Activity
From 2011-02-07 to 2011-02-20
2011-02-20
- 21:41 Revision 34415bb1 (github): Changed All Games: The automap is considered a part of the HUD; so hide the automap along with the rest of the HUD widgets when the engine advises us.
- 21:32 Revision 505d1b6c (github): Added UIF_FADE_AWAY to various objects in the control panel.
- 20:07 Revision 63754b28 (github): Changed F_FixSlashes making the source and destination separate and updated to do a copy if necessary.
- Changed F_PrettyPath to avoid making an unnecessary copy and other minor optimizations.
2011-02-19
- 14:25 Revision 861fd9e5 (github): Removed negative draw origin clamp in loadDoomPatch (leftover from debug).
- 13:28 Revision 52644b81 (github): Reworked F_CreateUriList* so as to remove the requirement for a terminating semicolon (applies to the F_FindResource* family too). Optimized using a fixedsize local buffer on the stack and we now parse in one pass.
- Still much room for improvement (remove the token read buffer) but this will do for now.
- 10:24 Revision a0c3d022 (github): Relocated DrawRealPatch into gl_texmanager.c and extended to allow in-place palette translations.
- Relocated translationTable stuff into r_data.c/h
- 05:35 Revision c621ffc9 (github): Updated CMakeLists.txt to install the progress wheel graphics and the fonts needed for busy mode on unix.
- 04:03 Revision 77238eae (github): Removed _DEBUG console command "translatefont" as this is now redundant.
- 03:04 Revision 86a043c8 (github): Switched spritetex_t to use a lump name reference rather than a index.
- 03:01 Revision 2472c9d0 (github): Fixed: Do no clear the console command line during close as the console is still visible, do this when opening.
- Fixed: Console history buffer offset was not reset when opening the console.
Fixed: The console command line cursor s... - 02:26 Revision 0e1315cc (github): Viewborder background was not updated when switching games registered by the same plugin (e.g., doom2 to doom1-ultimate).
- 01:07 Revision 6066ed4e (github): Split up Sprite construction into multiple phases in preparation for further changes.
2011-02-18
- 19:17 Revision 47909c01 (github): Added: Support loading flats between F_START...F_END marker lumps in PNG/TGA/PCX format.
- 18:07 Revision c6fddae5 (github): Added some basic GL classes.
- 09:46 Revision db1c4890 (github): Implemented M_RatioReduce - using Euclid's Algorithm reduce the given numerator and denominator by their greatest common divisor.
- 06:29 Revision 0a295bee (github): The TGA and PNG image loaders now track the last encountered error while loading; utilize in the file handlers for these.
- 06:11 Revision 1c9f9f4d (github): Fixed: Various memory leaks in the DED database.
- Fixed bug in gl_texmanager.c Equalize() which could result in some of the balance return values being left uninitiali...
- 03:58 Revision 35052f7c (github): Renamed ded_detailtexture_t::detailLump to detailTex
- Cleanup.
- 03:30 Revision 9ea87dec (github): Removed obsolete comment regarding game mode changes in G_UpdateState
- 03:28 Revision 4528446e (github): Continued work in ringzero on the image loader in preparation for further changes:
- * Changed: Do not assume a graphic file is PCX/TGA/PNG from it's name. These formats are recogniseable.
* Changed: De...
2011-02-14
- 03:32 Bug #921: Blockmap-defined Linedef crossing order
- Was this addressed by the blockmap changes in 1.9.7?
2011-02-13
- 16:35 Revision f33f099d (github): Merge changes from beta6
- 16:31 Revision 77c9dab1 (github): Fixed Hexen: Successful execution of a deferred ACS script event would result in erroneously free'ing the rest of the store, subsequently leading to access violations later on (see here http://sourceforge.net/tracker/index.php?func=detail&aid=3175797&group_id=74815&atid=542099# and http://sourceforge.net/tracker/index.php?func=detail&aid=3163341&group_id=74815&atid=542099# and http://sourceforge.net/tracker/index.php?func=detail&aid=3037656&group_id=74815&atid=542099# and http://sourceforge.net/tracker/index.php?func=detail&aid=3022371&group_id=74815&atid=542099).
- 14:54 Bug #493: Plane move issue
- Fixed for the upcoming 1.9.0-beta6.10
- 14:26 Bug #926: [Windows] Mouse conflicts with cursor hotspot utilities
- Solving this the right way essentially requires replacing DirectX based input with something better. This is somethin...
- 14:24 Bug #929: 0 byte THINGS lump results in map conversion failure
- Fixed for the upcoming 1.9.0-beta6.10
- 14:16 Bug #944: [Hexen] Maulotaur throwing crash
- Found the cause of this, its a simple typo. Fixed for the upcoming 1.9.0-beta6.10 release.
- 14:15 Bug #950: Crash on Doom2.wad map30 after loading save
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/3077553d/7986/attachment/doomsday.out.zip
- 09:12 Bug #876: No comprehension of poly objects with see through parts
- Fixed for 1.9.0-beta6.9
- 07:01 Revision 032726cb (github): Fixed out-of-bounds read of cfg.menuColors in the class selection game menu.
