Activity
From 2013-11-09 to 2013-11-22
2013-11-22
- 18:56 Revision 6d623c0b (github): libdeng2|Bank: Print a wait time only if item had to be waited on
- 17:57 Revision 34b52038 (github): Merge branch 'master' into gl2-lensflare
- 17:50 Revision 28980a04 (github): Fixed|ClientApp: Subsystem deletion order
- When the appearance editor is open, the window system is dependent
on the settings in the render subsystem (ClientWin... - 17:41 Revision 26c07243 (github): UI|Client: Black background until app startup is complete
- Allows for a cleaner launch experience when the DE background is not
showing. - 17:23 Revision f9de783d (github): UI|Client: Draw post-busy transition in BusyWidget
- This commit fixes the issue where the transition was not drawn
correctly when the sidebar is open. Previously the dra... - 14:18 Revision 46958aa0 (github): Cleanup
- 13:42 Revision 04d2777f (github): Cleanup
- 13:41 Revision 46270152 (github): libdeng2|Bank: Adjusted log levels of messages from Bank
- Even at debug level it is not that helpful to output more than one
message per object load. - 13:40 Revision bb0af825 (github): libdeng2|Widgets: Added method for querying RuleRectangle’s size in integer
- 09:49 Revision 73d1db24 (github): UI|Client: Further adjusted shadow of ProgressWidget text
- Better results could be produced using a shadow shader.
- 09:48 Revision d3c33e14 (github): Debug|libdeng2|Log: Added assert for possible out-of-range list access
- 08:57 Revision cea76872 (github): Fixed|Builder: Unicode in commit author fields
- 02:37 Feature #1636: Support for Oculus Rift
- I've just been trying out the vr modes. With mode 9 I'm noticing thin gaps in the map geometry when the viewer is loo...
- 01:46 Revision f04871d4 (github): Windows: Fixed build (windows.h include order)
2013-11-21
- 23:08 Revision 9f20a092 (github): Merge branch 'master' into resourcesystem
- Conflicts:
doomsday/client/src/gl/gl_draw.cpp
doomsday/client/src/render/rend_main.cpp - 20:45 Revision eba29697 (github): Merge branch 'master' into gl2-lensflare
- 20:39 Revision c9da4dbc (github): Refactor|Client: Renamed ContentTransform to WindowTransform
- 18:28 Revision 0d221e5d (github): Merge branch 'master' into low-latency-input
- 18:25 Revision 7ab8002d (github): Merge branch 'master' into gl2-lensflare
- 18:17 Revision e0b19b08 (github): Merge branch 'oculus-rift'
- 18:06 Revision 6f1c6eb2 (github): UI|Client: Don’t recreate canvas during busy mode
- It appears to be a little risky to recreate the Canvas during busy
mode’s secondary event loop (crashes in OS X somet... - 18:04 Revision 1e739771 (github): UI|Client: Adjusted shadow of ProgressWidget text
- 17:35 Revision 198854a2 (github): Refactor|Resources: Continued remodeling texture variant specifications
- Renamed as TextureVariantSpec and removed an unnecessary internal
abstraction. - 16:33 Revision 941bd26e (github): Refactor|Resources: Began remodeling texture variant specification management
- Completed initial C++ translation.
- 14:43 Revision fbb29888 (github): Refactor|GL: Cleanup
- 14:04 Revision 6b421108 (github): Refactor|GL: Moved cvars and ccmds from gl_texmanager to rend_main
- Todo for later: Find a better home for these. Most are presently only
used by resources loaded for the map renderer, ... - 13:48 Feature #1636: Support for Oculus Rift
- I'm planning to merge the progress from "oculus-rift" into master this week. Even though the Rift support isn't fully...
- 12:59 Revision 25043b81 (github): Refactor|GL: Continued splitting up gl_texmanager.h/cpp
- 12:27 Revision 443217c5 (github): Refactor|GL: Moved texturecontent_t related uploads to texturecontent.cpp
- gl_texmanager.h/cpp now contains the following:
- texture variant spec management
- misc legacy resource management l... - 12:03 Revision 7dcdc50c (github): Refactor|GL: gl_texmanager.h no longer depends on sys_opengl.h
- 11:46 Revision ec70eba8 (github): Refactor|Client: Continued splitting up gl_texmanager.h/cpp
- 11:04 Revision 5b82e143 (github): Refactor: Moved all GL_*ForVariantSpec functions to texturevariantspec.h
- 11:02 Revision 237f13b8 (github): Merge branch 'oculus-rift' into gl2-lensflare
- 10:53 Revision 3a9bb66c (github): Unix|qmake: Using ccache with gcc
- The previous options were only suitable for clang.
