Activity
From 2010-08-07 to 2010-08-20
2010-08-20
- 22:33 Revision 757785e4 (github): Continued refactoring the skymask geometry construction. Split up into the three different components while I refactor the top and bottom sections.
- 17:51 Revision a1596779 (github): Fix floor/ceiling mixup in getSkymaskBottomTop3.
- 04:15 Revision bafb4426 (github): Fix skymask surface selection regression in recent commit.
- 02:57 Revision f98731b4 (github): Fix dynlight projection on planes.
- 01:07 Revision 3ec1432a (github): Continued refactoring Rend_SSectSkyFixes
2010-08-19
- 23:00 Revision d69ffddf (github): Continued refactoring the skymask geometry construction.
- 06:29 Revision c730d2e1 (github): Tweaks.
- 06:06 Revision 83d29460 (github): Continued refactoring Rend_SSecSkyFixes.
- 04:27 Revision 51007d70 (github): Clean up.
- 03:31 Revision 8d287f8e (github): Continued cleaning up Rend_SSectSkyFixes.
- 03:30 Revision ea3722de (github): Fixed a few compilation warnings on Linux amd64 GCC
2010-08-18
2010-08-17
- 22:51 Revision ca535902 (github): Fix printf style argument list for DEBUG log message in dd_main.c
- 08:55 Revision f53adee0 (github): Couple of minor fixes to skymask surface normal flipping in last commit.
- 08:23 Revision 1a3471de (github): Continued work on the skymask geometry construction.
- 04:05 Revision 8c469a82 (github): Incorporate the surfacenormal-derived ambient lightlevel deltas into the skymask geometry lighting equation.
- 03:24 Revision 35874a43 (github): Continued work on the skymask geometry construction; let be light! (well, sector lighting only atm).
- 03:24 Revision 8b9b0372 (github): Added the UIF_FADE_AWAY flag to most of the sliders controlling graphical settings in the UI.
- 00:47 Revision cb49f51e (github): Further skymask geometry construction work.
- 00:12 Revision a73a5b06 (github): Continued work on the skymask geometry construction. Hopefully the auto vectorisation will play nice with it.
2010-08-16
2010-08-15
- 00:36 Revision 7fc05f93 (github): Moved code for the game-side Map traversal/(search)utility routines from p_mapspec into dmu_lib. Cleaned up and updated style prior to coming changes to the linespecials (not spechits) and tag lists.
- This needs to be addressed to improve performance in the automap by augmenting DMU with cleverer object-search capabi...
2010-08-14
- 18:35 Revision 98fd0ab4 (github): Objects are now deserialized on clientside.
- However, at the moment they contain no information except position.
This causes the client to experience a fatal error. - 09:17 Revision fd4e2059 (github): Finished reimplementing the drawing of FI_PIC sprite animations, which now use Materials. By my reconing that leaves only the "predefined text color" feature to address.
- Although there does seem to be an issue with the menu trigger; its always working while a finale is waiting on an obj...
- 03:28 Revision 572cfd12 (github): Fixed save game header read/write overflow.
- 00:41 Revision dc0489f0 (github): Fixed WadMapConverter: "0 byte THINGS lump results in map conversion failure" (see here http://sourceforge.net/tracker/?func=detail&aid=3043833&group_id=74815&atid=542099).
2010-08-13
- 23:44 Revision 2192a4bf (github): Revised the debug sky drawing modes so that the geometry is the same as when masking.
- 19:26 Revision a3b4517b (github): Cleaned up the Material creation/update interface in preparation for implementing a more robust patching mechanism later.
- 19:22 Revision ec062119 (github): Toned down the flickering applied to DOOM's FWATER glow in the default Material definitions.
- 19:21 Revision f3f3f07e (github): When using the ccmd "warp" close the menu fast. Now that we are making use of the busy mode transition effect it looks odd with the menu fading out again.
- 07:22 Revision 77dff593 (github): Various Materials related changes needed to move on with the UI work:
- * Externalised the "system" namespace Material definitions into defs/materials.ded and loaded by default.
* Relocated... - 07:04 Revision 3a447863 (github): Don't display the FPS counter if the UI is active (will need to specify a page soon).
2010-08-12
- 21:37 Revision 80da9830 (github): Clarify FS find methods.
