Activity
From 2013-01-08 to 2013-01-21
2013-01-21
- 19:21 Revision 2256daca (github): Shell: Renamed the curses shell target
- 15:18 Revision 6672a590 (github): Builder|Fixed: Don't HTML-encode non-ASCII characters in XML feed
- The XML feed is UTF-8 encoded.
- 15:11 Revision 0589338f (github): libdeng2: Cleanup
- 14:40 Revision 4cb8e400 (github): libdeng2: Imported Hawthorn code
- Added Rectangle, Clock, Animation, rules, Widget and RootWidget.
2013-01-20
- 19:58 Revision 2972ebbd (github): Post merge fixes and cleanup
- 19:41 Revision 61779a37 (github): Merge branch 'master' into revise-texture-animation
- Conflicts:
doomsday/client/include/gl/gl_texmanager.h
doomsday/client/include/resource/materialbind.h
doomsday/client... - 18:56 Revision decaa5e4 (github): Shell|Curses: Basic key input handling
- 17:52 Revision a43d7e70 (github): libdeng2: Added equality operators for integer vectors
- Unlike floating point vectors, integer vectors have unambiguously
defined equality. - 17:51 Revision 80dec67c (github): Fixed: Unused function warnings
- The startFrame/endFrame functions are only needed in a client build.
- 17:50 Revision 3912369f (github): Shell: Added text canvas classes for text-based drawing
- 10:59 Revision 2b47ab03 (github): Shell: Basic curses setup with terminal resizing support
2013-01-19
- 19:59 Revision e2a80122 (github): Shell|Unix: Added a stub for the text mode shell interface
- The text mode shell will be implemented on curses and therefore is
for UNIX platforms only. Windows systems can use t... - 19:57 Revision 946d40ee (github): qmake: libdeng2 no longer links with QtOpenGL
- The libdeng2 library is not intended to contain any GUI functionality,
and therefore it does not need OpenGL. The cli... - 14:09 Revision 3609e44d (github): Fixed|Windows: Build failure (RC including system headers)
- 10:54 Revision 7fb13693 (github): Builder|Fixed: Non-ASCII characters in author name
2013-01-18
- 17:55 Revision 02d912f4 (github): Documentation|Fixed: Doxygen config for the public API
- The location of the "api" header folder was changed.
- 15:19 Revision ce8bff94 (github): Fixed: Missing header in dd_input
- 15:17 Revision b3b82dd5 (github): Fixed: Missing header in release build (in b_context)
- 14:59 Revision 1cd32698 (github): Windows|qmake: Added instructions into qmake_msvc.py
- 14:56 Revision af74de24 (github): Windows: Script for generating a Visual Studio solution
- "build\win32\qmake_msvc.py" is a script that generates a full Visual Studio
solution with a .vcxproj for each subproj... - 14:49 Revision 21efaaae (github): Fixed|Windows: Fixed build, .rc include paths
- 13:47 Revision 6b67d974 (github): Refactor|Materials: Group MaterialManifests rather than de::Material instances
- Grouping by manifest offers more flexibility.
- 12:22 Revision ea5a838b (github): Documentation|Material: Minor de::Material apidoc tweaks
- 11:56 Revision 96b36951 (github): Cleanup
- 11:35 Revision 56979d8a (github): Renamed MaterialManifest::originDescription() as sourceDescription()
- On second thoughts, use term "source" instead of "origin" as the
latter may be confused with the world origin offset ... - 11:08 Revision 032c287d (github): Refactor: Further material system cleanup refactorings
- - Began removing de::Material's dependency on a ded_material_t
- Added MaterialManifest::originDescription() - 10:48 Revision d45a6ccd (github): Client: Cleanup
- 10:43 Revision 0fdd8d80 (github): Documentation: Cleanup
- 10:41 Revision 560bc076 (github): Documentation|Client: Continued source header update
- 10:26 Revision 94c90ece (github): Cleanup: Renamed material_env_class_t as AudioEnvironmentClass
- Relocated to s_environ.h
- 10:25 Revision 6b58ebb9 (github): Documentation|Server: Mass update to .cpp/.h banners to adhere to template
- 10:14 Revision 939b19d3 (github): Documentation|Client: Mass update to .cpp/.h banners to adhere to template
- 09:35 Revision 78ed650e (github): Refactor|MaterialManifest: Added MaterialManifest::hasMaterial()
- MaterialManifest's material() method now returns a reference to the
associated material. Use hasMaterial() to determi... - 08:46 Revision eb5e771e (github): Cleanup: Return a reference from App_Materials()
- 08:11 Revision 9d06380c (github): Cleanup: Dumped de::Materials' redundant C wrapper API
- 07:42 Revision 3342746e (github): Cleanup
- 07:33 Revision 13328feb (github): Refactor|Material: Link Material with the MaterialManifest from which it was yielded
- 07:14 Revision 75437244 (github): Fix typo
- 07:11 Revision a5364e90 (github): Refactor|Materials: Various Materials collection cleanup refactorings
- - Relocated public API functions to api_material.cpp
- Updated engine internal code to use App_Materials() directly
-... - 06:05 Revision e0bdf3b1 (github): Refactor|Materials: Decentralized material preparation
- Preparing a material variant for render is now done via the prepare()
methods of Material and Material::Variant (or, ...
