Activity
From 2013-10-06 to 2013-10-19
2013-10-19
- 21:21 Revision d0e12b3a (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 18:57 Feature #1608 (Progressed): Integrate Doomsday Script
- "Doomsday Script":http://dengine.net/dew/index.php?title=Doomsday_Script_reference should be integrated into all rele...
- 18:51 Feature #1187 (Rejected): Force feedback
- 18:44 Feature #1607 (New): Reset settings to defaults
- There should be a way to reset any settings to defaults.
In practice, this could be done by utilizing @SettingsReg... - 16:53 Bug #1606 (Progressed): M_THERMM and HUD message font replacement
- _(original issue reported by vermil)_
Not version specific (i've tested it in 1.8.6 and beta4).
Not so much a b... - 16:43 Feature #1162 (In Progress): Global engine configuration
- This is effectively implemented by @SettingsRegister@, for instance the renderer appearance profiles are "global", i....
- 12:45 Bug #1593: [Doom] Excess state in rocket explosion
- This one?...
- 12:13 Bug #1125: Handling missing OpenGL support during launch
- Changed priority to Low because the OpenGL version check must be manually disabled for this situation to occur.
2013-10-18
- 21:46 Feature #1604: Game rules (1p and MP)
- Interpreting the rule set as a hierarchy would seem to be the correct solution here. In fact I wonder whether game ru...
- 21:31 Feature #1604: Game rules (1p and MP)
- Hmm, in the context of MP it makes more sense than in 1p to have the map cycle as part of rules...
Maybe this coul... - 21:23 Feature #1604: Game rules (1p and MP)
- Should a map cycle be incorporated into the game rules?
It occurs to me that a map cycle is outside the scope of a... - 15:34 Feature #1604 (New): Game rules (1p and MP)
- All the game plugins have a number of cvars that affect how gameplay behaves (either in 1p or MP). Instead/additional...
- 21:39 Feature #1157 (Rejected): Auto-adjust brightness and contrast
- I'd prefer to have actual HDR rendering...
- 21:37 Feature #1580: Fix the Doom 64: Absolution TC plugin
- This plugin is also far from feature complete. It was built by extracting the DOOM64 specific logic from the Absoluti...
- 20:34 Feature #1580: Fix the Doom 64: Absolution TC plugin
- The doom64 plugin has been kept around and compiles fine, but likely needs plenty of fixing.
- 21:19 Feature #1482: Indication of scrolling menus
- The implementation of menu scrolling definitely needs improvement, but so does the entire game-side UI mechanism. Ult...
- 21:08 Feature #1566: [Automap] Reset line colors
- In the future, as more and more options are brought under @SettingsRegister@'s control, reseting to defaults will be ...
- 21:05 Feature #1567: [Automap] Quick hide/show markers
- This might already be doable by binding different things to "down" and "up" key events.
- 20:57 Feature #1484: [MP] Bindings for group chat
- Added relation to #1604 because the game rules define who is a friendly and who is the enemy.
- 20:27 Bug #1132: Rendering slow - slow graphics (1.11.0 => 1.11.2)
- We should try to figure out what changed between 1.11.0 and 1.11.2 that might affect performance in this case.
- 16:30 Feature #1150 (Rejected): Duke Nukem 3D Support
- Closed because in any realistic view, Duke Nukem 3D is outside the scope of the project. Besides, there already are s...
- 16:15 Feature #1605 (Closed): Tutorial
- On the first launch, or afterwards if requested, the user should be guided through a short tutorial.
# Introduce the... - 15:46 Feature #1415: [Master Server] Allow specifying server IP manually
- If provided a manual IP, the master server should ensure that there actually is a Doomsday server running at the prov...
- 15:41 Feature #1466 (Rejected): Multiplayer map select limitation
- Closed because the reported issue relates to UI that has since been removed.
- 14:30 Feature #1197 (In Progress): Scriptable UI
- 14:28 Feature #1197: Scriptable UI
- The new UI framework being built for Doomsday 2.0 (UI migration started in 1.11) will be scriptable through Doomsday ...
- 14:05 Feature #1603 (Progressed): Support for id Tech 1 map hacks
- With carefully manipulated map data, the original DOOM engine could be tricked into rendering special effects like de...
