Activity
From 2013-10-25 to 2013-11-07
2013-11-07
- 23:19 Revision a2d62743 (github): Fixed|Client|Map Renderer: Rend_AttenuateLightLevel() returns values > 1.f
- The rest of the map renderer expects [0..1] normalized light levels.
- 22:55 Revision 8527700b (github): Refactor|Client|Map Renderer: Began dismantling/remodeling GLTextureUnit
- This component does not make sense in its current form.
- 20:01 Feature #1658: Automatic port forwarding (UPnP/NAT-PMP/PCP)
- BRisa (http://brisa.garage.maemo.org/) looks useful.
- 10:05 Feature #1658 (New): Automatic port forwarding (UPnP/NAT-PMP/PCP)
- To facilitate running servers behind local internet gateways (routers, NAT, etc.), Doomsday should take advantage of ...
- 05:16 Revision e6f1c34f (github): Refactor|Client|GLTextureUnit|Map Renderer: Removed property GLTextureUnit::blendMode
- 04:26 Revision f6001699 (github): Refactor|Client|Map Renderer: Removed the old "RTU map" mechanism
- Now that we have an object-oriented interface to the draw lists this
sort of a mechanism is no longer useful. - 02:42 Revision bdd6a90a (github): Client|Map Renderer: Continued remodeling draw list specification/draw-state management
- Explicitly specify per-primitive GL draw state change properties at
DrawList::write() time, rather than copying them ...
2013-11-06
- 22:46 Revision 8e58d706 (github): Client|Map Renderer: Began remodeling draw list specification/draw-state management
- 18:48 Revision c4937af9 (github): Merge branch 'master' into gl2-drawlists
- 18:44 Revision 0c9e9398 (github): Refactor|Client: RenderSystem has ownership of renderer/renderer-appearance settings
- 18:24 Revision 695300fe (github): Refactor|Client|Map Renderer: Relocated RL_RenderAllLists() to rend_main.cpp
- There is no longer any real benefit in separating this from the rest
of the map renderer logic. - 18:17 Revision 22a1cc0d (github): Client|Map Renderer: Cleanup
- 18:03 Revision ae664d02 (github): Refactor|Map Renderer: RenderSystem has ownership of the primary geometry buffer
- 17:49 Revision d17e0f39 (github): Refactor|Client|Map Renderer|DrawLists: Clear/reset draw lists and vertex buffer from RenderSystem
- Also store a pointer to the vertex buffer internally within DrawList.
- 17:12 Revision fe63c036 (github): Refactor|Client|Map Renderer: Split NormalGeom into two separate groups
- 11:49 Revision 83a61256 (github): Merge branch 'oculus-rift' of github.com:skyjake/Doomsday-Engine into oculus-rift
- 11:49 Revision ad44ce86 (github): UI|Client: Working on the busy mode transition
- Todo: To make this work correctly, the untransformed UI content needs
to be frozen at the window level.
2013-11-05
- 14:15 Feature #1646: Stereo 3D enhancements
- One artistic challenge in the "resource pack" category might be 3D weapon models. The Team Fortress 2 developers chos...
- 14:06 Revision 6d192975 (github): Fixed|libdeng2: Partially notifying a widget tree
- When notifying a widget tree and stopping halfway, one has to make
sure the appropriate pre/post notifications still ... - 14:06 Revision 3e69a4c3 (github): UI|AboutDialog: Changed date format to use system locale
- 14:03 Revision e4153bf5 (github): GL|CompositorWidget: Adjusting blending for offscreen composition
- The crucial thing is how the alpha channel information is written
in the render target. Normally this can be ignored,... - 14:00 Revision 6598bd83 (github): Stereo 3D: Added GPL banner
- 14:00 Revision 9e95b49c (github): UI|AboutDialog: Changed date format to use system locale
- 12:53 Revision 32dc142f (github): Fixed|VR: Use correct macro to register a change callback
- 10:57 Feature #1655 (In Progress): Offscreen UI composition
- 08:13 Feature #1655: Offscreen UI composition
- Currently implemented in the "oculus-rift" branch. The remaining missing detail is appropriate alpha blending for the...
- 08:11 Feature #1655 (Closed): Offscreen UI composition
- Doomsday's UI framework needs to have the ability to flatten a widget tree into an offscreen buffer (such as a GL tex...
- 08:36 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> We should think about which tasks need to be accomplished to close this issue (#1636), and which sh... - 08:35 Feature #1657 (Closed): Oculus Rift field-of-view angle
- The correct FOV angle is a crucial part of Oculus Rift rendering:
* Create a mechanism for maintaining or restoring ... - 08:19 Feature #1656 (Closed): UI for VR / Oculus Rift config
- If an Oculus Rift is available, the UI should show appropriate settings to configure it. Other VR settings should als...
- 08:05 Feature #1654 (Closed): [VR] Displaying the 2D UI within a 3D view
- In a 3D VR environment, Doomsday's and the games' 2D UI elements must be displayed differently. For instance, for Ocu...
- 05:19 Revision 45bbbc2e (github): Merge pull request #6 from cmbruns/oculus-rift
- Oculus rift
- 04:53 Revision 9f493cba (github): Client|Map Renderer: Cleanup
- 04:09 Revision 860746a9 (github): Refactor|Client|Map Renderer: Updated RL_RenderAllLists() to use DrawLists; cleanup
- TODO: Redesign DrawList specification/"RTU map" stuff.