- 04:19 Revision af61d712 (github): Fixed Hexen: "Crash with unknown sector types" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=3053872&group_id=74815&atid=542099#).
- Clean up.
- 04:18 Bug #744: Linux 32bit Heretic & Hexen Segfault
- Evidently this issue has since been resolved.
- 04:00 Bug #875: Rend-Dev-Nosprite conflicts with certain HeXen mobj actions
- Seems this issue doesn't exist in the latest version (Beta 6.9).
- 02:47 Revision a7cc7e11 (github): Do not attempt to auto-load when in "null-game" mode.
- 02:15 Bug #932: mf2_floatbob not affecting particle generators
- Left: still vial | Right: bobbing vial, Generator not moving with it
*Attachments:*
* http://sourceforge.net/p/deng/... - 02:04 Revision 079fa9db (github): Changed: Renamed ccmd "listfiles" to "listwadfiles".
- 01:45 Revision f6e4deab (github): Changed: Initial console height is now SCREENHEIGHT/2
2011-02-12
- 23:59 Revision 1c879f4f (github): Merge branch '1.9.0-beta6' into beta6-ringzero
- 23:58 Revision 219e9926 (github): Fixed: Polyobj texture yoffset discrepancy with segs from two-sided LineDefs (see urban.wad:MAP01 - sliding doors to the cinema opposite the start room).
- 18:08 Revision a80a2ea9 (github): Fixed DOOM: "[Doom] Exit switches play the wrong sound" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=3106806&group_id=74815&atid=542099#).
- 17:40 Revision 0ec64cca (github): Fixed Heretic: "Typo in console help for command "give"" (see here: http://sourceforge.net/tracker/?func=detail&aid=3169826&group_id=74815&atid=542099)
- 17:21 Revision b9e6f4cb (github): Merge changes from beta6
- 17:07 Revision 7569631a (github): Further memory management fixes for the DOOM boss brain state.
- 16:30 Revision e1e368f4 (github): Merge branch '1.9.0-beta6' into beta6-ringzero
- 16:29 Revision e6f8256c (github): Fixed: Dynamically spawned boss brain targets could result in an out of bounds write to the brain targets list upon loading a saved game.
- 16:05 Bug #941: Fatal error if map doesn't exist
- - **status**: open --> fixed
- **assigned_to**: Daniel Swanson
- 15:42 Bug #947: [Heretic] Particle corruption
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/096a0567/db30/attachment/Before.jpg
- 15:38 Bug #953: Halos on mobjs in the void visible from within the map
- Fixed for 1.9.9 unstable build 546
- 15:33 Revision c121b648 (github): Merge branch '1.9.0-beta6' into beta6-ringzero
- 15:31 Revision 70ac7c5f (github): Fixed All Games: Aim slope calculation discrepancy in P_AimLineAttack.
- 14:34 Bug #951: Enemies can hurt you from ledges the player is hiding behind
- Problem found. Its due to an incorrect slope calculation in P_AimLineAttack. Will be fixed in the upcoming 1.9.0-beta...
- 13:42 Bug #950: Crash on Doom2.wad map30 after loading save
- Fixed for the upcoming 1.9.0-beta6.10 release.
- 13:14 Bug #950: Crash on Doom2.wad map30 after loading save
- When loading the attached saved game Doomsday crashed for me also. I'm currently looking into it...
- 13:07 Bug #950: Crash on Doom2.wad map30 after loading save
- What about the save game I attached to this bug report? If I load that save, the game crashes after several seconds.
2011-02-11
- 20:28 Bug #952 (Closed): Little Map Title visual quirk
- If one saves and loads a save game while the Map Title is still being drawn on screen, the character it was up to dra...
- 19:07 Bug #952: Little Map Title visual quirk
- Fixed for the upcoming 1.9.0-beta6.10
- 19:29 Bug #950: Crash on Doom2.wad map30 after loading save
- I still cannot replicate this crash. I have tried saving before leaving the start area, after the start area, before ...
- 19:28 Bug #950: Crash on Doom2.wad map30 after loading save
- Also, just to add, I was using Beta 6.9 on Windows.
- 19:16 Bug #950: Crash on Doom2.wad map30 after loading save
- I didn't require Reiner's save game and I was able to reproduce the crash.
Further experimentation reveals that it s... - 18:39 Bug #950: Crash on Doom2.wad map30 after loading save
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/3077553d/ff74/attachment/DoomSav2.dsg.zip
- 17:58 Bug #950 (Closed): Crash on Doom2.wad map30 after loading save
- 1.9.0-beta6.9 on Mac OS X 10.6
In Doom2.wad on map30 I cannot save/load properly. I cannot reproduce this behavior... - 17:58 Bug #950: Crash on Doom2.wad map30 after loading save
- Thus far I have been unable to replicate this problem (on Windows) using either the 1.9.0-beta6.9 release or the curr...
