Activity
From 2011-04-05 to 2011-04-18
2011-04-18
- 23:54 Revision b560e772 (github): Renamed ddccmd_t to ccmd_t
- 23:51 Revision 50136dfb (github): Renamed ccmd_t to ccmdtemplate_t
- 23:36 Revision 53752c83 (github): Refactored away the copy of ccmd_t (used during command registration) stored in ddcmd_t
- 22:46 Revision 375d7668 (github): Renamed ddcvar_t to cvar_t
- 22:43 Revision 3cbfb29a (github): Renamed cvar_t to cvartemplate_t
- 22:29 Revision 51d76633 (github): Refactored Con_FindVariable into Con_GetVariableType and removed the cvar argument from the notification callback. This addresses an engine-internal object visibility issue in the public API.
- Fixed ddcvar_t to cvar_t cast problem in the multiplayer player setup menu.
- 17:33 Revision 9acdb07e (github): Removed obsolete scripts
- 17:28 Revision 0fe3d3f4 (github): Client: Fixed picking up of items (and player pos changes)
- Instead of trying to handle object position changes on its own, the engine
now relies on the exported P_TryMove3f. Th... - 17:17 Revision 975e2729 (github): Added P_TryMove3f
- The function is in the common game plugin and is exported out from the game.
- 01:57 Revision 0687fa21 (github): Don't use Str_Copy in PathDirectory::internName as this makes a "full copy", allocating storage equal to the reserved size in the source string.
- My first thought was to implement a "squeeze" method (in Qt parlance) but as ddstring_t allocates from the Zone and t...
- 00:38 Revision c7e02041 (github): Minor tweaks to PathDirectoryNode::ComposePath and function header comments in pathdirectory.h
- 00:26 Revision 26683707 (github): When composing paths to branches in PathDirectoryNode_ComposePath always add a closing delimiter.
- Cleanup.
2011-04-17
- 21:46 Revision a5bfc90e (github): Further optimizations to PathDirectory:
- * Added node name interning mechanism.
* Store node name hashes alongside the interned name to avoid rehashing.
* Use... - 11:27 Revision 565b0daf (github): Client: Allow spawning objects with MF_LOCAL
2011-04-16
- 20:27 Revision 170d8191 (github): Refactored PathDirectory turning the path fragment delimiter into an insert-time/compose-time argument. It is now possible to populate the directory without needing to convert directory separators so long as they have been normalized prior to insertion (i.e., not mixed, for example "data/jdoom\models/"). PathDirectory itself can now be used to do the "conversion" at compose-time.
- 19:43 Revision a8fcae31 (github): Unmanaged texture upload log message in _DEBUG builds now verbose >= 1
- 19:16 Revision 6514c1aa (github): Fixed: F_AllResourcePaths resulted in bogus leaf nodes being added to FileDirectory for all subdirectories of the matched search path. For example, if the directory data\jdoom\models\ exists in the real filesystem and the search data\jdoom\* is executed, a new leaf was created for "models" despite it not being a leaf.
- Optimize: PathDirectory once again no longer stores the path delimiter along with each non-leaf path fragment.
- 15:36 Revision d2e17668 (github): Further minor optimizations to PathDirectory
- 04:01 Revision 6cc7007c (github): Fix typo in previous commit.
- 03:50 Revision 35e24a98 (github): Refactored away fixed-length path buffer in PathDirectoryNode::MatchDirectory
- Cleanup.
2011-04-15
- 20:59 Revision 8f47c3fa (github): Reimplemented FileDirectory, encapsulating an instance of PathDirectory.
- 18:29 Revision 42aae911 (github): Client: Fixed tick smoothing (for the most part)
- Removed the obsolete client-only player think. Now the client
uses the regular P_PlayerThink(). - 16:19 Revision a39468d0 (github): Cosmetic whitespace changes in source
- 16:19 Revision 391157bc (github): Fixed view info calculations in R_SetupFrame
- The view information for effectively only calculated for
player #0 only, as the final parameters were always set
for ... - 16:16 Revision a66ee864 (github): Client: MobjThinker ignores partial/unpredictable clmobjs
- 14:20 Revision cb60404f (github): Applied the path fragment hash optimization to PathDirectory.
- Switched PathDirectory and FileDirectory to allocate all internally used storage (other than ddstring_t) from the rea...
- 13:04 Revision fc7ef442 (github): Optimize: Implemented a path fragment hashing scheme to FileDirectory in place of the simple linear search and significantly improving the average-case search time. This is now of the same time-complexity as the search algorithm used with material namespaces (hint, hint).
- Todo: Apply the same optimization to PathDirectory
- 12:47 Revision 3daf1986 (github): CCmd "Load" should look for RC_PACKAGE resources and not attempt to guess (thus allowing WAD/PK3/ZIP resources to be found from a search string which doesn't specify a file extension).
- 00:46 Revision 83768f32 (github): Reimplemented the material namespace namehash.
2011-04-14
- 19:09 Revision 1e477958 (github): Client: Fixed issue with "ghost" MT_TROOPs
- The client was spawning local MT_TROOPs that couldn't
be damaged. - 18:28 Revision 64ef9a3c (github): Fixed weapon change glitches in multiplayer
- On server-side the player controls were never checked
and the player brain was uninitialized (thus the forced
change ... - 17:45 Revision 08d00044 (github): Fixed: Particle generator flags ptf_vflat, ptf_hflat and ptf_flat should be ignored for line and model type particles.
- Replaced P_CheckPtcPlanes as it no longer necessary. We track changes to a surface's current material, so instead do ...
- 15:23 Revision 28b960ed (github): MSVC: Fixed pointer arithmetic in cl_mobj.c
- 13:49 Revision 5d6e7cd5 (github): Split the material binding definition association links out of MaterialBind and into a new info struct named MaterialBindInfo. This extended info is now only attached to the binding upon successful preparation of the first derived variant of the associated Material (reducing storage overhead for unused Materials).
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.
- 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... - 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...
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... - 18:53 Revision 9c93e2dd (github): Fixing warnings and doing general code cleanup.
- For instance, there were some unused music functions in the Quicktime driver.
- 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.
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...
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...
- 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.
- 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 ...
- 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...
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.
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