Activity
From 2010-05-15 to 2010-05-28
2010-05-28
- 23:19 Revision c955a326 (github): Resolve conflicts with previous commit.
- 23:14 Revision 96493b9d (github): Reimplemented the Text shadow effect used in the menu in order to eliminate references to the menu in gl_drawcompositefont.c
- gl_drawcompositefont.c is now ready for intergration into the engine. Initially, I'll move a copy of gl_drawpatch.c i...
- 05:02 Revision 46251a0b (github): Reimplemented the Text glitter effect used in the menu in order to eliminate references to the menu in gl_drawcompositefont.c
- Todo: Do exactly the same for the shadow effect.
- 00:20 Revision 58b8ea21 (github): Moved global typeInTime into gl_drawcompositefont. Clean up.
2010-05-27
- 23:53 Revision dc774c89 (github): Tweaked an error message in R_GetPatchInfo (invalid arguments).
- Added a verbose comment in R_PrecachePatch (unknown Patch).
- 23:43 Revision 4f8140c2 (github): Make use of the GLTexture by-name search to remove the use of lump indicies for unique identification in R_RegisterAsPatch.
- 23:10 Revision 046cd92b (github): Completed switchover to logical patch identifiers instead of lump indicies.
- Next step: Remove the use of lump indicies for the purpose of identification in R_RegisterAsPatch (the search key sho...
- 21:59 Revision 4cdce9f0 (github): Dispensed with the extraOffset members of spritetex_t and patchtex_t by making the border (size) property a member of gltexture_inst_t.
- 19:00 Revision cc75e878 (github): Continuing work on refactoring the texture load pipeline:
- * Separated the texture instance flags from the material load flags - they serve different purposes and should not be...
- 15:35 Revision be35b979 (github): Fix missing call to precacheFontCharacterPatch in R_InitFont.
2010-05-23
- 11:34 Revision 2cd1bca9 (github): Further clean up of the composite font drawing in preparation for the more extensive changes needed for accurate calculation of the visible dimensions of formatted Text blocks.
- 03:39 Revision e5063af9 (github): Further fix to the interpretation of break directives in paramater Text blocks.
- 03:37 Revision 97028cfb (github): Modified the Amplify algorithm to ignore masked pixels when calculating the max value.
- GLTexture_Prepare was not converting hires patches to monochrome if set.
Todo: Rewrite the conversion stage of GLTex...
2010-05-22
- 22:41 Revision 1fb4b1c3 (github): Began clean up of GL_DrawText in preparation for implementing a proper visible dimension calculator for Text.
- * Split the paramater block parsing out of GL_DrawText.
* Added drawtextstate_t and separated initialization and call... - 21:34 Revision 0b5fa1f6 (github): Added a couple of comments to gl_drawcompositefont.h explaining the terms Text and Text fragment in the context of this API.
- 21:26 Revision 9b3df05a (github): Moved patch drawing methods out of hu_stuff and into gl_drawpatch Renamed all patch drawing methods swapping the prefix M_ for GL_
- 18:05 Revision 2d7133d7 (github): Couple of minor fixes to type-in effect selection in the menu.
- 17:52 Revision 12bac7c3 (github): Removed garbage code in gl_drawcompositefont.c
- 17:50 Revision fad4c056 (github): Completed next phase of the game-side 2D drawing clean up:
- * Split the text drawing out of hu_stuff and into gl_drawcompositefont
* Renamed all text drawing methods swapping th... - 15:25 Revision c29258a0 (github): Created M_DrawTextFragmentShadowed and reworked Heretic's IN_DrawTime to call it. Replaced all calls to Heretic's IN_DrawNumber with calls to M_DrawTextFragmentShadowed. Removed IN_DrawNumber.
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).
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