TODO: Revise plane geometry generation to build tristrips.
TOD... - 04:04 Revision a6782e6d (github): Refactor|Client|Map Renderer: Updated all drawing to use DrawLists
- 04:02 Revision 39ac6fba (github): Client|Map Renderer: Began dismantling of the old render lists module
- 03:55 Revision 9c2ee909 (github): Client: Added RenderSystem
- Presently this merely acts as the owner of the DrawLists.
- 03:50 Revision 71795d3d (github): Client|Map Renderer: Added DrawLists
- Encapsulates DrawList management.
- 03:49 Revision e2c75aed (github): Client|Map Renderer: Added DrawList
- Provides a drawable list of buffered GL primitives/or GL commands.
- 01:20 Revision 8628ae26 (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
- Conflicts:
doomsday/client/src/ui/vrcontenttransform.cpp
2013-11-04
- 23:22 Feature #1636: Support for Oculus Rift
- Thanks for the detailed explanation of which values can/should be obtained from the SDK. The fact that an effective F...
- 23:19 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> > offscreen render buffers
>
> I've got [offscreen render buffers] mostly working.
That's gre... - 22:15 Feature #1636: Support for Oculus Rift
- danij wrote:
> If the FOV provided from the Oculus SDK is not treated as an absolute then of what benefit is there t... - 20:51 Feature #1636: Support for Oculus Rift
- > offscreen render buffers
I've got this mostly working. The situation in the oculus-rift branch is that I've hard... - 19:56 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> danij wrote:
> > Are we saying that VR is so exceptional that by default we shouldn't honour the F... - 19:45 Feature #1636: Support for Oculus Rift
- danij wrote:
> Are we saying that VR is so exceptional that by default we shouldn't honour the FOV of the original g... - 18:59 Feature #1636: Support for Oculus Rift
- I agree with the intention. However I disagree with the method. Field-of-view in a cinematic sense is a matter of art...
- 18:55 Feature #1636: Support for Oculus Rift
- danij wrote:
> Why should we allow the Rift SDK to override the field-of-view?
I believe the Rift should determin... - 18:37 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> Speaking of field-of-view, I'm currently setting the field-of-view to 110 degrees when the player a... - 16:11 Feature #1636: Support for Oculus Rift
- danij wrote:
> I suspect the reason this is so jarring in the Rift is because the change from fullscreen viewport to... - 15:58 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> > offscreen render buffers
>
> I agree this would be useful...
One advantage of such an offsc... - 13:19 Feature #1636: Support for Oculus Rift
- > offscreen render buffers
I agree this would be useful. After taking a closer look I concluded that the only reas... - 20:54 Revision a0aaa4c7 (github): UI|Client: Drawing the game UI in the GameUIWidget
- 20:09 Revision 7f66d94b (github): Cleanup
- 18:47 Revision 090a3e36 (github): Client: Added CompositorWidget, testing it in ClientWindow
- CompositorWidget uses a texture target for all its children.
ClientWindow is now set up to use a compositor for ever... - 18:31 Revision d22f97ac (github): Client|Cleanup: Apply revised GLTarget active rectangle
- 18:26 Revision 27bc0a18 (github): Refactor|libgui: Moved the active rectangle from GLState to GLTarget
- GLTarget is a more appropriate place for specifying which portion
of the target should be used for all operations. It... - 18:23 Revision 371e0f4d (github): Fixed|libdeng2: Partially notifying a widget tree
- When notifying a widget tree and stopping halfway, one has to make
sure the appropriate pre/post notifications still ...
2013-11-03
- 21:00 Revision 52bd22ee (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
- 19:33 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> > Furthermore, I don't see why the window border can't work in Rift mode in the same way it usually... - 19:17 Feature #1636: Support for Oculus Rift
- > Indeed we do have a philosophical difference here.
Fair enough. This is your house. I accept your judgement, espec... - 18:48 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> danij wrote:
> > cmbruns wrote:
> > > * When the player activates/deactivates the status HUD (+/-... - 17:46 Feature #1636: Support for Oculus Rift
- I created a brief video of Rift gameplay
https://www.youtube.com/watch?v=sgCRDGfO448 - 17:22 Feature #1636: Support for Oculus Rift
- By the way, the size of the off-screen HUD buffer for Rift mode would be 512x384 -256x192- (i.e. -really- small). The...
- 17:00 Feature #1636: Support for Oculus Rift
- Potential uses of offscreen render buffers:
* Rift warping like we already have.
* HUD rendering, to aid compositio... - 16:02 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> cmbruns wrote:
> > The taskbar cannot be seen at all. I press apostrophe and type what I imagine t... - 15:00 Feature #1636: Support for Oculus Rift
- danij wrote:
> cmbruns wrote:
> > * When the player activates/deactivates the status HUD (+/- keys), the OpenGL vie... - 11:56 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> The taskbar cannot be seen at all. I press apostrophe and type what I imagine to be in the taskbar ... - 07:55 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> * When the player activates/deactivates the status HUD (+/- keys), the OpenGL viewport for 3D viewi... - 00:29 Feature #1636: Support for Oculus Rift
- As of today, 3D gameplay is playable and working well enough in the Rift. This is excellent. I can't wait to try this...
