Activity
From 2013-11-05 to 2013-11-18
2013-11-18
- 
  21:06 Revision 97cca147 (github): UI|Busy Mode|Client: Removed additional UI root for busy mode 
- Busy mode now uses the same widget tree as the normal UI, meaning
 that the task bar, notifications, and other game-un...
- 
  21:04 Revision b090591d (github): UI|Client: Buttons and line editors can be disabled 
- 
  21:03 Revision a0559b5f (github): Refactor|libdeng2|Widgets: Checking for behavior flags in ancestors 
- Both the ‘Hidden’ and ‘Disabled’ flags are inherited from parents.
- 
  20:03 Revision c58a798d (github): Busy Mode: Drawing game widgets to texture for busy transition 
- Instead of grabbing a screenshot, which unavoidably is already
 affected by VR transforms, we will now render the game...
- 
  18:23 Revision 45e1ae85 (github): Merge branch 'oculus-rift' of github.com:skyjake/Doomsday-Engine into low-latency-input 
- 
  18:17 Revision 2c0c73c5 (github): Merge branch 'master' into oculus-rift 
- 
  18:16 Revision e2b089ea (github): Renderer|FX|LensFlares: Drawing a white quad 
- Next: texturing.
- 
  17:50 Revision 5528f3d1 (github): Refactor|RenderSystem: Moved the shader bank to RenderSystem, added renderer.pack 
- Shaders, appearance profiles, and other rendering-related files will
 now be collected into “renderer.pack”.
 The GLSh...
- 
  17:10 Revision 8d7b84cb (github): Renderer|FX|LensFlares: Aspect correction in view space 
- Calculate the appropriate view unit vector. This is dependent on the
 GL viewport.
- 
  15:59 Revision 314e57a2 (github): Renderer|FX: Added missing model-view transformation in fx::LensFlares 
- Duh, the projection alone isn’t enough…
- 
  15:55 Revision d8c8b73b (github): Merge branch 'oculus-rift' of github.com:skyjake/Doomsday-Engine into oculus-rift 
- 
  14:07 Revision 12441fc2 (github): Refactor|Resources: Cleaned up Sprite resource building 
- 
  04:01 Revision 9176ccf2 (github): Refactor|Resources: Continued remodeling sprite resource management 
- 
  02:56 Revision 22cb9836 (github): Refactor|Resources: Began remodeling Sprite resource management 
2013-11-17
- 
  22:25 Revision d00ca4d3 (github): Renderer|FX: Working on basic lens flare shader rendering 
- Trying to get a simple white quad to appear on screen. This is not
 quite working yet.
- 
  22:23 Revision 15de061b (github): Renderer|FX: Added a convenience method for accessing GLShaderBank 
- 
  22:22 Revision 9f99a1a0 (github): Refactor|GL: Moved 3D projection matrix to its own function 
- 
  22:21 Revision 9fb12ad5 (github): libdeng2|Vector: Added a method for xzy swapping 
- 
  15:10 Revision 8e402596 (github): Console|Resources|Client: Applied rich formatting to "listmaterials" output; cleanup 
- 
  13:57 Revision 20a5b2ac (github): Refactor|Resources: Hide internal resource collection mechanics at API level 
- 
  12:36 Revision 67b00b7c (github): Console|Resources|Client: Applied rich formatting to "listtextures" output; cleanup 
- 
  10:33 Revision 310a45de (github): Console|Resources|Client: Applied rich formatting to "inspecttexture" output 
- 
  09:16 Revision 9a21921a (github): Server: Fix build (no qtgui, thus no QColor) 
- 
  08:54 Revision f2b01e43 (github): Console|Resources|Client: Applied rich formatting to "listfonts" output 
- 
  06:54 Revision 9cf72abb (github): ColorPalette: Cleanup 
- Also added a convenient method to convert a color from the palette
 to a QColor instance.
