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From 2013-11-14 to 2013-11-27

2013-11-27

21:01 Revision 899f7d37 (github): Renderer|FX: Revised the “burst” flare image, improved arrangement
skyjake
18:56 Revision 4c4e2cbf (github): Merge branch 'master' into resourcesystem
danij
18:54 Revision 4bd53340 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
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...
danij
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...
danij
12:41 Revision 4896f55d (github): Merge branch 'master' into low-latency-input
skyjake
12:39 Revision c8ea88ee (github): Merge branch 'master' into gl2-lensflare
skyjake
12:37 Revision 96531777 (github): Renderer|FX: Individual flare colors
skyjake
10:48 Revision 9d58223e (github): Renderer|FX: Using the “testlight” command to adjust test light params
skyjake

2013-11-26

20:42 Revision fe0393d2 (github): Cleanup
skyjake
20:38 Revision 545a5dfa (github): Renderer|FX: Working on lens flare arrangement; added angle condition
skyjake
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.
skyjake
14:38 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred
Whoops wrong tracker :p vermil
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 ...
vermil
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... vermil
12:37 Revision 13f1fcc1 (github): Refactor|Resources: ResourceSystem has direct ownership of material resource schemes
TODO: Cleanup danij
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. skyjake
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... skyjake
11:26 Feature #1669: Invisibility affects player automap arrow (option)
Interesting; the automap arrow doesn't change colour in 1.9 in Dosbox. vermil
10:19 Feature #1669: Invisibility affects player automap arrow (option)
The automap apes vanilla:
linuxdoom-1.10 source, am_map.c line 1242...
danij
09:46 Revision d2e48841 (github): Refactor|Resources|Client: ResourceSystem has direct ownership of font resource schemes
TODO: Cleanup danij
07:34 Revision 5eaed479 (github): Refactor|Resources: ResourceSystem has direct ownership of texture resource schemes
TODO: Cleanup danij

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
21:55 Revision 25cc46ef (github): Resources: Cleanup
danij
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
21:43 Revision 66a0adf2 (github): Refactor|Resources: ResourceSystem has ownership of texture variant specs
danij
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
21:18 Revision d6cef243 (github): Renderer|FX: Working on the arrangement of flares
Todo: Factor in the angle from the view center.
Todo: Add more flares.
skyjake
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
15:04 Revision 94bbf11f (github): Windows: Fix build (header inclusion order)
danij
14:53 Revision 08ebfa87 (github): Merge branch 'master' into resourcesystem
danij
14:52 Revision 89c3a228 (github): Homepage: Removed control panel from the engine feature summary; cleanup
danij
14:25 Revision 4a41a8fb (github): Homepage|Forums|Style: Use Open Sans for all text
danij
14:13 Revision a03e4d99 (github): Homepage|Style: Target DPI is device DPI
danij
13:57 Revision 3743991f (github): Homepage|Style: Use Open Sans for all text
danij
12:55 Revision 8301181d (github): Renderer|FX: Adding multiple flares, determining mirroring in shader
It is quite trivial to do flare mirroring after projection. skyjake
12:12 Revision cee903fd (github): Fixed: Benign compiler warning (init order)
skyjake
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.
skyjake
12:10 Revision 7867443b (github): Fixed|Updater: Notification has an overly large shadow
skyjake
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.
skyjake
12:01 Revision d3371dd9 (github): Fixed|Updater: Notification has an overly large shadow
skyjake
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
09:54 Revision c78558d1 (github): UI|Client: Use kd-tree allocator in root widget’s atlas
skyjake
09:32 Revision 532bd753 (github): Fixed|Builder|Ubuntu: libncurses-dev is required for building
skyjake
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.
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
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.
skyjake
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...
skyjake

2013-11-23

18:14 Revision 78142e78 (github): Renderer|FX: Added a basic set of lens flare textures
skyjake
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 ...
skyjake
11:10 Revision 3b94d3af (github): Merge branch 'master' into resourcesystem
Conflicts:
doomsday/client/src/clientapp.cpp
danij