- 19:32 Revision b4c3e75e (github): Stereo 3D|Oculus Rift|Client|Renderer: Modify TODO comment
- 18:30 Revision bce99251 (github): Refactor|UI|Client: Split GameUIWidget from GameWidget
- The new widget handles the drawing of all overlaid UI elements
visible on top of the game's 3D world. - 17:38 Revision 91686925 (github): Refactor|UI: Renamed LegacyWidget to GameWidget
- This widget's job is to draw the 3D game world. All overlaid UI
elements will be split to another widget. - 12:12 Revision 283a4ae7 (github): Cleanup
- 12:08 Revision 7a027006 (github): Cleanup
- 11:25 Feature #1649: Option to disable HUD/menu font upscaling
- Indeed, there is a smoothing/up scaling filter applied to all fonts in Dday (UI and gameworld), that as far as I am a...
- 11:11 Feature #1649: Option to disable HUD/menu font upscaling
- For me the "rend-tex-filter-ui" cvar (also in the appearance editor) affects both the menu and HUD fonts: bilinear fi...
- 10:54 Revision 7d524186 (github): Merge branch 'oculus-rift' into gl2-lensflare
- 10:53 Revision c52a5c81 (github): Merge branch 'oculus-rift' into low-latency-input
- 10:53 Revision c3159859 (github): Fixed|Input: Don't pass invalid events to the game
- Some events do not have a game-side equivalent, so those should not
be passed to the game via any responder. - 10:39 Revision e160b5a9 (github): Renderer: Disabled old code for halo/flare rendering completely
- The objective of this branch is to recreate halo/flare rendering
using GL2.
After that is done, we should evaluate h... - 10:24 Revision a8135491 (github): Documentation|libgui: Improved GLState apidocs
- 10:24 Revision b9400a15 (github): Fixed|libcommon: Warnings about signed/unsigned comparisons
2013-11-02
- 23:34 Revision 88660440 (github): Include "de_platform.h" per DaniJ suggestion.
- 21:44 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> [non-interpolated yaw]
I'm currently interrogating @viewData->latest.angle@ (instead of @viewData-... - 20:11 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> Head tracking is really smooth. Almost perfect in fact. I don't think I have seen any better. This ... - 19:12 Feature #1636: Support for Oculus Rift
- It turns out a lot of the jerkiness I was seeing was due to mirroring the Rift display on another monitor.
I just ... - 05:02 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> When it comes to minimizing latency, how is vsync treated? Should it be disabled?
I've read that v... - 02:20 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> bindcontrol lookpitch head-pitch
OK. I got pitch working; and yes, it is jerky. Hopefully late sch... - 01:55 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> With "yawhead" and "yawbody", 1.0 means 180 degrees.
So I'll assume that if roll ever gets used, 1... - 21:26 Feature #1649 (New): Option to disable HUD/menu font upscaling
- The subject speaks for it'self. There is no cvar or menu option to disable the font filter applied to menu and hud te...
- 21:11 Revision 509bbfcf (github): Double size of Oculus Rift offscreen texture in each direction, so resolution is better at center, after warp.
- 21:00 Revision 11c417a9 (github): Head Tracking|Client|Renderer: Improve Yaw late scheduling by comparing to uninterpolated target angle, and by minding circularity of angle differences.
- 20:33 Feature #1471: Standard definitions should conform to vanilla
- Dday makes a handful of mobj state changes, all making things full bright that weren’t in the original games. For vis...
- 20:14 Feature #1440: Vanilla Doom collision-checking mode
- May I point to the possible cause of this issue; number 1 in the list of Zclipping issues I posted here: #1129
- 18:52 Revision 669c1c8e (github): Stereo 3D|Client:Apply Rift latency prediction
- Avoid changing (late scheduled) view direction between left and right eye views.
Late schedule Yaw, but only if it se... - 18:51 Revision 89394865 (github): Merge commit 'f4ebe216f28e8b9b8ad27c2b7ef03c5411cc9655' into gl2-lensflare
- 18:50 Revision eb92970c (github): Merge branch 'oculus-rift' into gl2-lensflare
- 18:47 Feature #6 (In Progress): Draw lens flares using GL2
- 16:46 Revision 4d2c4b8b (github): Homepage: Updated source tarball download for 1.12.2
- 14:26 Feature #1648 (Progressed): Complete vanilla DOOM emulation
- This is an umbrella issue for tasks related to features/bugs that allow Doomsday to look and behave exactly like vani...
- 13:34 Revision d590bb6c (github): Add basic yaw head tracking
- 04:58 Revision 87a6c09a (github): Include pitch in late-scheduled update.
- 04:16 Revision bf653ffc (github): Update camera field of view in Rift mode, for correct culling
- TODO - set it back when leaving Rift mode
Correct view fovy calculation in projection matrix. - 03:31 Revision 52dc865b (github): Adjust Rift mode to have a readable font size in taskbar
- 03:19 Revision 5b5640d5 (github): Create a CVAR for Oculus Rift horizontal field of view angle.
- 02:54 Revision 514073f0 (github): Create CVAR rend-vr-rift-aspect
- Use Oculus Rift aspect retio in projection matrix in Rift mode, regardless of apparent screen resolution.
