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From 2013-10-28 to 2013-11-10

2013-11-10

22:11 Bug #1660: Player start near wall leads to misplaced player
Both Vanilla Doom and GZDoom correctly spawn the player on the starting spot (and hence inside the map). vermil
22:08 Bug #1660 (New): Player start near wall leads to misplaced player
http://www.doomworld.com/idgames/index.php?id=6714
The player1 start on Map11 of this wad is next to a diagonal wa...
vermil
21:02 Revision 2548c5f0 (github): Kludge to avoid path find error crash from latest update.
cmbruns
20:20 Revision 3e5017b4 (github): Merge branch 'oculus-rift' into gl2-lensflare
skyjake
20:20 Revision 253da69f (github): Merge branch 'oculus-rift' into low-latency-input
skyjake
20:15 Revision f18e71ab (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
cmbruns
20:15 Revision d0953e9d (github): Refactor|Renderer: Draw HUD layer as a separate pass
The HUD layer is now drawn as a separate pass. Drawing of the view
HUD layer is now done from GameUIWidget, which mea...
skyjake
20:15 Revision 949d3a84 (github): Failed to even start setting warp shader uniform parameters.
cmbruns
20:05 Revision f46de54f (github): Fixed|Client: Don’t try to update root in busy mode
The busy mode currently uses a separate UI root. skyjake
18:25 Revision 7d19505a (github): UI|Client|Task Bar: Responsive layout (rudimentary)
Applied a simple method of making the task bar’s layout responsive,
based on the space left for the command line.
Th...
skyjake
18:12 Revision 1a82f6a2 (github): UI|Client: Only use offscreen composition with Oculus Rift
skyjake
15:13 Revision e9782b14 (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
cmbruns
13:34 Revision 09853c32 (github): Stereo 3D|Client: Oculus Rift mode projects composited UI as smaller
The window can now tell the UI compositor how to project the composited
view. The default is the entire view area.
skyjake
13:33 Revision 946887be (github): Fixed|Stereo 3D: Update viewport for the high-res Rift frame buffer
skyjake
13:24 Revision 0d99555d (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
13:23 Revision 99cf08cf (github): Homepage|Build Repository: Source code packages now available in the repository
Doomsday Source code packages produced by the auto builder are now
made available from the build repository.
As usua...
danij
12:52 Revision b7f75d78 (github): Merge branch 'master' into oculus-rift
skyjake
12:52 Revision 6d4375a6 (github): Fixed|Client: Build error and a warning
According to ISO C++, enums cannot be forward-declared. skyjake
11:11 Revision 4043e831 (github): Refactor|AbstractFont|Resources|Client: Removed obsolete fonttype_t
danij
10:45 Revision a300d1b0 (github): Refactor|CompositeBitmapFont|Client: Applied pimpl idiom; cleanup
danij
10:27 Revision 0f3190d9 (github): Builder: Include source tarball in RSS/XML feeds
In the XML feed, the source package uses the platform identifier
"source".
skyjake
10:17 Revision d91ec88c (github): Refactor|BitmapFont|Client: Applied pimpl idiom; cleanup
danij
09:57 Revision e351b5a3 (github): Builder: Cleanup
skyjake
09:50 Revision 4f2cc2ff (github): Refactor|Fonts|Client: Renamed font components following deng naming conventions
danij
09:42 Revision 2141c06c (github): Refactor|Fonts|Client: Added convenience headers for font components
danij
09:28 Revision 5a945749 (github): Refactor|Fonts|Client: Relocated font components to new source files
danij
09:10 Revision 677f2605 (github): Refactor|Fonts|Client: Completed initial C++ translation of (composite) bitmap fonts
Todo: Cleanup. danij
08:23 Revision c3ff0e89 (github): Refactor|Fonts|Client: Began cleanup of (composite) bitmap fonts
Obviously the ultimate goal here is a representation which can be
integrated with/on-top-of de::Font in libgui. I won...
danij
03:53 Revision 1ac294c0 (github): Refactor|ResourceSystem|Fonts|Client: Cleanup of Font resource management continues
danij
02:44 Revision 1c2a92ca (github): Refactor|Server|ResourceSystem: The server does not need a Fonts collection
The collection is no longer initialized and no logical Font resources
are instantiated on server side (Font definitio...
danij
02:24 Revision d96a1fbb (github): Refactor|Fonts|Resources: Continued overhauling the Fonts resource collection
Now builds and links. Printing/querying of font resources from the
console is presently disabled (todo).
danij
01:16 Revision 3ee51a46 (github): Refactor|Fonts|Resources: Began overhauling the Fonts resource collection
Note that it does not build yet. Still lots more work to do... danij
01:15 Revision f0f3d5de (github): Refactor|ResourceSystem|Client|Server: ResourceSystem has ownership of the Fonts collection
danij

