Activity
From 2013-11-03 to 2013-11-16
2013-11-15
- 11:31 Feature #1362: Smoothing of dynlights & halos
- I would like to debate what the default should be; smoothing or no smoothing. I.e should it be a flag to enable smoot...
- 11:07 Bug #1664 (Closed): Modal UI dialogs "flash" to indicate required input when pressing the shift key
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...
- 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...
- 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...
- 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...
- 09:25 Feature #1654 (Closed): [VR] Displaying the 2D UI within a 3D view
- Crosshair moved to the game's HUD layer.
2013-11-12
- 08:05 Feature #1657 (Closed): Oculus Rift field-of-view angle
- 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... - 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...
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...
- 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...
- 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...
- 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...
- 10:34 Bug #1659 (In Progress): Crash when loading a save game of Ultimate Doom
- 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...
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).
- 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...
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...
- 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 ... - 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...
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... - 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...
2013-11-07
- 20:01 Feature #1658: Automatic port forwarding (UPnP/NAT-PMP/PCP)
- BRisa (http://brisa.garage.maemo.org/) looks useful.
- 10:05 Feature #1658 (New): Automatic port forwarding (UPnP/NAT-PMP/PCP)
- To facilitate running servers behind local internet gateways (routers, NAT, etc.), Doomsday should take advantage of ...
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...
- 10:57 Feature #1655 (In Progress): Offscreen UI composition
- 08:13 Feature #1655: Offscreen UI composition
- Currently implemented in the "oculus-rift" branch. The remaining missing detail is appropriate alpha blending for the...
- 08:11 Feature #1655 (Closed): Offscreen UI composition
- Doomsday's UI framework needs to have the ability to flatten a widget tree into an offscreen buffer (such as a GL tex...
- 08:36 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> We should think about which tasks need to be accomplished to close this issue (#1636), and which sh... - 08:35 Feature #1657 (Closed): Oculus Rift field-of-view angle
- The correct FOV angle is a crucial part of Oculus Rift rendering:
* Create a mechanism for maintaining or restoring ... - 08:19 Feature #1656 (Closed): UI for VR / Oculus Rift config
- If an Oculus Rift is available, the UI should show appropriate settings to configure it. Other VR settings should als...
- 08:05 Feature #1654 (Closed): [VR] Displaying the 2D UI within a 3D view
- In a 3D VR environment, Doomsday's and the games' 2D UI elements must be displayed differently. For instance, for Ocu...
2013-11-04
- 23:22 Feature #1636: Support for Oculus Rift
- Thanks for the detailed explanation of which values can/should be obtained from the SDK. The fact that an effective F...
- 23:19 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> > offscreen render buffers
>
> I've got [offscreen render buffers] mostly working.
That's gre... - 22:15 Feature #1636: Support for Oculus Rift
- danij wrote:
> If the FOV provided from the Oculus SDK is not treated as an absolute then of what benefit is there t... - 20:51 Feature #1636: Support for Oculus Rift
- > offscreen render buffers
I've got this mostly working. The situation in the oculus-rift branch is that I've hard... - 19:56 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> danij wrote:
> > Are we saying that VR is so exceptional that by default we shouldn't honour the F... - 19:45 Feature #1636: Support for Oculus Rift
- danij wrote:
> Are we saying that VR is so exceptional that by default we shouldn't honour the FOV of the original g... - 18:59 Feature #1636: Support for Oculus Rift
- I agree with the intention. However I disagree with the method. Field-of-view in a cinematic sense is a matter of art...
- 18:55 Feature #1636: Support for Oculus Rift
- danij wrote:
> Why should we allow the Rift SDK to override the field-of-view?
I believe the Rift should determin... - 18:37 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> Speaking of field-of-view, I'm currently setting the field-of-view to 110 degrees when the player a... - 16:11 Feature #1636: Support for Oculus Rift
- danij wrote:
> I suspect the reason this is so jarring in the Rift is because the change from fullscreen viewport to... - 15:58 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> > offscreen render buffers
>
> I agree this would be useful...
One advantage of such an offsc... - 13:19 Feature #1636: Support for Oculus Rift
- > offscreen render buffers
I agree this would be useful. After taking a closer look I concluded that the only reas...
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... - 19:17 Feature #1636: Support for Oculus Rift
- > Indeed we do have a philosophical difference here.
Fair enough. This is your house. I accept your judgement, espec... - 18:48 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> danij wrote:
> > cmbruns wrote:
> > > * When the player activates/deactivates the status HUD (+/-... - 17:46 Feature #1636: Support for Oculus Rift
- I created a brief video of Rift gameplay
https://www.youtube.com/watch?v=sgCRDGfO448 - 17:22 Feature #1636: Support for Oculus Rift
- By the way, the size of the off-screen HUD buffer for Rift mode would be 512x384 -256x192- (i.e. -really- small). The...
- 17:00 Feature #1636: Support for Oculus Rift
- Potential uses of offscreen render buffers:
* Rift warping like we already have.
* HUD rendering, to aid compositio... - 16:02 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> cmbruns wrote:
> > The taskbar cannot be seen at all. I press apostrophe and type what I imagine t... - 15:00 Feature #1636: Support for Oculus Rift
- danij wrote:
> cmbruns wrote:
> > * When the player activates/deactivates the status HUD (+/- keys), the OpenGL vie... - 11:56 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> The taskbar cannot be seen at all. I press apostrophe and type what I imagine to be in the taskbar ... - 07:55 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> * When the player activates/deactivates the status HUD (+/- keys), the OpenGL viewport for 3D viewi... - 00:29 Feature #1636: Support for Oculus Rift
- As of today, 3D gameplay is playable and working well enough in the Rift. This is excellent. I can't wait to try this...
- 11:25 Feature #1649: Option to disable HUD/menu font upscaling
- Indeed, there is a smoothing/up scaling filter applied to all fonts in Dday (UI and gameworld), that as far as I am a...
- 11:11 Feature #1649: Option to disable HUD/menu font upscaling
- For me the "rend-tex-filter-ui" cvar (also in the appearance editor) affects both the menu and HUD fonts: bilinear fi...
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