- 10:52 Revision 8f05c541 (github): Unix|qmake: Using ccache with gcc
- The previous options were only suitable for clang.
- 10:05 Revision 2f894c5a (github): Refactor: Moved most image loading logics to image.h/cpp
- 09:40 Revision e32c841d (github): Began unraveling gl/gl_texmanager.h dependencies
- 09:14 Revision 9d374c7b (github): libdeng2|Log: Use (v) to identify verbose messages
- 09:02 Revision 2ac6c21b (github): UI|Client: Added shadow behind ProgressWidget’s text
- Make it more readable on light backgrounds.
- 09:01 Revision 8bf0a1fd (github): Renderer: Cleanup
- 08:48 Revision 4079b953 (github): Merge branch 'master' into resourcesystem
- 08:46 Revision 5766fae0 (github): Merge branch 'master' into oculus-rift
- 08:46 Revision d96c7dbc (github): Merge branch 'oculus-rift' into low-latency-input
- 08:45 Revision 50adc0f5 (github): Merge branch 'oculus-rift' into gl2-lensflare
- Conflicts:
doomsday/libgui/include/de/gui/opengl.h - 08:43 Revision 94f58d57 (github): Unix|qmake: Added build option for using ccache
- “deng_ccache” now makes the build use ccache for faster compilation.
- 08:43 Revision af748260 (github): Unix|qmake: Added build option for using ccache
- “deng_ccache” now makes the build use ccache for faster compilation.
- 08:35 Revision d316c7af (github): Renderer|Billboard: Cleanup
- 08:14 Revision 53a82af4 (github): Refactor|Renderer: Moved billboard drawing parameter structs to billboard.h
- 08:06 Revision 2a120a35 (github): UI|Client: Tweaked appearance of ProgressWidget
- 08:06 Revision c3551c93 (github): Refactor|Client: Renamed GuiWidget::deleteLater()
- Avoiding potential conflict with QObject::deleteLater().
- 07:50 Revision 1b9c8220 (github): Renderer: Cleanup
- 07:40 Revision 76425173 (github): Renderer|Billboard: Cleanup
- 07:15 Revision 4a89ad15 (github): Refactor|Renderer: Relocated all code which doesn't belong in billboard.cpp/h
- 06:32 Revision 94148dc7 (github): ResourceSystem: Cleanup
- 06:08 Revision 4487b091 (github): Refactor: Moved logics for releasing GL textures into ResourceSystem
- 04:44 Revision bffe4dd3 (github): Refactor|Resources: Moved Rend_CacheForMap() into ResourceSystem
- 03:46 Revision 4cb513cc (github): Sprite|Resources: To-do comments re future Sprite improvements
- 03:06 Revision 30adfdaf (github): Sprite|Resources: Cleanup
- 02:37 Revision da25c636 (github): Refactor|Sprite: Provide readonly access to the Sprite view angle set
- 02:11 Revision 51e7f8d2 (github): ResourceSystem: Ensure sprite sets are accessed in const mode
- Only the ResourceSystem should have write access to the sprite sets.