2013-11-09

22:27 Revision eaf3a678 (github): Merge branch 'oculus-rift' into gl2-lensflare
skyjake
22:26 Revision 48330bcf (github): Merge branch 'oculus-rift' into low-latency-input
skyjake
22:26 Revision 05c32b14 (github): Merge branch 'master' into oculus-rift
Manually merged the added glColorMask push/pop during sky drawing.
Conflicts:
doomsday/client/src/render/rend_list.cpp
skyjake
22:10 Revision 31361e49 (github): Merge branch 'oculus-rift' into low-latency-input
skyjake
22:01 Revision cd981115 (github): Refactor|Fonts|Resources: Minor Fonts collection cleanup
danij
21:22 Revision e4039541 (github): Builder|Pilot: After binary build, package the source
The source package will be included in the signed files and will then
be published to SourceForge. The source package...
skyjake
21:04 Revision 4603d576 (github): Builder|Debian|Ubuntu: Set a fixed build number in the build rules
By default the rules are set to build for today's number, but a packaged
source should use a fixed build number.
skyjake
21:01 Bug #1659 (Closed): Crash when loading a save game of Ultimate Doom
Attached the save game file that crashes the game. I have no clue whether the file is corrupted or not, but loading i... krnowak
20:37 Revision d45a473b (github): Fixed|Builder|Debian|Ubuntu: Version number of source package
The Debian convention is that a version number suffix is used for the
Debian-specific version number and it is not pa...
skyjake
18:57 Revision e4c43e28 (github): Builder|Debian|Ubuntu: Create a source package and upload it to Launchpad
After putting together a tarball, also create a Debian source package
and upload it to a Launchpad PPA (ppa:sjke/doom...
skyjake
15:50 Revision 10800cc3 (github): Merge branch 'master' of ssh://git.code.sf.net/p/deng/code into builder-src-package
skyjake
15:04 Revision a40b31c3 (github): Builder: Cleanup
skyjake
14:58 Revision 99ba5989 (github): Builder: Added autobuild command to package the source tarball
The tarball is then copied to the build directory.
Next: Publish .tar.gz files.
skyjake
08:20 Revision 9a235120 (github): Refactor|Client|Server: Relocated most of r_data.cpp into ResourceSystem
danij
06:54 Revision 0667e799 (github): Refactor|Client|Server: ResourceSystem has ownership of ResourceClasses
danij
06:22 Revision c5d40b73 (github): Merge remote-tracking branch 'remotes/origin/master' into resourcesystem
danij
06:17 Revision 71b5676c (github): Refactor|Client|GL: Use GL2 filter/wrap identifiers for (tiled) Patch drawers
danij
06:07 Revision 9c68439a (github): Refactor|Client|Server: Initialize ResourceSystem; take ownership of de::Textures
danij
05:09 Revision 72ae2cba (github): Added: ResourceSystem (stub)
danij
05:06 Revision 13454a68 (github): Add command for loading VR parameters (IPD & aspect) from Oculus Rift SDK
Add CVAR for whether to automatically load VR parameters from SDK
But don't load field of view, because result does n...
cmbruns
04:38 Revision c0c753bb (github): Started branch for resource system refactoring
The goal of the 'resourcesystem' branch is to establish a framework
for all resource system components including Mate...
danij
03:53 Revision 164ad04b (github): Added hooks for maintaining separate Rift/non-Rift field of view (see below)
CVAR rend-camera-fov always represents the current field of view, whether in Rift mode or not (so culling can work co... cmbruns
02:09 Revision f343501d (github): Refactor|Client|GL: Use GL2 filter/wrap identifiers with unmanaged textures
danij
01:40 Feature #1646: Stereo 3D enhancements
eunbolt wrote:
> Still waiting on a new model format in doomsday before it can be used.
Bear in mind that there is ...
danij
01:29 Feature #1646: Stereo 3D enhancements
I have just started making a doomguy model (will have displacement, ambient occlusion, normals, and specular maps) so... eunbolt
01:23 Revision e8d4e8c4 (github): Fix build (missing headers)
danij
01:13 Revision d9b9cd3d (github): Refactor|Client|GL: GLTextureUnit uses GL2 filter/wrap identifiers; relocated
danij

