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From 2013-10-08 to 2013-10-21

2013-10-21

21:45 Feature #1338 (Rejected): Particles that inflict damage
skyjake
21:15 Feature #1338: Particles that inflict damage
I personally think this should be ignored because it would result in dependencies between the playsim and graphics sy... danij
17:03 Feature #1338: Particles that inflict damage
In practice this would require the particle logic to make hit tests against mobjs, which may be difficult to pull off... skyjake
21:04 Feature #1305: Particle generator flag: instantly kill generator
Actually that would probably be a better solution anyway, given that mobjs can be reanimated (e.g., Archvile in DOOM). danij
16:14 Feature #1305: Particle generator flag: instantly kill generator
Might be more elegant to set a scope condition (or some kind of selector) that says the target must be a mobj with he... skyjake
21:02 Feature #1398 (Rejected): No Blood?
The request is a bit vague, but it sounds more like an idea for a mod than something we should do in the engine or th... skyjake
20:58 Feature #1394: Consistent map scoping in definitions
While the example case is a bit outdated, I fully agree a scoping mechanism must be consistent in syntax and semantics. skyjake
20:55 Feature #1393: "version" should print IWAD info/version
It is true that this information is already available, however accessing it easily would not hurt. skyjake
20:50 Feature #1199: Shaders, Texture Maps + other ver.2 features.
Maybe this should just be merged into Feature #7? skyjake
20:41 Feature #1379: XG refs: evaluate params at runtime
The basic idea is good and should be elegantly addressable with Doomsday Script expressions and longer scripts embedd... skyjake
20:36 Feature #1378 (Rejected): DED ver 6 syntax for XG Definitions
Closing this as obsolete, as (Scripted) Info will be used as a basis for definitions in the future. skyjake
20:31 Feature #1376: Externally spawned mobjs
This is already almost possible with a Map Info definition that executes a bunch of spawnmobj commands. The caveat is... skyjake
17:22 Feature #1369: Dynamic map lists (episode structure)
There should be a way to specify the map/hub progression in a completely unlimited way using definitions.
This cou...
skyjake
17:16 Feature #1361: Rotation of objects away from walls during map load
The "done" portion refers to the existing logic for doing this sort of tuning of objects (statues, torches). skyjake
17:15 Feature #1361 (In Progress): Rotation of objects away from walls during map load
skyjake
17:14 Feature #1358 (Rejected): Object oriented fog
Not enough information. skyjake
17:13 Feature #1357: [InFine] More blending modes (add/mul/inv etc)
Also, shaders should be supported. skyjake
17:12 Feature #1356 (Rejected): MP3 Playlists
skyjake
17:06 Feature #1341 (In Progress): Soft edges for sector lighting
skyjake
16:57 Feature #1621 (Closed): Evaluation of runtime conditions
Some conditions (e.g., scopes) can only be determined at runtime as the game world is dynamically changing. This mean... skyjake
16:41 Feature #1620 (Progressed): XG 2.0
XG 1.0 is quite limited and contains plenty of hard-coded functionality. It needs to be integrated with Doomsday Scri... skyjake
16:33 Feature #1619 (Rejected): Adaptive LOD for models
As mentioned in #1319, having massive amounts of objects on the screen will make it difficult to draw all as 3D objec... skyjake
16:28 Feature #1314: Particle spawn rate affected by mobj visibility
Changed title to more accurately describe what is being discussed here. skyjake
16:20 Feature #1312: Stereo sound effects
Stereo sound effects are a bit problematic in a 3D setting like Doom where the left and right channels are mostly det... skyjake
16:17 Feature #1308 (In Progress): Splitscreen multiplayer
Marking this as "in progress" because some work has been done toward multiple simultaneous viewports and separate bin... skyjake
16:16 Feature #1307 (Rejected): Melee damage
Closing as incomplete (request is just a question). skyjake
16:11 Feature #1303 (Rejected): Weapon Recoil
skyjake
12:42 Feature #1265: Map-specific definitions in a WAD lump
This might have some value as a compatibility feature, assuming the lump was being used for some Doomsday-specific ni... skyjake
12:34 Feature #1265: Map-specific definitions in a WAD lump
Given a scoping mechanism is in place, I don't see any need for a map-specific definition set. All such a feature wou... danij
07:34 Feature #1265: Map-specific definitions in a WAD lump
> If this lump is found then obviously the Wad Interpretation Conditions should not be used.
I'm not sure why, thoug...
skyjake
08:49 Feature #1302 (Rejected): Ability to define dynamic Lights from a Map definition
This is should be taken care of via feature #1264 and related features. skyjake
08:40 Feature #1617: Scoped definitions and variables
In practice, libdeng2's @Record@ could play a major role in resolving these scopes. Similarly to how Doomsday Script ... skyjake
07:43 Feature #1617 (New): Scoped definitions and variables
Often it is necessary to limit the effect of some definition or variable to a specific map, episode, game, global var... skyjake
08:32 Feature #1618: Decorations/effects for game events (power up, damage, etc.)
Essentially there should be a mechanism that enables one to set up a trigger condition and then start various effects... skyjake
08:28 Feature #1618 (New): Decorations/effects for game events (power up, damage, etc.)
Creation of an external definition to govern the visual effects of power-ups, damage, killed etc.
Maybe a standard...
skyjake
08:00 Feature #1299 (Closed): Lights attached to (sub)models
skyjake
07:52 Feature #1274: Projectiles meet sky
Fading the projectiles away should be a suitable solution here. skyjake
07:50 Feature #1269 (Rejected): WAD Prioritized music over external
skyjake
07:23 Feature #1244: Scripting in model definitions (e.g., dependent on player health)
> selector for sprites
That's a nice idea; added feature #1616.
skyjake
00:32 Feature #1244: Scripting in model definitions (e.g., dependent on player health)
I don't know if this is appropriate to post in this issue, but it might also be interesting to see the selector mecha... vermil
07:23 Feature #1616 (New): Selector for sprites
_(suggested by vermil)_
It might also be interesting to see the selector mechanism of models extended to sprites...
skyjake