- 13:56 Feature #1602 (New): Improvements for map title in automap
- * add "map-title" cvar to enable automap title specifically
* make display of map number optional
* Doom: option to... - 13:41 Feature #1601 (In Progress): Package management
- Doomsday should have an internal package manager for managing the installed addons and for accessing online repositor...
- 13:27 Feature #1600 (Closed): Drop Snowberry
- Doomsday should not need a separate launcher once the Home screen (Ring Zero GUI) has been improved enough to support...
- 13:24 Feature #1594: [Audio] Default number of sound channels should be "max"
- There are actually two, separate limits:
* Doomsday's own logical sound channels, controlled with "-sfxchan"
* A po... - 12:33 Feature #1594: [Audio] Default number of sound channels should be "max"
- It is my understanding that if a user tries to launch Dday with a number of sound channels greater than what their sy...
- 11:00 Feature #1594 (Rejected): [Audio] Default number of sound channels should be "max"
- Should the default number of audio channels be set to maximum available? (In Snowberry also.)
- 13:18 Feature #1404: Stopping time, while allowing camera movement
- There could be factor similar to "settics" that controls how long game world ticks are. Pausing everything would be a...
- 12:48 Bug #1599 (Closed): Double Quit sound
- A tiny little thing that affects all games in modern Dday.
Normally, if one selects quit game from the main menu, ... - 12:28 Bug #1598: Strange vertical view bobbing when running into walls
- I would like to challenge this being ignored, as it seems to actually be a symptom of another issue.
Dday acts lik... - 11:08 Bug #1598 (New): Strange vertical view bobbing when running into walls
- Strange vertical view-bob behavior when running into walls (bob delta differs for vertical and horizontal walls?)
- 11:06 Bug #1597 (New): [HUD] Psprite positioning too low
- Psprites are positioned slightly too low (8-10 virtual pixels) (dependent on display aspect ratio; positions correct ...
- 11:03 Feature #1596 (Closed): [Updater] Notify when network connection fails
- A message or a notification should be displayed when dengine.net cannot be reached due to a network failure.
- 11:01 Feature #1595 (Closed): [Updater] Separate channels for unstable, stable, and RC+stable releases
- Now that the Build Database is available on api.dengine.net, query unstable and stable builds separately. Add an "RC+...
- 10:58 Bug #1593 (New): [Doom] Excess state in rocket explosion
- There is a superflous extra state in rocket explosion that breaks some DEH patches.
- 10:57 Bug #1592 (New): [HUD] Weapon lower animation briefly restarts
- With HUD 3D models, the weapon lower animation briefly restarts.
See veirdo's "HUD_Mage" add-on available in the ... - 10:55 Bug #1591 (Progressed): [BSP] Fully overlapped map geometry is not always split
- Fully overlapped map geometry is not always split when building the BSP (partial overlaps are split correctly).
- 10:54 Bug #1590 (Closed): Cannot reshow autocompletion popup
- Once dismissed the autocompletion popup can't be reshown until cursor moves: pressing Tab again completes rather than...
- 10:53 Bug #1589 (Closed): [Windows] Missing icons
- On Windows 7, icons for the main window and Add/Remove Programs are missing.
- 10:51 Bug #1588 (Closed): [Console] Unclear when autocompletion popup is scrollable
- The color of the autocompletion popup indicator is not visible enough on the inverted background.
- 08:44 Feature #1301 (In Progress): Redesigned DED Reader
- 07:59 Revision dd7f0ec8 (github): Documentation: Fixed some warnings from Doxygen
- A missing reference and an obsolete config setting.
2013-10-17
- 12:43 Bug #1128 (Closed): Some of the textures and parts of GUI missing
- I'm closing this as it sounds more like an OpenGL driver issue related to texture compression.
Texture compression...
2013-10-16
- 14:52 Feature #1362: Smoothing of dynlights & halos
- Indeed I expect this can be implemented by removing the regenerating and instead updating lumobj properties if/when n...
- 14:38 Feature #1362: Smoothing of dynlights & halos
- For the new lens flare drawing code, it is quite important that luminous objects are tracked across frames. I suppose...
- 14:34 Feature #1362: Smoothing of dynlights & halos
- As of 1.12 luminous objects are now owned by the de::Map instance. However they currently cleared and regenerated at ...
- 14:20 Feature #1370 (In Progress): Halos with fading trails (to go with the slowed occlusion)
- 12:52 Feature #1587: 3D weapon behaviour
- Sorry, I meant to write 'stream', not 'steam', in reference to the Phoenix Rod above.