2013-11-08

06:32 Revision ecb5eb31 (github): Client|Map Renderer: Cleanup
danij
06:29 Revision c9bf885f (github): Fixed|Client|Map Renderer: Various GL state mismanagement issues
Changes to the GL state made during drawAllLists() (rend_main.cpp)
are now explicitly reverted when the relevant draw...
danij
04:04 Revision d43756b3 (github): Stereo 3D|Client: Expose rend-vr-hud-distance as a CVAR, and set its default to 20 (map units)
cmbruns
04:00 Revision 0950aefc (github): Client|Map Renderer: Explicitly revert all GL state changes made in DrawList::draw()
danij
02:57 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Minor sidetrack with good news for owners of nvidia 3D vision systems:
>
> On a whim I requested...
danij
02:33 Feature #1636: Support for Oculus Rift
Minor sidetrack with good news for owners of nvidia 3D vision systems:
On a whim I requested a stereo OpenGL conte...
cmbruns
02:42 Revision 44d9d7d6 (github): Request a stereo OpenGL context in clientwindow.cpp, so rend-vr-mode 13 could work.
cmbruns
02:28 Revision 8c16bab8 (github): Debug|Client|DrawList|Map Renderer: Trying to make sense of DrawMode <> draw list relationship
danij
02:02 Revision 7fd8f161 (github): Refactor|Client|Map Renderer: Relocated draw list GL state setup into DrawList
This setup should presently be done internally within DrawList. danij
01:02 Revision 3edf36db (github): Cleanup|Client|MaterialSnapshot|Map Renderer: Minor MaterialSnapshot cleanup
danij
00:05 Revision 6816d2d5 (github): Fixed|Client|Map Renderer: Further vertex color clamping fixes; cleanup
danij

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. danij
22:55 Revision 8527700b (github): Refactor|Client|Map Renderer: Began dismantling/remodeling GLTextureUnit
This component does not make sense in its current form. danij
20:01 Feature #1658: Automatic port forwarding (UPnP/NAT-PMP/PCP)
BRisa (http://brisa.garage.maemo.org/) looks useful. danij
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 ... skyjake
05:16 Revision e6f1c34f (github): Refactor|Client|GLTextureUnit|Map Renderer: Removed property GLTextureUnit::blendMode
danij
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.
danij
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 ...
danij

2013-11-06

22:46 Revision 8e58d706 (github): Client|Map Renderer: Began remodeling draw list specification/draw-state management
danij
18:48 Revision c4937af9 (github): Merge branch 'master' into gl2-drawlists
danij
18:44 Revision 0c9e9398 (github): Refactor|Client: RenderSystem has ownership of renderer/renderer-appearance settings
danij
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.
danij
18:17 Revision 22a1cc0d (github): Client|Map Renderer: Cleanup
danij
18:03 Revision ae664d02 (github): Refactor|Map Renderer: RenderSystem has ownership of the primary geometry buffer
danij
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. danij
17:12 Revision fe63c036 (github): Refactor|Client|Map Renderer: Split NormalGeom into two separate groups
danij
11:49 Revision 83a61256 (github): Merge branch 'oculus-rift' of github.com:skyjake/Doomsday-Engine into oculus-rift
skyjake
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.
skyjake

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... cmbruns
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 ...
skyjake
14:06 Revision 3e69a4c3 (github): UI|AboutDialog: Changed date format to use system locale
skyjake
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,...
skyjake
14:00 Revision 6598bd83 (github): Stereo 3D: Added GPL banner
skyjake
14:00 Revision 9e95b49c (github): UI|AboutDialog: Changed date format to use system locale
skyjake
12:53 Revision 32dc142f (github): Fixed|VR: Use correct macro to register a change callback
skyjake
10:57 Feature #1655 (In Progress): Offscreen UI composition
skyjake
08:13 Feature #1655: Offscreen UI composition
Currently implemented in the "oculus-rift" branch. The remaining missing detail is appropriate alpha blending for the... skyjake
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... skyjake
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...
skyjake
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 ...
skyjake
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... skyjake
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... skyjake
05:19 Revision 45bbbc2e (github): Merge pull request #6 from cmbruns/oculus-rift
Oculus rift skyjake
04:53 Revision 9f493cba (github): Client|Map Renderer: Cleanup
danij
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...
danij
04:04 Revision a6782e6d (github): Refactor|Client|Map Renderer: Updated all drawing to use DrawLists
danij
04:02 Revision 39ac6fba (github): Client|Map Renderer: Began dismantling of the old render lists module
danij
03:55 Revision 9c2ee909 (github): Client: Added RenderSystem
Presently this merely acts as the owner of the DrawLists. danij
03:50 Revision 71795d3d (github): Client|Map Renderer: Added DrawLists
Encapsulates DrawList management. danij
03:49 Revision e2c75aed (github): Client|Map Renderer: Added DrawList
Provides a drawable list of buffered GL primitives/or GL commands. danij
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
cmbruns