2013-01-17
- 22:04 Revision 14349819 (github): Fixed|Snowberry: Missing space in options string
- 22:04 Revision 76fa5236 (github): Documentation|Material: Minor apidoc improvements for Material
- 21:32 Revision 0c582f73 (github): Refactor|Texture: Cleanup refactorings for Texture
- The lifetimes of Texture::Variant instances are now managed via
the interface of the 'superior' Texture. - 21:16 Revision 9df2bbc2 (github): Snowberry: Launching doomsday-server
- The server needs to be launched with the doomsday-server executable,
and it needs to use a different runtime folder t... - 20:46 Revision c0769878 (github): Cleanup
- 20:08 Revision 0465c90c (github): Merge branch 'master' into separate-server
- Conflicts:
doomsday/plugins/example/doc/readme.txt - 19:56 Revision 5772891f (github): DENG_API_EXCHANGE needs string.h (for memcpy)
- 19:47 Revision 48c87ef0 (github): Fixed: DENG_API_EXCHANGE requires string.h
- The call to memcpy() is done in the macro, so making sure the proper
header is included. - 19:00 Revision f5c75d4b (github): Refactor|Material: Cleanup refactorings for Material
- The lifetimes of Material::Variant instances are now managed by
via the interface of the 'superior' Material. - 17:59 Revision 26c4dfea (github): Renamed "plugins/exampleplugin" to "plugins/example"
- Now consistent with the naming of the other plugins.
- 17:14 Revision c9dfa781 (github): Example Plugin: Updating the example plugin for inclusion in builds
- 14:57 Revision 5f4fcf65 (github): Renamed the "engine" project to "client", moved api headers
- The "engine" project is now officially designated the Doomsday Client
executable. The public API headers were moved o... - 14:22 Revision dcc9b466 (github): Server: Relocated the "server" domain subfolder to the server executable
- The engine.pro (client) executable no longer has the capability to
run as a server.
Todo (long-term): keep separatin... - 13:51 Revision c0c68062 (github): Refactor: Post mapdata-c++ merge changes and fixes
- Renamed material_t to Material and relocated Material_* functions
into the C++ class itself. - 11:35 Revision 15860b79 (github): Merge branch 'master' into revise-texture-animation
- Conflicts:
doomsday/engine/include/gl/gl_main.h
doomsday/engine/include/map/surface.h
doomsday/engine/include/render/... - 11:01 Revision 8c763d4a (github): Cleanup|Server|GCC|Clang: Ignore some warnings
- 10:41 Revision cee4df92 (github): Cleanup: Fixing/hiding warnings and improving apidoc
- 09:44 Revision 4fdd1064 (github): Cleanup
- 09:29 Revision 89e2a1d9 (github): Refactor: Made optional GL_PrepareTexture()'s creation of a new variant
- 08:42 Revision f9edcc64 (github): Refactor: Reworked GL texture manager interface for preparing de::Textures
- The older mechanism emphasized image loading over logical texture
variant creation, resulting in a somewhat awkward i... - 04:50 Revision 476ee978 (github): Refactor: Relocated TextureVariantSpec_Compare() to texturevariant.cpp
- Although some of the specification properties are only meaningful
for the purposes of rendering, which is a client on... - 04:21 Revision 39909364 (github): Refactor: Relocated GL_BindTexture() to gl_main
- Logic for the binding of a texture to a GL texture unit does not
belong within the GL texture manager. - 02:22 Revision 18e04a61 (github): MaterialSnapshot: Implement smoothed texture animation
- If smoothed texture animation is enabled, configure the cached
texture units in MaterialSnapshot accordingly.