2013-10-14
- 13:17 Revision 6c4531e8 (github): Refactor|libcommon: Pass sector-plane-impacted arguments via Sector_TouchingMobjsIterator
- 11:07 Revision a20f18b2 (github): Refactor|libdoom: Pass mobj-avoid-dropoff arguments via Mobj_TouchedLinesIterator
- Also fixed a potential bug here, where the bounding box of the mobj
attempted to avert the drop off was not initializ... - 09:30 Revision 7b748ea2 (github): Refactor|libcommon: Pass mobj-torque arguments via Mobj_TouchedLinesIterator
- 08:44 Revision d88f846c (github): libcommon: Fix monster teleport behavior (refactoring oversight)
- 08:01 Revision 3b756987 (github): libcommon: Cleaned up mobj teleporting/telefragging
- 06:07 Revision dd99f584 (github): Refactor|libcommon: Pass spike-thrust/lostsoul-cross arguments via Mobj_BoxIterator
- 05:21 Revision d1ed2056 (github): Refactor|libcommon: Pass radius-attack traverser arguments via Mobj_BoxIterator
- 04:19 Revision c85a816e (github): Refactor|libcommon: Pass player-bounce/slide traverser arguments via the Interceptor
- 03:46 Revision 70699afc (github): Refactor|libcommon: Pass player-use traverser arguments via the Interceptor
- It is no longer necessary to use global variables for this purpose.
- 02:51 Revision 44a2367c (github): World|Interceptor: Cleanup
- 01:55 Revision 53292642 (github): API|Map: Revised Intercept representation
- One can now reference the Interceptor from which an Intercept was
produced via the Intercept info if needed, simplify...
2013-10-13
- 20:31 Revision dd889e99 (github): Fixed|libdeng1|Reader: Reading 16/32-bit values
- An incorrect return type for Reader_8() caused the higher bytes of
16/32-bit values to be truncated to zero. - 19:12 Revision 6742dd2d (github): Fixed|libdeng1|Reader: Possibly undefined operation
- Attempting to fix a warning about post-increments.
- 19:05 Revision d4c7ba91 (github): Fixed|libdeng1|Reader|Writer: Avoiding pointer alignment issues
- Some CPU architectures do not look kindly upon pointer misalignment.
- 14:13 Revision 7cf66dba (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
- 14:09 Revision 88376fa0 (github): qmake: Don't link libgui to the game plugins
- A server build does not include libgui, so the plugins shouldn't
rely on it at this stage. - 14:02 Revision abfc2a10 (github): Fixed|libcommon: Build errors and warnings in p_map.cpp
- Jumping over variable initialization with goto is illegal. Moved
the variables before the gotos.
Also, fixed warning... - 08:50 Revision 94990248 (github): libcommon: Updated wrt intercept_t changes
- 08:39 Revision 544470cb (github): Refactor|World|Map|Interceptor: Relocated intercept list functionality into Interceptor
- Still global/shared, though.
- 07:47 Revision cf1468d9 (github): API|Map: Cleanup
- 07:38 Revision 17b5d982 (github): World|Map: Derived Interceptor from previously global path traversal logic
- Interceptor instances are visible publicly as opaque pointers.
- 04:34 Revision 77119471 (github): libcommon: Further cleaned up common/src/p_map.cpp
- 03:47 Revision def81556 (github): libcommon: Cleanup
- 03:26 Revision 59fd4753 (github): Refactor|libcommon: Switched common/src/p_map to C++
- 01:49 Revision 0469da54 (github): World|Map: Defined missing Map::lumobj(int index) lookup method
- 01:42 Revision 86eb38c6 (github): API|Map: Removed divline_t
- 00:39 Revision ec3c3002 (github): API|Map: Unused functions removed; P_PathTraverse reformatted
2013-10-12
- 20:41 Revision 76c5eef3 (github): Fixed: Build failure (invalid operands)
- gcc 4.6.3 on Raspbian says that '&&' cannot take int and va_list as
operands. The variable argument list parameter sh... - 20:00 Revision a604b47d (github): Fixed|libgui: Build failure in the dummy DisplayMode
- The dummy version of the native DisplayMode routines had not been
updated since the latest changes to the API. - 03:13 Revision f10c62d6 (github): API: Revised mechanism for map element interception traces
- Each trace now uses a TraceState which passed as an argument to the
path trace callback function. The old global vari... - 00:20 Revision 14d39567 (github): World|Map: Removed unnecessary sector filter from Map::bspLeafBoxIterator()
- The caller can just as easily implement this in the callback.