- 18:06 Bug #951 (Closed): Enemies can hurt you from ledges the player is hiding behind
- On some occasions if an enemy is standing on a small ledge and I take cover behind that ledge, the enemy can attack m...
- 17:45 Revision a8616725 (github): Changed: Minor visual tweaks to the control panel's help widget.
- Changed: Made the project url drawn in the control panel 50% more translucent; we now draw this with an embedded shad...
- 17:42 Revision d4faa674 (github): Tweaked the help string text for "Show status of channels" for nicer formatting in the control panel's help widget.
- 17:41 Revision 09447587 (github): Updated make install to install the two fonts used in busy mode to the install directory. Untested.
- 15:12 Revision 4b79b7eb (github): Fixed XG: When processing chained events we need to allocate Dummy SideDefs as well as LineDefs. Without these many subsequent ops will fail. Note that it is not sufficent to link the Dummy LineDef to the SideDefs of the reference LineDef, as this too may be a dummy.
- Fixed XG: Sector Type functions that utilize a floor/ceiling plane height offset did not work due to an erroneous FLT...
- 15:00 Revision 4c18dbe5 (github): Fixed XG Class links exchange - do not test whether the current GameInfo is the special null object as this routine may be called during a game change.
- 14:56 Revision 6ced894c (github): Added Dummy SideDefs to the DMU API and wrapped alloc/free in libcommon's dmu_lib.c
2011-02-10
- 19:55 Revision 431c2cba (github): Further changes to standardize log output.
- 17:02 Revision 1e3fe674 (github): F_AllResourcePaths should not recursively decend into subdirectories off the search path. The only place this logic is needed is when populating the FileDirectory, which already handles the decent.
- Changed: CCmds "dir" and "ls" no longer automatically decend recursively off the search path.
Changed: CCmds "dir" an... - 15:41 Revision 1158e0bc (github): Changed: Allow overloaded ccmds to use the same callback function provided the ccmd usage signatures are unique.
- Changed: When using the ccmd "help (what)", automatically indent the extended usage information for neatness.
- 15:35 Revision ea2e7b96 (github): Fixed: Console help for ccmd "dir" used the \' escape sequence instead of /'
2011-02-09
- 19:59 Revision a0dcbda9 (github): Refactored the public API for Finales to allow a set of additional InFine commands to be executed during interpreter setup and before script parsing/execution begins. These "extra" commands can be used be the caller to initialize a custom default interpreter state. Added new Finale command "Prefont" - set a predefined font to that named e.g., "prefont 1 nameoffont".
- The implementation joins the "extra" commands with the actual script by prepending them to the script inside an "OnLo...
- 15:55 Revision 7df77b21 (github): When parsing InFine command operands do not reposition the read cursor on success (this would result in attempting to parse each operand again as a command name). Also, made the missing operand test a fatal error on fail.
- 13:33 Revision 933b1b1d (github): Normalize line endings.
- 02:57 Revision 47095d88 (github): Fixed minor position calculation issues when animating the statusbar slide.
- Changed: When sliding the statusbar into view, fade/animate transparency also.
2011-02-08
- 19:47 Revision b89e4b83 (github): Fixed: Bilinear filtering of the graphical view border controlled by the "World" setting rather than "UI" in the control panel.
- 19:45 Revision 76966221 (github): Fixed: When attempting to locate files in the virtual file system, relative search paths would be resolved using the working directory as the base. This is correct for real files and those transformed using a DD_DIREC lump. However when querying the Zip archive paths should be relative to the base directory.
- 18:25 Revision 3d6116a4 (github): Paths to model skins in skinname_t are now absolute.
- 17:46 Bug #949: [Hexen] Crash on returning to Heresiarch's Seminary
- Fixed for the upcoming 1.9.0-beta6.10
- 17:37 Bug #949 (Closed): [Hexen] Crash on returning to Heresiarch's Seminary
- Pressing the puzzle switch in the Wolf Chapel and then returning to the Heresiarch's Seminary causes Dday 1.9 Beta 6....
- 17:41 Revision e715eb80 (github): It is no longer necessary to defer population within FileDirectory.
- 17:34 Revision b41cc7d0 (github): Updated Windows Inno Setup script to install the two fonts used during busy mode in the install directory.
- 14:47 Revision 58d0dcf3 (github): Adjusted license template.
2011-02-07
- 18:16 Revision 52514af5 (github): Continued work on ringzero:
- * Added a new resource class and type for fonts.
** Fonts can now be found using the resource locator (except during ... - 16:02 Bug #948: Dynamic Lights: Use the non-transferred plane height
- Fixed for the upcoming 1.12 release.
- 16:01 Bug #948 (Closed): Dynamic Lights: Use the non-transferred plane height
- The dynamic light spreading algorithm is using the non-transferred plane heights when doing the transfer check
Thi... - 15:39 Feature #1526 (New): [XG] Randomizing activation/deactivation wait timer
- Randomization of the activation/deactivation wait timer.
A min and max fp like field, so to speak.
*Label...
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