Activity
From 2011-03-26 to 2011-04-08
2011-04-08
- 23:56 Feature #1534: Alternative for decoration light pattern skip
- Yea, some kind of merge or limit sounds what I've been thinking. Though if the surface is large enough, then there co...
- 23:40 Feature #1534: Alternative for decoration light pattern skip
- I think I see now where this suggestion has come from. Its because you are wanting the engine to dynamically "merge" ...
- 23:35 Feature #1534: Alternative for decoration light pattern skip
- So the intention is to limit the maximum number of times the decoration will tile, so that a single definition is int...
- 23:31 Feature #1534: Alternative for decoration light pattern skip
- It's easier to align LITE5 kind of lights to floors and ceilings, as they can be fitted nearly anywhere. But that kin...
- 23:27 Feature #1534: Alternative for decoration light pattern skip
- 72 lights vs 9 lights
*Attachments:*
* http://sourceforge.net/p/deng/feature-requests/_discuss/thread/a6b04f0b/7681/... - 23:27 Feature #1534: Alternative for decoration light pattern skip
- Perhaps it would help if you could explain what this placement method is intended to enable and/or examples of when i...
- 23:08 Feature #1534: Alternative for decoration light pattern skip
- Image with more explanation
*Attachments:*
* http://sourceforge.net/p/deng/feature-requests/_discuss/thread/a6b04f0b... - 22:19 Feature #1534: Alternative for decoration light pattern skip
- Ok, I made some image that might explain it a bit better, I hope.
- 22:18 Feature #1534: Alternative for decoration light pattern skip
- I have read this through numerous times in an attempt to wrap my head around your suggestion but I've no idea what yo...
- 19:37 Feature #1534 (Rejected): Alternative for decoration light pattern skip
- I have another idea for decoration lights. It would be some sort of density. It would always create at least one ligh...
- 21:31 Feature #1533: Decoration light color from sector
- Is it useful though? Artistically speaking, when would one realistically want the light decoration color to be the sa...
- 20:52 Feature #1533: Decoration light color from sector
- Yes, I meant that they would use the sector's light color. I experimented on this myself. I made it so that if I set ...
- 18:12 Feature #1533: Decoration light color from sector
- It shouldn't be necessary to create multiple copies of the same texture. You can use the same texture with as many ma...
- 09:14 Revision 464280eb (github): Returned dpExample back to a releasable state.
- 08:51 Revision f80ced95 (github): Removed the experimental model decoration stuff. It was only implemented as way for various individuals to test their work-in-progress models in-game. I now need to make some changes to this subsystem and as this code isn't going to go into a release build its time for it to go.
- It is still available in our revision history, so if you want to continue experimenting with it you can do so by chec...
- 08:02 Revision 553649e4 (github): Fixed: R_PrecacheMap was in charge of initializing the decorated and glowing surface lists. Consequently they would not be built if playing back a demo.
- Minor cleanup.
- 07:51 Revision 94341fc8 (github): Optimize: createGlowLightForSurface can early out if the Surface's Material is not presently glowing at this time.
- 06:33 Feature #1531: "take" cmd to take away pickup powers
- I suggest that we do not allow "give" to work like this and instead implement a "take" console command. The only reas...
- 06:02 Revision 3c19bad2 (github): Visibility of TextureVariant can now be restricted to the Textures and Materials subsystems.
- Todo: Materials should not need to know of them either - refactor API
- 03:16 Revision 5ce03664 (github): Relocated image analysis records out of TextureVariant and into Texture as these aren't really variable. If we do want per-variant values it would be trivial to transform the general case according to the variant's specification in an accessor.
- Perform image analyses immediately after source image load and prior to variant construction/preparation.
2011-04-07
- 21:31 Feature #1533 (Rejected): Decoration light color from sector
- Just a thought that it could be useful if the color of the decoration lights could match the light color set in the s...
- 09:57 Revision 29e01b67 (github): Moved the method argument for Textures::chooseVariant to the front as it looks prettier :-)
- Removed type argument from choosevariantworker_paramaters_t as we don't need to know at this level.
- 09:40 Revision 3b8f9c56 (github): Cleanup.
- 07:27 Revision 080698c0 (github): Switched Texturess::findPreparedVariant to use an exact-match method when looking for suitable candidates as the rest of the subsystem should be functionally correct (if not all that pretty in places). Added a _DEBUG only sanity check to assit in routing out any remaining bugs. So far so good.
- Do not do a full texture/material specification comparison if given two pointers to the same object.
- 04:37 Revision 8aeb8d2f (github): Refactor: All routines in gl_tex.c/h which use ColorPalettes are now passed pointers to them rather than their associated indices in the list owned by the refresh module. R_ToColorPalette now results in a fatal error if given an invalid palette index.
- 04:04 Revision b66f9338 (github): Relocated GL_PalettizeImage, GL_QuantizeImageToPalette and GL_DeSaturatePalettedImage from gl_texmanager.c/h and into gl_tex.c/h where they belong.
- 03:00 Revision af1d54ea (github): Fixed a couple of typos in comments.