2013-10-11
- 22:47 Revision 1d7f6c0a (github): World|Map: Cleanup
- 22:33 Revision 104d96c0 (github): Refactor|World|Map: Extracted algorithm for map element path interception
- Map now provides all the API mechanisms to implement this algorithm
outside of the map itself. In the future this can... - 20:13 Revision ece0b618 (github): Refactor|World|Map: Moved blockmap path traversal into Blockmap
- 18:36 Revision b07e2716 (github): World|Map: Continued unraveling Blockmap path traversal
- 17:45 Revision 28502cea (github): Fixed|World|Map: Qt 4.7 compatibility (no QVarLengthArray operator <<)
- 13:08 Bug #1137 (Closed): [Deathkings] Inventory navigation
- In Hexen Deathkings of the Dark Citadel
In the list of items: to select an item on the left, left bracket must be ... - 12:18 Bug #10 (New): [InFine] Line spacing for text
- At least in Heretic and Hexen, line spacing in blocks of text does not match the original games, causing the text to ...
- 10:05 Feature #9 (Progressed): Use local server to run single-player games
- The objective is to make the engine always run in client/server mode, even locally in single-player games.
Complet... - 09:53 Feature #8 (Closed): New GL2 based model renderer
- The 3D model renderer is a relatively isolated component in Doomsday. It should be possible to add a new GL2 based mo...
- 09:46 Feature #7 (Progressed): Next-gen renderer (codename "Gloom")
- Doomsday's renderer in version 1.9 was fully based on OpenGL 1.4. There was no support for shaders, for instance.
... - 09:40 Feature #6 (Progressed): Draw lens flares using GL2
- The old lens flares & halo renderer should be replaced with one that draws the flares using the new libgui GL2 classe...
- 07:36 Feature #5 (Closed): Multiplayer UI as part of taskbar
- The old multiplayer connection UI is accessed via the game's main menu. Additionally/instead, the task bar should pro...
- 07:34 Feature #4 (In Progress): UI improvements
- This issue tracks the status of the UI renovation from old version 1.9 engine UI to 2.x and beyond.
2013-10-10
- 13:25 Revision 5f243e67 (github): World|Map: Pass the trace origin into the blockmap path traversers
- In future the trace state will not be contained within de::Map, so
don't assume that we can access this once the trac... - 04:05 Revision 85dd2f92 (github): Typo
- 04:02 Revision 20c8af10 (github): World|Blockmap: Cleanup
- 03:23 Revision da323278 (github): Map Renderer|Client: Cleanup
- 02:57 Revision a349f76e (github): Map Renderer|Client: Use a viewer-local QBitArray for flagging visible BSP leafs; cleanup
- 01:20 Revision ee2dc17b (github): World|Map: Use QVarLengthArray to collect map element pointers from link nodes
2013-10-09
- 23:26 Revision 7ceb5333 (github): World|Map: Continued cleaning up map internal data structure init/traversals
- 21:20 Bug #1054: [Win XP] Jitter with sync in windowed mode
- What about these:
- windowed + vsync off => no jitter?
- windowed + vsync on + mouse grabbed => ?
- windowed + v... - 21:08 Bug #1053: [Render hack] Icarus Alien Vanguard: Force-fields (scrolling masked middle texture)
- - **assigned_to**: Daniel Swanson
- **Priority**: 5 --> 7
- 07:01 Bug #1053: [Render hack] Icarus Alien Vanguard: Force-fields (scrolling masked middle texture)
- This map hack is on my to-do list for 1.13 and will be supported in this release.
Note that the two ports you ment... - 10:03 Revision f439b9f5 (github): World|Blockmap: Cleanup
- 09:00 Revision 01dc408a (github): World: Added LineBlockmap
- 08:10 Revision 5e2bd632 (github): Refactor|World|Blockmap: BlockmapCellBlock is now inclusive-exclusive
- Previously an inclusive-inclusive representation was used. Although
this representation is immediately easier to use ... - 04:03 Revision b9dfdfce (github): Typos
- 03:54 Revision 985c2920 (github): Server: Removed gridmap.h/cpp from the project
- 03:53 Revision 9c2631c6 (github): Fixed|All Games: Latent links to deceased mobjs in the Blockmap
- Whenever a mobj is moved on the XY plane, regardless of the distance,
it is paramount that the engine is informed of ...
