Activity
From 2010-04-29 to 2010-05-12
2010-05-12
- 22:40 Revision ea7313f9 (github): Fixed All games: Menu-shadow did not work.
- 22:39 Revision 56cd04d6 (github): Font kerning fix for "Upscale and Sharpen" patches take 2. I see what this was trying to do now.
- 22:12 Revision 7a197089 (github): Fixed DOOM: Fullscreen HUD counters drawn using the menu text shadow and type-in effect if enabled.
- 22:05 Revision a4262053 (github): Fixed paletted flats erroneously identified as having an alpha channel after recent changes to GLTexture_Prepare
- 21:35 Revision 7ef75b64 (github): Fix line endings.
- 17:39 Revision 8720062e (github): Reinstated the upscale and sharpen and monochrome patch loading conversion/translation algorithms.
- Fixed: Font kerning on Patch based fonts loaded using the "Upscale and Sharpen" algorithm.
- 16:22 Revision 1ef51aae (github): Fixed lightmap loading after recent changes to GLTexture_Prepare.
- 15:41 Revision 2cd45c1b (github): Added verbose log message detailing the paramaters for balancing done to detail textures by the Equalize algorithm.
- 14:51 Revision 5a32e3c4 (github): Fix typo.
- 05:41 Revision d2f6e3a1 (github): Updated class menu player sprite preview in Hexen.
- 05:40 Revision 7af13588 (github): Fixed broken shiny texture loading after recent changes to GLTexture_Prepare.
- 04:11 Revision 8c393cae (github): Added: Equalization algorithm used on detail textures during load which balances them toward the optimum average and amplifies the hi/low variance to achieve better results (with poor source textures) when rendering. Note this does not mean that artists no longer have to take care to do this during the creation process. A well authored detail texture will produce far better results than a bad one relying on this algorithm.
- 00:11 Revision 3b691050 (github): Continuing the clean up of GLTexture_Prepare (and texture loading in general).
2010-05-11
- 19:08 Revision daf68f50 (github): Began clean up of GLTexture_Prepare.
- 07:09 Revision 23c87026 (github): Use the gltexture instance wrapper with graphics loaded in DOOM Patch format. Created new instance flags for "monochrome" and "upscale and sharpen" and incorporated them into the instancing.
- Note this means that the current Patch precaching methods will generate unused instances because the public Patch dra...
2010-05-10
- 23:40 Revision b887b857 (github): Changed: Removed the splitting of large Patch and Raw format graphics into two textures. Back when this was implemented the maximum texture dimensions supported by many GL implementations was considerably smaller than is common today. So to preserve quality Doomsday would split "large" graphics up into two smaller parts. This resulted in several architectural issues as drawing these graphics necesitated the use of dedicated methods for the purpose. Today with maximum texture dimensions so much larger and support for non-power-of-two textures being common place, this splitting is no longer useful for 99% of systems and has now been removed.
- 22:53 Revision d2850541 (github): Refactored the API for patch precaching in preparation for more extensive changes needed to support the HI_START/HI_END method for high resolution textures.
- * lumppatch_t is now engine-internal.
* Removed R_CachePatch from libcommon by combining it with R_PrecachePatch. - 00:46 Revision ab23bae7 (github): Fix line endings.
- 00:28 Revision e3ddd2e1 (github): Further fixes and tweaks to mobj/player movement. I think it just about feels right now.
2010-05-09
- 21:19 Revision bb12b517 (github): Fixed another GL texture filtering artefact with the Hexen statusbar.
- 21:18 Revision 7e71adb4 (github): Added a comment about a future optimization observation in the automap regarding the drawing of glowing linedef specials.
- 19:45 Revision 1d7903b2 (github): Changed: Disabled lightgrid z-biasing as it does not work particularly well currently.
- 19:24 Revision cc29c710 (github): Revert wall division calculation of vertex colors (was already correct).
- 18:05 Revision 5744da8f (github): Ensure we bind the correct texture when reseting the possibly modified state in Rend_RenderMaskedWall.
- 16:34 Revision f4f59bc9 (github): Added: DDKEY_PRINT and DDKEY_CAPSLOCK and implemented support in the input SDL, Win32 and DirectInput wrappers (fixes http://sourceforge.net/tracker/?func=detail&aid=1533380&group_id=74815&atid=542099).
