Activity
From 2012-02-07 to 2012-02-20
2012-02-20
- 04:13 Revision 749eb150 (github): Print IWAD CRC from loadResource()
- 04:06 Revision 16303363 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 04:03 Revision 995ee800 (github): libdoom: Renamed lump M_THERM2 to M_THERMM for mod compatibility
- 04:01 Revision 5aec0528 (github): Ensure MNTexts referencing strings from defs are set during menu init
- 03:58 Revision a4079897 (github): File Sys|Fixed: Mark all non-game resources as "custom"
- Previously only resources loaded from .wad archives which bore the
IWAD identification were marked as "IWAD". Consequ... - 00:41 Revision a23be187 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
2012-02-19
- 19:14 Revision 0d01ba5f (github): Documentation: Updated Readme
- Updated some sections while removing old information.
The Readme is now in a pretty good shape. Some TODOs
remain but... - 19:10 Revision 8ebc2fe7 (github): Chex Quest: Fixed hole in the statusbar due to empty STARMS patch
- 19:09 Revision 1b8d5e90 (github): API: Record in PatchInfo whether no color info is present
- When preparing a Patch graphic for use in the UI, evaluate whether
it contains any non-alpha pixels and if not, set t... - 17:55 Revision daa3d664 (github): libcommon: Added optional definition ID for finales
- Fixes the problem where a new instance of the "help" script would
get pushed onto the stack every time F1 was pressed... - 17:26 Revision 064b0164 (github): All Games: Renamed cvar "menu-turningskull" as "menu-cursor-rotate"
- The old name assumed that the cursor patches depicted a skull, which
is only known to be true when playing Doom.
Add... - 17:10 Revision a0fcea37 (github): Chex Quest: Added a Light definition for the ROCKET
- The front rotation for this sprite is entirely green, resulting in
an autolight with a green hue, which looks wrong. - 17:02 Revision e5c18c0b (github): libdoom|Cleanup: Grouped all defaults for menu cvars in D_PreInit()
- 16:45 Revision 937f8c43 (github): Chex Quest|Game Menu: Do not rotate the menu cursor in Chex Quest
- The menu cursor in Chex Quest depicts a rotating chex piece so do not
draw the cursor with additional rotation. - 16:43 Revision 036483b8 (github): Chex Quest: Combine HUD keys by default
- The original game uses empty patches for the skull keys so default to
combining the key displays. - 16:35 Revision ca2e9d5e (github): Chex Quest: Use the correct color for health, etc..., on the statusbar
- 15:41 Revision 687b7297 (github): Chex Quest: Use more appropriate default font colors
- 14:32 Revision 2d60c7b9 (github): Chex Quest|Fixed: Support for DEHACKED Frame patches was broken
- Make use of the State 'Mods' directive to modify the original game
definitions instead of replacing them (for the pur... - 14:10 Revision 3f7c2128 (github): Chex Quest|Fixed: Support for DEHACKED Thing patches was broken
- Make use of the Thing 'Mods' directive to modify the original game
definitions instead of replacing them. The DEHACKE... - 14:01 Revision d83ea9c8 (github): Ded Reader|Added: Thing defs now support the Mods directive
- The 'Mods' directive allows the properties of an existing definition
to be modified instead of creating a new one. Th... - 13:44 Revision 8f957552 (github): Doom|Fixed: Flying enemies get stuck on one another
- mf2_passmobj had been erroneously applied to all monsters in the game.
While this is the ideal in a "modern|3D playsi... - 13:12 Revision 5400039c (github): Added macro VALID_MOVEDIR() - test if a value is a valid dirtype_t
- 13:02 Revision 89d724b4 (github): Removed unused variable oldZ in libdoom's p_enemy.c moveMobj()
- 12:49 Revision 99efc793 (github): Doom: Reverted changes to mobj movement for floating enemies
- We now know this issue is caused by something else.
- 12:43 Revision 017dd207 (github): Removed: Console variable "game-mobj-fracepsilon"
- This option was intended to address an issue with the collision
detection (column in DOOM E1M7). While this option fi...