2013-10-20

21:34 Feature #1244: Scripting in model definitions (e.g., dependent on player health)
This use case requires runtime evaluation of condition expressions instead of the basic load-time execution that @Scr... skyjake
21:28 Feature #1615 (Progressed): Sloped planes
Floor/ceiling (or other) planes that have a freely chosen normal vector. skyjake
21:20 Feature #1222 (Closed): 5.1 Digital sound
I believe FMOD takes care of this with 3D sounds and the appropriate speakermode option (-speaker51). skyjake
21:16 Feature #1220: Cutscenes
This sounds like something that's perfectly doable with InFine and demos. skyjake
21:06 Feature #1229: Input plugins: generate events from connected controllers
There is a related proposal: "Input drivers":http://dengine.net/dew/index.php?title=Input_drivers skyjake
21:03 Feature #1503: [Unix] Basic command line options (e.g., help, version)
This is actually quite important because users sometimes rely on --help/-h and --version/-v to query basic usage info... skyjake
21:00 Feature #1517 (In Progress): Autoselect missing interfaces from other audio plugins
This is partially done now: one can select specific interfaces with command line options. skyjake
20:53 Feature #1325 (In Progress): Boom line types and sectors
skyjake
20:41 Feature #1199 (In Progress): Shaders, Texture Maps + other ver.2 features.
skyjake
20:29 Bug #856 (Rejected): Demo playback issues
Closing as obsolete (see #1614). skyjake
20:09 Feature #1193: recorddemo needs clarification
I closed this old RFE because it was worded more like a support request. The presented idea itself is now essentially... skyjake
19:17 Feature #1193: recorddemo needs clarification
My apologies, I now see that yourself is trying to consolidate a list of features for the new demo recording system u... vermil
19:01 Feature #1193: recorddemo needs clarification
Apologies for interfering, but why close what could still be considered an RFE for the new demo recording system in f... vermil
18:09 Feature #1193 (Rejected): recorddemo needs clarification
The old demo recording implementation will be replaced, so this is now obsolete. skyjake
18:13 Feature #1614 (New): Improved demo recording and playback
The demo recording and playback system needs to be completely revised.
Features:
* Recording a demo on the server...
skyjake
00:32 Feature #1471: Standard definitions should conform to vanilla
There is also the anomaly of the 'chgun' sound def in Doom's sounds.ded. I'm not sure if it was in Vanilla Doom or no... vermil