- 02:43 Revision 198d6394 (github): Use accessor function instead of global variable for VR::mode
- 02:35 Revision 78b45fb3 (github): Implement Oculus Rift primary pitch head tracking control.
- 01:27 Revision 0b927ad5 (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
- Conflicts:
doomsday/client/src/ui/dd_input.cpp
2013-11-01
- 23:39 Revision f4ebe216 (github): libdeng2|Widgets: RuleRectangle size and RootWidget size
- The RootWidget's size now correctly uses the width and height outputs
of its rule rectangle. - 18:48 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> If you want to shoot where the camera is pointing at, you need to use yawbody.
>
> With yawhead,... - 17:18 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> So I should be using yawhead while implementing view-to-aim, right?
If you want to shoot where t... - 16:41 Feature #1636: Support for Oculus Rift
- skyjake wrote:
>The "yawhead" instead turns the camera viewpoint while keeping gun direction the same in world coord... - 16:02 Feature #1636: Support for Oculus Rift
- A further note about "lookpitch". If the control's position is 1.0, it means the player's actual look pitch is 85 deg...
- 15:58 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> I started adding Pitch control. Even if I set @ev.axis.type = EAXIS_ABSOLUTE@ in @DD_ReadHeadTracke... - 15:30 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> I have now added some new player controls and implemented them (roughly) on game-side. Check the co... - 08:53 Feature #1636: Support for Oculus Rift
- Scheduling this for 1.13. Anything that cannot make it in time for a mid-December release should be pushed to a conti...
- 08:05 Bug #251: [Doom] Nightmare monsters sometimes not fast
- Unscheduling for now, since preferably some form of game rules would be needed for a good fix.
2013-10-31
- 23:34 Revision 7e3fe1ce (github): Add include to vrcontenttransform.cpp to compile in MSVC2010
- Fail to track Oculus Rift input pitch/yaw.
- 23:11 Feature #1503: [Unix] Basic command line options (e.g., help, version)
- There seems to be a fair degree of feature overlap with the in-game help presented via the console. Maybe we can bind...
- 19:52 Feature #1503: [Unix] Basic command line options (e.g., help, version)
- To do this the right way, all the command line options should be documented using Amethyst much like console commands...
- 22:52 Feature #1636: Support for Oculus Rift
- I have now added some new player controls and implemented them (roughly) on game-side. Check the commit notes for det...
- 16:40 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> [...remaining tasks...]
I can create a continuation task for the more forward-looking / non-Rift... - 15:27 Feature #1636: Support for Oculus Rift
- To be able to adjust the hud item placement in Rift mode, it might be useful to be able to independently adjust the s...
- 22:26 Feature #1647 (Progressed): Replace FS1 with FS2-based resource management
- FS1 acts as an extension layer over the native file system, allowing one to look up resources and locate other needed...
- 22:08 Revision 7f59a6a6 (github): Merge branch 'oculus-rift' into low-latency-input
- Conflicts:
doomsday/client/include/ui/dd_input.h - 22:04 Revision 033a36e9 (github): libcommon: Separate body/head yaw controls
- The head yaw only controls look direction, while the body yaw
controls an offset added to the gun/body direction. Bot... - 19:03 Revision 6d42bfe6 (github): Input: Generate some test events for the Head Tracker virtual device
- This can be tested with the binding "bindcontrol lookpitch head-pitch".
If the binding exists, normal mouse Y etc. b... - 19:01 Revision 36bcf8b4 (github): libcommon: Added lookpitch/lookyaw controls
- "lookpitch" (CTL_LOOK_PITCH) overrides the delta-based CTL_LOOK if
it has bindings.
Also did some cleanup. - 18:59 Revision d0573275 (github): Client|API: Querying if a control has bindings, added new look controls
- The public Player API was enhanced with a function for querying
whether a control has any bindings. - 18:57 Revision 06dc7054 (github): Refactor|Input: Fixed a boolean trap in the input subsystem
- 17:12 Feature #1646 (New): Stereo 3D enhancements
- Continuing the work started in #1636, Doomsday's stereoscopic 3D capabilities could be further enhanced with:
* Ocul...
2013-10-30
- 21:09 Revision b688e552 (github): Stereo 3D|Fixed: Blacked out floors and other surfaces
- The alpha test was still on, preventing some surfaces from being
drawn to the framebuffer via the Oculus Rift distort... - 21:06 Revision 43fc3a19 (github): libgui|GLTarget: Corrected pixel format for grabbing target contents
- 20:29 Revision 737885bb (github): Client: Renamed WindowContentTransform to ContentTransform
- 15:30 Revision e276c16b (github): Refactor|Client: Separated VR content transformation from ClientWindow
- To maintain proper SoC, added a new class that handles the job of
transforming content from 1:1 coordinates to some o... - 14:42 Feature #1636: Support for Oculus Rift
- _(merged with previous comment)_
- 12:58 Feature #1636: Support for Oculus Rift
- danij wrote:
> So as to better my understanding of this - is this approximately what your implementation is doing?
... - 05:10 Feature #1636: Support for Oculus Rift
- Nice work. At least for cross-eye viewing your screenshot is converging well for me.
So as to better my understand... - 04:17 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> I can help debug it if you commit the @GLTarget@-using version to GitHub.
