Activity
From 2011-06-17 to 2011-06-30
2011-06-30
- 17:47 Revision 7d38bd8e (github): Refactor: Split font management out of gl_font.c/.h and into fonts.c/.h Refactor: Renamed gl_font.c/.h to rend_font.c/.h Refactor: Fonts are owned by the "Fonts Collection" rather than the font renderer.
- 14:34 Revision 846ff091 (github): Added: CCmd "listfonts" - list known fonts which match the search criteria (if specified).
- 06:12 Feature #1542 (New): Use hit origin for Damage generator
- The Damage generator type spawns particles when the obj is shot. However they always appear in the same place regardl...
2011-06-28
- 23:40 Feature #1539: Armor, powerups (object status) controls 3D model representation
- Yeah, I was actually thinking that myself while writing this... That really makes the most sense! :) Doomguy with g...
- 23:32 Feature #1541 (Progressed): Joystick axis settings (sensitivity, max speed)
- Mouse has sensitivity controls for both yaw and pitch
input-mouse-x-sensi
input-mouse-y-sensi
However, joystick ...
2011-06-26
- 17:21 Revision 4b8f6291 (github): R_SetViewPortPlayer() replaces DD_DISPLAYPLAYER
- The engine's displayPlayer was used internally to store
which player is being rendered in a particular viewport.
Howe... - 16:55 Revision 09939d6a (github): Refactor: Reworked view- window/port management somewhat - the engine now tracks
- the window dimensions for each viewport and exposes HOOK_VIEWPORT_RESHAPE, a new
plugin hook which is called automati...
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...
- 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
2011-06-21
- 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...
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.
- 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.
...
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.
- 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...
- 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...
- 06:13 Feature #1538: XG: (de)activation event option when changing line types
- Closing as duplicate.
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.
- 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
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