Activity
From 2013-11-12 to 2013-11-25
2013-11-25
- 22:46 Bug #1670: [Automap] Yellow/Red key activated switches don't glow
- In Doom.
- 22:46 Bug #1670 (Closed): [Automap] Yellow/Red key activated switches don't glow
- Linetypes 133-137, Red and Yellow key activated switches seem to be accidently missing glows on the automap.
All k... - 21:55 Revision 25cc46ef (github): Resources: Cleanup
- 21:53 Bug #566: [Resampler] Low quality sound samples play distorted
- I attach a pwad containing some sounds that Vanilla Doom can play back without issue, but they aren't played back cor...
- 21:43 Revision 66a0adf2 (github): Refactor|Resources: ResourceSystem has ownership of texture variant specs
- 21:32 Feature #1669 (Rejected): Invisibility affects player automap arrow (option)
- Pretty much what the subject states; if the player is under the effect of an Blur Artefact or Shadow Sphere, the play...
- 21:18 Revision d6cef243 (github): Renderer|FX: Working on the arrangement of flares
- Todo: Factor in the angle from the view center.
Todo: Add more flares. - 21:13 Feature #1668 (New): Support id Tech 1 map hacks with sector lightlevels outside expected [0..255] range
- The Doom map format allows sectors to have lightlevel values outside the normal 0...255 range. However, out-of-bounds...
- 16:27 Bug #1599: Double Quit sound
- vermil wrote:
> I didn't believe this was worth making a separate issue for, but it's still a mistake.
>
> There ... - 15:00 Bug #1599: Double Quit sound
- I didn't believe this was worth making a separate issue for, but it's still a mistake.
There is no prompt sound wh... - 15:10 Bug #1667 (Rejected): Player weapon sounds interrupt "dont_stop" sounds
- Player weapon sounds incorrectly cut world sounds that have the ‘dont stop’ flag in their def (i.e the Cyber Demon's ...
- 15:06 Feature #1666: [Dehacked] Support for sprite renaming
- An example of a notable new release that uses the feature of Dehacked: http://www.doomworld.com/vb/wads-mods/66113-do...
- 15:03 Feature #1666 (Closed): [Dehacked] Support for sprite renaming
- Pretty much what the subject states. Though it seems Deng team are aware of this; when a Dehacked patch that remaps s...
- 15:04 Revision 94bbf11f (github): Windows: Fix build (header inclusion order)
- 14:53 Revision 08ebfa87 (github): Merge branch 'master' into resourcesystem
- 14:52 Revision 89c3a228 (github): Homepage: Removed control panel from the engine feature summary; cleanup
- 14:25 Revision 4a41a8fb (github): Homepage|Forums|Style: Use Open Sans for all text
- 14:13 Revision a03e4d99 (github): Homepage|Style: Target DPI is device DPI
- 13:57 Revision 3743991f (github): Homepage|Style: Use Open Sans for all text
- 12:55 Revision 8301181d (github): Renderer|FX: Adding multiple flares, determining mirroring in shader
- It is quite trivial to do flare mirroring after projection.
- 12:12 Revision cee903fd (github): Fixed: Benign compiler warning (init order)
- 12:10 Revision 9346404e (github): Fixed|Updater: Downloading files from SourceForge
- Apparently SourceForge now requires that the User-Agent is specified
in the GET request. - 12:10 Revision 7867443b (github): Fixed|Updater: Notification has an overly large shadow
- 12:09 Revision 434c03fe (github): Fixed|Updater: Downloading files from SourceForge
- Apparently SourceForge now requires that the User-Agent is specified
in the GET request. - 12:01 Revision d3371dd9 (github): Fixed|Updater: Notification has an overly large shadow
- 11:48 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> Another approach would be to make the angle clipper aware of the eye position offsets
This woul... - 09:54 Revision c78558d1 (github): UI|Client: Use kd-tree allocator in root widget’s atlas
- 09:32 Revision 532bd753 (github): Fixed|Builder|Ubuntu: libncurses-dev is required for building
- 08:59 Revision ad621c34 (github): Builder|Ubuntu: Create a separate source package for Saucy
- The package version contains a distribution-specific part so
that they may coexist in the PPA.
2013-11-24
- 20:51 Feature #1636: Support for Oculus Rift
- I just found another bug: Sequentially activating "rend-vr-mode 13", followed by "rend-vr-mode 9" results in an asser...
- 20:42 Feature #1636: Support for Oculus Rift
- I'm still struggling a bit with the Mac build system. The good news is that I can build the Doomsday app in Qt Creato...
- 17:49 Feature #1636: Support for Oculus Rift
- danij wrote:
> I've just been trying out the vr modes. With mode 9 I'm noticing thin gaps in the map geometry when t... - 20:40 Revision 8fc7743b (github): Renderer|FX: Use the KD-tree allocator for flare atlas
- The more sophisticated algorithm allows the images to fit into a
smaller space. - 20:29 Revision 08626690 (github): libgui: Added KdTreeAtlasAllocator
- KdTreeAtlasAllocator uses a 2D BSP tree to allocate space from an
atlas. Optimization is done by allocating the bigge...
2013-11-23
- 18:14 Revision 78142e78 (github): Renderer|FX: Added a basic set of lens flare textures
- 18:14 Revision 07f95ae6 (github): Client|LogWidget: Avoid a race condition in the log sink
- It was possible that when entries are added into the MemoryLogSink,
there was a situation where an invalid index was ... - 11:10 Revision 3b94d3af (github): Merge branch 'master' into resourcesystem
- Conflicts:
doomsday/client/src/clientapp.cpp
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::...
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