With your help, I got wa... - 14:29 Revision d6799773 (github): Cleanup
- 10:38 Revision 68f328bc (github): Merge branch 'oculus-rift' into low-latency-input
- 10:37 Revision 1b746c48 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine into oculus-rift
- 10:35 Revision 49dc37af (github): Stereo 3D|Client|Refactor: Use libgui to draw Oculus Rift frames
- The Oculus Rift barrel distortion was moved to shaders.dei and
adapted to use GLBuffer.
Created a static vertex buff... - 10:30 Revision f4809ac3 (github): libgui: Added Vertex3Tex format, handle #version in GLShader
- 09:23 Revision 09127132 (github): Refactor|Client|Map Renderer: Dismantled more of obsolete/old "rendpoly" stuff
- 09:22 Revision 324a3906 (github): Fixed|Client: Crash due to accessing OpenGL from non-UI thread
- During busy mode, if the value of 'rend-vr-mode' was updated due to
restoring a saved config, it meant that the root ... - 09:20 Revision f79578f6 (github): libgui|Refactor|GLTarget: Extra attachments in addition to texture
- Rewrote and cleaned up some of the implementation of GLTarget to
account for the fact that one may need supporting at... - 04:05 Revision e9af7078 (github): Warp shader is working.
- Turn off frustum shift in Rift mode.
- 03:49 Revision d8b7138c (github): Hacked in a simple shader
- 02:52 Revision d7f38ffd (github): Add depth/stencil buffer to GLTarget with texture color attachment.
- Restore global variable for VR::mode
2013-10-29
- 19:09 Revision f98c88d7 (github): Fixed|ClientWindow|Stereo 3D: Compensate for legacy graphics code
- The legacy graphics code is still completely bypassing libgui's GL
state management so we have to hack around it.
Th... - 18:49 Revision 03beb162 (github): Cleanup|ClientWindow: Moved wip Oculus Rift drawing to a private method
- Also, fixed some issues with the use of GLState:
- This test code is using immediate GL drawing, which means every
... - 18:45 Revision 0157e611 (github): libgui|GLState: Allow fluently applying a popped state
- 18:34 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
- vermil wrote:
> I see. In the past, I've interpreted 'ignore' as literally that :)
You're right, it can be misund... - 16:40 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
- I see. In the past, I've interpreted 'ignore' as literally that :)
- 16:23 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
- I hear you, and agree that this should be fixed in the name of emulation correctness when it comes to the Hexen beta ...
- 14:02 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
- If the sprite for crushed mobjs was in the beta version Iwad and if Heretic hadn't removed the feature from Doom (rem...
- 13:43 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
- I'm lowering the priority to our lowest rating because:
* the number of people using the beta demo must be quite sma... - 18:11 Revision b5263b99 (github): Merge branch 'oculus-rift' of https://github.com/cmbruns/Doomsday-Engine into oculus-rift
- 18:08 Revision da1e5c71 (github): Merge branch 'master' into low-latency-input
- 18:07 Revision 38826e24 (github): Merge branch 'master' into low-latency-input
- 18:02 Revision b688571e (github): Started work branch for low-latency input and modern player movement
- The objective is to allow players (and only players) to be controlled
and moved in fractional time, i.e., as fast as ... - 18:02 Revision c94d5e11 (github): libcommon|libdoom: Running player thinkers and their mobjs in fractional time
- Proof of concept where players and their mobjs live in fractional
time while the rest of the world uses only sharp ti... - 16:33 Bug #566: [Resampler] Low quality sound samples play distorted
- The ability to edit ones posts appears to work :)
Thanks. - 16:19 Bug #566 (In Progress): [Resampler] Low quality sound samples play distorted
- vermil wrote:
> Right, time to clean up all my rambling above; it's cases like this that I wish users could edit and... - 09:42 Bug #566: [Resampler] Low quality sound samples play distorted
- Right, time to clean up all my rambling above; it's cases like this that I wish users could edit and/or delete their ...
- 12:42 Revision 093fd818 (github): Failed attempt to render Rift mode to offscreen buffer, then restore to screen.
- 12:35 Revision 986bce20 (github): Builder|OS X: Exclude compiled Python files from signing
- The launcher is written in Python, and the compiled versions of the
Python modules may be updated when the user runs ... - 12:35 Revision 7ac1ce73 (github): Fixed|Builder|OS X: Further fix for signing the bundled Python framework
- 12:35 Revision d6af4bca (github): Fixed|Builder|OS X: Signing binaries on Mavericks
- OS X 10.9 requires that *all* binaries are signed, not just the applications
themselves.
This commit calls codesign ... - 12:28 Revision f3cca1df (github): Builder|OS X: Exclude compiled Python files from signing
- The launcher is written in Python, and the compiled versions of the
Python modules may be updated when the user runs ... - 09:47 Bug #1645 (Closed): Crash with console autocompletion
- 09:06 Bug #1645 (Closed): Crash with console autocompletion
- Also, the contents of the autocompletion popup are not always up to date. Most likely a bug with the popup reshowing ...
- 09:45 Revision 4107b75c (github): Fixed|Windows|Installer: Path of the app icon file
- 09:44 Revision 02e33474 (github): Windows: Updated app icons, deploy Doomsday icon to data/graphics/
- ClientWindow was trying to load "doomsday.ico" from a native file but
apparently it wasn't being deployed in the inst... - 09:43 Revision 1d2efded (github): Fixed|Console|UI: Crash when using autocompletion
- The logic for reshowing the completion popup was incomplete.