2012-02-18
- 15:30 Revision 67017e56 (github): Game Menu|Refactor: Animate player visual and background in the widget's ticker
- Todo: Flag widgets using a data property to signal when the random
state is active via focus change actions of the cl... - 15:20 Revision 10fc9abd (github): Implemented Rect_CopyRaw() - reconfigure to match RectRaw
- 13:35 Revision 4f3d2f15 (github): Game Menu|Refactor: Animate focus effects using the active page's tic timer
- 13:07 Revision a7958588 (github): Win32|Fixed: Fatal error alt+tab'ing during busy mode
- 07:38 Revision 46810b38 (github): Game Menu|Doom: Use "Status" rather than "Face" in HUD options
- We only know this display depicts a face in the original game. It may
be replaced by something entirely different in ... - 07:34 Revision a050c47a (github): Game Menu|Doom: Moved color widget further right
- 07:32 Revision 0280bd91 (github): Game Menu: Use "Opacity" rather than "Alpha" for consistency
- 07:31 Revision cf4004ff (github): Game Menu: Message color was missing from HUD options
- 06:50 Revision 5c07ff0f (github): Game Menu: Empty implementation for per-widget tickers
- 03:40 Revision 3b16d4b3 (github): Game Menu: Added MNRECT for simple rectangle widgets
2012-02-17
- 21:20 Revision 07f7e779 (github): Hexen|Fixed: Errors in player-on-mobj logic
- Hexen's on-mobj tests use a different logic than the other games.
It was not taking into account the situation where ... - 11:19 Revision 5a932329 (github): Hexen|Fixed: Player falling scream was not played in single-player
- The player sounds thinker was erroneously only run in client mode.
- 09:28 Revision 9101a1de (github): Input|Bindings: Mark toggles triggered, check the flag for the Attack control
- The Attack control is not an impulse control. This means that if the key is
not held down when a sharp tick occurs, i... - 08:15 Revision eadf2639 (github): Mac OS X|Fixed: Vsync needs to be set after GL context is (re)created
- On the Mac vsync is a property of the GL context, so if the context is
recreated the vsync value should be set again.... - 08:12 Revision f74bafea (github): Render: Calculate percentage of late frames
- "rend-info-deltas-frametime" now also prints the percentage of how many
frames missed their optimal time during the o... - 07:16 Revision edbb6573 (github): GL: Defer GL_SetVSync() when needed
- This makes it possible to enable and disable vsync via a console variable
change notification callback. - 04:02 Revision e3edfa93 (github): GL|Fixed: Startup order and default state configuration errors
- At the time the default GL state is initialized it is not possible
to configure things like vsync. Features like this... - 02:26 Revision bc26339a (github): GL|Fixed: Segfault during shutdown if initialization failed
- 01:17 Revision cb025866 (github): GL|Cleanup: GL_state.features.vsync usage
- This value is only true on Win32 if the necessary entrypoints to
toggle it were successfully imported.
2012-02-16
- 18:38 Revision 4434d12f (github): Cleanup
- 18:36 Revision c0e8b569 (github): Added: Console variable "input-sharp-lateprocessing" (default:1)
- Controls how sharp events (key presses, mouse buttons) are processed.
The default setting tries to emulate the fixed ... - 18:02 Revision 4114ea44 (github): Audio|Busy Mode|Fixed: Don't start sound effects in busy mode
- At least never via this interface. The audio feedback from "view-size"
changes was being played during the change gam... - 17:57 Revision fd72fffd (github): Audio: Make sure audio driver gets updates in busy mode
- If we play audio during busy mode (which we currently don't), the audio driver
needs to be regularly updated. - 16:48 Revision b8318f83 (github): Mac OS X|GL: Always use vsync
- Removes nasty tearing from GL updates. Very smooth indeed.
