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From 2011-06-12 to 2011-06-25

2011-06-23

17:32 Feature #1540 (Rejected): Smaller near clip distance
With the current glNearClip = 5, view models get clipped away too much too easily. I experimented with glNearClip = 0... jimigrey
17:13 Revision fbf5c367 (github): Hexen: Fix crash if player has no mobj
It seems that the player no longer has a mobj after
disconnecting from a netgame and starting a new
singleplayer game...
skyjake
17:01 Revision 8b1f947f (github): Hexen: Fixed immediate plane moves
The client was ignoring plane moves that
happened with speed zero, meaning the move
is supposed to happen immediately...
skyjake
16:34 Revision b696524c (github): Hexen: Fixed polyobj rotation
There was a problem with converting negative
fixed-point angles to floats and vice versa.
We need to switch to float...
skyjake
16:05 Revision 9ffd9c26 (github): Hexen: Fixed bug in mobj collision testing
For Hexen the thing.onMobj value was never reset,
meaning that once a mobj got on another one, it
stayed there foreve...
skyjake
16:03 Revision 8badd652 (github): Hexen: Fixed potential crash when landing on a mobj
skyjake

2011-06-22

17:31 Revision 9065f22a (github): Fixed: Do not interpolate the resizing of the view window when initializing
dimensions for the first time. danij
14:49 Revision 95bb598c (github): Changed: Added default Patch Replacement definitions for the DOOM intermission
screens to values.ded and added a SkipIf -nodefaultfx check so that they can
be excluded from the command line.
danij
01:02 Revision 48879587 (github): Fixed: Font renderer did not factor in tracking when calculating the visible
x offset when a text block is split into two fragments. danij
00:59 Revision e0fde6a4 (github): Changed: Moved the built-in patch replacement strings for the DOOM game menu into values.ded
danij

2011-06-21

12:40 Bug #666: [Hexen] Inefficient "kill" command and massacre cheat
Another "issue" with the kill console command and massacre cheats in Heretic and HeXen:
Not a bug as such, more an...
vermil

2011-06-19

13:23 Revision 4053c9ee (github): Hexen: Disallow state actions on client
The client cannot execute any mobj state action functions.
The server executes them and the effects are transmitted
a...
skyjake
10:31 Revision 6bf2972b (github): Refactor: Relocated view window interpolation into the engine as it makes no
sense to keep this on game side now. danij
09:10 Bug #965 (Closed): [XG] Plane texture class gives new flat a tint of 0
Pretty much as the subject states. If there is no material def for the new flat, Dday will default its tint to 0.
...
vermil

2011-06-18

20:10 Revision 7df4ba5b (github): Changed: When cvar "rend-dev-wireframe"=1 the text decorations (i.e., shadow
and glitter) are now drawn in wireframe as well as the text itself. danij
19:27 Revision bf4c5e80 (github): Added cvar "inlude-patch-replacement" to control patch replacement in
the intermission. Usage is analogous to "menu-patch-replacement" except
scoped to patches drawn in the intermission.
danij
18:38 Revision 2142e3a8 (github): Refactor: Specify the patch replacement mode as an argument to Hu_ChoosePatchReplacement*
danij
15:50 Revision b1c333c5 (github): Refactor: Removed last remnants of font renderer state configuration from the
WI_DrawPatch* family of functions. danij
15:29 Revision 5404c12a (github): Improved API symmetry between the GL_DrawPatch* and FR_DrawText*/WI_DrawPatch function families.
danij
15:23 Revision 8edb3802 (github): Use WI_DrawPatch* argument defaults when applicable.
danij
15:14 Revision 4e950b3e (github): Improved API symmetry between the WI_DrawPatch* and FR_DrawText* function families.
danij
15:06 Revision 48c12630 (github): Refactor: Removed WI_DrawPatch3. Current font is a member of the font renderer
state and is assumed to be configured prior to calling any of the WI_DrawPatch*
family of functions.
danij
14:51 Revision 05625e51 (github): Refactor: Removed WI_DrawPatch4. Text color and alpha are now members of the
font renderer state and are assumed to be configured prior to calling any of
the WI_DrawPatch* family of functions.
danij
13:02 Revision 61ceb791 (github): Hexen: Allow mobjs to tick locally
Fixes the problem where missiles and other objects destroyed
during a state sequence do not disappear on clientside.
skyjake
12:50 Revision 6a9af13c (github): Hexen: Fixed HUD in multiplayer
The DDPF_LOCAL flag is obsolete and should not be used. skyjake
12:48 Revision 2c8f4791 (github): Hexen: Weapon attack requests to server
Fixes the problem of no damage for any of the player's punches. skyjake
10:16 Feature #1539: Armor, powerups (object status) controls 3D model representation
I imagine that Deng team would prefer to define a general system that allowed the model maker to define a model or mo... vermil
00:09 Feature #1539 (Progressed): Armor, powerups (object status) controls 3D model representation
In jHexen, when you pick up pieces of armor, they affect your armor class and stick with you. It would be neato to b... zoeikon
06:13 Feature #1538: XG: (de)activation event option when changing line types
Closing as duplicate. danij

