Activity
From 2010-05-08 to 2010-05-21
2010-05-21
- 18:08 Revision 0b8cfdd4 (github): Added All games: Sequential cycling of player weapons using next/prev until the current weapon is fully lowered (for example, if the player owns weapons one through four and four is currently readied; cycling the previous weapon three times in quick succession will select weapon one without). Added "Sequential" item to the Weapons option menu. Added cvar "player-weapon-cycle-sequential".
- 14:48 Revision dfe7653c (github): Fixed sharpview reset was being done in R_SetupFrame, meaning that if multiple viewports were in effect only the first drawn would ever snap to the sharp position after a fixed 35hz tic.
- 14:45 Revision 43a4985b (github): Changed All games: Allow camera players to move almost twice as fast as non-camera players when "running".
- 07:17 Revision 13e6367b (github): Changed: When loading sprites add an additonal 1-pixel border around the graphic which is then scaled and clipped out at render time. This addresses various GL filtering issues where a sprite contains color information in the edge texels.
- 05:19 Revision 63b078a3 (github): Changed: Implemented GL_ScaleBufferNearest; a nearest neighbor image scaling algorithm for use with tiny graphics (w*h < 16) rather than hq2x. The hq2x algorithm can do nothing to help graphics this small and better results can be obtained with the simple nearest neighbor algorithm.
- 02:47 Revision 691bc6fb (github): Changed: Do not disable the ColorOutlines algorithm on Patches loaded with the Upscale and Sharpen filter applied (defer until after the upscale).
- 02:05 Revision be9eb346 (github): Replaced the global patchinfo_t structs in the DOOM64 intermission with patchid_t
- 02:01 Revision 4060437c (github): Updated the DOOM64 intermission to use the GF_SMALL font.
- 01:27 Revision 5544a4fe (github): Fixed Pause graphic offset again.
- 01:27 Revision 11236c31 (github): Changed DOOM: Draw all owned keys on the statusbar if not cvar "hud-keys-combine" (e.g., if the player owns both the Blue Keycard and the Blue Skull they will both be drawn in slot 1).
- 00:24 Revision de9001ea (github): Various changes to the processing of Patches loaded with the Upscale and Sharpen/Monochrome filters:
- * If applying both, defer Monochrome until after the Indexed+A to RGBA translation. Doing it the other way around we ...
2010-05-20
- 23:00 Revision 6bc681c1 (github): Fixed missing tens of seconds digit when less than 10 in DOOM's WI_drawTime.
- 21:28 Revision 04412904 (github): Replaced the global patchinfo_t structs used in the DOOM intermission with patchid_t
- 12:08 Revision 191af5ab (github): Created a font out of DOOM's WI* patches (used in the intermission). Updated the DOOM intermission to use the new GF_SMALL font for drawing the kills, items, secrets percentages and par plus time.
- 09:15 Revision f25c3114 (github): Replaced existing calls to DrINumber by building a text fragment for the value to be drawn and passing that to M_DrawTextFragment4. Removed DrINumber in Hexen.
- Adjusted text fragment tracking of the status bar counters in Hexen to better match the original game.
Implemented mo... - 08:19 Revision 739dd11a (github): Replaced existing calls to DrINumber by building a text fragment for the value to be drawn and passing that to M_DrawTextFragment4. Removed DrINumber in Heretic.
- Adjusted text fragment tracking of the status bar counters in Heretic to better match the original game (note: the or...
- 06:37 Revision 2437203c (github): Replaced existing calls to Hu_DrawSmallNum by building a text fragment for the value to be drawn and passing that to M_DrawTextFragment4.
- Removed Hu_DrawSmallNum.
- 05:34 Revision a3a6f49e (github): Further fixes to the positioning and visible dimension calculation of the spinning Tomb of Power indicator in Heretic.
- 05:22 Revision 80d3ee14 (github): Replaced existing calls to M_DrawSmallNumber by building a text fragment for the value to be drawn and passing that to M_DrawTextFragment4.
- Removed M_DrawSmallNumber.