- Added: PrtSc now bound by default binding to take a screenshot.
- 15:54 Revision e40e7caa (github): Fixed: "Transparent texture clamp on upper/lower wall sections". (see here http://sourceforge.net/tracker/?func=detail&aid=2934366&group_id=74815&atid=542099)
- 15:14 Revision d6f401eb (github): Further fixes to fakeradio wall shadow texture offset calculations when doing height division. It however still doesn't look 100% correct when dealing with the wall shadow's horizontal coordinates.
- 03:28 Revision fe21a53f (github): Fixed: Dynamic lights were not aspect corrected.
- 03:10 Revision 89f8768e (github): Changed: Use a slightly larger offset for mobj shadows to help avoid z-fighting.
- Todo: Replace with a method similar to that used with dynamic lights?
- 02:57 Revision d39e26d2 (github): Changed: Long walls no longer receive slightly larger fakeradio shadows.
- 02:38 Revision 45e2e9cd (github): Fixed: Particle textures not reloaded after a resolution change.
- 02:35 Revision b0fd4131 (github): Fixed: Fakeradio wall side shadow y offset calculated incorrectly.
2010-05-08
- 19:27 Revision 1bcfc490 (github): Clean up.
- 17:08 Revision 84cc0f92 (github): Use the same near-4:3 aspect calculation as used for picking the bordered projection stategy for psprites, menu and statusbar (changed so that 5:4 stretches by default).
- 16:50 Revision 8dbd7d1a (github): Fix ambiguous bordered projection test in G_Display2.
- 16:45 Revision 0895ce6c (github): Use the same bordered projection drawing method for the intermission.
- 15:37 Revision 25b6462b (github): When doing pillarbox/letterbox when drawing finales:
- * Use modelview rather than projection matrix.
* Draw the black bars at the very end rather than the beginning so tha... - 13:49 Revision 7a2996c8 (github): Added: Aspect correct scaling of finale animations (InFine). If the window aspect ratio is equal to or close to 4:3 finales will be stretched to fill the window unless new cvar "finale-nostretch" is enabled. Otherwise finales will be scaled and positioned to fit within the window whilst maintaining their original aspect ratio (e.g., using pillarbox/letterbox drawing).
- Todo: "Overlay" mode animations should not treated in this way.
Todo: Implement features so that an InFine script can... - 00:52 Revision 93342d0a (github): Changed: Do not prevent the movefloor/ceil ccmds from moving planes to or past the height of the opposite plane. For example, previously attempts to move a floor to the same height as the ceiling would be clamped to four world units below the ceiling.
- Doomsday now gracefully handles the possible unwanted sideeffects that would occur should say a floor move past a cei...
- 00:39 Revision 2635a3be (github): Changed: Use the same equation for calculating shadow darkness for mobjs as used with fakeradio. Default value for rend-shadow-darkness changed to 1.2
2010-05-07
- 19:59 Revision 613820b4 (github): Changed Win32: When running in windowed mode, use the dimensions of the virtual desktop for window position and sizing purposes (formerly the dimensions of the primary display).
- Added Win32: Command line option "-noframe": used in combination with "-wnd"/"-window" to obtain fullscreen-like wind...
- 16:58 Revision 4a65795e (github): Animate menu background fog, menu alpha, menu flash color and rotating cursor in fractional time.
- 14:57 Revision 502fc645 (github): Various changes to the automap:
- * Fixed calculation of the rotation-aware axis-aligned clipping box.
* Fixed free-pan translation speed.
* Calculate ... - 00:40 Revision 0e0b79bb (github): Fixed: DD_DEFNS lumps not parsed.
2010-05-06
- 15:31 Revision d165ed82 (github): Changed: Do not set the texture wrap properties of the currently bound texture in drawConsoleBackground we have no idea which texture (if any) is. Console background drawing should be redesigned to happen entirely game-side if it needs this flexibility or simply allow the game to specify a Material and let the engine handle drawing.
- Fixed GL filtering artefacts on the viewwindow border due to border-clamping.
- 14:46 Revision 0d20b33c (github): Brought HUD drawing in Heretic and Hexen up to par with DOOM.
- 13:08 Revision 09eef1cc (github): View window now ticks in fractional time.
- 03:28 Revision c3342f4c (github): Automap now ticks in fractional time.
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...
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