Activity
From 2013-11-14 to 2013-11-27
2013-11-27
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  21:01 Revision 899f7d37 (github): Renderer|FX: Revised the “burst” flare image, improved arrangement 
- 
  18:56 Revision 4c4e2cbf (github): Merge branch 'master' into resourcesystem 
- 
  18:54 Revision 4bd53340 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine 
- 
  18:54 Revision dde557ba (github): Homepage|Style: Added support for high-DPI displays; improved forum font scaling 
- The homepage now rescales responsively for high-DPI and the margin
 around the page is removed on smaller-display devi...
- 
  18:50 Revision 1d37aa70 (github): Homepage|Style: Added support for high-DPI displays; improved forum font scaling 
- The homepage now rescales responsively for high-DPI and the margin
 around the page is removed on smaller-display devi...
- 
  12:41 Revision 4896f55d (github): Merge branch 'master' into low-latency-input 
- 
  12:39 Revision c8ea88ee (github): Merge branch 'master' into gl2-lensflare 
- 
  12:37 Revision 96531777 (github): Renderer|FX: Individual flare colors 
- 
  10:48 Revision 9d58223e (github): Renderer|FX: Using the “testlight” command to adjust test light params 
2013-11-26
- 
  20:42 Revision fe0393d2 (github): Cleanup 
- 
  20:38 Revision 545a5dfa (github): Renderer|FX: Working on lens flare arrangement; added angle condition 
- 
  19:02 Revision ceed0534 (github): Builder|Fixed: Handle error situation counting words in a log file 
- Also, the 'saucy' builder is now instructed to make a source package
 for the PPA.
- 
  14:38 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred 
- Whoops wrong tracker :p
- 
  13:52 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred 
- Following tests, sector type 14 appears to behave identically and correctly in Vanilla Doom and Dday.
 Like 10, it ...
- 
  12:57 Bug #1671 (Rejected): Doom Sector type 10 not 'releasing' sector after action has occurred 
- In Vanilla Doom; sector type 10 blocks other triggers from affecting (or even activating it seems) the sector until i...
- 
  12:37 Revision 13f1fcc1 (github): Refactor|Resources: ResourceSystem has direct ownership of material resource schemes 
- TODO: Cleanup
- 
  11:52 Bug #566: [Resampler] Low quality sound samples play distorted 
- Thanks for the WAD, I'll give it a try at the next suitable time for this type of work.
- 
  11:49 Feature #1669: Invisibility affects player automap arrow (option) 
- Since this appears to be a purposeful feature of linuxdoom, I'm converting this to a vanilla compatibility feature re...
- 
  11:26 Feature #1669: Invisibility affects player automap arrow (option) 
- Interesting; the automap arrow doesn't change colour in 1.9 in Dosbox.
- 
  10:19 Feature #1669: Invisibility affects player automap arrow (option) 
- The automap apes vanilla:
 linuxdoom-1.10 source, am_map.c line 1242...
- 
  09:46 Revision d2e48841 (github): Refactor|Resources|Client: ResourceSystem has direct ownership of font resource schemes 
- TODO: Cleanup
- 
  07:34 Revision 5eaed479 (github): Refactor|Resources: ResourceSystem has direct ownership of texture resource schemes 
- TODO: Cleanup
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...
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  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...
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  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 ...
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  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...
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  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...
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  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 
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  14:25 Revision 4a41a8fb (github): Homepage|Forums|Style: Use Open Sans for all text 
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  14:13 Revision a03e4d99 (github): Homepage|Style: Target DPI is device DPI 
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  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 
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  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.
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  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
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  18:14 Revision 78142e78 (github): Renderer|FX: Added a basic set of lens flare textures 
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  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...
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  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.
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  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 
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  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 
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  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 
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  13:57 Revision 20a5b2ac (github): Refactor|Resources: Hide internal resource collection mechanics at API level 
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  12:36 Revision 67b00b7c (github): Console|Resources|Client: Applied rich formatting to "listtextures" output; cleanup 
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  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
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  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.
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  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 
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  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 
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  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
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  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 
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  22:43 Revision 59b84f28 (github): libgui|GLBuffer: Added vertex formats with more texture coordinates 
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  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 
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  22:23 Revision 6cd880b5 (github): Fonts|Resources|Client: Relocated API documentation to more appropriate places 
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  19:54 Revision 9ee0af2a (github): Renderer|FX: Added some API documentation 
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  19:53 Revision b1a0552b (github): Renderer: Added an interface for point light sources 
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  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.
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  12:14 Revision 03ce79a7 (github): Documentation|Console: Help for “postfx” 
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  11:48 Revision 46f4f844 (github): Renderer|FX|Console: Animation duration is optional for “postfx” 
- Also printing more log messages from fx::PostProcessing.
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  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,...
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  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...
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  11:07 Bug #1664 (Closed): Modal UI dialogs "flash" to indicate required input when pressing the shift key 
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  11:03 Revision 10c60ab2 (github): Merge branch 'master' into resourcesystem 
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  10:59 Revision afc6483d (github): Fonts|Resources|Console: Reinstated Font resource search commands; cleanup 
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  10:26 Revision 34cedf0f (github): Refactor|FontManifest|FontScheme: Applied pimpl idiom; cleanup 
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  10:05 Revision 6978d775 (github): Refactor|Fonts|Resources|Client: Split up fonts.cpp/h; added convenience headers 
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  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.
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  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.
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  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...
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  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.
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  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) 
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  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...
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  07:48 Revision 7597bcea (github): Fonts|Resources|Client: Fixed BitmapFont::glInit() and "runtime" font scheme clearing 
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  07:26 Revision bf96265b (github): Fonts|Resources|Client: Removed unnecessary dependencies 
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  07:10 Revision d0d211ac (github): Refactor|Fonts|Resources|Client: Continued remodeling Fonts collection 
- Now builds without error. Testing begins...
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  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
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  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 
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  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...
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  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 
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  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...
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  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
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  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...
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  09:25 Feature #1654 (Closed): [VR] Displaying the 2D UI within a 3D view 
- Crosshair moved to the game's HUD layer.
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  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 
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  01:51 Revision 5fdd9d19 (github): Refactor|GL|Client: Updated use of GL_DrawRect() 
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