Updated the spinning Tomb of Power indicator in Heretic to accurately calculate the actual... - 05:07 Revision c8f1ac10 (github): Lets try that again... (clearly I need sleep, haha).
- 05:04 Revision df9ab2ae (github): Fix off-by-one character track inaccuracy error in M_TextFragmentWidth2.
- 05:01 Revision 4da287cf (github): Implemented the typographic concept of "tracking" for text-fragments.
- 04:34 Revision be4215f3 (github): Updated the current mana counter, health, armor and frags widgets in HEXEN to accurately calculate the actual visible dimensions of the widget.
- 04:30 Revision dd1e9f74 (github): Updated the current ammo, health, armor and frags widgets in DOOM to accurately calculate the actual visible dimensions of the widget.
- 04:20 Revision fb6eb7a3 (github): Replaced existing calls to Hu_DrawNum by building a text fragment for the value to be drawn and passing that to M_DrawTextFragment3.
- Removed Hu_DrawNum.
- 03:09 Revision 16cfb6a5 (github): Temporarily moved internal HUD widget state out of st_number_t and into hudstate_t and removed st_number_t.
- Deleted plugins/common/st_lib.c and plugins/common/include/st_lib.h from the source tree.
- 02:32 Revision 9e21dc99 (github): Removed st_multiicon_t completely; this widget actually had no useful internal state as all values can be trivially computed at draw time.
- 00:01 Revision e38d8709 (github): Removed st_icon_t completely; this widget actually had no useful internal state as all values can be trivially computed at draw time.
2010-05-19
- 23:52 Revision 097650aa (github): Removed STlib_DrawNum completely, existing calls replaced with direct calls to Hu_DrawNum
- 23:50 Revision e85b204f (github): Replaced the st_number_t* ptr argument of STlib_DrawNum with an integer value, making it the caller's responsibility to pass it.
2010-05-18
- 07:53 Revision 8bad8d3f (github): Completed next step of the game-side 2D drawing clean up; moved all draw paramaters from the st_number_t struct into the draw routine for associated widget. As most of these values can be considered constants they need not be held as state variables.
- 05:30 Revision 92792554 (github): Changed DOOM: Changed the built-in Patch replacement strings for the main menu load/save items and the headings on the load/save menus to better match the original patches.
- 05:28 Revision a809f959 (github): Changed DOOM: Changed the default colors for the menu, fullscreen HUD and large statusbar counters to better match the original Patches.
- 04:01 Revision 8c02860e (github): Rounded up the rest of the special-case text drawing methods and moved them into hu_stuff.c ready for assimilation.
- 03:17 Revision 69a30972 (github): Changed Heretic/Hexen: Remapped the FONTA character patches for ASCII 91-94 to minimize impact on the standard naming convention. The new mapping only requires swapping the patches for characters 91<>95.
- Don't forget to re-run packres.py!
- 02:29 Revision 2d850969 (github): Clean up.
- 02:28 Revision 41d3a0ca (github): Fix type-in effect on multi-line/paramater-formated text.
- 00:07 Revision bd0fb239 (github): For now, simply ignore paramater blocks in M_TextHeight until the parser for which is reimplemented.
2010-05-17
- 23:40 Revision 90b30406 (github): M_TextFragmentHeight was missing a zero check for end of string.
- 23:29 Revision b269a764 (github): Quickly implemented a basic method for horizontal alignment of Patch based text strings.
- * Renamed all M_DrawText* methods to M_DrawTextFragment and modified so that they now draw only a single line of text...
- 09:03 Revision d95c05d1 (github): Fix Patch vertical alignment offset in M_DrawPatch2.
- Next step: Implement proper alignment of multi-line text strings in M_DrawText4 and introduce a lineheight paramater.
- 08:56 Revision c4561fd8 (github): Fix alignment of Heretic fullscreen health and current item widgets.
- 08:56 Revision 32ece30d (github): Fix important game message vertical offset.
- 07:40 Revision 54a56543 (github): Further fixes to the player in-void status checking.
