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.
- 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
- 14:06 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
- 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
- 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
- 19:32 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
- 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.
- 21:11 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.
- 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
- 16:46 Revision 4d2c4b8b (github): Homepage: Updated source tarball download for 1.12.2
- 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.
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.
- 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
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... - 14:29 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
- 18:11 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... - 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 ... - 09:45 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
- 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
- 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!
- 14:51 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
- 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
- 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.
- 13:30 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
- 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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