Activity
From 2010-04-22 to 2010-05-05
2010-05-05
- 23:26 Revision a56d5e69 (github): Do not do __anything__ in assert() statements other than test an expression.
- 18:19 Revision 583b583e (github): Ensure all the various player view offsets are zeroed in P_SpawnPlayer.
- 16:26 Revision d2289731 (github): Continued clean up of HUD drawing (DOOM only thus far).
- 16:25 Revision 4de88e06 (github): Brought the Hexen HUD drawing up to par with DOOM and Heretic.
- 16:23 Revision bcfa5404 (github): Changed All games: Improved drawing of automap marked points by projecting them onto the edges of the view window (they are always in-view regardless of scale or position).
- 01:16 Revision 82d877f5 (github): Began the next steps in refactoring the uiwidget stuff:
- * Dynamic allocation of unique uiwidgets for each local player.
* Widget groups.
Todo: Bring Hexen up to par with DO... - 01:09 Revision 4d5b23ea (github): Minor tweaks to message log drawing to smooth out the scrolling somewhat.
2010-05-04
- 12:07 Revision fb25e3f0 (github): Resolution independent aspect-correct drawing of the chat widget.
- Fixed All games: Chat widget would be drawn over the message log making it difficult to read.
- 10:13 Revision 51346b9e (github): Resolution independent aspect-correct drawing of the world timer in Hexen.
- 01:32 Revision 760c895f (github): Resolution independent aspect-correct scaling of the kills/items/secrets counters.
- Changed DOOM/Heretic: The kills/items/secrets counters were previously only visible when the automap was open.
Change...
2010-05-02
- 13:23 Revision 8b6fb49d (github): Aspect correct resolution independant scaling of the player message log.
- Added All Games: Added a slider to the Messages section of the HUD options menu for message scale.
- 02:28 Revision 858ec43e (github): Resolution independant aspect correct drawing of the automap.
2010-05-01
- 13:38 Revision ad9ff488 (github): Fixed statusbar slide-in on first entering a map.
- 13:33 Revision 0dce9561 (github): Updated the black screen drawing when doing an autostart to cover the entire viewport.
- 13:28 Revision f3e643a1 (github): Updated special screen filter drawing to cover the entire viewwindow.
- 12:42 Revision e0b84057 (github): Fixed various minor display glitches with the HUD due to thinking in the drawer. Cleaned up.
- Other than the 4:3 stretching of the statusbar (currently missing) all HUD displays now look and behave the same or b...
- 11:28 Revision 7cdf2dd7 (github): Always unhide the HUD when changing between view sizes 10, 11 and 12.
- 11:15 Revision bec707b5 (github): Added UWF_OVERRIDE_ALPHA flag for use with UI_DrawWidgets: rather than multiply the specified alpha with the per-widget alpha multiplier; ignore the per-widget multiplier and use the value specified as the absolute alpha for both textAlpha and iconAlpha. Restores correct behavior when using the statusbar-span view.
- 03:04 Revision 7a70e7df (github): Brought Hexen statusbar drawing up to par with DOOM and Heretic. Also fixed some very minor drawing artefacts when non-opaque and the automap is visible.
2010-04-30
- 16:06 Revision 14bbae83 (github): Brought Heretic statusbar drawing up to par with DOOM.
- 15:16 Revision f51654af (github): Intergrated most of the existing HUD features into the new uiwidget based drawing of the HUD: statusbarSize, statusbarAlpha, statusbarCounterAlpha, statusbarSlide, hudAlpha, hudIconAlpha and hudAutohide.
- 00:41 Revision c8434fa3 (github): Began reimplementing the DOOM statusbar as a group of uiwidgets.
2010-04-29
- 17:08 Revision 79c2bdd2 (github): Fix HUD menu display order in Heretic/Hexen as a result of the last commit.
- 17:04 Revision 66f5a337 (github): Added All games: Fullscreen HUD "wide offset" scaling. When using ultra wide/tall window dimensions the fullscreen head-up displays would be positioned at the very edge of the window (often into the user's peripheral vision range). Wide-offset allows the user to specify how far these displays will be offset from their position at the original 4:3 aspect ratio. New menu item in HUD options. New cvar "hud-wideoffset".
- 15:04 Revision 28fe6ec1 (github): Reworked the inset border so that the animated power icons are correctly positioned with the statusbar visible.
- All head-up-displays are now positioned and scaled as they were in previous releases.
Next step: Rework per-uiwidget... - 14:37 Revision c6893cde (github): The animated power icons now scaled correctly by hud-scale.
- Next step: Rework the inset border offset so that the animated power icons are positioned with this offset when the s...
- 14:04 Revision 85865009 (github): Changed All games: cvar hud-status-size is now defined as floating point.
- 13:18 Revision f833d890 (github): Statusbar size no longer affects the animated power icons.
- Statusbar widgets are positioned relative to the statusbar rather than x0 y0 in the fixed 320x200 coordinate space.
... - 10:36 Revision b36d651c (github): UI_DrawWidgets now calculates the visible dimensions of a group of widgets which can be used by the caller for relative positioning purposes.
- All head-up-displays are now positioned as they were in previous releases.
Next step: Rework per-uiwidget scaling as...
2010-04-28
- 14:06 Revision 5e6e3de7 (github): Calculate uiwidget dimensions and use them to align groups of uiwidgets.
- 08:57 Revision 08c59da5 (github): Made the fullscreen HUD frags display into a uiwidget_t
- 07:48 Revision 63e2e633 (github): Completed next step in the HUD rewrite for aspect correct scaling: use the same projection for the statusbar and the fullscreen HUD.
- 02:25 Revision e524fdf9 (github): Initial steps towards commonizing the fullscreen HUD widget stuff.
- 01:42 Revision ef79b3e4 (github): Brought the fullscreen HUD in Hexen up to par with DOOM and Heretic.
- Next step: commonization.
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.
Also available in: Atom