- 
  06:23 Revision be776c42 (github): Refactor|ColorPalette: Extracted ColorTableReader from ColorPalette 
- 
  03:35 Revision 0fd493a3 (github): Typos 
- 
  03:08 Revision e351b4fd (github): ResourceSystem|Client: Observe ColorPalette::ColorTableChange 
- When the color table changes we need to schedule texture updates.
- 
  02:50 Revision d8cfa8dc (github): Refactor|Resources: ResourceSystem has ownership of color palettes 
2013-11-16
- 
  22:26 Revision fe74d700 (github): Refactor|Resources: Began remodeling ColorPalette management 
- 
  09:53 Revision ed5af01d (github): Refactor|ColorPalette|Resources: Translated ColorPalette to C++ 
- 
  09:41 Revision 1265ad8e (github): Client|libdeng2: Replaced use of glFrustum with Matrix4::frustum() 
- In the long run, we must stop using OpenGL matrix functions as they
 are not present in GLES.
- 
  06:11 Revision dffd3728 (github): Refactor|Resources: Removed 's' suffix from animgroups.cpp/h 
- 
  06:01 Revision 5d9c3ffd (github): ResourceSystem: Cleanup 
- 
  05:37 Revision ac652618 (github): Refactor|Resources: ResourceSystem has ownership of animation groups 
- 
  03:27 Revision ffeee152 (github): Refactor|Resources: Moved rest of r_data.cpp to api_resource.cpp; cleanup 
- 
  02:18 Revision 595957d4 (github): Refactor: ResourceSystem has ownership of the Materials collection 
- TODO: Clear the necessary resource schemes on engine reset/game load.
- 
  00:54 Revision c15c6b0a (github): BitmapFont|Client: Cleanup 
- 
  00:27 Revision 0f552c3f (github): BitmapFont|Client: Fixed inverted glyph geometry 
- 
  00:09 Revision aa658567 (github): Documentation|Fonts|Textures: Minor apidoc cleanup 
2013-11-15
- 
  23:29 Revision 407b71ad (github): FontManifest|Client: Cleanup 
- 
  23:17 Revision 4862b082 (github): Cleanup|Fonts|Client: Cleanup 
- 
  23:07 Revision 0c5991a4 (github): Refactor|Fonts|Client: Superficial generalization of Fonts resource collection components 
- These components are (now) very similar to those used by the other
 resource collections (i.e., Materials and Textures...
- 
  22:46 Revision 8df8fd3e (github): Fonts|Client: The Fonts collection now operates only with AbstractFonts 
- 
  22:43 Revision 59b84f28 (github): libgui|GLBuffer: Added vertex formats with more texture coordinates 
- 
  22:42 Revision 6584f1c8 (github): Refactor|Fonts|Client: Moved linked-definition clearing from Fonts to ResourceSystem 
- It is no longer necessary to implement this logic with the resource
 collection itself.
- 
  22:32 Revision dba57b31 (github): Cleanup 
- 
  22:23 Revision 6cd880b5 (github): Fonts|Resources|Client: Relocated API documentation to more appropriate places 
- 
  19:54 Revision 9ee0af2a (github): Renderer|FX: Added some API documentation 
- 
  19:53 Revision b1a0552b (github): Renderer: Added an interface for point light sources 
- 
  14:27 Revision 6964e8ad (github): Amethyst: Imported latest library files 
- 
  14:12 Revision 614a8c6e (github): Console: Improved output after invalid use of command arguments 
- The message can be more specific as to what was the problem.
- 
  12:14 Revision 03ce79a7 (github): Documentation|Console: Help for “postfx” 
- 
  11:48 Revision 46f4f844 (github): Renderer|FX|Console: Animation duration is optional for “postfx” 
- Also printing more log messages from fx::PostProcessing.
- 
  11:46 Revision afe89149 (github): Fixed|libgui|GLProgram: Rebuilding a program 
- The state of the GLProgram was not properly updated when its was
 rebuilt. The existing uniform bindings are retained,...
