Activity
From 2010-07-03 to 2010-07-16
2010-07-16
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14:40 Revision b7e13261 (github): Further refactoring of fidata_pic_t
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14:17 Revision b981348a (github): Clean up.
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14:10 Revision 287f6df1 (github): Changed internal representation of InFine Pic object frames in preparation for dynamic frame creation/destruction.
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02:06 Revision 4dee87a9 (github): Changed: Removed fixed limit MAX_PICS (was 128) - maximum number of Pic objects per InFine script.
- Changed: Removed fixed limit MAX_TEXT (was 64) - maximum number of Text objects per InFine script.
2010-07-15
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14:23 Revision 364ec719 (github): Continued refactoring InFine:
- * Moved the fivalue_t stuff out of the InFine system and generalised. Renamed animator_t, animatorvector2_t, animator...
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12:45 Revision 4eef8223 (github): Continued cleaning up InFine.
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11:51 Revision 75c1f341 (github): Began reorganizing the internal representation of InFine objects.
2010-07-14
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12:41 Revision bd0484a4 (github): Completed changes to Materials with regard to the new variable strength glow.
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12:40 Revision a0104367 (github): Move InFine into the engine:
- * GPT_FINALE(2) packets are now sent and interpreted engine-side (note however that the game is in charge of (de)seri...
2010-07-10
2010-07-09
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11:56 Revision 116bdd1e (github): Merge branch '1.9.0-beta6' of ssh://deng.git.sourceforge.net/gitroot/deng/deng into 1.9.0-beta6
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11:55 Revision fca1d578 (github): Further clean up of the Materials system. Refactored the Material Archive (saved games) in preparation for moving into the engine. * Removed fixed limit on maximum number of Material name records per saved game file. * Fixed logic bug - only Materials in-use by at least one (world) Surface are written per saved game file.
2010-07-08
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19:17 Revision d8f90ae8 (github): Resolved some build issues on the Mac.
- There were mismatching statics, and an undefined struct in
p_materialmanager.h.
2010-07-07
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01:18 Revision 06042c21 (github): Clean up/revert old changes inadvertently left behind after other recent work to fakeradio.
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00:33 Revision f5207b1b (github): Fixed unintentional flickering of Material glow strength.
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00:26 Revision 7ed753ac (github): Do not reset the current Material layer texture id on non-staged animated Materials in Material_Ticker - we do not yet allow mixed animation methods (todo: needs a better logic switch).
- @todo: Both the Material AnimGroup animation and Material_Ticker are presently updating Material.inter resulting in "...
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00:12 Revision 9764d9ad (github): Fixed smoothed Material animation.
2010-07-06
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19:25 Revision b00e468b (github): Renamed P_MaterialNumForName and P_MaterialCheckNumForName to Materials_*
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19:07 Revision 2931e777 (github): Material Layer Stages can now be used to animate textures, as an alternative to using Material AnimGroups. No smoothing/blending of Stage-animated Material texture layers yet though.
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18:59 Revision dfbd4efa (github): Updated games and libcommon in line with the engine API changes.
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15:29 Revision f9b9d290 (github): Completed implementation of Material stages (currently only used to interpolate Material glow strength) and Material_Ticker.
- Changed: Added some simple glow strength animation to DOOM's glowing materials (in materials.ded).
Don't forget to r... -
12:21 Revision e5f92abb (github): Moved reset of the Material precache list to R_SetupMap(mode=DDSM_INITIALIZE)
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12:21 Revision 97daa8e3 (github): Fix FTBFS error.
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12:04 Revision 792d8498 (github): Do not change the old Material's precache status in Surface.setMaterial() when changing Surface.material. This needs reference counting to do correctly.
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10:58 Revision 639bf163 (github): Various interwoven changes to Materials system:
- * Fixed bottleneck with the Material.name to Decoration/Reflection/Generator association linking. We now resolve once...
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