Activity
From 2011-01-18 to 2011-01-31
2011-01-29
- 08:30 Revision 5c36c06a (github): Fixed: Single byte buffer overflow when manipulating/navigating extremely long command lines in the in-game console.
- 06:30 Revision 78b9e3d2 (github): Ignore bin/, build/, data/, runtime/ and *.ncb in doomsday/build/win32/vs8/
- 06:21 Revision 1e1935d5 (github): Add new resource files and headers for exampleplugin
- 05:44 Revision f17711f1 (github): Fixed: SIGSEGV cycling through a word auto-completion in the console followed by closing, re-opening and attempting to auto-complete the empty command line.
- 02:10 Revision 4c59f37c (github): Implemented a quick solution to allow the "quit" ccmd to shutdown the engine when in "null-game" mode:
- * Relocated the "quit" ccmd into the engine.
* Added a TryShutdown() method to the game_export_t interface, which whe... - 00:57 Revision 22fddc0e (github): Fix line endings.
- 00:57 Revision 7179ed31 (github): Moved game mode registration and the GetGameAPI exchange for jHexen back into x_api.c
- 00:54 Revision eb806a60 (github): Moved game mode registration and the GetGameAPI exchange for jHeretic back into h_api.c
- 00:35 Revision 2941445b (github): Moved game mode registration and the GetGameAPI exchange for jDoom64 back into d_api.c
- 00:35 Revision 6ad522ff (github): Moved game mode registration and the GetGameAPI exchange for jDoom back into d_api.c where it belongs (temporarily moved due to namespace conflicts/pollution in included platform headers on Windows).
2011-01-28
- 13:11 Revision 6dd00a2d (github): Changed Windows: Do not use the DLL_PROCESS_ATTACH signal in DllMain for Doomsday plugin initialization, instead, do as we do on *nix (locate the address of DP_Initialize() and explicitly call it ourselves).
- 08:27 Revision 3517bc30 (github): Changed plugin enumeration on *nix to a two pass (games first, then non-games) process like on Windows.
- 07:23 Revision 62eb6603 (github): Fixed DOOMWADDIR path construction in createPackagesResourceNamespace.
- 05:41 Revision b3c3e53c (github): The sky sphere cap covers a large percentage of the visible sky, so factor it's color into the ambient sky color calculation.
- 05:37 Revision 8e4d12d6 (github): Cleanup.
- 05:04 Revision 85b9eb5b (github): Cleanup.
- 04:49 Revision fa59cd4d (github): Completed implementation of a (basic) automatic calculation of the sky light color.
- * Added: cvar "rend-light-sky-auto" 1=Enable automatic sky light color calculation (on by default).
* Changed: Remove...
2011-01-26
- 12:16 Revision d1c01d59 (github): Cleanup.
- 12:09 Revision 1ad0870e (github): Whoops, that obviously won't work - paths in DOOMWADPATH are not delimited by directory separators...
- 12:00 Revision 0cb5248b (github): Change of plan regarding the handling of resource search paths specified in environment variables; resolve these once during resource namespace creation rather than during Uri resolution.
- Fixed bug in Uri::parseScheme which failed to account for the scheme:path separator when checking the minimum length....
- 11:49 Bug #786: Heretic: Puff Pod spawns
- Fixed for 1.9.0-beta6.8
- 11:45 Bug #881: Controls UI show/hide menu reassign bcontext mismatch
- Fixed for Beta 6.9.
- 11:33 Feature #1520: Realistic switch sound origin (compatibility option)
- Are you sure about that vermil? I don't remember switch sounds ever playing from the location of the switch in Doomsd...
- 11:28 Bug #936: Particles: setting vector relative to mobj
- This functionality has been present for as long as I can remember and used throughout the jDRP for example.
http:/... - 11:21 Bug #939: [Doom] Barrels are not turning into gib piles if crushed
- - **status**: open --> fixed
- **assigned_to**: Daniel Swanson
- **Milestone**: v1.8.6 --> v1.12
- 05:11 Revision fc7388c8 (github): Couple of minor optimizations to plane glow management:
- * Rather than allocate a lumobj per subsector plane and link each separately, instead, allocate one lumobj per plane ...
- 03:41 Revision 0d2e9867 (github): Fixed a bunch of compilation warnings output by gcc.
- 02:28 Revision e0618c42 (github): Switched most of the GL_Load* (texture) routines to use de:Uri for search paths.
- 02:25 Revision 6a4a8a5b (github): Removed a log message from the *nix-specific startup sequence that was inadvertently commited after a recent debug session.
