Activity
From 2013-10-29 to 2013-11-11
2013-11-11
2013-11-10
- 21:02 Revision 2548c5f0 (github): Kludge to avoid path find error crash from latest update.
- 20:20 Revision 3e5017b4 (github): Merge branch 'oculus-rift' into gl2-lensflare
- 20:20 Revision 253da69f (github): Merge branch 'oculus-rift' into low-latency-input
- 20:15 Revision f18e71ab (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
- 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... - 20:15 Revision 949d3a84 (github): Failed to even start setting warp shader uniform parameters.
- 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.
- 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... - 18:12 Revision 1a82f6a2 (github): UI|Client: Only use offscreen composition with Oculus Rift
- 15:13 Revision e9782b14 (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
- 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. - 13:33 Revision 946887be (github): Fixed|Stereo 3D: Update viewport for the high-res Rift frame buffer
- 13:24 Revision 0d99555d (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 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... - 12:52 Revision b7f75d78 (github): Merge branch 'master' into oculus-rift
- 12:52 Revision 6d4375a6 (github): Fixed|Client: Build error and a warning
- According to ISO C++, enums cannot be forward-declared.
- 11:11 Revision 4043e831 (github): Refactor|AbstractFont|Resources|Client: Removed obsolete fonttype_t
- 10:45 Revision a300d1b0 (github): Refactor|CompositeBitmapFont|Client: Applied pimpl idiom; cleanup
- 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". - 10:17 Revision d91ec88c (github): Refactor|BitmapFont|Client: Applied pimpl idiom; cleanup
- 09:57 Revision e351b5a3 (github): Builder: Cleanup
- 09:50 Revision 4f2cc2ff (github): Refactor|Fonts|Client: Renamed font components following deng naming conventions
- 09:42 Revision 2141c06c (github): Refactor|Fonts|Client: Added convenience headers for font components
- 09:28 Revision 5a945749 (github): Refactor|Fonts|Client: Relocated font components to new source files
- 09:10 Revision 677f2605 (github): Refactor|Fonts|Client: Completed initial C++ translation of (composite) bitmap fonts
- Todo: Cleanup.
- 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... - 03:53 Revision 1ac294c0 (github): Refactor|ResourceSystem|Fonts|Client: Cleanup of Font resource management continues
- 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... - 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). - 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...
- 01:15 Revision f0f3d5de (github): Refactor|ResourceSystem|Client|Server: ResourceSystem has ownership of the Fonts collection
2013-11-09
- 22:27 Revision eaf3a678 (github): Merge branch 'oculus-rift' into gl2-lensflare
- 22:26 Revision 48330bcf (github): Merge branch 'oculus-rift' into low-latency-input
- 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 - 22:10 Revision 31361e49 (github): Merge branch 'oculus-rift' into low-latency-input
- 22:01 Revision cd981115 (github): Refactor|Fonts|Resources: Minor Fonts collection cleanup
- 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... - 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. - 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... - 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... - 15:50 Revision 10800cc3 (github): Merge branch 'master' of ssh://git.code.sf.net/p/deng/code into builder-src-package
- 15:04 Revision a40b31c3 (github): Builder: Cleanup
- 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. - 08:20 Revision 9a235120 (github): Refactor|Client|Server: Relocated most of r_data.cpp into ResourceSystem
- 06:54 Revision 0667e799 (github): Refactor|Client|Server: ResourceSystem has ownership of ResourceClasses
- 06:22 Revision c5d40b73 (github): Merge remote-tracking branch 'remotes/origin/master' into resourcesystem
- 06:17 Revision 71b5676c (github): Refactor|Client|GL: Use GL2 filter/wrap identifiers for (tiled) Patch drawers
- 06:07 Revision 9c68439a (github): Refactor|Client|Server: Initialize ResourceSystem; take ownership of de::Textures
- 05:09 Revision 72ae2cba (github): Added: ResourceSystem (stub)
- 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... - 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... - 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...
- 02:09 Revision f343501d (github): Refactor|Client|GL: Use GL2 filter/wrap identifiers with unmanaged textures
- 01:23 Revision e8d4e8c4 (github): Fix build (missing headers)
- 01:13 Revision d9b9cd3d (github): Refactor|Client|GL: GLTextureUnit uses GL2 filter/wrap identifiers; relocated
2013-11-08
- 06:32 Revision ecb5eb31 (github): Client|Map Renderer: Cleanup
- 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... - 04:04 Revision d43756b3 (github): Stereo 3D|Client: Expose rend-vr-hud-distance as a CVAR, and set its default to 20 (map units)
- 04:00 Revision 0950aefc (github): Client|Map Renderer: Explicitly revert all GL state changes made in DrawList::draw()
- 02:42 Revision 44d9d7d6 (github): Request a stereo OpenGL context in clientwindow.cpp, so rend-vr-mode 13 could work.
- 02:28 Revision 8c16bab8 (github): Debug|Client|DrawList|Map Renderer: Trying to make sense of DrawMode <> draw list relationship
- 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.
- 01:02 Revision 3edf36db (github): Cleanup|Client|MaterialSnapshot|Map Renderer: Minor MaterialSnapshot cleanup
- 00:05 Revision 6816d2d5 (github): Fixed|Client|Map Renderer: Further vertex color clamping fixes; cleanup
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.
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