This commit fixes #1645. - 09:43 Revision c3d6bca8 (github): Fixed|Console|UI: Crash when using autocompletion
- The logic for reshowing the completion popup was incomplete.
This commit fixes #1645. - 09:02 Revision 8113e40d (github): qmake|Ubuntu: Do not install apt repository with package
- This was a questionable feature. I would rather have a PPA that the
user can easily add to their apt config if they w... - 09:02 Revision cd143939 (github): Builder|Debian: Mark package changelogs as released
- Hopefully this will now allow me to upload stable releases to
a Launchpad PPA.
2013-10-28
- 21:49 Bug #566: [Resampler] Low quality sound samples play distorted
- But what about non FMOD plugins?
SDL Mixer for instance. - 21:35 Bug #566: [Resampler] Low quality sound samples play distorted
- Ok, test using original Wolf3D sounds appears to show the original issue is fixed; though the volume of them seemed a...
- 21:28 Bug #566: [Resampler] Low quality sound samples play distorted
- My apologies; ignore the assertion that the original issue was fixed; I used the wrong sounds to test. I have to rip ...
- 21:21 Bug #566: [Resampler] Low quality sound samples play distorted
- By FMOD fixing the issue, I mean, the sounds are no longer replaced with distortion.
Maybe not entirely related, b... - 21:19 Bug #566: [Resampler] Low quality sound samples play distorted
- I have now noticed that I was asked to test this about a year ago. My apologies for missing this until now.
FMOD d... - 20:45 Bug #1644 (New): [HeXen beta demo] Should have Heretic crush behaviour
- Not the most technical subject heading.
In the HeXen beta demo, mobj corpses crushed by a crusher aren't turned in... - 17:58 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> RE: Latency
> I've been giving latency some thought. I think we could possibly survive forever wit... - 16:42 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> ...So in @clientwindow.cpp@ or other client sources, one shouldn't use the public API (@Con_Get*@) ... - 05:51 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> skyjake wrote:
>> Naturally, on game-side, the VR variables have to accessed via the Con_Get*() fu... - 05:09 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> I'm struggling with the warping.
> I'm trying to paint to an offscreen buffer and then just paint ... - 00:44 Feature #1636: Support for Oculus Rift
- I'm not familiar with that area of the codebase but I expect this is because glprogram.cpp resides in libgui and ther...
- 00:20 Feature #1636: Support for Oculus Rift
- I'm struggling with the warping.
I'm trying to paint to an offscreen buffer and then just paint it back on the scree... - 17:28 Revision 1d668d04 (github): Client|libcommon|Input: Added 'Head Tracker' input device; raw axis mode
- There is now a virtual input device for head tracking. It has three
axes with an absolute position and no filtering a... - 16:27 Revision eb233f44 (github): libcommon: Fix mobj-nofit-crunch behavior regression; cleanup
- 15:47 Revision 991fe611 (github): qmake|Ubuntu: Do not install apt repository with package
- This was a questionable feature. I would rather have a PPA that the
user can easily add to their apt config if they w... - 15:42 Revision 0cf703a7 (github): Builder|Debian: Mark package changelogs as released
- Hopefully this will now allow me to upload stable releases to
a Launchpad PPA. - 12:02 Revision 363e4a7c (github): Fixed|Builder|OS X: Further fix for signing the bundled Python framework
- 07:33 Revision 5cfd3235 (github): Fixed|Builder|OS X: Signing binaries on Mavericks
- OS X 10.9 requires that *all* binaries are signed, not just the applications
themselves.
This commit calls codesign ... - 02:34 Revision 513edb6a (github): Refactor|libcommon: Pass line attack puff arguments via P_PathTraverse()
- 01:46 Revision 95d7608c (github): libcommon: Cleanup
2013-10-27
- 23:37 Revision 08ad2e1d (github): libcommon: Cleanup
- 22:45 Revision d97a5c86 (github): Refactor|libcommon: Continued cleaning up global play-sim variable usage
- 19:27 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> Yes, @GLTarget@ and @GLTexture@ should be used here. The only potential issue is that I haven't yet... - 19:17 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> I notice there are some classes like GLTarget and GLTexture that would appear to wrap the functiona... - 19:13 Feature #1636: Support for Oculus Rift
- danij wrote:
> Skyjake is better placed to advise on such matters as he has only recently implemented those componen... - 19:04 Feature #1636: Support for Oculus Rift
- Integrating head tracking via the existing binding system is definitely the better approach, regardless of optimal la...
- 18:50 Feature #1636: Support for Oculus Rift
- Shifting gears for a moment...
To do the oculus rift warping, I need to do the following:
# Render the whole scen... - 18:41 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> Is it possible for a noob like myself to add a new virtual input device? Or is that something you g... - 18:31 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> With the current input system and renderer we should be able to (quite easily) handle 35 Hz input o... - 18:19 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> For clarity, let's get quantitative here. I was being a bit hyperbolic when I said that every milli... - 16:55 Feature #1636: Support for Oculus Rift
- danij wrote:
> Hacking it in would inherently mean that player movement lags behind the refresh update. While it wou... - 16:42 Feature #1636: Support for Oculus Rift
- Hacking it in would inherently mean that player movement lags behind the refresh update. While it would certainly be ...
