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From 2011-06-18 to 2011-07-01

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.
danij
14:34 Revision 846ff091 (github): Added: CCmd "listfonts" - list known fonts which match the search criteria (if specified).
danij
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... vermil

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... zoeikon
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 ...
smoothshoes

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...
skyjake
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...
danij

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
 

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