- 19:52 Revision 316b59e2 (github): Began reworking the (currently special case) drawing of PFT_MATERIAL type FI_PICs. Can't go any further with this until Materials created for GLT_SPRITE textures are updated to inherit their offset from the sprite definition (will require updating world sprite drawing).
- 15:55 Revision 475d76f1 (github): Began incorporating features needed for the control panel into the new UI2 system.
- 08:26 Revision 7cf21f41 (github): Changed DOOM/Heretic/Hexen: Bad texture animation cycles (e.g., as defined in ANIMATED lumps) now produce a warning in the log instead of a critical error message.
- 07:32 Revision 51d5a3ee (github): Removed cases from markSegSectionsPVisible intended to address an issue seen in Plutonia2::MAP25 - on closer inspection the problem is a variant of another which can't be handled here. This will have to wait.
- Otherwise the skymasking seems to be working fine again. Back to the UI stuff.
2010-08-11
- 23:36 Revision 2eb88ab6 (github): Continued work on the new stencil-based skymask algorithm.
- 20:59 Revision b5cd9aa9 (github): Fixed DOOM: Black water(?) in Plutonia2::MAP25 would not animate.
- 14:21 Revision f4a37b5d (github): Missing new-line in unknown texture warning logged by GL_CheckTextureNumForName.
- 14:13 Revision 69e43cc7 (github): Further enhancements to Rend_SSectSkyFixes to fix a couple of constructs seen in Plutonia2. The hunt continues...
- 11:35 Revision 099d4719 (github): Missed a couple of necessary exceptions to the special cases added in Rend_SSectSkyFixes in the previous commit.
- 02:05 Revision ef84138f (github): Added another special case to Rend_SSectSkyFixes to deal with the glitches seen on the midtexture columns in Plutonia2::MAP29
- This routine is now a complete mess but I'm tired and this works; so I'm commiting. I'll refactor it later.
2010-08-10
- 22:28 Revision 0e009bb6 (github): Fixed handful of uninitialized assignments shown up by static analysis. Thanks for the report yagisan.
- All but two of these were innoxious however as they are not read after the fact. The rest of the issues are false pos...
- 13:44 Revision bcc4bfb2 (github): Fixed: Animated blood waterfall textures in Plutonia 2.
- Addressed the assumption that Materials in the MN_TEXTURES namespace were created in the same order as their primary ...
- 09:04 Revision 9fa2e389 (github): Fix inversed skyfix height checks in Rend_SSectSkyFixes.
2010-08-09
- 20:14 Revision 3e30436c (github): The master is now open for Beta 7 development.
- 16:34 Revision fc3c84de (github): I finally got fed up with the fps counter being drawn behind the console.
- 16:33 Revision 811b3a27 (github): Optimize: If both left and right lightlevels are the same when drawing a wall, use the vector version of lightVertex so as to potentially benefit from SSE.
- 10:50 Revision 6fc2d00a (github): Do render planes for unclosed sectors. Now our skymask strategy has changed this is precisely what we don't want to do (we need complete "sky volumes" without holes).
- 10:46 Revision 5ac4fc33 (github): Addressed performance problem with MaterialBind for Material lookup.
- 03:18 Revision 5fb2cd58 (github): Fix fi_obtype_e type checking in ui2_main.c due to silly copy paste oversights.
- 00:27 Revision a67c09c6 (github): Fix typo in previous commit.
2010-08-08
- 17:23 Revision c3031140 (github): Updated to compile with gcc 4.2 and the Mac OS 10.6 SDK.
- 17:18 Revision 1eefd18d (github): Yet further finessing the handling of skymasked surfaces when the viewPlayer is in the void. It now appears to be working perfectly, although its now looking a bit of a mess. This needs rewriting.
- 12:52 Revision 6441b83b (github): Further finessed handling of skymasked surfaces when the viewPlayer is in the void, so that the world is now rendered more pleasingly.
- 06:17 Revision 5041eec7 (github): Fix line endings.
- 06:11 Revision eddc01f3 (github): Changed: Reimplemented the skymask using a stencil.
- Changed: Removed cvar "rend-sky-full" as it is no longer useful.
As yet untested on platforms which use SDL for wind...
2010-08-07
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