- 
  11:03 Revision 10c60ab2 (github): Merge branch 'master' into resourcesystem 
- 
  10:59 Revision afc6483d (github): Fonts|Resources|Console: Reinstated Font resource search commands; cleanup 
- 
  10:26 Revision 34cedf0f (github): Refactor|FontManifest|FontScheme: Applied pimpl idiom; cleanup 
- 
  10:05 Revision 6978d775 (github): Refactor|Fonts|Resources|Client: Split up fonts.cpp/h; added convenience headers 
- 
  09:53 Revision bf039d45 (github): Fixed|DialogWidget: Modal dialog should not flash when Shift pressed 
- As far as the UI is concerned, Shift and other modifiers should not
 be considered actionable input.
- 
  09:53 Revision 61e50ace (github): Fixed|DialogWidget: Modal dialog should not flash when Shift pressed 
- As far as the UI is concerned, Shift and other modifiers should not
 be considered actionable input.
- 
  09:30 Revision d0f6f716 (github): Renderer|FX: Monochrome shaders for frame post-processing 
- “fx.post.monochrome.inverted” replicates the original Doom
 invulnerability effect.
- 
  09:29 Revision 5fd6348c (github): Renderer|FX|Console: Added cmd ‘postfx’ for setting the post-processing shader 
- The ‘postfx’ command can start a shader fade-in animation, or fade
 out the current shader. Each console is treated se...
- 
  09:27 Revision 2f1db96f (github): Renderer|FX: Post-processing animations 
- There is now a queue of animation tasks in fx::PostProcessing, for
 fading shaders in and out.
- 
  09:26 Revision c78cf163 (github): libgui|GLProgram: Rebuilding the program forces update of uniforms 
- 
  09:19 Revision 775efc3e (github): Builder|OS X|Fixed: Detecting OS X 10.9 (log filenames) 
- 
  08:15 Revision 2740cbbd (github): Font Renderer|Client: Font id=0 is never used so don't search 
- Evidently the game HUD drawer repeatedly attempts to set the current
 font with id #0, resulting in a performance issu...
- 
  07:48 Revision 7597bcea (github): Fonts|Resources|Client: Fixed BitmapFont::glInit() and "runtime" font scheme clearing 
- 
  07:26 Revision bf96265b (github): Fonts|Resources|Client: Removed unnecessary dependencies 
- 
  07:10 Revision d0d211ac (github): Refactor|Fonts|Resources|Client: Continued remodeling Fonts collection 
- Now builds without error. Testing begins...
- 
  05:54 Revision 66ce9a3f (github): Refactor|Fonts|Resources|Client: Continued remodeling Fonts collection 
- Note that it does not yet build and is presently a rather messy...
2013-11-14
- 
  23:32 Revision de7f9f0e (github): Debug|Map Renderer|Client: Investigating further vertex color clamping issues 
- 
  23:07 Revision 33fc1570 (github): Qt 4.7|Client: Fixed Qt 4.7 compatibility (no foreach with QVarLengthArray) 
- 
  18:21 Revision c388eadb (github): Cleanup 
- 
  18:20 Revision 5aa73869 (github): Documentation: Description of LensFx 
- 
  18:15 Revision 8bde4654 (github): Refactor|Renderer: Post-processing is now a console effect 
- fx::PostProcessing will cause the frame to be rendered to a texture,
 which will then be drawn to the normal target wh...
- 
  16:01 Revision ca95681d (github): Client|Added: Frame post-processing effect as part of LensFx 
- This hard-coded test shader flips the frame upside down.
- 
  16:00 Revision fc0dd45f (github): libgui: GLES2 preprocessor definition; colorless makeQuad 
- 
  15:59 Revision 57e234d5 (github): libgui: Resizing a GLTarget 
- Internally, this will replace attached texture contents using the
 same image format as was used previously. Render bu...