2011-01-25
- 22:02 Bug #946: [Heretic] Typo in console help for command "give"
- Fixed for the upcoming 1.9.0-beta6.10
- 09:42 Bug #945: Console resize shortcut also scrolls the text up/down
- The console resizing appears to be working as intended for me. Lets rule out any configuration and control binding is...
- 03:07 Bug #945: Console resize shortcut also scrolls the text up/down
- When I press shift and pgup to resize the console, it also scrolls the text up by a line.
It's interpreting my pre...
2011-01-24
- 22:41 Bug #945 (Closed): Console resize shortcut also scrolls the text up/down
- The console resize shortcut (shift and pgup/dn) also scrolls the console text up/down, presumably because pgup/dn are...
- 01:57 Bug #945: Console resize shortcut also scrolls the text up/down
- I have not been able to reproduce this behaviour. Can you give a more detailed explanation of what to you think isn't...
- 09:06 Revision 60dc8d85 (github): Merge branch '1.9.0-beta6' into beta6-ringzero
- 09:04 Revision 4a788941 (github): Fixed Hexen: "HeXen: Maulotaur throwing crash" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=3164437&group_id=74815&atid=542099).
- 08:54 Revision abd49d72 (github): Clean up.
- 08:42 Revision 37a52092 (github): Continued work on ringzero:
- * Generalised de::PathDirectory so it can be used for modelling anything as a hierarchical string-key'd tree. Renamed...
2011-01-23
- 23:48 Bug #944 (Closed): [Hexen] Maulotaur throwing crash
- I was flying and spawning Maulotaurs at the south most arch on windowing hall (the one the player start's under) inte...
- 15:51 Bug #943: [Hexen] Crash on autosave returning to seven portals
- Fixed for the upcoming 1.9.0-beta6.10
- 13:47 Bug #943: [Hexen] Crash on autosave returning to seven portals
- Oh. sorry. I didn't find it.
- 13:40 Bug #943: [Hexen] Crash on autosave returning to seven portals
- _(originally posted by anonymous SF.net user)_
Oh and it looks like this bug is a duplicate of #3037656. - 15:50 Bug #928: [Hexen] Crash on autosave returning to seven portals
- Fixed for the upcoming 1.9.0-beta6.10
- 13:46 Bug #928: [Hexen] Crash on autosave returning to seven portals
- I have the same problems.
2011-01-21
- 18:02 Revision a29a88e0 (github): Working on visual and window basics.
- Added the ClearVisual for clearing a surface.
- 12:57 Bug #943 (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 ...
2011-01-20
- 19:23 Bug #943: [Hexen] Crash on autosave returning to seven portals
- _(originally posted by anonymous SF.net user)_
Hi,
I can confirm this bug. I've played Hexen until the second Guard... - 19:07 Bug #942: Vanilla save game support has broken at some point
- What you talk about is a different issue; that Dday doesn't fully work on 64bit systems.
What I am talking about i... - 09:02 Bug #942: Vanilla save game support has broken at some point
- _(originally posted by anonymous SF.net user)_
Being unable to save makes it impossible to enjoy playing doom, which... - 09:01 Bug #942 (Closed): Vanilla save game support has broken at some point
- It would appear that Dday's little used feature of being able to load Vanilla Doom and Heretic save games has become ...
- 09:01 Bug #942: Vanilla save game support has broken at some point
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/9dbc77a6/76f5/attachment/DOOMSAV0.DSG
- 01:57 Revision b5b1f487 (github): When resolving a uri, defer obtaining a handle to the current GameInfo until we encounter a symbolic reference in the path. Furthermore, allow a returned handle to be the special "null-game" object as it now has defaults for DataPath and DefsPath (but not IdentityKey).
2011-01-19
- 22:48 Bug #935: Running without an IWAD causes freeze
- This has now been addressed in the ringzero branch, however, IWADs that have had their ident marker changed to PWAD a...
- 22:47 Bug #935: Running without an IWAD causes freeze
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/30231a0f/2071/attachment/doomsday.out
- 22:28 Revision a1397307 (github): Materials_Ticker should not be called if both tickFrame and netGame (globals) equal false.
- 19:58 Revision 458a0656 (github): Messages.
- 19:17 Revision 523cbb21 (github): Visuals are positioned by rectangle rules.
- 00:32 Revision 1d82be14 (github): Working on visual placement rules.
2011-01-18
- 21:43 Revision 502b7a61 (github): Parse and construct a resource's relative search path list once during resource registration but defer resolution until search time. Clean up.
- 19:45 Revision 7273f0e4 (github): Copyright year update.
- 19:44 Revision 418980ea (github): Working on basic window surface handling.
- 12:20 Bug #890: [Windows] Crash caused by SDL_mixer
- Reduced priority as the default audio was switched to FMOD.
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