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... danij
23:19 Feature #1636: Support for Oculus Rift
skyjake wrote:
> > offscreen render buffers
>
> I've got [offscreen render buffers] mostly working.
That's gre...
cmbruns
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...
cmbruns
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...
skyjake
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...
danij
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...
skyjake
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... danij
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...
skyjake
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...
danij
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...
cmbruns
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...
cmbruns
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...
skyjake
20:54 Revision a0aaa4c7 (github): UI|Client: Drawing the game UI in the GameUIWidget
skyjake
20:09 Revision 7f66d94b (github): Cleanup
skyjake
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...
skyjake
18:31 Revision d22f97ac (github): Client|Cleanup: Apply revised GLTarget active rectangle
skyjake
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...
skyjake
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 ...
skyjake

2013-11-03

21:00 Revision 52bd22ee (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
cmbruns
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...
danij
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...
cmbruns
18:48 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> danij wrote:
> > cmbruns wrote:
> > > * When the player activates/deactivates the status HUD (+/-...
danij
17:46 Feature #1636: Support for Oculus Rift
I created a brief video of Rift gameplay
https://www.youtube.com/watch?v=sgCRDGfO448
cmbruns
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... cmbruns
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...
cmbruns
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...
cmbruns
15:00 Feature #1636: Support for Oculus Rift
danij wrote:
> cmbruns wrote:
> > * When the player activates/deactivates the status HUD (+/- keys), the OpenGL vie...
cmbruns
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 ...
skyjake
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...
danij
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... cmbruns
19:32 Revision b4c3e75e (github): Stereo 3D|Oculus Rift|Client|Renderer: Modify TODO comment
cmbruns
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.
skyjake
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.
skyjake
12:12 Revision 283a4ae7 (github): Cleanup
skyjake
12:08 Revision 7a027006 (github): Cleanup
skyjake
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... vermil
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... skyjake
10:54 Revision 7d524186 (github): Merge branch 'oculus-rift' into gl2-lensflare
skyjake
10:53 Revision c52a5c81 (github): Merge branch 'oculus-rift' into low-latency-input
skyjake
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.
skyjake
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...
skyjake
10:24 Revision a8135491 (github): Documentation|libgui: Improved GLState apidocs
skyjake
10:24 Revision b9400a15 (github): Fixed|libcommon: Warnings about signed/unsigned comparisons
skyjake

2013-11-02

23:34 Revision 88660440 (github): Include "de_platform.h" per DaniJ suggestion.
cmbruns
21:44 Feature #1636: Support for Oculus Rift
skyjake wrote:
> [non-interpolated yaw]
I'm currently interrogating @viewData->latest.angle@ (instead of @viewData-...
cmbruns
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 ...
skyjake
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 ...
cmbruns
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...
cmbruns
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...
cmbruns
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...
cmbruns
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... vermil
21:11 Revision 509bbfcf (github): Double size of Oculus Rift offscreen texture in each direction, so resolution is better at center, after warp.
cmbruns
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.
cmbruns
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... vermil
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 vermil
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...
cmbruns
18:51 Revision 89394865 (github): Merge commit 'f4ebe216f28e8b9b8ad27c2b7ef03c5411cc9655' into gl2-lensflare
skyjake
18:50 Revision eb92970c (github): Merge branch 'oculus-rift' into gl2-lensflare
skyjake
18:47 Feature #6 (In Progress): Draw lens flares using GL2
skyjake
16:46 Revision 4d2c4b8b (github): Homepage: Updated source tarball download for 1.12.2
skyjake
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... skyjake
13:34 Revision d590bb6c (github): Add basic yaw head tracking
cmbruns
04:58 Revision 87a6c09a (github): Include pitch in late-scheduled update.
cmbruns
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.
cmbruns
03:31 Revision 52dc865b (github): Adjust Rift mode to have a readable font size in taskbar
cmbruns
03:19 Revision 5b5640d5 (github): Create a CVAR for Oculus Rift horizontal field of view angle.
cmbruns
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. cmbruns
02:43 Revision 198d6394 (github): Use accessor function instead of global variable for VR::mode
cmbruns
02:35 Revision 78b45fb3 (github): Implement Oculus Rift primary pitch head tracking control.
cmbruns
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
cmbruns

