Activity
From 2011-03-04 to 2011-03-17
2011-03-16
- 20:02 Revision 13389db4 (github): Moved texture variant specification out of the prepare stage and into variant construction.
- Implemented an object-like interface for de::TextureVariant; very basic however it is only a placeholder.
Began reloc... - 03:02 Revision 97424303 (github): Changed the texture namespace name hash table relocating the next pointer for the linked list buckets out of de::Texture and into a simple list node struct.
- Object-like interface for de::Texture
- 00:03 Revision 6b9d114d (github): Completed renaming of de::GLTexture and de::GLTextureVariant to de::Texture and de::TextureVariant respectively.
2011-03-15
- 23:38 Revision e8718531 (github): Updated project files re name change of GLTexture to Texture
- 23:34 Revision 612b15db (github): Renamed source files for GLTexture and GLTextureVariant
- 23:30 Revision c4a1de1f (github): Fixed lookups using texture/material namespace ids.
- 20:59 Revision ac14fc20 (github): Further preparatory refactoring and clean up for texture atlases.
- I decided to tackle some of the remaining issues before attempting to merge the atlas stuff. Still a little more to b...
2011-03-14
- 18:48 Revision e2175370 (github): Win32: Fixed failed build due to nonstandard C syntax
- 17:27 Revision 739c16fc (github): Represent texture references in Materials with Uris.
- This adds some in-game overhead; all texture references in custom Materials are presently resolved each fractional ti...
- 16:32 Bug #956 (Closed): [Doom] Boss cubes crash on spawn if lacking mf_noclip
- If the cubes launched by the Boss Spitter don't have the mf_noclip flag, Dday will close with no error message when t...
- 15:52 Revision 3718d23b (github): Internalized gltexture_type_t within the engine.
- Usage in the public APIs replaced with texturenamespaceid_t. This is basically just a stepping-stone to texture refer...
2011-03-13
- 17:46 Revision 743338b6 (github): Copyright update
- 17:41 Revision dd67d9df (github): Use DMU in client world sim to move planes
- Plane movement is now occurring again on clientside.
Tic smoothing is not working properly yet, though. - 17:39 Revision f6ce6daa (github): Split DMU from the monolithic doomsday.h
- The public DMU API is also needed internally in the engine. There is a conflict
in map data structure declarations if... - 16:45 Revision 1e24d2bf (github): Clean up.
- 16:45 Revision fe772e70 (github): Normalize line endings.
- 16:30 Revision c9164891 (github): Completed preparatory refactoring of texture upload/processing for the introduction of texture atlases.
- There remains a few open issues (none new, I might add) however this feels like a natural place to stop and rest.
2011-03-12
- 19:31 Revision 522cfecf (github): Investigating frame deltas
- It seems that some deltas (especially mobjs) become malformed...
At least the client successfully attempts to move pl... - 19:29 Revision 8212c1e0 (github): Client's updatecount is useless
- The updatecount was intended to detect if a client misbehaves by
not sending any ticcmds, but there are better ways t... - 19:26 Revision ab618d94 (github): Clients are only allowed to spawn playerstarts.
2011-03-11
- 17:48 Revision a8462e44 (github): RSS: Fixed error counting
- 17:47 Revision d3db944a (github): CMake: Fixed jDoom64 build configuration
2011-03-10
- 20:17 Revision 5725ec38 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 20:16 Revision 272f9ce4 (github): RSS: Remove single periods from the commit subject
- 20:00 Revision d5c38af7 (github): Work progresses in fixing network client behavior.
- The client is now using the same logic for player behavior as
single-player. The clmobj is affixed to the real player... - 19:57 Revision e3f59305 (github): Removing obsolete things from the exports.
- 19:20 Revision 4712fe06 (github): Removed the "Host Game" menu item.
- The ability to run non-dedicated servers will be dropped.
It is currently still possible to start the host via consol... - 19:07 Revision 84d1d77d (github): Discarded ticcmds altogether.
