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From 2013-11-01 to 2013-11-14

2013-11-14

23:45 Bug #1664 (Closed): Modal UI dialogs "flash" to indicate required input when pressing the shift key
Upon pressing the shift key in a focused text entry widget within the modal dialog should not cause said dialog to "f... danij
11:18 Feature #1663 (New): Replace game-side color filter / special effect with LensFx
The game-side color filters and other special effects (e.g., invulnerability) should be done using LensFx and shaders... skyjake
11:15 Feature #1662 (Closed): Refactor camera lens effects
All engine-side camera lens effects (color filter, vignette, lens flares) should be handled in one place. This will a... skyjake
11:08 Bug #723 (Closed): "rend-info-tris" broken
I've removed rend-info-tris from the client. In the future, calculating this needs to be done at libgui/@GLBuffer@ le... skyjake
09:25 Feature #1654 (Closed): [VR] Displaying the 2D UI within a 3D view
Crosshair moved to the game's HUD layer. skyjake

2013-11-12

08:05 Feature #1657 (Closed): Oculus Rift field-of-view angle
skyjake
03:37 Feature #1657: Oculus Rift field-of-view angle
skyjake wrote:
> The correct FOV angle is a crucial part of Oculus Rift rendering:
> * Create a mechanism for maint...
cmbruns
03:47 Feature #1636: Support for Oculus Rift
skyjake wrote:
> To close #1636 I think we'll still need to address:
>
> * Appropriate 2D UI projection (in #1655...
cmbruns

2013-11-11

22:42 Bug #613: [InFine] Inadvertent background animation
I forgot that Doom2 Map20's intermission text background is also an animating flat. Given Doom is a higher priority t... vermil
10:53 Feature #1600: Drop Snowberry
In practice, it is quite a lot of work to replicate all of Snowberry's features in Doomsday. However, every day Snowb... skyjake
10:41 Feature #1654: [VR] Displaying the 2D UI within a 3D view
The current status is that the player's HUD layer, also containing the game menu, is drawn to a texture that can then... skyjake
10:39 Feature #1655 (Closed): Offscreen UI composition
Marking this as completed: @CompositorWidget@ can be used as the parent anywhere in the widget tree to create a compo... skyjake
10:34 Bug #1659 (In Progress): Crash when loading a save game of Ultimate Doom
skyjake
09:06 Bug #1661 (New): [Deathkings] Bad behavior of object in lift (mobj hitbox overlap)
http://tracker.skyjake.fi/issues/869
Splitting off the other issue from this report that I missed that I was suppo...
vermil

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

2013-11-09

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
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

2013-11-08

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

2013-11-07

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

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
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

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

2013-11-03

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
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

2013-11-02

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
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
18:47 Feature #6 (In Progress): Draw lens flares using GL2
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

2013-11-01

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
 

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