- 16:09 Revision 0b8bac11 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 15:54 Revision b10c8cc7 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
- 15:52 Revision f4f93021 (github): Fixed: Compiler warnings about signed/unsigned comparisons
- 15:42 Revision 8883fbd9 (github): Improved consistency and accuracy of frame update timing
- Previously the engine's main loop started by waiting until enough time had
passed for the requested FPS (refresh-rate... - 07:21 Revision 17d4e7ee (github): Homepage|Build Repository: Serve JSON with the correct MIME type
- Ensure JSON graphs for the Package objects are served with the
correct MIME type for JSON as specified by RFC4627. - 07:05 Revision ed164458 (github): Homepage|Cleanup: Removed obsolete comment
- 07:01 Revision 1cab9055 (github): Homepage|Build Repository: Include build date (if known) in the JSON data
- 06:10 Revision 043bb6cf (github): Homepage|Build Repository: Store JSON object graphs in the data cache
- There is no need to rebuild JSON data each time it is requested, so
build it once when it is first needed and cache t... - 05:05 Revision b7aa9181 (github): Homepage|Build Repository: Use the symbolic platform name in the package JSON object graph
- 03:59 Revision 38f98a7f (github): Homepage|Build repository: Added JSON format reponse for "which package" queries
- The build repository is now able to answer the question "Which is the
latest version of Doomsday for my configuration... - 00:16 Revision 2a7dfec4 (github): Homepage|Build Repository: Always consider a build failure a major issue
- 00:07 Revision 68587a41 (github): Homepage|Build Repository: Only include downloadable packages in latest package listings
2012-02-15
- 21:44 Revision 3fabdf27 (github): Use 1.0e-6 as the epsilon in FEQUAL
- 21:24 Revision 76abf2e4 (github): Adjusting core timer for smoothness and accuracy
- 20:33 Revision 928f558d (github): Homepage|Build Repository: Symbolic "lastest package" URIs only resolve to downloadable packages
- 20:26 Revision b747291f (github): Homepage|Build Repository: Do not output a download link for packages with no URI
- The Package summary for a specific build should not generate a link
for builds which have not yielded a binary (thus ... - 20:08 Revision 90a229df (github): Homepage|Build Repository: When generating a download badge exclude the link if we have no URI.
- 19:57 Revision 7c0b3af3 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 19:56 Revision 632cb67e (github): Homepage|Build Repository: Determine the number of installables
- A build may not yield an installable package so now we must count
the number of non zero-length download URIs... - 18:29 Revision 9c40eda9 (github): sys_timer: Removed unnecessary mutex locks/unlocks
- I can't see any reason for having this many locks and unlocks in
Sys_GetRealTime(). - 18:27 Revision 1623546f (github): Refactor: Renamed variables in core timer
- Increased clarity.
- 18:26 Revision 5857faac (github): Automap|Fixed: Manual panning
- The camera origin animation was incorrectly being applied
when the camera was being panned manually. Instead, manual
... - 17:08 Revision 39476169 (github): Builder: Include failed packages in XML feed
- Has a link to the compile log with the errors, but no downloadUri.
- 16:52 Revision 19feded6 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 16:51 Revision bd670fec (github): Builder|Fixed: RSS feed shows logs for failed builds
- Because there were no binaries, the RSS feed didn't have links to
the build logs. - 16:16 Revision f6e88706 (github): More info for "inspectmobj"; use FEQUAL() instead of != for floats
- 13:56 Revision 2b246680 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 13:56 Revision 5733398e (github): Fixed: Build errors in Release build
- On gcc: UI_Responder() was used without a declaration.
On gcc+msvc: macro syntax error. - 13:37 Revision 675250c8 (github): Host: Kill obsolete instances
- When servers are removed from the configuration, make sure their
running instances get killed. - 12:55 Revision 30cfa18b (github): Added: Console variable "game-mobj-fracepsilon" (default: 0)
- The original Doom playsim logic used 16.16 fixed-point numbers,
which meant that there was a fixed (but universally c... - 11:03 Revision c81bd0e7 (github): Doom: Check floating monster position after Z move
- Floating monsters were not ensuring that the Z move leads
to a valid position. The monster was first moved on the XY
... - 09:53 Revision 428d3e49 (github): Chex Quest: Added default Texture Environment definitions
- Merged Vermil's patch which adds Texture Environment info for most
(if not all) Textures class Materials in the game ... - 08:42 Revision 0225d11a (github): libdoom: Moved material environment defs into a new file
- 08:36 Revision 1d0ca586 (github): libdoom: Renamed audio.ded as sounds.ded
- 07:58 Revision e878de39 (github): HacX|Fixed: Password game object was broken
- Make use of the State 'Mods' directive to modify the original game
definitions instead of replacing them (for the pur... - 07:45 Revision 7edf0d64 (github): Ded Reader|Added: State defs now support the Mods directive
- The 'Mods' directive allows the properties of an existing definition
to be modified instead of creating a new one. Th... - 05:00 Revision c1b02da1 (github): Deh Read|Fixed: Disallow changing Texts which define the user interface
- Text strings like "Quicksave over your game named <name>?" should not
be modified by .deh patches. Such texts define ... - 04:08 Revision 18cdc1a8 (github): Doom|Interlude|Fixed: Entering <mapname> title was only displayed in DOOM
- 02:33 Revision 5344cc62 (github): All Games|Fixed: A_Lower action could result in an undefined state
- Attempting to use the A_Lower action to forcibly lower the weapon
during e.g., the weapon ready state sequence, resul...
