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From 2011-03-31 to 2011-04-13

2011-04-12

22:54 Revision 2b0e4cd5 (github): Z height information in mobj deltas
The Z information is sent also if just the plane heights change. skyjake
22:52 Revision f91ccd91 (github): Mobj flags synced from server to client
In an effort to ensure that mobj state is properly transmitted from
the server to the clients, moved the mobj flags a...
skyjake
18:51 Revision e6013015 (github): Client mobjs are treated like regular mobjs
The client mobjs are added to the thinker list and use the game's
mobj thinker function. However, at the moment, P_Mo...
skyjake

2011-04-11

18:56 Revision ae7e1daa (github): Refactoring clientside mobjs and player data
Client mobjs are now equivalent to game mobjs + an attached extra info struct.
This allows handling the mobjs as-is i...
skyjake
18:53 Revision 9c93e2dd (github): Fixing warnings and doing general code cleanup.
For instance, there were some unused music functions in the Quicktime driver. skyjake
09:05 Revision 1773041a (github): GL texel minification and magnification modes are now defined in TextureVariantSpecification
Todo: Refactor TextureVariantSpecification removing all magic numbers, dualities etc, etc. danij

2011-04-10

13:56 Revision 97fb9d8c (github): Refactoring continues:
* Reimplemented updating of Materials after an engine reset/update. The new mechanism moves all update logic into the... danij

2011-04-09

21:55 Revision b93d3dbb (github): Refactoring continues:
* Removed patching of de::Material within the Materials subsystem and re-implemented it within the DED reader, patchi... danij
12:24 Revision 9ca351f2 (github): Reimplemented Def_CreateAutoMaterials to generate new Material definitions rather than interface directly with the Materials subsystem. All concrete Materials are now constructed from definitions in the same manner and at the same time.
danij
09:19 Revision 8efc5ac7 (github): Continued refactor of the Textures and Materials subsystems:
* Record logical dimensions of a texture in de::Texture, set to width = height = 0 in the default constructor. Added ... danij
00:15 Feature #1534: Alternative for decoration light pattern skip
The problem with this idea is that it asks the engine to interpret your intentions in a non-trivial way for every sur... danij

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... jimigrey
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" ... danij
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... danij
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... jimigrey
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/...
jimigrey
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... danij
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...
jimigrey
22:19 Feature #1534: Alternative for decoration light pattern skip
Ok, I made some image that might explain it a bit better, I hope. jimigrey
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... danij
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... jimigrey
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... danij
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 ... jimigrey
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... danij
09:14 Revision 464280eb (github): Returned dpExample back to a releasable state.
danij
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... danij
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. danij
07:51 Revision 94341fc8 (github): Optimize: createGlowLightForSurface can early out if the Surface's Material is not presently glowing at this time.
danij
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... danij
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 danij
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. danij

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... jimigrey
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. danij
09:40 Revision 3b8f9c56 (github): Cleanup.
danij
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. danij
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.
danij
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.
danij
03:00 Revision af1d54ea (github): Fixed a couple of typos in comments.
danij
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.
danij
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.
danij

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...
vermil
04:04 Revision 54d6eac5 (github): Defer TextureVariant construction until after source image load.
Cleanup. danij

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... danij
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...
danij
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".
skyjake
11:20 Revision a0cb741c (github): Represent the detail texture contrast factor with uint8_t in DetailVariantSpecification
danij
07:52 Revision c32bd4a1 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
danij
07:30 Revision 3ca9b914 (github): Cleanup of libcommon's IterList
danij
05:16 Revision 01e3c022 (github): Fix memory leak in libcommon's P_DestroyIterList
danij
05:08 Revision 49b351b0 (github): If collectFilePaths does not find any paths then the found path list will not have been allocated.
danij

2011-04-04

17:58 Revision ae98c8f2 (github): RSS: Omit the commit count if build has no commits
skyjake
17:39 Revision 32393c15 (github): Fixed reallocation-to-zero and subsequent leaks plus real heap/zone mixups in Wad::resizeLumpStorage
danij
15:35 Revision 488de18b (github): Fix compilation warning
danij
13:32 Revision 27bc54f9 (github): DAM_Shutdown was not called during game change.
danij
13:04 Revision 0431c6a9 (github): Fixed memory leak in FinaleInterpreter::executeCommand
danij
12:49 Revision 6e5a83d6 (github): GL_ClearSystemTextures was not called during engine shutdown.
danij
11:37 Revision d00cd232 (github): Fixed verbose log message announcing new model skin names.
danij
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.
danij
10:03 Revision 1c09fcc4 (github): Fixed memory leak in Uri destructor.
danij
09:12 Revision f1322bd5 (github): Fixed memory leak in ResourceNamespace destructor.
danij
09:04 Revision 444add54 (github): Fixed memory leak in collectFilePaths and do not allocate a found path buffer until the first is located.
danij

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... danij

2011-04-02

20:15 Revision 80b7f13b (github): Merge dangling commits (TortoiseGit bug?).
danij
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... danij

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.... vermil
 

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