- 
  11:10 Revision 191b2b7f (github): Client: Removed the “rend-info-tris” cvar 
- IssueID #723
- 
  03:37 Revision 488563ec (github): Refactor|Fonts|Resources|Client: Split up more Fonts collection logic 
- 
  01:53 Revision d9922a84 (github): Refactor|AbstractFont|Resources|Client: Relocated more functionality out of AbstractFont 
- 
  01:51 Revision 5fdd9d19 (github): Refactor|GL|Client: Updated use of GL_DrawRect() 
2013-11-13
- 
  20:36 Revision cd53124d (github): Refactor|Fonts|Resources|Client: Continued remodeling the Fonts collection 
- 
  18:03 Revision 0938c980 (github): Cleanup|Fonts|Resources|Client: Cleanup 
- 
  17:06 Revision 0d1e452b (github): Refactor|Fonts|Resources|Client: Continued revising bitmap font representation 
- 
  14:44 Revision 308c43f8 (github): Cleanup 
- 
  14:17 Revision d95b8216 (github): Refactor|Fonts|Resources|Client: Continued updating bitmap implementation to use libdeng2 components 
- 
  13:12 Revision c812b9ab (github): Cleanup 
- Using de::Shared.
- 
  13:09 Revision da1161c7 (github): libdeng2: Added template for creating shared, reference-counted objects 
- de::Shared automatically creates and destroys the shared payload type
 when acquiring and releasing references to the ...
- 03:18 Revision 4ffb3491 (github): Add oculus libraries line for Mac. Still get RTTI related link errors
- 03:14 Revision 149c5c63 (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
2013-11-12
- 
  21:12 Revision aa098ef1 (github): Renderer: Added console effect for lens flares 
- fx::LensFlares instances use a shared data instance for common GL
 resources: texture atlas for flare images and a sha...
- 
  19:57 Revision ff1f6ffa (github): Refactor|Renderer: Object-oriented camera lens effects 
- Added ConsoleEffect classes for the color filter and vignette.
- 
  14:33 Revision 07ca3fac (github): Renderer: Added stub for camera lens effects 
- cameralensfx is (will be) responsible for frame post-processing and
 overlaid effects such as color filter, vignette, ...
- 
  13:12 Revision d1ad10f0 (github): Refactor|libcommon: Unified view port drawing, moved crosshair to HUD layer 
- Also, in Oculus Rift mode, don’t assume that automap covers the full
 view.
- 
  13:11 Revision fc170c4c (github): Refactor|libcommon: Unified view port drawing, moved crosshair to HUD layer 
- Also, in Oculus Rift mode, don’t assume that automap covers the full
 view.
- 
  13:07 Revision 4fb0bad9 (github): Refactor|Renderer: Separated view border from player 3D view layer 
- For future reasons: the main 3D layer could go through a shader for
 effects.
- 
  10:12 Revision ab9625fe (github): Refactor|Client|Server: Split client-specific code from r_main.cpp 
- Most of r_main.cpp is client-specific, so all of that was moved to
 render/viewports.cpp.
- 
  03:18 Revision ac6fe9f5 (github): Default rend-vr-rift-fovx to computed value. 
- 
  03:16 Revision 7bfd9dd3 (github): Populate VR::riftState during loadRiftParams() 
- Finally computing correct rift field of view during loadRiftParams()
 Remove CVAR rend-vr-rift-aspect in favor of VR::...
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 
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  12:53 Revision 32dc142f (github): Fixed|VR: Use correct macro to register a change callback 
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  05:19 Revision 45bbbc2e (github): Merge pull request #6 from cmbruns/oculus-rift 
- Oculus rift
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  04:53 Revision 9f493cba (github): Client|Map Renderer: Cleanup 
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  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...
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  04:04 Revision a6782e6d (github): Refactor|Client|Map Renderer: Updated all drawing to use DrawLists 
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  04:02 Revision 39ac6fba (github): Client|Map Renderer: Began dismantling of the old render lists module 
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  03:55 Revision 9c2ee909 (github): Client: Added RenderSystem 
- Presently this merely acts as the owner of the DrawLists.
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  03:50 Revision 71795d3d (github): Client|Map Renderer: Added DrawLists 
- Encapsulates DrawList management.
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  03:49 Revision e2c75aed (github): Client|Map Renderer: Added DrawList 
- Provides a drawable list of buffered GL primitives/or GL commands.
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  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
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