Activity
From 2011-02-11 to 2011-02-24
2011-02-24
- 22:35 Revision 9b92639f (github): Merge branches 'master' and 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 22:28 Revision f6c76efc (github): Finished with Ubuntu packaging (engine, games, launcher).
- 19:32 Revision 50b6e736 (github): Removed obsolete files.
- 19:31 Revision 44df5d6d (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 19:30 Revision 42df6bc7 (github): Cleared up unnecessary Win32 stuff from the CMake files while working on Ubuntu packaging.
- 17:09 Revision e611f76d (github): Be more consistent.
- 17:07 Revision 796088ce (github): Clarified language.
- 15:17 Revision f10b1870 (github): Wholesale copyright year update.
- 15:08 Revision 48e4c574 (github): Windows version of the platform_release script is now working correctly.
- Failed builds are signaled through errorlevels, and cause the script to
stop. Also, cleaned up some of the version in... - 14:23 Revision ef25ad75 (github): Ignore build artifacts.
- 14:22 Revision 3f302a41 (github): Updating the Windows build.
- 12:30 Revision 6582e888 (github): $Id$ tags are not used with Git.
- 09:51 Revision b4adef5e (github): Addressed "Sectors with zero linedefs result in SIGSEGV after load" (see here: http://sourceforge.net/tracker/?func=detail&atid=542099&aid=3190384&group_id=74815).
- * Fixed: Recalculation of the sector environmental sound properties (e.g., after a plane move) did not work correctly...
- 02:51 Revision fb7d252d (github): Fixed: HOM when attempting to render a map consisting of a single subsector and no node tree. How did this case get lost?
2011-02-23
- 23:01 Revision 712013bb (github): Release name is now usually unnecessary.
- 22:49 Revision b19121fd (github): Merge branches 'master' and 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 22:46 Revision cf6d67ee (github): Updated for building against 10.4 SDK.
- 21:29 Revision b7cc3fcf (github): Revising build scripts for automation.
- 17:59 Bug #954 (Closed): Sectors with zero linedefs result in SIGSEGV after load
- In Memento Mori 2 MAP09 is a sector with zero linedefs that results in a SIGSEGV soon after load. Actual crash locati...
- 17:59 Revision c6564bca (github): Revising version numbering.
- 17:32 Revision 54e106d7 (github): Fixed DOOM: ST_ARMS offset applied incorrectly (fixes positioning issues seen in mm2.zip)
- 17:30 Revision 15d8c127 (github): Fixed dpDehRead: Trim trailing whitespace from text string replacements in DEH patches. Fixes various minor rendering issues when drawing such strings aligned horizontally to center or right edge.
- 17:17 Bug #953 (Closed): Halos on mobjs in the void visible from within the map
- In Memento Mori 2 MAP03 at [X=-95, Y=788, Z=96] two halos which are attached to the lamps out in the void can be seen...
- 16:18 Revision 2e7be583 (github): Fixed: Missing fakeradio plane shadows for edges of two-sided linedefs with skymasked materials front and back but with a zero-height backsector. Caused due to an older test which attempted to handle the one-way window trick (now handled as a special case a few lines above).
- 06:56 Revision d9ba2c83 (github): Changed: Reset the console last command cursor when closing the console.
- 06:49 Revision 0e2902d5 (github): Fixed: Relative indices of replaced flat and sprite textures were not being respected when forming the name lists.
- 04:16 Revision a2e96251 (github): Removed lump coalescing in the Wad loader as it is nolonger necessary.
- 04:08 Revision d4bbed60 (github): Fixed: Dynamic light surface projection could incorrectly determine lights not reaching the surface being lit.
- 04:06 Revision fec51969 (github): Fixed: Middle texture yoffset position calculated incorrectly.
2011-02-21
- 19:30 Revision cc0b6b73 (github): Added GameInfo IdentityKey's to the known words list.
- Clean up.
- 17:46 Revision b9c1f667 (github): Fixed positioning issues with the Hexen world timer. Clearly I had a monospaced font in mind when I when I re-implemented this first time around...
- 15:35 Revision 0d6b4822 (github): Normalize line endings.
- 15:14 Revision 1bd36c5a (github): Changed All Games: Revised the "give ccmd" in response to the issues raised by http://sourceforge.net/tracker/?func=detail&aid=3009627&group_id=74815&atid=542099
- Changed Hexen: Console command "give a" now gives ammo (a.k.a, mana).
- 13:19 Bug #915: [Hexen] Wraithverge Ghosts incorrectly full bright
- - **labels**: jHexen Gameplay --> Hexen
- 11:17 Revision 785b687b (github): Fixed a couple of "format not a string literal and no format arguments" warnings raised by gcc. Strictly speaking these are both false positives given that we generate these strings ourselves, ensuring they do not contain any control characters. However various *nix distros have promoted this warning to an error...
- 11:11 Revision fd6441d1 (github): Fixed verbose log message in bitmapfont.c prepareFont which would attempt to print a ddstring_t as if it were a c-string.
- 03:59 Revision a5e23af3 (github): Fixed: Ccmd "help" (what) matching on partial search strings.
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
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