This m... - 01:36 Revision 5edc2782 (github): Server|MaterialSnapshot: MaterialSnapshot no longer depends on rendpoly.h
- 01:10 Revision 0d1da480 (github): MaterialSnapshot: Index cached texture unit states by rtexmapunitid_t
- 00:44 Revision c71bd905 (github): Refactor|Texture: Applied pimpl idiom to Texture::Variant
2013-01-16
- 23:58 Revision ef1fa7a3 (github): Map Renderer: Do not force a MaterialSnapshot update unless necessary
- 23:41 Revision ac0d0cdd (github): Cleaned up renderWorldPoly somewhat
- This logic will need to be changed in order to reimplement smoothed
texture animation. - 18:43 Revision bfb83374 (github): Fixed: Unsigned/signed integers in hq2x algorithm
- The reason I touched this in the first place was to resolve an
ambiguous abs() call on Windows; this seems the correc... - 10:31 Revision b742514b (github): Fixed build (API header dependencies)
- Removed the unintuitive dependency from GL -> Map.
Solved the build failures by shuffling the order of includes in
d... - 10:11 Revision f02a6ccd (github): Server|MaterialSnapshot: MaterialSnapshot no longer depends on rend_main.h
- 10:01 Revision 1e8499b6 (github): MaterialSnapshot: Do not integrate the global glowFactor when taking a material snapshot
- The global glowFactor multiplier should not be integrated into the
snapshot as this would mean the snapshot state is ... - 09:08 Revision 5240ee92 (github): Refactor: Moved Texture variant selection to Texture::chooseVariant()
- Management of the pooled texture variant specifications should be
done within the Textures collection, as the variant... - 07:17 Revision 5cce20eb (github): Cleanup
- 07:10 Revision 9c14dc9d (github): Refactor: Update include paths for texturevariantspecification_t
- 07:07 Revision e9ea636e (github): Refactor|Texture: Reworked TextureVariant into Texture::Variant
- Functionally this class remains unchanged except it is now defined
within the scope of de::Texture to match the owner... - 06:01 Revision a0f2023f (github): Refactor|Material: Reworked MaterialVariant into Material::Variant
- Functionally this class remains unchanged except it is now defined
within the scope of de::Material to match the owne... - 05:33 Revision 458b7897 (github): Cleanup: Impl Material's Decoration and Layer inner classes in material.cpp
- 05:13 Revision 1556bfa2 (github): Refactor|Material: Manage material layers with similar mechanism to decorations
- 03:07 Revision 59e8ba51 (github): Cleanup: Removed redundant runtime_mapdata_header_t
- 03:06 Revision a2de07a5 (github): Refactor: Added C++ material_t class
- Note that the class was not named Material to try and minimize the
number of potential conflicts in branch 'revise-te... - 01:41 Revision 1d86d90f (github): Ensure we have a valid DMU element type id in DMU's initArgs()
- 01:15 Revision 2e00638a (github): Do not zero GameMap's surface and plane lists in the constructor
- The respective constructor for each list handles initialization.
2013-01-15
- 23:59 Revision dbc0361b (github): Documentation|SideDef: Added a comment re the future of SideDef
- 23:51 Revision 996971cd (github): Do not zero SideDef::sections, Surface's constructor handles this
- 23:41 Revision 9e3f4bf1 (github): Use de::PI in C++ source files
- 23:13 Revision e3db3011 (github): Fixed: Order of events in MPE_PlaneCreate()
- 23:12 Revision 1e6d9930 (github): Windows: Fixed building with MSVC 2008
- 15:31 Revision 539c2f12 (github): Refactor|DMU: Continued update to the use of MapElement
- Updated the getProperty() callback to use MapElement and dynamic
casting. - 15:10 Revision 3578fbac (github): DMU: Added a typedef for void* arguments in public API
- This should make it clearer to the caller what kind of an object is
expected as the argument. - 14:18 Revision 00d9d888 (github): Refactor|DMU: Dummies implemented using polymorphism
- The dummies are no longer stored in three arrays, but instead a single
QSet. Thanks to de::MapElement's polymorphism ... - 12:22 Revision 5c51bc0a (github): Refactor: Replaced surfacelist_t with C++ SurfaceSet
- Also continued updating the DMU implementation so that it uses
de::MapElement. - 11:50 Revision fa5089d5 (github): Refactor: Surface is now a C++ map element, too
- Surfaces aren't indexable in the DMU API, but they can still be
referenced via pointers, even publicly. - 11:17 Revision fdac7bf0 (github): Refactor: Surface owner is a map element
- Replacing the use of void* with the new, safer de::MapElement.
