the menu will be stretched to fill the screen. If not, the menu will be centralized and scaled to fit while maintaining the original aspect ratio. This means that by default anything between 4:3 and 16:10 will be stretched while anything else will be scaled to fit. This behavior can be overridden with the new cvar "menu-nostretch".
- Todo: Move the "help screens" out of the menu and replace with InFine scripts.
2010-04-21
- 22:23 Revision 674626b1 (github): Changed: Replaced 3D projection/field of view calculation and shortened the near clip plane for better support of ultra-wide/multi-monitor setups.
- 07:25 Revision 6fc5f6e8 (github): Fix merge conflict in last commit (again!?).
- 07:22 Revision 214a1948 (github): Fix merge conflict in last commit.
- 07:20 Revision 6fd836b2 (github): Fix merge conflict in last commit.
- 07:18 Revision 6006e50f (github): Revert previous change to crosshair drawing. Turns out that the changes I made only improved the look of axis-aligned lines and actually made other shapes such the angles > < look worse.
- 07:17 Revision a2f8c67c (github): Revert previous change to crosshair drawing. Turns out that the changes I made only improved the look of axis-aligned lines and actually made other shapes such the angles > < look worse.
- 04:35 Revision c2c95800 (github): Changed: Tweaked crosshair drawing to improve quality at lower resolutions (800x600 or lower).
- 03:56 Revision 1121ca3a (github): Use the vector graphic routines in r_vectorgraphic.c for crosshairs.
2010-04-20
- 23:40 Revision e869c994 (github): Clean up.
- 22:26 Revision 5eb818a5 (github): Split the vector graphic stuff currently used only in the automap into its own source files.
- 18:30 Revision eee9b175 (github): Merge branch '1.9.0-beta6' of ssh://deng.git.sourceforge.net/gitroot/deng/deng into 1.9.0-beta6
- 18:29 Revision a3ba04a3 (github): Fixed All games: The automap display was being drawn behind the "ReadThis" helpscreens even though it could not be seen.
- 18:12 Revision 4e0d2899 (github): Changed All games: The map title display is now drawn for each viewport instead of over all viewports.
- Fixed All games: Other HUD displays were being drawn behind the "ReadThis" helpscreens even though they could not be ...
- 10:03 Revision 66533808 (github): Misc cean up.
- 09:37 Revision aa831464 (github): Cleaned up the auto-spawn of mobjs during map load somewhat.
- 06:44 Revision bd216f24 (github): Removed comparison check at map load time which would result in a fatal error if the number of players was greater than the number of deathmatch spots. At this point in time, there will only ever be one player at most in the map (the server player).
- 06:38 Revision 7c127655 (github): Moved the global brain targets array an associated vars into braindata_t for neatness.
- 03:32 Revision 9cba651c (github): Fixed DOOM: At easy skill modes, the boss brain will only spit a BOSSCUBE every other time A_BrainSpit is called. However the value used to keep track of this was not stored in saved games.
- 03:02 Revision a8dafdc4 (github): Fixed DOOM: Dynamically spawned BOSSTARGETs (e.g., using the spawnmobj ccmd) only worked as expected if the player saved the game and then loaded it (at which point the target would be added to list of known boss brain targets).
- Fixed DOOM: Upon loading a saved game duplicate BOSSTARGETs would be spawned. Note that this would have no visible ef...
- 01:52 Revision 877643e4 (github): Changed playerstart_t, removing the information duplicated from the associated mapspot_t and instead referencing it in the mapSpots array.
- 01:05 Revision e6a5e48e (github): Changed Heretic boss and mace spots to indices into the main mapSpots array.
2010-04-19
- 22:16 Revision 56af5d4d (github): Moved interpretation of archived map linedef flags into the map converter plugin thus making it responsible.
- Revised method of handling the ML_MAPPED flag to work at player spawn time rather than on map start. I'm pretty sure ...
- 05:54 Revision f382a7db (github): Fixed All Games: When using lookspring the view pitch would not center when sidestepping left.
- 03:29 Revision 14708490 (github): Fixed issues with non-power-of-two textures. It would appear that in order to load them, glTexImage2D requires the source data to have an alpha channel regardless whether you specify the load format as GL_RGB. Either this is a bug in my driver or *something* is wrong somewhere as this just don't make much logical sense to me.
- Anyway, I've changed the texture uploading as necessary in order to get this working and have now enabled use of nonp...
2010-04-18
- 15:05 Revision 187332cd (github): Fixed console shadow alpha.
- 10:07 Revision d819ddcd (github): Fixed All Games: Do not do the text glitter/shadow effect for the space character.
- 10:00 Revision 037e3af4 (github): Fixed DOOM: Flickering of the Tower of Babel on the episode two intermission (present in the original game).
- 08:53 Revision 2a3e0858 (github): Fixed DOOM: Both the idclip and idspispopd cheats worked in all variants of DOOM.
- 07:48 Revision c462ddbc (github): Changed Hexen: Position the inventory left/right indicators relative to the number of visible slots.
- 06:14 Revision 929da6ed (github): Fixed: Console background flicker during fade-in whilst resizing. (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2987618&group_id=74815&atid=542099)
- Changed: Tweaked console min-height to leave a gap 1/4th of line height above the command line.
Changed: CVars "con-a... - 04:11 Revision 45c2afd0 (github): Removed include of the MSVC-specific strsafe.h from engine/win32/sys_input.c as this file no longer makes use of it. Fixes bug #2985633 (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2985633&group_id=74815&atid=542099).
- 04:02 Revision 2f4bdc88 (github): Fixed DOOM: "IDMUS cheat broken (not DOOM2)". (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2986498&group_id=74815&atid=542099)
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