- 16:30 Feature #1636: Support for Oculus Rift
- danij wrote:
> Indeed I would agree that implementing the roll angle tracking and then moving on to geometry warping... - 16:23 Feature #1636: Support for Oculus Rift
- If the input from the head tracker effects the angle at which the player moves then this fundamentally requires an in...
- 16:07 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> @DENG_USE_OCULUS_RIFT@
Got it. Will do.
> Naturally, on game-side, the VR variables have to acc... - 15:23 Feature #1636: Support for Oculus Rift
- I rather see this from the perspective that the lack of zero-latency input is a serious bug.
- 15:11 Feature #1636: Support for Oculus Rift
- danij wrote:
> It seems to me that to fully integrate the Oculus head tracking it must be folded into the binding sy... - 15:08 Feature #1636: Support for Oculus Rift
- It seems to me that to fully integrate the Oculus head tracking it must be folded into the binding system in a simila...
- 09:26 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
>>I will need to link to the Oculus SDK. This should be a totally optional build option.
> OK I got ... - 18:29 Revision b4b0725b (github): libhexen: Removed misleading comment in P_CheckOnMobj()
- 18:24 Revision 6fc42ee1 (github): Refactor|libhexen: Don't use mobj-check-position vars for mobj-ontop-mobj tests
- These two algorithms are not co-dependent. Maintaining state values
used only for mobj-check-position tests merely ob... - 16:27 Revision 77eeab79 (github): Client|Renderer|Stereo 3D:Track roll angle only for now from Oculus Rift. HEAD TRACKING!
- 14:53 Bug #1589: [Windows] Missing icons
- Commit commit:c7debe3 should address the missing icon in Add/Remove Programs/Control Panel. It appears that Inno Setu...
- 08:24 Bug #1589: [Windows] Missing icons
- I'm not sure this can be entirely fixed. Particularly the icon appearing in the Add/Remove Programs dialog is most li...
- 14:51 Revision 3eba45d0 (github): Bumped version number to 1.12.2
- 14:24 Revision f33ee6aa (github): Client|Renderer|Stereo 3D: Remove global VR::mode variable, in favor of Con_GetInteger("rend-vr-mode")
- Adjust link libraries for Win32 Oculus Rift SDK
Adjust comments in vr.h - 14:21 Revision a458f3d8 (github): Fixed|Windows|Installer: Missing app icon in Control Panel
- 14:19 Revision cb12527f (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 14:18 Revision c7debe3f (github): Fixed|Windows|Installer: Missing app icon in Control Panel
- 12:52 Revision f3a5f43e (github): Homepage: Updated source package download page for 1.12.1
- 11:42 Feature #5 (In Progress): Multiplayer UI as part of taskbar
- 11:42 Feature #1503 (In Progress): [Unix] Basic command line options (e.g., help, version)
- 08:18 Feature #1643 (Closed): Windows installer using WiX Toolset
- Doomsday's Windows installer is currently based on Inno Setup. However, "WiX Toolset":http://wixtoolset.org would ena...
- 03:31 Revision 856d143a (github): libcommon: Continued cleaning up global play-sim variables
- The role of each (argument/return-value/etc..) of those remaining is
now much clearer.
2013-10-26
- 22:56 Feature #1636: Support for Oculus Rift
- danij wrote:
> Re: UI and HUD drawing
>
> It would be useful for future development/maintenance to have a visual ... - 21:51 Feature #1636: Support for Oculus Rift
- Re: UI and HUD drawing
It would be useful for future development/maintenance to have a visual representation of th... - 21:46 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> The Roll angle has no gameplay effect...
...but if we wanted to get really fancy, the rotated hu... - 21:39 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> To implement head tracking, I will need to link to the Oculus SDK. This should be a totally optiona... - 20:16 Feature #1636: Support for Oculus Rift
- I have added a number of different stereo 3D modes, and lightly tested most of them. Basic stereoscopic functionality...
- 15:45 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> cmbruns wrote:
> > Are your changes committed to your github oculus-rift or master branch? I'd lik... - 15:12 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> Are your changes committed to your github oculus-rift or master branch? I'd like to stay in sync, a... - 14:40 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> Nicely done. I pulled your changes and applied some fine-tuning: the mouse coordinate mapping is on... - 12:14 Feature #1636: Support for Oculus Rift
- BTW, don't worry too much about conforming to our coding/naming conventions. When we're done, I'll update/rename cvar...
- 12:10 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> Using skyjake's awesome side-by-side composition as a starting point, I created 3 stereoscopic mode... - 05:39 Feature #1636: Support for Oculus Rift
- One more thing: In my haste, I hard-coded the player point-of-view height to 41.0 map units above the floor. Where sh...
- 05:34 Feature #1636: Support for Oculus Rift
- I finally got the build environment working. First on the command line, then in Qt Creator.
Using skyjake's awesom... - 21:59 Revision 929d325d (github): Client|Renderer|Stereo 3D: Add build rule for linking Oculus Rift SDK
- 21:06 Revision 6abbc424 (github): Refactor|libhexen: Pass mobj-on-top-mobj arguments via Mobj_BoxIterator
- 20:42 Revision 79054155 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
- 20:42 Revision e5e8c557 (github): Fixed|Windows|Installer: Path of the app icon file
- 20:36 Revision e20b9d2e (github): Client|Renderer|Stereo 3D: Updated stereo 3d related TODO comments.