2013-01-14
- 21:44 Revision 95268520 (github): Refactor: Added C++ HEdge class
- Also, removed runtime_mapdata_header_t from Surface, as it seems that
it is not a proper MapElement type but rather s... - 19:28 Revision 4c69ba3d (github): Refactor|DMU: Use de::MapElement
- 19:12 Revision 3517eca9 (github): Refactor: Added C++ Plane class, replaced planelist_t with a QSet
- 18:28 Revision 835d212a (github): Refactor: Updated BspNode, BSP builder now uses de::MapElement
- Started removing the use of runtime_mapdata_header_t.
- 14:49 Revision b187ba8f (github): Refactor: Made bspleaf_s an opaque type, moved members to BspLeaf class
- Also updated BspLeaf_New() and BspLeaf_Delete(). In the future all
the functions will become C++ methods of the class. - 14:14 Revision 074b5676 (github): Resources|Windows: Updated use of abs() in hq2x
- 11:05 Revision 6a911bad (github): Windows: Fixed build (and a handful of warnings)
- Switched Windows-specific source files to .cpp, corrected system header
problems, fixed casting issues. - 10:05 Revision b1be537f (github): Relocated aabox and kdtree to libdeng1
- 09:58 Revision 66cd2632 (github): Cleanup
- 09:43 Revision 4fc8d0a0 (github): Cleanup: Separate decor and material light decoration definitions
- 09:09 Revision b004b5f7 (github): Merge branch 'master' into mapdata-c++
- 09:04 Revision f07d6a32 (github): Re-committing previous commits as one
- There was something odd going on with the api folder, so redoing the
changes:
* libdeng2: Added function_cast for ca... - 08:57 Revision 441218f0 (github): Revert "libdeng2: Added function_cast for casting pointers to function pointers"
- This reverts commit a1f69496f2464ec1c3c41215e463f1202774f7c9.
- 08:57 Revision 85748645 (github): Revert "Refactor: Made linedef_s an opaque type, moved members to LineDef class"
- This reverts commit 1b882f44e5afcbb2d91c2fc3def06c253db03b83.
- 06:31 Revision db311c16 (github): Cleanup: Removed obsolete logic for preparing multiple surface materials
- Todo: Support for "smooth texture animation" must be reimplemented.
- 06:12 Revision 77fc365f (github): Cleanup|Materials: Removed redundant "smoothed" Material selection logic
- 05:55 Revision b0ebc7f9 (github): Cleanup: Dumped the old method for managing animated materials
- The layer stages approach to animating materials has worked out fine.
All code for LIBDENG_OLD_MATERIAL_ANIM_METHOD h... - 03:45 Revision fce27483 (github): MaterialSnapshot: Linearly interpolate light decorations
- Note that not all properties can/should be interpolated, however
most are.
Let us see whether everything is working ...
2013-01-13
- 22:29 Revision 1b882f44 (github): Refactor: Made linedef_s an opaque type, moved members to LineDef class
- This warranted switching almost all engine sources to .cpp.
Also sorted out headers for successfully compiling game ... - 22:27 Revision a1f69496 (github): libdeng2: Added function_cast for casting pointers to function pointers
- 18:18 Revision 60578bae (github): Renamed de::MapObject to de::MapElement
- "Element" is a more descriptive term (a building block or simpler
component out of which larger things can be compose... - 18:08 Revision 5740a124 (github): Refactor: Made sidedef_s an opaque type, all members are now in SideDef
- SideDef is now a C++ class.
Note: When updating DMU, the dummies need to be made C++ instances
as well. - 17:42 Revision ee75c8f7 (github): Made sector_s an opaque type, Sector now contains all the members
- 17:01 Revision 3c7f1c40 (github): Made vertex_s an opaque type, Vertex now contains all the members
- This completes the transformation of the Vertex type.
Todo: Update DMU accordingly. - 16:56 Revision 88e31865 (github): Switched all use of vertex_s to Vertex (the C++ class)
- Now vertex_s is free for merging into Vertex.
- 16:45 Revision a799af7d (github): Allocate vertices as C++ instances of Vertex in EditMap
- 15:03 Revision e953df0b (github): Removed the old runtime_mapdata_header_t from sector_s
- 14:42 Revision 6e19f426 (github): Allocate GameMap as a C++ instance
- Constructor initializes everything to zero.