- 07:39 Revision 5d107427 (github): Clean up.
- 06:33 Revision e33e2a35 (github): Updated calls to M_DrawText to use the default value for font where appropriate.
- 06:29 Revision 5bbaa6c5 (github): Updated calls to M_DrawText and M_DrawPatch to use the default value for flags where appropriate.
- 06:02 Revision 4a08eb6f (github): Further smoothed the offset scrolling of the player message log.
- 05:59 Revision 58df1483 (github): Removed the color+alpha arguments from the paramater lists of the various M_DrawText methods. Text is now always drawn using the current GL color.
- 03:08 Revision e4017d54 (github): Implemented DGL_GetFloatv for the purposes of querying the current GL color and/or alpha and returning floating point values.
- 02:59 Revision 5daf0f45 (github): Added TOPLEFT/BOTTOMLEFT/TOPRIGHT/BOTTOMRIGHT drawText and drawPatch flags for improved brevity when making calls to these methods.
- 02:31 Revision 923d383e (github): Completed the next phase of the game-side 2D drawing cleanup; implemented vertical alignment/positioning flags for Patches and text strings. Also began removing game-side global copies of patchinfo_t, which are no longer needed.
- Todo: Implement proper alignment calculations for paramaterized Patch replacement strings. The current algorithm for ...
2010-05-16
- 23:10 Revision d4f686f2 (github): Fixed positioning of the message scale slider handle in the HUD options menu.
- 22:09 Revision 754ef06d (github): Fixed All games: After a teleport the player's view bob offset was not zeroed, resulting in brief interpolation of the view height from the old relative height back to zero.
- Fixed DOOM/Heretic: Teleporting voodoodolls would affect the real player's view height offset and look direction.
- 20:12 Revision 52969736 (github): Changed: Disabled the BlackOutlines algorithm previously used on Upscale and Sharpen patches. The black outlines only really worked with Heretic's big green font yet made the others look much worse. If this enhancement is to be automatically applied then it needs to be much smarter; calculate a "contrast" paramater from the original image data and use the contrast as in inverse scale factor on the size and darkness of the outline.
- 20:08 Revision 46012fe5 (github): Clean up.
- 08:31 Revision 82d14c9b (github): Fixed alpha blending artefacts on the menu sliders in Heretic and Hexen when fading in/out.
- 07:27 Revision 784734a5 (github): Fixed: Patches prepared using the Upscale and Sharpen conversion filter subsequently put throught the hq2x filter (again) if Smart Filtering is enabled.
- Clean up.
- 06:03 Revision 67ce4288 (github): Clean up.
- 05:38 Revision 4fa1b344 (github): Tweaked the color of the statusbar ammo/maxammo counters adding a bit more red into the mix.
- 05:25 Revision 02bcd647 (github): Fixed positioning of the Paused graphic.
- 05:25 Revision 44eb7761 (github): Made unhighlighted items in the fullscreen HUD inventory widget a bit less translucent as they were difficult to distinguish.
- 05:23 Revision 946d96d8 (github): Made a font out of the Hexen IN* Patches (used on the statusbar and the fullscreen HUD).
- 05:00 Revision 0dfcb1d0 (github): Created a font from the Heretic IN* patches (used on the statusbar and the fullscreen HUD).
- 05:00 Revision 4b9ee65e (github): Further menu color widget fixes.
- 04:59 Revision b3a4ca43 (github): Clean up.
- 04:58 Revision 56d256b0 (github): Fixed compilation errors in jDoom64.
- 02:55 Revision 3d9f054a (github): Created a font out of DOOM's STT* font Patches (used for the armor and health percentages and frag count).
- 02:21 Revision f2a1944a (github): Changed: When loading Patch format graphics with both the Upscale and Sharpen and Monochrome translation/filters enabled do the Monochrome conversion first, then Upscale and Sharpen. As this produces better results. The Upscale method utilizes the HQ2x algorithm which aims to retain the shape of regions with similar colors. By doing the monochrome conversion first, regions of similar luminosity but different hue are no longer treated as distinct seperate forms.