2012-02-14
- 16:44 Revision 79735863 (github): Bindings|Input|Fixed: Expired keys should not send repeat events
- When a key expires, its repeater will be cleared so that no repeat
events are sent by it. - 11:16 Revision 04e3caed (github): Added virtual input device state visuals for debugging controls
- Presently these visuals are only available in _DEBUG builds. Enable
them using the following cvars:
rend-dev-input-j... - 10:17 Revision 8315b37d (github): Map Renderer|Fixed: Segs with zero-height back sectors did not always clip geometry
- 10:07 Revision 2467ba30 (github): Added cvar "rend-dev-fakeradio-update" for debugging purposes
- Disabling this cvar will pause updating of the fakeradio shadow edge
data. Shadows will still be drawn but using old ...
2012-02-13
- 18:13 Revision 2e3bf253 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 18:08 Revision 82524e35 (github): Infine: Skipping at a textwait will accelerate the text
- When trying to skip while waiting for a text to finish appearing,
the text object goes into accelerated mode. This is... - 17:44 Revision 7e7837b6 (github): Bindings|Infine|Fixed: Handling of events during finale script
- The finale subsystem was being given events in a way that bypasses the binding
context stack. Consequently, some inpu... - 17:38 Revision d69c8f93 (github): Bindings: Allow specifying fallback responder for ddevents
- Previously a binding context's fallback responder accepted
only game-side events. This commit adds another responder
... - 17:35 Revision 4bd9f36e (github): Debug: Added new macro DEBUG_Message()
- A more convenient way to print debug-only messages.
- 09:42 Revision 9e3e14f7 (github): Scoreboard|Fixed: Resolved all alignment issues
- However the map metadata bar may still extend off the right edge of
the table. We could use a scissor and/or mask and... - 07:40 Revision ff34e0f5 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 07:37 Revision b162493f (github): libcommon|HUD|Fixed: Font renderer attribute state mismanagement
- Manifested the symptom of Heretic's player message log being drawn
with the tracking property set according to that o... - 07:17 Revision f6474133 (github): Fixed|InFine: Missing enemies during the end of game cast call
- 07:06 Revision f8398384 (github): Console|Fixed: Math operator keys on the keyboard numpad now work
- 07:00 Revision a06338d9 (github): UI: Interpret enter on the keyboard numpad in the same way as return
- 06:59 Revision bf61ec7c (github): Console: Interpret enter on the keyboard numpad in the same way as return
- 06:56 Revision 4bd2e6f2 (github): Win32|Input|Fixed: Left control interpreted as sqbracketright
- 06:53 Revision f085f370 (github): Input|Added: Support enter and divide keys on the keyboard numpad
2012-02-12
- 17:37 Revision 18a0fbe0 (github): GL: Deferred fog functions
- The "fog" command can now be run from non-main threads.
- 17:18 Revision b9d84376 (github): GL: Removed unnecessary main thread assertions
- glDeleteTextures() will be deferred if needed.
- 15:57 Revision bd928a65 (github): Font Renderer: Allow passing a NULL origin offset to FR_DrawText()
- In this case the offset is now initialized to [x:0, y:0].
- 15:55 Revision 6e7073bb (github): Font Renderer: Increased attribute stack depth to eight
- 15:54 Revision 47c372d5 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 15:53 Revision 9e2c6e01 (github): Font Renderer|Fixed: Attribute stack depth push was off-by-one
- This allowed the attribute stack to be pushed deeper than the stack
supported, resulting in subsequent stack writes t... - 15:43 Revision bd51f303 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 15:43 Revision a8ff30b2 (github): Fixed: Button state in "expired" state after busy mode
- For instance, when using the mouse button to select menu
items, the Attack control wouldn't do anything until after
p... - 13:34 Revision bd19127c (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 13:33 Revision 85dd9c5f (github): Console Renderer|Fixed: Font renderer attribute stack was not pushed
- 13:07 Revision 9424be8c (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 13:06 Revision 0855a1e8 (github): Automap: Player markers use 1.0 line width
- Always use a 1.0 GL line width for player markers for the
purpose of maximum visual clarity. - 13:00 Revision 66265077 (github): Added a todo comment
- 12:31 Revision 14ca260c (github): Automap|Fixed: Default zoom level at map start
- When initializing the automap, first update the map bounds
and only then set the default view scale.