- 14:06 Revision 1c8c0453 (github): Sectors are now internally C++ objects
- 08:30 Revision 8c927536 (github): Light Decorations: Project using MaterialSnapshot's cached decoration state
- Todo: Both decorsource_t and Surface::DecorSource are no longer
needed and the two should be merged. - 08:24 Revision e774d67d (github): MaterialSnapshot: Capture the state of MaterialVariant decoration animations
- Include in the snapshot a copy of the current state of the material
variant's light decoration animations and prepari... - 05:26 Revision b785d5c8 (github): Cleanup
- 05:22 Revision db3159e8 (github): Material: Determine the logical state of a material glow without preparing
- It is not necessary to prepare a material to determine whether there
is an active glow. Preparation is needed only wh... - 04:57 Revision adf4b831 (github): Enhanced command "inspectmaterial"
- Detail the light decoration configuration and the current animation
states for each material variant.
Fixed an overs... - 03:20 Revision 65f1a4ba (github): MaterialVariant: Animate material light decorations
- 02:09 Revision 6378c03d (github): Light Decorations: Parse light decoration stages from Material defs
- At present only the first stage is the animation used. The next step
is to extend MaterialVariant and MaterialSnapsho...
2013-01-12
- 21:14 Revision d1c9a7d1 (github): Adjusted client/server headers for better decoupling
- 20:08 Revision dea60013 (github): Vertexes are now internally C++ objects
- Replaced GameMap vertexes with a MapObjectList<Vertex>.
Todo: DMU needs to be updated to work with de::MapObject rat... - 15:12 Revision 39a40b26 (github): Merge branch 'master' into revise-texture-animation
- Conflicts:
doomsday/engine/src/render/sprite.cpp - 14:05 Revision d418ae3f (github): Light Decorations: Decorations are now owned by the material
- As material animations are now modelled using layer stages, light
decorations also need to be handled a bit different... - 12:40 Revision 121e47a7 (github): Fixed: Brokenness due to invalid Uri instantiation
- Seemingly when Uri's constructors were last refactored their logic
was not clearly understood, resulting in a variety... - 07:56 Revision e7434188 (github): Materials: Deferred linking of generator defs to materials is unnecessary
- The active material-triggered generator definition does not depend
on the source of the material's primary texture. - 02:58 Revision 6907b863 (github): Cleanup
- 01:22 Revision f9e53f00 (github): MaterialSnapshot: Prepare textures for user defined material layers first
- 01:18 Revision cb5361a3 (github): Server: MaterialSnapshot does not need to store rtexmapunit_t state
- Only the client will be drawing with these, so allocating this data
on server side is unnecessary. - 00:13 Revision 7be73ff9 (github): Merge branch 'master' into revise-texture-animation
- Conflicts:
doomsday/engine/api/dd_maptypes.h
doomsday/engine/include/map/p_maptypes.h
doomsday/engine/include/resourc...
2013-01-11
- 22:38 Revision 73803d17 (github): Removed global sideDefs, vertexes, and polyObjs arrays
- Not needed any more. Now all map data is accessed via GameMap.
- 22:09 Revision 78505e44 (github): Removed the global lineDefs and sectors arrays
- Not needed any more.
- 21:41 Revision 117136f1 (github): Removed global bspNodes and hedges arrays
- These are not needed any more.
- 21:36 Revision d417238b (github): Removed the global bspLeafs array
- The GameMap is the correct way to access map data.
- 21:00 Revision dfb5d6e8 (github): Merge branch 'master' into mapdata-c++
- 20:48 Revision 3c7e719c (github): Relocated m_stack to libdeng1
- Also spruced up the implementation a little.
- 19:46 Revision 7efcd045 (github): Documentation: Added description for EntityDatabase
- Courtesy of danij.
- 19:42 Revision 84a79bef (github): MaterialSnapshot: Interpolate MaterialVariant layer states at update time
- Moved the interpolation of MaterialVariant layer state values from
it's ticker to MaterialSnapshot::update() as inter... - 19:06 Revision bc822bcd (github): Cleanup
- 18:49 Revision b1440578 (github): Broke down the generated dd/p_maptypes and reorganized headers
- 17:58 Revision 7d284b4e (github): Moved map data script and template to the attic
- The map data classes will be C++ classes and hand-crafted.
- 00:21 Bug #1108: Infine corruption during first tic
- - **labels**: InFine, Textures --> InFine, Textures, Sound Effects
2013-01-10
- 20:24 Bug #1108: Infine corruption during first tic
- - **labels**: Infine first tic --> InFine, Textures
- **priority**: 1 --> 3
- 20:23 Bug #1108: Infine corruption during first tic
- Indeed, there is evidence that this issue with loading out of the patch folder isn't Infine specific.