- 20:23 Revision 60e1fc32 (github): Client|Renderer|Stereo 3D: Rename VR::MODE_MAX_3D_MODE to VR::MODE_MAX_3D_MODE_PLUS_ONE
- 19:59 Revision 12f5b398 (github): Cleanup
- 19:44 Revision b494753f (github): Client|Stereo 3D: Correct a minus sign in glFrustum call.
- 19:42 Revision 10e9e15e (github): Windows: Updated app icons, deploy Doomsday icon to data/graphics/
- ClientWindow was trying to load "doomsday.ico" from a native file but
apparently it wasn't being deployed in the inst... - 18:51 Revision a32cf0ce (github): Merge branch 'master' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
- 18:50 Revision e5fbdacd (github): Client|Stereo 3D:Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
- Rename vr variables and place them in new VR:: namespace.
Start implementing some of the newer stereo modes in detail. - 18:22 Revision 18a561e8 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 18:22 Revision abe4a466 (github): libheretic: Merged mobj-avoid-dropoff changes from libdoom
- 16:54 Revision 6a2306d7 (github): Builder|OS X: Updated platform release script for Mavericks
- 16:46 Revision 5a1e4ccc (github): Builder|OS X: Updated platform release script for Mavericks
- 16:39 Revision 1de62396 (github): libdoom64: Fix build (unknown mobj_t)
- Whoops, can't include p_actor.h from p_mobj.h (doh).
- 16:36 Revision 33b980d6 (github): libdoom64: Merged mobj-avoid-dropoff changes from libdoom
- Todo: This algorithm should really be commonized...
- 15:35 Revision bde13f9e (github): Sketch in most 3D modes.
- 14:49 Revision 6f63bad9 (github): Rename stereo 3d mode enum instances to STEREO_3D_MODE_WHATEVER.
- Create unused enum names for other intended stereo modes.
- 14:29 Revision e670c30b (github): Use already existing player-eyeheight instead of vr_viewheight.
- 13:58 Bug #1589 (In Progress): [Windows] Missing icons
- 13:53 Bug #1137 (Feedback): [Deathkings] Inventory navigation
- I cannot reproduce this. Perhaps there is an issue with bindings? Try:...
- 13:30 Revision 3e308395 (github): Windows|Client: GLU is no longer needed as a dependency
- 13:25 Revision f86e4993 (github): GL: GLU is no longer needed as a dependency
- 12:04 Revision 16c9850e (github): ClientWindow: Update logical UI size when VR mode changes
- 11:58 Revision 312db646 (github): Merge branch 'oculus-rift' of https://github.com/cmbruns/Doomsday-Engine into oculus-rift
- Conflicts:
doomsday/client/src/ui/clientwindow.cpp - 05:07 Revision 5ebb6945 (github): Implement first 3 stereo 3D modes: Mono, Green/Magenta, and Side by Side.
- Create several global variables related to 3D, including some console variables.
2013-10-25
- 20:14 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> cmbruns wrote:
> > For Oculus Rift and cross-eyed viewing, the aspect ratio would need to be corre... - 13:17 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> For Oculus Rift and cross-eyed viewing, the aspect ratio would need to be corrected back to normal ... - 16:17 Bug #251: [Doom] Nightmare monsters sometimes not fast
- Monster behavior does fit very well into the game rules concept.
- 15:29 Bug #251: [Doom] Nightmare monsters sometimes not fast
- Perhaps an integrated mechanism using DED 2.0 selectors and Game Rules?
Concept syntax:... - 13:56 Bug #251: [Doom] Nightmare monsters sometimes not fast
- I'm wrote the above to suggest that Dday may actually already have the code largely ready to fix ths issue, in Hereti...
- 13:49 Bug #251: [Doom] Nightmare monsters sometimes not fast
- The Nightmare stuff not saved in save games, seems to be the same stuff that the BFG Edition is missing entirely.
... - 13:04 Revision bb627ff0 (github): Cleanup
- 13:01 Revision 4f582760 (github): API|GL: Public GL API now uses GLState for scissor; added push/pop state
- This commit fixes scissor-related issues when drawing stuff via the
public GL API (e.g., game automap).
The public G... - 12:55 Revision 8eb49044 (github): LegacyWidget|GL: Utility for setting the viewport for legacy graphics code
- LegacyWidget's glApplyViewport() sets a viewport that is automatically
normalized to the root view size. - 12:52 Revision 9de82c6f (github): libgui|GLState: Setting a normalized viewport
- A normalized viewport is useful when the actual root view is larger
or smaller than the render target. A normalized v... - 11:55 Revision 6ef1860c (github): Cleanup
- 11:17 Revision 20cc03c8 (github): LogWidget: Use normalized scissor for content clipping
- Widgets should always use a normalized scissor rather than specifying
the window coordinates manually, as the root wi... - 10:43 Revision 99e64188 (github): ClientWindow: Compensate UI aspect ratio for side-by-side rendering
- The root widget's logical size does not have to be the same as the
window size. Now for side-by-side rendering, the l...
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