2013-10-08
- 23:22 Revision 00d2eb32 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 23:21 Revision 1d4129ac (github): Refactor|World|Blockmap: Blockmap now encapsulates Gridmap
- The level at which Gridmap was abstracted from Blockmap is not useful.
There are however two meaningful abstractions;... - 19:05 Revision 675e466c (github): Cleanup
- 19:04 Revision 11284dac (github): UI|Client: Polished About dialog contents
- 19:03 Revision 7743378a (github): libdeng2|Time: Parsing time from built-in preprocessor defines
- This works with "__DATE__ __TIME__".
- 09:40 Revision 31661438 (github): Gridmap|Data: Cleanup
- 03:19 Revision deb5f4a5 (github): Map Renderer|BlockmapVisual: Cleanup
- 02:48 Revision ba75ecc9 (github): World|Mobj|Lumobj: Added Mobj_AABox() and Lumobj::aaBox() methods; cleanup
2013-10-07
- 14:14 Revision 8e755167 (github): OS X|Audio: Use CoreAudio's DLS soundfont if no other specified
- If 'music-soundfont' is empty (the default), we will now try to load
the CoreAudio basic DLS soundfont. - 10:52 Revision 4351e382 (github): World|Blockmap: Blockmap is used as a base for ContactBlockmap
- 09:44 Revision 9ad97ec8 (github): World|Map: Cleanup
- 09:06 Revision 7c502c0b (github): Refactor|World|Client: Renamed ContactBlockmap source files
- These files now contain Contact and ContactList.
- 08:37 Revision 2b51264c (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 08:36 Revision 7279e048 (github): Refactor|World: Split contact spreading algorithm from the contact blockmap
- Todo for later: I'm not satisfied with this API...
- 07:48 Revision 68932831 (github): Updater: Notification uses accent color when update available
- Now the small notification icon uses the accent color if an update
is available, so that it is visually distinct from... - 06:16 Revision 9f892e63 (github): World|Map|Client: de::Map has ownership of the contact blockmaps
- Todo: Cleanup.
- 04:45 Revision 33c7490b (github): World|ContactBlockmap|Client: Use a regular Blockmap for Contact spreading
2013-10-06
- 19:13 Revision 0e495687 (github): Optimize|World|ContactBlockmap|Client: Flag spread ContactBlockmap cells with a separate bit array
- Storing the "already spread" state for blockmap for a cell within the
data for the cell itself is less efficient -- i... - 15:56 Revision a4ca2adc (github): Homepage: Updated source package for 1.12.0
- 11:11 Revision 806da2b2 (github): World|ContactBlockmap|Client: Avoid unnecessary allocations when spreading contacts
- Spreading doesn't actually alter the blockmap, so we don't need to
allocate cell data simply because a given cell is ... - 10:47 Revision 5e2d2523 (github): World|ContactBlockmap|Client: Base ContactBlockmap on Gridmap
- 08:58 Revision 36e53347 (github): World|ContactBlockmap|Client: Cleanup
- 08:44 Revision 10db338c (github): Refactor|World|ContactBlockmap|Client: Reworked ContactBlockmap into a C++ class
- 08:04 Revision 5c2f3f64 (github): World|ContactBlockmap|Client: Use separate BSP leaf contact lists for each contact type
- 06:37 Revision 74e05ee0 (github): World|ContactBlockmap|Client: Cleanup
- 05:53 Revision 581a39db (github): Refactor|World|ContactBlockmap|Client: Renamed source files for ContactBlockmap
- 05:28 Revision b2c291f0 (github): World|ContactBlockmap|Client: Cleanup
- 05:07 Revision b898b81e (github): Refactor|World|Client: Objlink blockmap refactoring continues...
- In the absence of better alternative I've opted to rename these as
"ContactBlockmaps" for now. - 03:24 Revision 0a14f07d (github): World: Cleanup
- 02:11 Revision 7af0914c (github): Refactor|World|Client: Further objlink blockmap cleanup
- 01:02 Revision 07050238 (github): Refactor|World|Client: Cleaned up "objlink blockmap" somewhat
- We really need a better name for this...
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