2013-11-22

18:56 Revision 6d623c0b (github): libdeng2|Bank: Print a wait time only if item had to be waited on
skyjake
17:57 Revision 34b52038 (github): Merge branch 'master' into gl2-lensflare
skyjake
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...
skyjake
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.
skyjake
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...
skyjake
14:18 Revision 46958aa0 (github): Cleanup
skyjake
13:42 Revision 04d2777f (github): Cleanup
skyjake
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.
skyjake
13:40 Revision bb0af825 (github): libdeng2|Widgets: Added method for querying RuleRectangle’s size in integer
skyjake
09:49 Revision 73d1db24 (github): UI|Client: Further adjusted shadow of ProgressWidget text
Better results could be produced using a shadow shader. skyjake
09:48 Revision d3c33e14 (github): Debug|libdeng2|Log: Added assert for possible out-of-range list access
skyjake
08:57 Revision cea76872 (github): Fixed|Builder: Unicode in commit author fields
skyjake
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
01:46 Revision f04871d4 (github): Windows: Fixed build (windows.h include order)
danij

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
danij
20:45 Revision eba29697 (github): Merge branch 'master' into gl2-lensflare
skyjake
20:39 Revision c9da4dbc (github): Refactor|Client: Renamed ContentTransform to WindowTransform
skyjake
18:28 Revision 0d221e5d (github): Merge branch 'master' into low-latency-input
skyjake
18:25 Revision 7ab8002d (github): Merge branch 'master' into gl2-lensflare
skyjake
18:17 Revision e0b19b08 (github): Merge branch 'oculus-rift'
skyjake
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...
skyjake
18:04 Revision 1e739771 (github): UI|Client: Adjusted shadow of ProgressWidget text
skyjake
17:35 Revision 198854a2 (github): Refactor|Resources: Continued remodeling texture variant specifications
Renamed as TextureVariantSpec and removed an unnecessary internal
abstraction.
danij
16:33 Revision 941bd26e (github): Refactor|Resources: Began remodeling texture variant specification management
Completed initial C++ translation. danij
14:43 Revision fbb29888 (github): Refactor|GL: Cleanup
danij
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, ...
danij
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
12:59 Revision 25043b81 (github): Refactor|GL: Continued splitting up gl_texmanager.h/cpp
danij
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...
danij
12:03 Revision 7dcdc50c (github): Refactor|GL: gl_texmanager.h no longer depends on sys_opengl.h
danij
11:46 Revision ec70eba8 (github): Refactor|Client: Continued splitting up gl_texmanager.h/cpp
danij
11:04 Revision 5b82e143 (github): Refactor: Moved all GL_*ForVariantSpec functions to texturevariantspec.h
danij
11:02 Revision 237f13b8 (github): Merge branch 'oculus-rift' into gl2-lensflare
skyjake
10:53 Revision 3a9bb66c (github): Unix|qmake: Using ccache with gcc
The previous options were only suitable for clang. skyjake
10:52 Revision 8f05c541 (github): Unix|qmake: Using ccache with gcc
The previous options were only suitable for clang. skyjake
10:05 Revision 2f894c5a (github): Refactor: Moved most image loading logics to image.h/cpp
danij
09:40 Revision e32c841d (github): Began unraveling gl/gl_texmanager.h dependencies
danij
09:14 Revision 9d374c7b (github): libdeng2|Log: Use (v) to identify verbose messages
skyjake
09:02 Revision 2ac6c21b (github): UI|Client: Added shadow behind ProgressWidget’s text
Make it more readable on light backgrounds. skyjake
09:01 Revision 8bf0a1fd (github): Renderer: Cleanup
danij
08:48 Revision 4079b953 (github): Merge branch 'master' into resourcesystem
danij
08:46 Revision 5766fae0 (github): Merge branch 'master' into oculus-rift
skyjake
08:46 Revision d96c7dbc (github): Merge branch 'oculus-rift' into low-latency-input
skyjake
08:45 Revision 50adc0f5 (github): Merge branch 'oculus-rift' into gl2-lensflare
Conflicts:
doomsday/libgui/include/de/gui/opengl.h
skyjake
08:43 Revision 94f58d57 (github): Unix|qmake: Added build option for using ccache
“deng_ccache” now makes the build use ccache for faster compilation. skyjake
08:43 Revision af748260 (github): Unix|qmake: Added build option for using ccache
“deng_ccache” now makes the build use ccache for faster compilation. skyjake
08:35 Revision d316c7af (github): Renderer|Billboard: Cleanup
danij
08:14 Revision 53a82af4 (github): Refactor|Renderer: Moved billboard drawing parameter structs to billboard.h
danij
08:06 Revision 2a120a35 (github): UI|Client: Tweaked appearance of ProgressWidget
skyjake
08:06 Revision c3551c93 (github): Refactor|Client: Renamed GuiWidget::deleteLater()
Avoiding potential conflict with QObject::deleteLater(). skyjake
07:50 Revision 1b9c8220 (github): Renderer: Cleanup
danij
07:40 Revision 76425173 (github): Renderer|Billboard: Cleanup
danij
07:15 Revision 4a89ad15 (github): Refactor|Renderer: Relocated all code which doesn't belong in billboard.cpp/h
danij
06:32 Revision 94148dc7 (github): ResourceSystem: Cleanup
danij
06:08 Revision 4487b091 (github): Refactor: Moved logics for releasing GL textures into ResourceSystem
danij
04:44 Revision bffe4dd3 (github): Refactor|Resources: Moved Rend_CacheForMap() into ResourceSystem
danij
03:46 Revision 4cb513cc (github): Sprite|Resources: To-do comments re future Sprite improvements
danij
03:06 Revision 30adfdaf (github): Sprite|Resources: Cleanup
danij
02:37 Revision da25c636 (github): Refactor|Sprite: Provide readonly access to the Sprite view angle set
danij
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...
danij
01:56 Revision 63864cd0 (github): Refactor|ResourceSystem: Use spritenum_t where applicable
danij
01:22 Revision fe57c623 (github): ResourceSystem: Cleanup
danij
01:07 Revision e34613b7 (github): Refactor|ResourceSystem: Cleaned up access to Sprite resources
danij

