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From 2013-11-07 to 2013-11-20

2013-11-20

11:38 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Now I'm getting a seg fault when I try to leave rift mode (e.g. "rend-vr-mode 9", followed by "rend...
skyjake
04:33 Feature #1636: Support for Oculus Rift
skyjake wrote:
> I will sort this out.
Thank you for fixing this. Now I'm getting a seg fault when I try to leave...
cmbruns

2013-11-19

09:29 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> If I replace the call with the commented out glBlendFunc() version, it's OK. What am I missing?
...
skyjake
04:49 Feature #1636: Support for Oculus Rift
One compiler error I get on Linux (Ubuntu 12.04):... cmbruns

2013-11-18

18:02 Bug #1132: Rendering slow - slow graphics (1.11.0 => 1.11.2)
Another forum thread that seems related: http://dengine.net/forums/viewtopic.php?f=7&t=1613#topic skyjake

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... vermil
11:07 Bug #1664 (Closed): Modal UI dialogs "flash" to indicate required input when pressing the shift key
skyjake

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
 

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