2011-06-17

15:51 Revision b68eb7f6 (github): Heretic: Fixed player morph state reset during death
The player's clientside state was not correctly updated when
a morphed player died. Now the class and morph tics are
...
skyjake
13:54 Revision abfe72a9 (github): Refactor: Removed WI_DrawPatch5. The text shadow and glitter strengths are now
members of the font renderer state and are assumed to be configured prior to
calling any of the WI_DrawPatch* family ...
danij
13:48 Revision 3a99a59f (github): Fixed FR_DrawChar3 called FR_DrawText instead of FR_DrawText3
danij
12:21 Revision 54724e99 (github): Refactor: Removed the now unnecessary menu-specific MN_DrawText* family of functions.
danij
07:48 Bug #964 (New): [XG] Sounds ignore defined group
Sounds played via XG ignore the sound group if the sounds definition has one.
*Labels:* XG
vermil

2011-06-16

13:57 Revision bfc25c95 (github): Added current color to the font renderer attribute stack.
danij

2011-06-14

03:07 Revision b58b5a71 (github): Font renderer cleanup.
danij
01:52 Revision e239f4bb (github): Refactor: Removed distinction between text blocks and text fragments
at font renderer API level. This distinction need only exist within
the engine.
danij
00:49 Revision a046e700 (github): Remove unnecessary temporary buffer in FR_DrawText
danij

2011-06-13

23:05 Revision a3b1e5af (github): Whitespace changes in doomsday.def
danij
22:59 Revision c58db312 (github): Refactor: Improved symmetry of the font renderer API - all text draw
commands (block, fragment and character) now use the same argument list.
Also added some further documentation about ...
danij
20:18 Bug #963 (New): "spawnmobj" baddies auto wake up in area the player has shot
Bad guys spawned by the spawnmobj console command automatically wake up and seek the player if they are spawned in a ... vermil
19:41 Revision d1e97e7c (github): Commented the interfaces for the font renderer's text drawing commands.
danij

2011-06-12

14:17 Revision 52591c87 (github): Cleanup.
danij
14:05 Revision da19811b (github): Refactor: Turned the caseScale argument for FR_DrawText into a
font renderer state attribute. danij
12:16 Revision d9cfd2b7 (github): Implemented font renderer current attribute getter methods for querying
shadowOffset shadowStrength and glitterStrength to complete the set. danij
11:38 Revision 91376c74 (github): Refactor: Renamed FR_SafeFontIdForName to FR_FindFontForName
Refactor: Renamed FR_FontIdForName to R_MustFindFontForName and
moved out of the engine into plugins/common/src/g_game.c
danij
11:09 Revision 39441156 (github): Renamed api/dd_bitmapfont.h to api/dd_fontrenderer.h
danij
11:02 Revision 30f0bc89 (github): Renamed include guard strings for dd_bitmapfont.h and gl_font.h to reflect
their current roles. danij
10:59 Revision 0bace5c0 (github): Refactor: Renamed FR_Font to FR_BitmapFontForId and FR_GetCurrentId to FR_Font
danij
10:20 Revision 067dcdc3 (github): Refactor: Removed all arguments from FR_DrawText that are now in the font
renderer attribute stack. Refactored callers to configure attribute state.
Fixed: Map name displayed while the autom...
danij
09:09 Revision fac91315 (github): Refactor: Removed the color+alpha arguments for FR_DrawText and replaced
with the current GL color+alpha values. danij
08:17 Revision 4fad5518 (github): Added "leading" to the font renderer attribute stack.
danij
07:01 Revision f975ae6c (github): Refactor: Added a drawTextFlags argument to the WI_DrawPatch family of functions.
Moved the MN_MergeMenuEffectWithDrawTextFlags logic out and made this the
responsibility of the caller.
As of this c...
danij
06:11 Revision 3e97cfa6 (github): Refactor: Removed alignment flags from drawTextFlags and replaced their
usage with the general purpose alignmentFlags defined in dd_share.h danij
05:07 Revision df9171f4 (github): Refactor: Dropped the "initial count" argument from the font renderer's
draw-text-fragment argument list. Callers should not be manipulating
this value; the engine will do so according to t...
danij
04:46 Revision afd697f0 (github): Refactor: Glitter strength is now a font renderer state attribute.
danij
04:08 Revision af859e1e (github): Refactor: Shadow strength is now a font renderer state attribute.
danij
03:11 Revision 1fda008d (github): Switched values for DTF_ALIGN_TOP and DTF_ALIGN_BOTTOM to match alignmentFlags
danij
03:09 Revision 898ad8ed (github): Refactor: Implemented an attribute stack (max depth=4)for the engine's
font renderer and added the tracking and shadow offset properties to it.
Note that the current font is NOT a member o...
danij
 

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