Creating a new set should happen through the pub... - 01:56 Revision 63864cd0 (github): Refactor|ResourceSystem: Use spritenum_t where applicable
- 01:22 Revision fe57c623 (github): ResourceSystem: Cleanup
- 01:07 Revision e34613b7 (github): Refactor|ResourceSystem: Cleaned up access to Sprite resources
2013-11-20
- 23:43 Revision bdebb038 (github): Sprite|Resources: Cleanup
- 23:21 Revision 68e133d2 (github): Refactor|Sprite|Resources: Cleaned up Sprite representation somewhat
- 21:44 Revision fd393680 (github): Refactor|Resources: Continued cleaning up Sprite resource initialization
- 20:07 Revision b5d030d8 (github): Client|UI: Minor improvements for robustness
- It is a little bit safer not to immediately delete a widget; better
to always use deleteLater(). Also make sure the c... - 20:05 Revision 6ebf2840 (github): Fixed|libdeng2|Widget: Crash when notifying a tree
- If a widget tree was modified while it was being notified, a crash
could occur because the widget list used for itera... - 13:41 Revision fb6d16d9 (github): libdeng2|Widget: Ensure containers are accessed in const mode
- When there is no need to modify the containers, make sure they aren’t
implicitly copied unnecessarily. - 12:16 Revision 704c9425 (github): Stereo 3D: Only use a stereo GL format if necessary
- Whenever the VR mode changes, the canvas GL format is checked for
possible changes. - 11:57 Revision d5bd255c (github): Cleanup
- 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... - 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... - 08:39 Revision f3aa4aaa (github): Fixed|Stereo 3D|qmake: Debug/release build settings
- qmake’s own “debug” and “release” CONFIG values don’t work as one
would expect. Always use “deng_debug” instead. - 08:34 Revision 2a396b45 (github): Merge branch 'oculus-rift' of ssh://github.com/skyjake/Doomsday-Engine into oculus-rift
- 08:33 Revision 84f3b664 (github): Busy Mode|API|libcommon: Busy transition frame is rendered rather than grabbed
- This commit changes how the “screen capture” is done for busy mode.
Instead of taking a screen shot of everything in ... - 08:24 Revision ac066db1 (github): Merge pull request #9 from cmbruns/oculus-rift
- Oculus rift
- 03:59 Revision 493b5405 (github): Rift working on Linux (but it segfaults when leaving rift mode)
- 00:49 Revision 411ce5a7 (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
- 00:46 Revision 5b38f52a (github): Better comment
2013-11-19
- 23:36 Revision e846b9b2 (github): Refactor|Resources: Renamed resource/sprites.h; cleanup
- 21:56 Revision e32f4be2 (github): Refactor|Resources: Moved sprites to ResourceSystem
- 18:40 Revision e00f4f16 (github): Merge branch 'oculus-rift' of ssh://github.com/skyjake/Doomsday-Engine into oculus-rift
- 18:35 Revision 841c23bb (github): Fixed|libgui|Windows: Missing exports
- 17:57 Revision 88bacf61 (github): Merge branch 'oculus-rift' of ssh://Architecture.local/Users/jaakko/Projects/deng into oculus-rift
- 11:49 Revision a0a3c517 (github): Fixed|Windows|Client|GL: Order of includes
- 10:52 Revision 8d66a20a (github): Merge branch 'oculus-rift' of github.com:skyjake/Doomsday-Engine into oculus-rift
- 10:46 Revision 1d7f146a (github): Cleanup: SDL is no longer needed (except for joystick and SDL_mixer)
- 10:43 Revision 1b7834b9 (github): Fixed|Unix|GL: Fetching GL entrypoints
- When linking against libGL, only OpenGL 1.x functionality is available.
Later versions of the API (as well as extensi... - 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?
... - 04:49 Feature #1636: Support for Oculus Rift
- One compiler error I get on Linux (Ubuntu 12.04):...
- 08:02 Revision e2b65aea (github): Fixed|qmake: Warning about missing header files
- The convenience headers DrawList(s) were not using the correct case.
- 04:24 Revision 88e221ee (github): Avoid confusing segfault in Ubuntu linux
- 03:34 Revision e604bb1d (github): Merge branch 'master' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
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.
- 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
- 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,... - 11:31 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
- 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
- 23:45 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...
- 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... - 11:18 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...
- 11:10 Revision 191b2b7f (github): Client: Removed the “rend-info-tris” cvar
- IssueID #723
- 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.
- 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. - 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... - 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
- 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... - 00:31 Revision 8cb79fa3 (github): Refactor Rift barrel shader to take uniform parameters from new VR::riftState instance.
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... - 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. - 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...
- 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
- 01:40 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...
- 01:23 Revision e8d4e8c4 (github): Fix build (missing headers)
- 01:13 Revision d9b9cd3d (github): Refactor|Client|GL: GLTextureUnit uses GL2 filter/wrap identifiers; relocated
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