- 02:38 Revision a3124840 (github): Optimize: Store detail texture variant specifications into a set of buckets according to their quantized contrast value. As detail specifications have only one property (i.e., the contrast value) this means that search/selection performance is now bounded to O(1) with no divergence for best/worst cases.
- 00:07 Revision 4922d9be (github): Optimize: Refactored away unnecessary heap allocation in getVariantSpecificationForContext. Querying for and retrieval of a known TextureVariantSpecification no longer involves dynamic allocations.
2011-04-06
- 11:53 Feature #1532 (New): [Doom|Heretic] Secret found message text
- There doesn't seem to be an external text string for this one.
HeXen has no secrets and hence doesn't have a secre... - 04:04 Revision 54d6eac5 (github): Defer TextureVariant construction until after source image load.
- Cleanup.
2011-04-05
- 22:29 Revision 9d54847a (github): Fixed warnings about printf style format specifier and argument type mismatch %lu != (unsigned int)
- I find it rather interesting that I continue making this very specific mistake. Its not like I don't know the differe...
- 22:18 Revision 49c16e2e (github): Continued texture upload refactoring:
- * Moved aquisition of a GL texture name for TextureVariant out of the prepare stage and into construction.
* Track th... - 18:08 Revision 63d6490c (github): Fixed warnings about argument types
- The format %lu is "long unsigned int", while the provided
arguments were of type "unsigned int". - 11:20 Revision a0cb741c (github): Represent the detail texture contrast factor with uint8_t in DetailVariantSpecification
- 07:52 Revision c32bd4a1 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 07:30 Revision 3ca9b914 (github): Cleanup of libcommon's IterList
- 05:16 Revision 01e3c022 (github): Fix memory leak in libcommon's P_DestroyIterList
- 05:08 Revision 49b351b0 (github): If collectFilePaths does not find any paths then the found path list will not have been allocated.
2011-04-04
- 17:58 Revision ae98c8f2 (github): RSS: Omit the commit count if build has no commits
- 17:39 Revision 32393c15 (github): Fixed reallocation-to-zero and subsequent leaks plus real heap/zone mixups in Wad::resizeLumpStorage
- 15:35 Revision 488de18b (github): Fix compilation warning
- 13:32 Revision 27bc54f9 (github): DAM_Shutdown was not called during game change.
- 13:04 Revision 0431c6a9 (github): Fixed memory leak in FinaleInterpreter::executeCommand
- 12:49 Revision 6e5a83d6 (github): GL_ClearSystemTextures was not called during engine shutdown.
- 11:37 Revision d00cd232 (github): Fixed verbose log message announcing new model skin names.
- 10:48 Revision b6f8b2b4 (github): Fixed DED material stage copy failed to construct copies of the texture reference Uris.
- Fixed DED submodel copy failed to clear the filename and skinFilename reference Uris.
Fixed DED material id memory leak. - 10:03 Revision 1c09fcc4 (github): Fixed memory leak in Uri destructor.
- 09:12 Revision f1322bd5 (github): Fixed memory leak in ResourceNamespace destructor.
- 09:04 Revision 444add54 (github): Fixed memory leak in collectFilePaths and do not allocate a found path buffer until the first is located.
2011-04-03
- 19:34 Revision f08458cd (github): Texture upload refactoring continues:
- * Store the used/assumed color palette index for the loaded image data in de::Image making it possible to determine t...
2011-04-02
- 20:15 Revision 80b7f13b (github): Merge dangling commits (TortoiseGit bug?).
- 18:46 Revision 96dc0730 (github): Further refactoring of the texture upload/processing pipeline in ringzero:
- * Began replacing the use of TextureVariantUsageContext identifiers, turning the context-specific logic branching int...
2011-03-31
- 15:01 Bug #959 (New): [Doom] Crushed bad guys and tag666
- I just tried E1M8 of this episode 1 map set in both Dday 1.8.6 and beta 6.9 and the 666 tag wasn't always triggering....
2011-03-30
- 15:00 Bug #961: Hexen crashes on start-up with certain xccp models
- Doomsday output log
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/17bb9fee/6f91/attachment/doo... - 12:31 Feature #1531 (New): "take" cmd to take away pickup powers
- Not all give console commands for timed pickups can't be turned off by re-entering the command in beta 6.9.
*Label... - 11:46 Feature #1530 (New): [XG] ltf_count requirement
- I would like to propose a new XG requirement type; ltf_count.
With the associated fields; "Count = X", "Count abov... - 11:09 Bug #958 (Closed): XG: when_last and count line types
- The when_last requirement only functions when the line itself changes its own count from 2 to 1.
If the count of ...
2011-03-29
- 03:29 Revision e5c12fc7 (github): Continued work on ringzero:
- * Began replacing the use of TextureVariantUsageContext identifiers, turning the context-specific logic branching int...
2011-03-28
- 18:08 Revision d60786c5 (github): Unix: Fixed some compiler warnings.
- 15:50 Revision a35edf80 (github): Continued work on ringzero:
- * Moved auto-generation of materials out of the flat/patchcomposite/sprite texture init routines and into a function ...
2011-03-27
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