Activity
From 2010-11-11 to 2010-11-24
2010-11-23
- 22:46 Revision f2d2836b (github): Going to Qt, part 10.
- Started cleaning up the server.
- 16:30 Revision ecfe0e7f (github): Allow multiple potential names for a resource registered by DD_AddGameResource. Used this feature to declare doomu.wad and doom2f.wad
- 12:59 Revision cbf537bf (github): Refactored away the need to specify the gamemode_t constant for DD_AddGame()
- 10:24 Feature #1520: Realistic switch sound origin (compatibility option)
- _(originally posted by anonymous SF.net user)_
The four switch sounds in Doom II map07 (Dead Simple) are definitely ... - 09:53 Revision 36621ae0 (github): Preparatory work for revised game resource recognition.
- 00:48 Revision c5e23727 (github): Going to Qt, part 9.
- Use Q_DECLARE_FLAGS() for type-safe flags.
2010-11-22
- 22:32 Revision ca08a398 (github): Handle socket errors gracefully.
- 22:22 Revision a4b23a47 (github): Going to Qt, part 8.
- Refactored the application main loop. de::App iteration now runs as
part of the QCoreApplication event loop. - 21:45 Revision 386fad87 (github): The stoploop test is now redundant.
- 21:37 Revision 574110b1 (github): The ErrorFilter class is not needed.
- 21:35 Revision e3c2d7c6 (github): Going to Qt, part 7.
- Revised handling of exceptions within Qt event handlers.
The basiclink test is now refactored and working. - 12:39 Revision 917d718e (github): Continuing work on high-level management of games and their resources:
- * Ensure ZIPs are processed before WADs.
* Added new resource classes for ZIP, WAD and DED.
* Added new resource type...
2010-11-21
- 19:53 Revision 8e698081 (github): Minor fix ups. Windows build targets working again.
- 19:00 Revision f86b4821 (github): The beginnings of "ringzero".
- 18:43 Revision bb822e65 (github): Going to Qt, part 6.
- The script test is now working.
- 17:59 Revision a164b54d (github): Going to Qt, part 5.
- The archive test is now working.
Removed the SDL window test as obsolete. - 17:29 Revision bf1ef0f8 (github): Going to Qt, part 4.
- Added a common include file for setting up the test apps.
Fixed spacing issues with log message output.
The record te... - 16:37 Revision ba67fbac (github): Going to Qt, part 3.
- On the Mac, build a framework out of libdeng2. The vectors test is now
operational.
2010-11-18
- 19:18 Revision 76da2c49 (github): Going to Qt, part 2.
- libdeng2 can now be fully compiled, although some functionality has been
disabled until it can be refactored into som... - 11:14 Revision d22960bd (github): Fixed Hexen: The command line options -playdemo and -timedemo are handled by the engine; we should not try to interpret them also.
- 10:58 Revision 74f73a92 (github): Fixed the command line options -modeldir and -modeldir2 were processed twice; once by the resource locator and again in the definition reader, resulting in duplicate paths being added to the model filehash.
- 10:41 Revision 31e1c418 (github): Removed redundant "no textures found" log message output by R_InitTextures should no TEXTURE1/2 lumps be found. This is but one type of texture; so there is no reason for a warning.
- 10:30 Revision a3022234 (github): Fixed spurious missing Patch log message when attempting to precache with R_PrecachePatch
- 10:19 Revision c6ffa168 (github): Added a temporary kludge to work around bug #2982101 "GL state - wireframe vs sky vs fakeradio shadow edges" (see http://sourceforge.net/tracker/?func=detail&aid=2982101&group_id=74815&atid=542099)
- Once Beta6.10 is released I'll address this properly by tracking down the cause.
- 10:11 Revision f57efa69 (github): Fixed: Spurious missing lump log message when attempting to change music if the Music definition does not specify a lump resource.
- 09:06 Revision 049bf0ec (github): Added the WinAPI module definition files to the VC projects for each game.
- 06:09 Revision 250c5ca9 (github): Reworked the engine's assumed default GL state so that GL_TEXTURE_2D is now off by default. Part 5 of 5.
- 06:05 Revision c7190e84 (github): Reworked the engine's assumed default GL state so that GL_TEXTURE_2D is now off by default. Part 4 of 5.
- 05:59 Revision d5a484cd (github): Reworked the engine's assumed default GL state so that GL_TEXTURE_2D is now off by default. Part 3 of 5.
- 05:44 Revision 3aed12b7 (github): Reworked the engine's assumed default GL state so that GL_TEXTURE_2D is now off by default. Part 2 of 5.
- 05:18 Revision 669bd663 (github): Reworked the engine's assumed default GL state so that GL_TEXTURE_2D is now off by default. Part 1 of 5. This should make life several magnitudes easier when we start to utilize other texture types... watch this space :-)
- Removed direct GL texture unit state manipulation from the DGL interface. Now that nothing is using this its a good t...
- 02:17 Revision fd57e224 (github): Fixed libcommon: Off-by-one error in G_PrintMapList resulting in the final map of each episode being left out.
- 02:03 Revision cdc8c016 (github): Fixed libcommon: If a SWITCHES lump is found a copy of it would remain in the lump cache until shutdown.
- 01:51 Revision f1357d82 (github): Changed dpDehRead: Removed numerous redundant/useless log messages output when running with elevated log verbosity.
- 01:25 Revision 97d824bd (github): Cleanup.
- 01:01 Revision 28605dc1 (github): Don't bother storing a copy of the ARCHIVEPATH in SNDINFO lumps as we don't use it.
- 00:14 Revision f2e364dd (github): Cleanup.
2010-11-17
- 23:00 Revision 4118b306 (github): Removed the dominant light source stuff from the sector lighting model. The old algorithm used for this was fundamentally flawed in several ways and rarely produced good results. Turned the rend-light-sky-balance cvar into an on/off switch for disabling the non-skylit sector light balancing.
- 22:42 Bug #593: Sky Glow oversights
- Upon investigating the mechanics of the current sky colour spread algorithm I decided to remove it entirely. My reaso...
2010-11-12
- 18:38 Revision 1607795b (github): Going to Qt, part 1.
- First steps in updating libdeng2: core, filesys, data, types, scriptsys.
- 02:44 Bug #908: Detail texture maximum distance ignored
- Mipmap levels depend on screen resolution, so if they are used for this purpose they have to take the screen dimensio...
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