2013-10-19

21:21 Revision d0e12b3a (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
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... skyjake
18:51 Feature #1187 (Rejected): Force feedback
skyjake
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...
skyjake
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...
skyjake
16:43 Feature #1162 (In Progress): Global engine configuration
This is effectively implemented by @SettingsRegister@, for instance the renderer appearance profiles are "global", i.... skyjake
12:45 Bug #1593: [Doom] Excess state in rocket explosion
This one?... skyjake
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. skyjake

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... danij
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...
skyjake
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...
danij
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... skyjake
21:39 Feature #1157 (Rejected): Auto-adjust brightness and contrast
I'd prefer to have actual HDR rendering... skyjake
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... danij
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. skyjake
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... skyjake
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 ... skyjake
21:05 Feature #1567: [Automap] Quick hide/show markers
This might already be doable by binding different things to "down" and "up" key events. skyjake
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. skyjake
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. skyjake
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... skyjake
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...
skyjake
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... skyjake
15:41 Feature #1466 (Rejected): Multiplayer map select limitation
Closed because the reported issue relates to UI that has since been removed. skyjake
14:30 Feature #1197 (In Progress): Scriptable UI
skyjake
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 ... skyjake
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... skyjake
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...
skyjake
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... skyjake
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... skyjake
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...
skyjake
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... vermil
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.)
skyjake
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... skyjake
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, ...
vermil
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...
vermil
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?)
skyjake
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 ... skyjake
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.
skyjake
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+... skyjake
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.
skyjake
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 ...
skyjake
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). skyjake
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... skyjake
10:53 Bug #1589 (Closed): [Windows] Missing icons
On Windows 7, icons for the main window and Add/Remove Programs are missing. skyjake
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. skyjake
08:44 Feature #1301 (In Progress): Redesigned DED Reader
skyjake
07:59 Revision dd7f0ec8 (github): Documentation: Fixed some warnings from Doxygen
A missing reference and an obsolete config setting. skyjake

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...
skyjake

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... danij
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... skyjake
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 ... danij
14:20 Feature #1370 (In Progress): Halos with fading trails (to go with the slowed occlusion)
skyjake
12:52 Feature #1587: 3D weapon behaviour
Sorry, I meant to write 'stream', not 'steam', in reference to the Phoenix Rod above. vermil

2013-10-14

13:17 Revision 6c4531e8 (github): Refactor|libcommon: Pass sector-plane-impacted arguments via Sector_TouchingMobjsIterator
danij
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...
danij
09:30 Revision 7b748ea2 (github): Refactor|libcommon: Pass mobj-torque arguments via Mobj_TouchedLinesIterator
danij
08:44 Revision d88f846c (github): libcommon: Fix monster teleport behavior (refactoring oversight)
danij
08:01 Revision 3b756987 (github): libcommon: Cleaned up mobj teleporting/telefragging
danij
06:07 Revision dd99f584 (github): Refactor|libcommon: Pass spike-thrust/lostsoul-cross arguments via Mobj_BoxIterator
danij
05:21 Revision d1ed2056 (github): Refactor|libcommon: Pass radius-attack traverser arguments via Mobj_BoxIterator
danij
04:19 Revision c85a816e (github): Refactor|libcommon: Pass player-bounce/slide traverser arguments via the Interceptor
danij
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. danij
02:51 Revision 44a2367c (github): World|Interceptor: Cleanup
danij
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...
danij