- Fixed: Under/overflow in GL_DeSaturatePalettedImage resulting in visible artefacts in Patches.
2010-05-15
- 23:45 Revision bcf3f36e (github): Made a font out of the STYSNUM patches in DOOM (used for the owned/max ammo counters on the statusbar). Note that although the owned weapon icons use the same patches I'm not using the font drawing methods for these; although the original resources depict the number of the weapon slot this may not be the case in mods i.e., they are icons and not counters.
- 20:40 Revision 14da0310 (github): Made a font out of the SMALLIN number patches in Hexen.
- 08:12 Revision 06a96aca (github): Fixed: Buffer overflow vulnerability in WI_DrawParamText.
- Removed HUlib_drawTextLine2; no longer used.
Fixed fatal error in R_FindPatchTex due to missing font character patches. - 07:12 Revision 774c9fe9 (github): Further standardising on conventions with the game-side text/character drawing methods.
- 06:55 Revision deeac67a (github): Removed HU_DrawBNumber and DrBNumber completely; they are no longer used.
- 06:49 Revision 8db1b027 (github): Utilize M_DrawShadowedChar2 rather than M_DrawShadowedPatch3 in HU_DrawBNumber and DrBNumber.
- 06:44 Revision 8c1c6fe0 (github): Utilize M_DrawShadowedChar in IN_DrawNumber
- 06:38 Revision ff23d241 (github): Added a DTF_* flags argument to M_DrawShadowedChar2
- 06:35 Revision 182efa9c (github): Replaced redundant patch positioning calculations in IN_DrawNumber with use of the appropriate DTF_ alignment flag.
- 06:28 Revision 91b928d4 (github): Replace function calls to M_DrawPatch2 in text drawing methods with M_DrawChar2.
- 06:12 Revision 16a6a37c (github): Use M_DrawPatch2 rather than M_DrawPatch in the specialised text string drawing methods.
- 06:08 Revision 914ebcb9 (github): Removed duplicate font patch look up logic in the various text drawing routines.
- 05:25 Revision b326d362 (github): Various text typein fixes.
- 04:53 Revision 2484c109 (github): Removed the defTypeIn and defShadow arguments of WI_DrawParamText as now redundant.
- 04:41 Revision ef52cd3c (github): Turned the flagTypeIn and flagShadow arguments for M_DrawText3/4/5 into DTF_* flags.
- 04:15 Revision 79543261 (github): Reordered argument lists for the various M_DrawText routines moving color+alpha further toward the end of the list.
- 03:15 Revision 1151daf6 (github): Renamed many of the game-side 2D drawing functions to follow a standard convention.
- 01:49 Revision 46ee399f (github): Standardize argument list ordering of M_DrawBackgroundBox moving the colour+alpha to the end (inline with the conventions applied to the rest of the 2D drawing methods).
2010-05-14
- 20:25 Revision 8c593dde (github): Continuing clean up of game-side 2D drawing.
- 18:05 Revision 11ad2ff3 (github): Restore verbose warning about missing Patches in R_GetPatchTex.
- 08:24 Revision e50e3afc (github): Fixed: Bilinear filtering of UI Patches was determined by the "World" setting in the control panel.
- 08:20 Revision 2ebc0543 (github): Renamed cvar "rend-tex-filter-raw" to "rend-tex-filter-ui".
- Removed ccmd "smoothscr" now unnecessary as the cvar "rend-tex-filter-ui" can be modified directly.
- 08:04 Revision 6b424948 (github): Fix Read This background patch selection in DOOM2 (correct patch is "HELP" not "HELP1").
- 07:48 Revision 751117bf (github): Changed All games: Allow the gravity multiplier to work in single player games as well as multiplayer.
- 07:28 Revision 2e1b6e85 (github): Fixed scale problem with Patch drawing.
- 05:44 Revision a38a0aae (github): Collect together all the patchtex_t and patchinfo_t routines.
- 05:28 Revision be6d7afe (github): Clean up.
