Activity
From 2010-07-21 to 2010-08-03
2010-08-03
2010-08-01
- 15:35 Revision bac0b49b (github): While a FinaleInterpreter is suspended, pause any FIPages created by it.
- Todo: Further refactor this so that objects on multiple (simultaneously visible) pages do not tic more than once in a...
- 13:32 Revision 8974cdf6 (github): Removed extraneous semicolon in XSTrav_MimicSector.
- 13:23 Revision 9a693687 (github): Fixed numerous warnings output by gcc. Nothing of interest here; all inconsequential pointer pedantics or unused return values.
2010-07-31
- 21:28 Bug #928: [Hexen] Crash on autosave returning to seven portals
- First of all we need to rule out the resource pack. Please disable it and re-run the experiment. Does it work?
- 21:28 Bug #928 (Closed): [Hexen] Crash on autosave returning to seven portals
- In the second guardian of steel, after getting the message \"stairs have risen on the seven portals\", when I try to ...
2010-07-30
- 23:37 Revision e9b9c29b (github): Fix line endings.
- 23:18 Revision 582a896a (github): Addressed draw order restrictions on objects in FIPages. They are now drawn in the order in which they are created, regardless of type. FinaleInterpreter will now allocate two pages:
- * PAGE_PICS - used for Pics and its background.
* PAGE_TEXT - used for Pics and its filter. - 18:42 Revision 58a5e133 (github): Began seperation of the finale stack behavior from the InFine system itself.
- 17:55 Revision 46985849 (github): Added the Animator entry points to doomsday.def
2010-07-29
- 17:44 Revision bd9f9ac4 (github): Further style and naming convention updates to the InFine system.
- 12:11 Revision 2400e2f5 (github): Update style and general clean up of the InFine system.
- 06:12 Revision 3b06917b (github): Fixed FinaleInterpreter stack popping problem which resulted in the game not returning to the expected state if a "local" script is above an "overlay" at the time.
- Fixed FIPage background color and alpha not set when applying a Material for the first time by a FinaleInterpreter.
C... - 02:19 Revision 52905251 (github): Maintain a global vector of allocated FIPage objects so we can be sure they are released when no longer used.
- FIPages are now always drawn unless hidden. Previously only the page attributed to the top-most FinaleInterpreter in ...
2010-07-27
- 12:37 Bug #928: [Hexen] Crash on autosave returning to seven portals
- Out file
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/0b8faa82/769b/attachment/doomsday.out.txt
- 11:32 Bug #927 (Closed): Fatal Error Attempting to Play Deathkings
- Using Doomsday version 1.9.0.-beta6.9. While attempting to run Hexen Deathkings, Doomsday closed with the error: Ren...
- 11:32 Bug #927: Fatal Error Attempting to Play Deathkings
- Thanks for reporting this issue, however it is already being tracked (see http://sourceforge.net/tracker/?func=detail...
- 05:45 Bug #907: Hexen: pottery missing sound effect
- I can confirm that. It happens here too.
2010-07-26
- 00:38 Revision 3c058573 (github): Ensure models are scaled proportionately relative to the other object types when used in an InFine script.
- Changed: Make use of multisampling for AA of InFine objects.
2010-07-25
- 18:54 Revision 59237e50 (github): Refactored Finale page and object drawing so as to remove all the earlier scale/translation kludges done with the depth compontent of the modelview matrix. There is now a new X/Y scaling factor which I'm currently passing on to the object draw routines.
- Implemented a stub for testing 3D model drawing in Finales.
Todo: Still not ideal. We should probably be unprojectin... - 08:47 Revision af1be00d (github): Added a kludge to fix the blank title screen; viewpw and viewph are not presently initialized until a map is loaded hence GL_ProjectionMatrix determining the aspect ratio 0:0
- 08:19 Revision 518912bd (github): Clean up.
- 07:54 Revision 328376f4 (github): Implemented a proper 3D projection (fov fixed at 90) for InFine page objects (note: depth test cannot be enabled yet due to the draw order restrictions).
- 07:44 Revision ca59bb4e (github): Clean up.
- 01:31 Revision 7779a44f (github): Various fixes to issues KuriKai encountered while testing out model decorations.
- Added: cvar "rend-model-decor" enable the use of model decorations (enabled by default).
Todo: Currently model decor...
2010-07-24
- 23:35 Revision 69e4a2a2 (github): Tweak visible distance alpha calculation in R_DrawVLightVector
- 18:42 Revision 2ab61a58 (github): Fixed: Enhanced missing Material selection algorithm to not pic the subsitute from an adjacent Surface if the back height is considered "closed" (fixes teleport flat on the side of the secret teleporter in DOOM2::MAP04).
- 18:24 Revision bc656605 (github): Optimize: Do not project LT_PLANE-type Lumobjs for glowing Surfaces in zero-height Sectors.
- 18:21 Revision a9d8082c (github): Added: cvar "rend-dev-mobj-show-vlights" draw VLight vectors affecting Mobjs - for debug.
- Fixed: When using a world texturing mode other than the default, inherit glow properties from the Surface-linked Mate...
- 17:39 Revision 807c86bf (github): Clean up.
- 06:26 Revision bdc2ccda (github): Clean up.
- 06:03 Revision b1b7fcda (github): Replaced the fi_namespace_t in FIPage with an fi_object_collection_t. Moved the fi_namespace_t stuff into finaleinterpreter.c and refactored accordingly.
- 01:44 Revision b0bff023 (github): Switched the relationship between FinaleInterpreter and FIPage again for the last time. We now have a stack of interpreters except which each allocate a page for their objects dynamically upon loading a script.
2010-07-23
- 22:47 Revision 3fd99923 (github): Moved the finale script gamestate and extradata into FinaleInterpreter (formerly in fi_state_t).
- Now to do something about the known-symbol namespace currently in fi_page_t.
- 20:03 Revision 1c07c837 (github): Began refactoring fi_state_t with the intention of turning it into something along the lines of ui_page_t
- 02:39 Revision 59b9b031 (github): Completed seperation of the Finale script interpreter from the rest of the InFine object model/system.
- * Encapsulated code in new object: FinaleInterpreter which resides in finaleinterpreter.c/h under /engine/portable.
*...
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