Once it goes... - 19:35 Bug #1108: Infine corruption during first tic
- I meant to say, if the infine def is loading graphics that have external patches in the actual Dday folder
- 14:25 Bug #1108 (Closed): Infine corruption during first tic
- Attempting to do anything in the first tic of an infine script causes corruption of all following infine.
*Lab... - 17:33 Revision d1910418 (github): Cleanup
- 16:40 Revision ac5d4a2f (github): Materials: Do not update linked material definitions at prepare time
- It is now unnecessary to update the linked material definitions once
when the material's primary texture is prepared.... - 15:53 Revision f36e0c6b (github): Refactor|Materials: Minor material system cleanup refactorings
- 12:37 Bug #1107: [GL] Ineffective gamma-correction
- - **summary**: Gamma-correction in latest unstable release --> [GL] Ineffective gamma-correction
- 11:52 Bug #1107: [GL] Ineffective gamma-correction
- - **priority**: 5 --> 3
- 11:51 Bug #1107: [GL] Ineffective gamma-correction
- Ok,
in an earlier versions, after I'm start game (heretic, for example),
in a game I'm going to Options->Display-... - 11:49 Revision 62fc4135 (github): Changes missing from the previous commit
- 11:28 Revision d0dae264 (github): MaterialManifest: Link associated material definitions earlier
- It is no longer necessary to defer the linking of associated effect
definitions with MaterialManifests until after th... - 09:18 Revision 63b76ee5 (github): Refactor: Renamed MaterialBind to MaterialManifest
- 07:48 Revision ff0aea34 (github): Refactor|Material: Relocated material "isCustom" state to MaterialBind
- 07:26 Revision ac3044bc (github): Refactor: Use material URIs when looking up linked definitions
2013-01-09
- 12:55 Revision 36a5dc59 (github): Map object types are now opaque pointers in the public Map API
- Publicly, DMU is a pure C API. Outsiders do not have visibility to
the type or contents of map objects via the pointe... - 05:51 Revision 3984ccf6 (github): Merge branch 'master' into revise-texture-animation
- 05:49 Revision 61d88c4a (github): Fixed|Console Renderer: GL_TEXTURE stack underflow with con-background-turn
- If both a console background material and a non-zero turn velocity
was configured, the GL_TEXTURE stack was manipulat... - 05:07 Revision dd39fa3c (github): Documentation|MaterialVariant: Improved apidoc for MaterialVariant
- Plus further minor cleanup refactorings.
- 03:23 Revision a5072cbf (github): Refactor|MaterialVariant: Minor MaterialVariant cleanup refactorings
- 02:44 Revision 72f7f1e9 (github): Materials: Per-context animation states
- Completed plumbing work to allow each material variant instance to
be animated independently, according to their usag...
2013-01-08
- 21:46 Revision 2c20a7ce (github): Materials: Generate material layer animations from texture anim groups
- Beginning to flesh out the new staged based mechanism for material
animation.
Interpret the game-registered texture ... - 20:48 Revision 90bf08b2 (github): Server|Mac OS X: Fixed Mac OS 10.4 build
- 10:31 Revision 86dc59ce (github): Disabled group-based method of material animation
- We will soon be switching to the stage-based method for animating
all materials.
Define LIBDENG_OLD_MATERIAL_ANIM_ME... - 09:33 Revision 0bd61eaa (github): qmake|Mac OS X: Attempting to fix 10.4 build
- At least need to link with HIToolbox.
- 03:46 Revision 20edce67 (github): Refactor|Material: Material encapsulates logic to determine has-decorations state
- Although we must presently prepare a variant in order to answer this
question, the user should not care about this (s... - 03:23 Revision cd4d81a2 (github): Material: Implemented Material_IsAnimated()
- Returns true if the material is animated using either the layer-stage
method or the older anim group method. - 02:44 Revision 470b447a (github): MaterialVariant: Renamed MaterialVariant's Layer as LayerState
- The name "LayerState" better documents the purpose of this data.
- 01:45 Revision c05ef486 (github): Cleanup material.cpp dependencies
- 00:48 Revision ae0968df (github): Materials: Cache all materials in a given group at once
- 00:40 Revision a32bf82b (github): Cleanup
- 00:08 Revision d3a66219 (github): Materials: Separate material precache group functionality
- Previously the animation group mechanic was dual purposed for both
material animation and group precaching. There is ...
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