Also added debu...
2012-02-11
- 13:23 Revision ef9fc129 (github): SVG|Refactor: Represent lines as a linked list of points
- Also allocate all points for an SVG as a continuous region of memory.
- 12:08 Revision 218a10a2 (github): Documentation: Updated engine/portable/include/svg.h
- 11:38 Revision afbf1fad (github): Output "Warning:" prefixed to several log messages for consistency
- * Unknown flag in DED
* Unknown State in Light definition
* Missing/unknown material Uri - 11:25 Revision 111ca08b (github): Fixed: Printing the status of game resources was broken
2012-02-10
- 20:49 Revision 3b3e2836 (github): Win32: Checked compatibility with MSVC2010
- Also, fixed check for configuring a GCC build on Windows.
- 16:04 Revision 0fa6caa9 (github): Builder: Optional build tag suffix for platform_release
- Allows building manually-tagged additional builds.
- 14:50 Revision 0ace5a72 (github): Fixed: Failed locating game definition file during startup
- Required DED resources are not yet marked "found" by the startup
resource validator to allow them to be loaded from v... - 11:21 Revision bc0a8657 (github): Homepage|Cleanup: Removed obsolete comment in buildrepository.php
- 11:16 Revision 153b4144 (github): Homepage|Build Repository|Fixed: Autoselect the "Doomsday" package if none specified
- Fixes the issue of the symbolic links to latest unstable Ubuntu packs
directing to the downloads for the FMOD plugin ... - 07:12 Revision 22b13426 (github): Filesys|Fixed: Do not assume a resource is found until it is validated
- Previously it was possible to use a dummy file with the same name as
that of a Package resource required for startup,... - 03:57 Revision 98b889e2 (github): FileDirectory|Fixed: SPF_NO_DESCEND not respected when searching local file system
- This flag decides whether a file system search should descend into
a subdirectory when collating paths. This behavior... - 01:52 Revision ee79f3da (github): FileDirectory: Further refactoring toward relocating the descend logic
- 00:57 Revision c5fce9f9 (github): Game Menu|Fixed: Buttons do not reflect the current state of their cvars
2012-02-09
- 23:23 Revision 719c4093 (github): Fixed: Use the correct type size with Svg_FromDef()
- 23:15 Revision aedfaf8b (github): Fixed: Use the correct type size with Svg_FromDef()
- 21:12 Revision ad36ef2b (github): Enable fast mallocs during map setup
- Fixes the extreme slowness in loading Whitemare map 15.
Were the fast mallocs inadvertently disabled or was there
a b... - 18:02 Revision bd6897bc (github): SDL: Disable lock keys so that they behave like normal keys
- This makes Caps Lock behave like with Windows native events.
- 17:08 Revision 8c5e5348 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 16:55 Revision 1fb86ecc (github): Fixed: Declaration discrepancy with Svg_FromDef()
- size_t and uint are not the same type on all platforms.
- 16:48 Revision 23c03798 (github): Finales: Don't auto-stop scripts that end while NoSkip
- A finale script that is using NoSkip will not automatically end
when execution reaches the end of the script. - 12:42 Revision 2397b587 (github): Fixed typo in Svg_FromDef()
- 12:40 Revision f7cd6dea (github): Documentation: Updated svg.c
- 12:11 Revision 243bbfc0 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 12:10 Revision 044ce998 (github): SVG Renderer|Added: Support for line strips and loops
- An SVG line may now contain any number of points. GL-primitive type
is determined automatically. If the final point's... - 10:25 Revision 160aa759 (github): Provide field width to printf in Uri_Print3
- The indent parameter was not originally commented out.
- 04:47 Revision 2e29058c (github): Automap: Use smoothed angles when drawing Things
- 04:05 Revision 8aab757e (github): Added: Log missing model skins when the model is loaded
- 04:03 Revision 41dcbd33 (github): Model Renderer: Ensure texture specs used during precache are those used for render
- Also precache shiny skins.