- 04:59 Revision 5630aa0a (github): Merged the specialized drawPatch routine in Heretic's st_stuff.c with Hu_DrawPatch.
- 04:40 Revision 4270b621 (github): Moved DGL_DrawPatch into libcommon and renamed Hu_DrawPatch.
- 03:41 Revision 4403fca6 (github): Refactored DGL_DrawRawScreen to assume the caller has already configured the DGL state as necessary. Removed DGL_DrawRawScreen_CS.
- 03:06 Revision 0d1f6695 (github): Moved DGL_DrawShadowedPatch out of the engine and into libcommon. Renamed as Hu_DrawShadowedPatch.
- 03:00 Revision 3a4251f5 (github): Removed the old DGL_DrawPatch, replaced all calls with DGL_DrawPatch_CS (and adding any necessary state changes) then renamed DGL_DrawPatch_CS to DGL_DrawPatch. All patch drawing now assumes the correct GL state has been setup prior to calling DGL_DrawPatch.
- 02:46 Revision eee3c88e (github): Removed DGL_DrawAltFuzzPatch.
- 02:41 Revision b1cb3557 (github): Removed DGL_DrawFuzzPatch.
- 02:35 Revision 3f266bdd (github): Removed DGL_DrawPatchLitAlpha.
- 02:06 Revision 3eec54f9 (github): Changed the prefix for the various GL_* drawing routines for Patch and Raw textures to DGL_ in preparation for assimilation into the DGL subsystem.
- 00:07 Revision 1befd4fa (github): Standardize argument list ordering of GL Patch drawing functions inline with the conventions applied to the rest of the API.
2010-05-13
- 23:23 Revision ca1659ac (github): Initial steps towards using logical Patch identifiers rather than lump indices.
- 21:41 Revision 53676ef9 (github): Removed the last remaining instances where Patch data is referenced directly by lump indices using W_GetNumForName/W_CheckNumForName game-side.
- Precache the intermission Patches in Heretic.
- 20:40 Revision d79132a6 (github): Fix typo.
- 20:35 Revision 76a81ac5 (github): Do not use W_CheckNumForName with Patches.
- Removed Draw_TeleportIcon in Hexen as its no longer used.
- 20:32 Revision d479f45b (github): Continuing clean up of game-side resource referencing/identification; centralize map identifier string lookup and utilize P_MapExists rather than W_CheckNumForName.
- 04:29 Revision 4eef8c03 (github): Precache the spinning gold skull and the bull with fire on the Heretic and Hexen (respectively) drawn in the menu.
- 04:28 Revision 56ff826d (github): R_GetPatchTex must gracefully handle invalid lump indices.
- 03:10 Revision 2710df03 (github): Do not draw the load/save plaques when loading/saving the game in Hexen; Doomsday draws the progress wheel in this spot and drawing both looks untidy.
- 03:06 Revision 63766c93 (github): Precache more patches used with UI drawing (in the process removing public use of lump indices as identifiers).
- Clean up.
- 02:05 Revision 7d5b94fa (github): Further type tweaks in GUI_DrawWidgets to maintain accuracy.
- 02:00 Revision 1553f0f8 (github): Changed DOOM/Heretic: As the kills/items/secrets counters are now part of the regular HUD they should be colored by the cfg.hudColor.
- 01:58 Revision 9824be0a (github): Accumulate drawn widget group dimensions using floats rather than integers as discarding the fractional part (introduced by the per-widget scaling) can add up to a large degree of inaccuracy (resulting in inconsistent positioning).
- 01:29 Revision 3a6fd598 (github): Precache patches used for drawing the menu sliders.
- 00:58 Revision fcbb3e3b (github): Various fixes to minor drawing issues in the DOOM menu (strings that should type-in but don't, alpha blending artefacts on the slider widgets, etc).
- 00:09 Revision 74593263 (github): Draw a shadow behind slider widgets in the menu if menu-shadow is enabled.
- Todo: Use this method elsewhere rather than duplicate code (e.g., the automap uses a similar routine for drawing glow...
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
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