- The actions and movement of players is not intended to be shared
via ticcmds any more. Thus they are completely obsol... - 19:06 Revision 94058d34 (github): Improved 64-bit assertion macro.
- 18:21 Revision f82251f1 (github): memcpy() was used with libc headers.
- 18:21 Revision 3c94ac33 (github): Fixing warnings.
- 18:21 Revision 7629e058 (github): "class" is a C++ keyword, so renamed all to "class_".
- 18:21 Revision 2fffbec0 (github): CMake: jDoom64 is built by default. Also included more headers.
2011-03-09
- 00:14 Revision 2b1bd0c3 (github): Tweaked the version ID a bit more.
- Moved time of build to the end.
2011-03-08
- 23:58 Revision 05bb1818 (github): Fixes that allow a client to join a network game
- Started work on debugging the network client. This commit fixes
the most glaring problems with client connect: data m... - 23:38 Revision e469e35c (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 23:36 Revision d6240641 (github): Saner 64-bit compile-time checks.
- __64BIT__ is now defined if the build is a 64-bit one. The 32/64-bitness
is included in the executable description (v... - 23:33 Revision d233d903 (github): Fixed a number of compiler warnings.
- Mostly about type conversions, discarding const.
- 08:52 Revision a91b5107 (github): RSS: Added a summary for each entry.
- 01:13 Revision e0875c69 (github): Use the non-ARB versions of the multitexture function pointer types on Windows.
- 00:32 Revision 1b144629 (github): Refactored interface to OpenGL with a minimum requirement of version 1.4
- * If the implementation reports a lower than required version; display a critical message and gracefully abort startu...
2011-03-07
- 10:19 Revision e9074ea5 (github): Added DOOMSDAY_RELEASE_TYPE and a more logical version ID.
- The Doomsday version text now contains the release type
(unstable, candidate, stable). Revised the way the version
te...
2011-03-05
- 19:37 Revision ea238380 (github): Fixed dedicated server UI on ncurses / Mac OS X
- Most likely this fixes the dedicated server UI also for other
Unix builds. Added checks for isDedicated in various pl... - 14:46 Revision 704510a5 (github): Lets not leave it to the gl implementation to decide the actual internal format for textures when the user has explictly requested that compression be disabled.
- 14:08 Revision 4aab2a8d (github): Continuing the refactoring of texture uploading/processing. Hmm, why are we converting *all* texture types to RGB(A) prior to upload even if we request a different gl format (they'll have to be converted again before they can be used by the implementation)?
- 11:05 Revision 21581093 (github): RSS: Fixed a typo.
- 11:02 Revision 265aa044 (github): RSS: Improved appearance of build status table
- 10:40 Revision bfc95e64 (github): RSS: Informative build status table
- Organized all the build information into a nice-looking table.
Warnings and errors are counted in build logs and show...
2011-03-04
- 18:25 Revision 09e8286e (github): RSS: Terminology tweak.
- 17:58 Revision 73e79924 (github): RSS: Prettier formatting for commit body.
- Removed newlines from commit body, leaving only paragraph breaks.
This makes the text reflow better in a web browser ... - 17:46 Revision 6b3036c8 (github): RSS: Crop very long commit subject lines.
- If the commit subject line is very long (maybe the committer has not included
one), break down the subject line after... - 15:48 Revision b0a2473a (github): Build script: Fixes and fine-tuning.
- HTML tags in revision log entries are now converted to character
entities. Added a command for regenerating the revis... - 15:44 Bug #955 (Closed): Dynamic lights and animated textures
- If one has an animated texture with dynamic lights on more one frame, the lights don't move from wherever they are on...
- 14:29 Revision 290caf28 (github): Changed: Removed dependence on the GLU library; the only thing we were using it for was gluBuild2DMipmaps. As a temporary measure I've borrowed code for this from the Mesa 3D graphics library to ensure continuity and to avoid introducing any new issues. However we now have at least three different algorithms for generating mipmaps and I'm presently in the process of combining them. We really only need one fallback algorithm on application side; we should instead make use of the GL_ARB_imaging functionality where available to accelerate all image processing on the GPU.
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