- 04:02 Revision 4c599665 (github): GL: General cleanup of model management
- 00:59 Revision 41bcd8b9 (github): Fixed: Typo in printf format string Uri_Print()
2012-02-08
- 20:34 Revision d8533a0a (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 20:33 Revision 4b1a62ff (github): Reset core timer after busy mode, map load
- After an extended period away from the main loop, the core
timer needs to be reset to avoid an extra-long tick. - 20:10 Revision 22834198 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 20:00 Revision 20b1f9d4 (github): Added: M_MemDup() for taking a copy of memory buffer
- 17:40 Revision d3271509 (github): Merge branch 'master' of https://github.com/skyjake/Doomsday-Engine
- 17:28 Revision 639c80dc (github): GL: Deleting textures is allowed from non-main threads
- glDeleteTextures() is now deferred, so functions that delete
textures don't need the main thread assertion any more. - 12:31 Revision cda92472 (github): GL: Cleanup
- Reordered gl_defer.c functions logically.
- 12:26 Revision ee25e35f (github): GL|Cleanup: Using helper macros for definitions
- 12:01 Revision ecd7ca8b (github): Dummy Audio: Don't start a sound refresh thread
- There is no point in having an audio refresh thread for the
dummy audio driver. - 09:58 Revision 67b5a380 (github): GL: Deferred glDeleteTextures()
- Also refactored gl_defer.c for clarity.
- 09:07 Revision 1216d980 (github): GL: Added a define for disabling the deferred API
- 07:37 Revision 8fe9c31c (github): Fixed: Printf arguments in Uri_Print3
- 07:28 Revision 82244048 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 07:28 Revision a0651e98 (github): GL: Cleanup
- 04:51 Revision 98b2fcb6 (github): Model Renderer|Fixed: Dynamically enlarge vertex buffers to accommodate model vertices
- Previously Doomsday used fixed-size vertex buffers (and normals,
etc...) while rendering models. However, as there no... - 01:01 Revision cb4d44e1 (github): Keep the highest ordinal tally in-line with the list of exports
- 00:56 Revision e9e17490 (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 00:55 Revision 16310691 (github): Cleanup: Further cleaned up FileDirectory
- Generalised Uri printing and moved to Uri_Print()
2012-02-07
- 23:32 Revision 8b99b916 (github): Cleanup|Refactor: Isolated FileDirectory's dual purpose descend/iterate algorithm
- This complicated multi-branch recursive algorithm needs to be
re-implemented to separate the two main logic paths/use... - 22:11 Revision 87e77317 (github): Fixed typo in flag name SPF_NO_DESCEND
- 21:10 Revision 5fd94eba (github): GL|Win32: Use the correct calling convention for GL API calls
- 20:53 Revision b6381418 (github): GL: Deferring glEnable() and glDisable()
- Proof of concept for the GL call deferring. Testing on Unix.
- 20:30 Revision 2c999c92 (github): GL: Working on system for deferring GL calls
- 18:04 Revision 8244c9e0 (github): Cleanup|Refactor: Cleaned up the GL deferred tasks module
- Getting it ready for deferred GL API calls.
- 16:55 Revision 6f591a6a (github): Merge branch 'master' of ssh://deng.git.sourceforge.net/gitroot/deng/deng
- 16:55 Revision b77bd6b2 (github): Fixed: Attempt to use memory zone before it was initialized
- ddstring_t will now automatically switch to using standard
memory allocation if the memory zone is not available. - 16:49 Revision b7350e2d (github): Filesys: Use the NO_DECEND logic for Package search paths
- By default the resource locator will decend into all subdirectories
of the search target when looking for resources. ... - 10:53 Revision 2913b299 (github): Documentation: Updates
- 10:38 Revision caaf0a2a (github): Debug: Added a few more main thread assertions
- 10:17 Revision c27b4166 (github): Mark the main thread as early as possible
- Thread ID stored and used for subsequent assertions.
- 09:44 Revision 0612de17 (github): Memory Zone: Use a mutex for increased thread safety
- The zone is now locked with a mutex whenever it is being
accessed or modified. - 09:41 Revision 57b7c058 (github): Debug: Adding GL main thread assertions
- 08:39 Revision f20a1b74 (github): Debug: Adding GL main thread assertions
- 08:23 Revision 5e494a19 (github): Refactor: Renamed Con_IsBusyWorker()
- More consistent naming.
- 08:15 Revision 911f8045 (github): Cleanup
- 08:11 Revision c8ce5d55 (github): Heretic|Hexen: Added audio feedback for "view-size" changes
- Matches the behavior of the original games.
- 08:11 Revision c47026f4 (github): FileDirectory: Verbose message moved to level 2
- "Adding paths to FileDirectory…" was moved to verbose level 2 as it
was providing little useful information and was b...
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