Activity
From 2011-06-12 to 2011-06-25
2011-06-23
- 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... - 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... - 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... - 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... - 16:03 Revision 8badd652 (github): Hexen: Fixed potential crash when landing on a mobj
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.
- 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. - 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.
- 00:59 Revision e0fde6a4 (github): Changed: Moved the built-in patch replacement strings for the DOOM game menu into values.ded
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... - 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.
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.
- 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. - 18:38 Revision 2142e3a8 (github): Refactor: Specify the patch replacement mode as an argument to Hu_ChoosePatchReplacement*
- 15:50 Revision b1c333c5 (github): Refactor: Removed last remnants of font renderer state configuration from the
- WI_DrawPatch* family of functions.
- 15:29 Revision 5404c12a (github): Improved API symmetry between the GL_DrawPatch* and FR_DrawText*/WI_DrawPatch function families.
- 15:23 Revision 8edb3802 (github): Use WI_DrawPatch* argument defaults when applicable.
- 15:14 Revision 4e950b3e (github): Improved API symmetry between the WI_DrawPatch* and FR_DrawText* function families.
- 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. - 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. - 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. - 12:50 Revision 6a9af13c (github): Hexen: Fixed HUD in multiplayer
- The DDPF_LOCAL flag is obsolete and should not be used.
- 12:48 Revision 2c8f4791 (github): Hexen: Weapon attack requests to server
- Fixes the problem of no damage for any of the player's punches.
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
... - 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 ... - 13:48 Revision 3a99a59f (github): Fixed FR_DrawChar3 called FR_DrawText instead of FR_DrawText3
- 12:21 Revision 54724e99 (github): Refactor: Removed the now unnecessary menu-specific MN_DrawText* family of functions.
2011-06-16
2011-06-14
- 03:07 Revision b58b5a71 (github): Font renderer cleanup.
- 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. - 00:49 Revision a046e700 (github): Remove unnecessary temporary buffer in FR_DrawText
2011-06-13
- 23:05 Revision a3b1e5af (github): Whitespace changes in doomsday.def
- 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 ... - 19:41 Revision d1e97e7c (github): Commented the interfaces for the font renderer's text drawing commands.
2011-06-12
- 14:17 Revision 52591c87 (github): Cleanup.
- 14:05 Revision da19811b (github): Refactor: Turned the caseScale argument for FR_DrawText into a
- font renderer state attribute.
- 12:16 Revision d9cfd2b7 (github): Implemented font renderer current attribute getter methods for querying
- shadowOffset shadowStrength and glitterStrength to complete the set.
- 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 - 11:09 Revision 39441156 (github): Renamed api/dd_bitmapfont.h to api/dd_fontrenderer.h
- 11:02 Revision 30f0bc89 (github): Renamed include guard strings for dd_bitmapfont.h and gl_font.h to reflect
- their current roles.
- 10:59 Revision 0bace5c0 (github): Refactor: Renamed FR_Font to FR_BitmapFontForId and FR_GetCurrentId to FR_Font
- 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... - 09:09 Revision fac91315 (github): Refactor: Removed the color+alpha arguments for FR_DrawText and replaced
- with the current GL color+alpha values.
- 08:17 Revision 4fad5518 (github): Added "leading" to the font renderer attribute stack.
- 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... - 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
- 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... - 04:46 Revision afd697f0 (github): Refactor: Glitter strength is now a font renderer state attribute.
- 04:08 Revision af859e1e (github): Refactor: Shadow strength is now a font renderer state attribute.
- 03:11 Revision 1fda008d (github): Switched values for DTF_ALIGN_TOP and DTF_ALIGN_BOTTOM to match alignmentFlags
- 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...
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