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.
skyjake
19:12 Revision 6742dd2d (github): Fixed|libdeng1|Reader: Possibly undefined operation
Attempting to fix a warning about post-increments. skyjake
19:05 Revision d4c7ba91 (github): Fixed|libdeng1|Reader|Writer: Avoiding pointer alignment issues
Some CPU architectures do not look kindly upon pointer misalignment. skyjake
14:13 Revision 7cf66dba (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
skyjake
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.
skyjake
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...
skyjake
08:50 Revision 94990248 (github): libcommon: Updated wrt intercept_t changes
danij
08:39 Revision 544470cb (github): Refactor|World|Map|Interceptor: Relocated intercept list functionality into Interceptor
Still global/shared, though. danij
07:47 Revision cf1468d9 (github): API|Map: Cleanup
danij
07:38 Revision 17b5d982 (github): World|Map: Derived Interceptor from previously global path traversal logic
Interceptor instances are visible publicly as opaque pointers. danij
04:34 Revision 77119471 (github): libcommon: Further cleaned up common/src/p_map.cpp
danij
03:47 Revision def81556 (github): libcommon: Cleanup
danij
03:26 Revision 59fd4753 (github): Refactor|libcommon: Switched common/src/p_map to C++
danij
01:49 Revision 0469da54 (github): World|Map: Defined missing Map::lumobj(int index) lookup method
danij
01:42 Revision 86eb38c6 (github): API|Map: Removed divline_t
danij
00:39 Revision ec3c3002 (github): API|Map: Unused functions removed; P_PathTraverse reformatted
danij

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...
skyjake
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.
skyjake
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...
danij
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. danij

2013-10-11

22:47 Revision 1d7f6c0a (github): World|Map: Cleanup
danij
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...
danij
20:13 Revision ece0b618 (github): Refactor|World|Map: Moved blockmap path traversal into Blockmap
danij
18:36 Revision b07e2716 (github): World|Map: Continued unraveling Blockmap path traversal
danij
17:45 Revision 28502cea (github): Fixed|World|Map: Qt 4.7 compatibility (no QVarLengthArray operator <<)
danij
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 ...
tarabs
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 ... skyjake
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...
skyjake
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... skyjake
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.
...
skyjake
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... skyjake
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... skyjake
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. skyjake

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...
danij
04:05 Revision 85dd2f92 (github): Typo
danij
04:02 Revision 20c8af10 (github): World|Blockmap: Cleanup
danij
03:23 Revision da323278 (github): Map Renderer|Client: Cleanup
danij
02:57 Revision a349f76e (github): Map Renderer|Client: Use a viewer-local QBitArray for flagging visible BSP leafs; cleanup
danij
01:20 Revision ee2dc17b (github): World|Map: Use QVarLengthArray to collect map element pointers from link nodes
danij

2013-10-09

23:26 Revision 7ceb5333 (github): World|Map: Continued cleaning up map internal data structure init/traversals
danij
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...
skyjake
21:08 Bug #1053: [Render hack] Icarus Alien Vanguard: Force-fields (scrolling masked middle texture)
- **assigned_to**: Daniel Swanson
- **Priority**: 5 --> 7
danij
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...
danij
10:03 Revision f439b9f5 (github): World|Blockmap: Cleanup
danij
09:00 Revision 01dc408a (github): World: Added LineBlockmap
danij
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 ...
danij
04:03 Revision b9dfdfce (github): Typos
danij
03:54 Revision 985c2920 (github): Server: Removed gridmap.h/cpp from the project
danij
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 ...
danij

2013-10-08

23:22 Revision 00d2eb32 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
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;...
danij
19:05 Revision 675e466c (github): Cleanup
skyjake
19:04 Revision 11284dac (github): UI|Client: Polished About dialog contents
skyjake
19:03 Revision 7743378a (github): libdeng2|Time: Parsing time from built-in preprocessor defines
This works with "__DATE__ __TIME__". skyjake
09:40 Revision 31661438 (github): Gridmap|Data: Cleanup
danij
03:19 Revision deb5f4a5 (github): Map Renderer|BlockmapVisual: Cleanup
danij
02:48 Revision ba75ecc9 (github): World|Mobj|Lumobj: Added Mobj_AABox() and Lumobj::aaBox() methods; cleanup
danij
 

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