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.
skyjake
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,...
cmbruns
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...
skyjake
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...
cmbruns
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... skyjake
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...
skyjake
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...
cmbruns
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... skyjake
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. skyjake

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. cmbruns
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... danij
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... skyjake
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... skyjake
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...
skyjake
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... cmbruns
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... skyjake
22:08 Revision 7f59a6a6 (github): Merge branch 'oculus-rift' into low-latency-input
Conflicts:
doomsday/client/include/ui/dd_input.h
skyjake
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...
skyjake
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...
skyjake
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.
skyjake
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.
skyjake
18:57 Revision 06dc7054 (github): Refactor|Input: Fixed a boolean trap in the input subsystem
skyjake
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...
skyjake

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...
skyjake
21:06 Revision 43fc3a19 (github): libgui|GLTarget: Corrected pixel format for grabbing target contents
skyjake
20:29 Revision 737885bb (github): Client: Renamed WindowContentTransform to ContentTransform
skyjake
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...
skyjake
14:42 Feature #1636: Support for Oculus Rift
_(merged with previous comment)_ cmbruns
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?
...
cmbruns
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...
danij
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...
cmbruns
14:29 Revision d6799773 (github): Cleanup
skyjake
10:38 Revision 68f328bc (github): Merge branch 'oculus-rift' into low-latency-input
skyjake
10:37 Revision 1b746c48 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine into oculus-rift
skyjake
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...
skyjake
10:30 Revision f4809ac3 (github): libgui: Added Vertex3Tex format, handle #version in GLShader
skyjake
09:23 Revision 09127132 (github): Refactor|Client|Map Renderer: Dismantled more of obsolete/old "rendpoly" stuff
danij
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 ...
skyjake
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...
skyjake
04:05 Revision e9af7078 (github): Warp shader is working.
Turn off frustum shift in Rift mode. cmbruns
03:49 Revision d8b7138c (github): Hacked in a simple shader
cmbruns
02:52 Revision d7f38ffd (github): Add depth/stencil buffer to GLTarget with texture color attachment.
Restore global variable for VR::mode cmbruns

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...
skyjake
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
...
skyjake
18:45 Revision 0157e611 (github): libgui|GLState: Allow fluently applying a popped state
skyjake
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...
skyjake
16:40 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
I see. In the past, I've interpreted 'ignore' as literally that :) vermil
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 ... skyjake
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... vermil
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...
skyjake
18:11 Revision b5263b99 (github): Merge branch 'oculus-rift' of https://github.com/cmbruns/Doomsday-Engine into oculus-rift
skyjake
18:08 Revision da1e5c71 (github): Merge branch 'master' into low-latency-input
skyjake
18:07 Revision 38826e24 (github): Merge branch 'master' into low-latency-input
skyjake
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 ...
skyjake
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...
skyjake
16:33 Bug #566: [Resampler] Low quality sound samples play distorted
The ability to edit ones posts appears to work :)
Thanks.
vermil
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...
skyjake
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 ... vermil
12:42 Revision 093fd818 (github): Failed attempt to render Rift mode to offscreen buffer, then restore to screen.
cmbruns
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 ...
skyjake
12:35 Revision 7ac1ce73 (github): Fixed|Builder|OS X: Further fix for signing the bundled Python framework
skyjake
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 ...
skyjake
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 ...
skyjake
09:47 Bug #1645 (Closed): Crash with console autocompletion
skyjake
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 ... skyjake
09:45 Revision 4107b75c (github): Fixed|Windows|Installer: Path of the app icon file
skyjake
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...
skyjake
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.
skyjake
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.
skyjake
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...
skyjake
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.
skyjake

2013-10-28

21:49 Bug #566: [Resampler] Low quality sound samples play distorted
But what about non FMOD plugins?
SDL Mixer for instance.
vermil
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... vermil
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 ... vermil
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...
vermil
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...
vermil
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...
vermil
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...
skyjake
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*@) ...
cmbruns
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...
skyjake
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 ...
skyjake
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... danij
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...
cmbruns
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...
skyjake
16:27 Revision eb233f44 (github): libcommon: Fix mobj-nofit-crunch behavior regression; cleanup
danij
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...
skyjake
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.
skyjake
12:02 Revision 363e4a7c (github): Fixed|Builder|OS X: Further fix for signing the bundled Python framework
skyjake
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 ...
skyjake
02:34 Revision 513edb6a (github): Refactor|libcommon: Pass line attack puff arguments via P_PathTraverse()
danij
01:46 Revision 95d7608c (github): libcommon: Cleanup
danij
 

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