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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. vermil
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...
vermil
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... vermil
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... vermil
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... vermil
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 ...
sonicdoommario
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...
vermil
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 ... vermil
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... vermil
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... vermil
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...
skyjake

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... cmbruns
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... cmbruns
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...
cmbruns

2013-11-22

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... danij

2013-11-21

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... skyjake

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
 

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