2013-11-20

23:43 Revision bdebb038 (github): Sprite|Resources: Cleanup
danij
23:21 Revision 68e133d2 (github): Refactor|Sprite|Resources: Cleaned up Sprite representation somewhat
danij
21:44 Revision fd393680 (github): Refactor|Resources: Continued cleaning up Sprite resource initialization
danij
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...
skyjake
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...
skyjake
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.
skyjake
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.
skyjake
11:57 Revision d5bd255c (github): Cleanup
skyjake
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
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.
skyjake
08:34 Revision 2a396b45 (github): Merge branch 'oculus-rift' of ssh://github.com/skyjake/Doomsday-Engine into oculus-rift
skyjake
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 ...
skyjake
08:24 Revision ac066db1 (github): Merge pull request #9 from cmbruns/oculus-rift
Oculus rift skyjake
03:59 Revision 493b5405 (github): Rift working on Linux (but it segfaults when leaving rift mode)
cmbruns
00:49 Revision 411ce5a7 (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
cmbruns
00:46 Revision 5b38f52a (github): Better comment
cmbruns

2013-11-19

23:36 Revision e846b9b2 (github): Refactor|Resources: Renamed resource/sprites.h; cleanup
danij
21:56 Revision e32f4be2 (github): Refactor|Resources: Moved sprites to ResourceSystem
danij
18:40 Revision e00f4f16 (github): Merge branch 'oculus-rift' of ssh://github.com/skyjake/Doomsday-Engine into oculus-rift
skyjake
18:35 Revision 841c23bb (github): Fixed|libgui|Windows: Missing exports
skyjake
17:57 Revision 88bacf61 (github): Merge branch 'oculus-rift' of ssh://Architecture.local/Users/jaakko/Projects/deng into oculus-rift
skyjake
11:49 Revision a0a3c517 (github): Fixed|Windows|Client|GL: Order of includes
skyjake
10:52 Revision 8d66a20a (github): Merge branch 'oculus-rift' of github.com:skyjake/Doomsday-Engine into oculus-rift
skyjake
10:46 Revision 1d7f146a (github): Cleanup: SDL is no longer needed (except for joystick and SDL_mixer)
skyjake
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...
skyjake
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
08:02 Revision e2b65aea (github): Fixed|qmake: Warning about missing header files
The convenience headers DrawList(s) were not using the correct case. skyjake
04:24 Revision 88e221ee (github): Avoid confusing segfault in Ubuntu linux
cmbruns
03:34 Revision e604bb1d (github): Merge branch 'master' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
cmbruns

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...
skyjake
21:04 Revision b090591d (github): UI|Client: Buttons and line editors can be disabled
skyjake
21:03 Revision a0559b5f (github): Refactor|libdeng2|Widgets: Checking for behavior flags in ancestors
Both the ‘Hidden’ and ‘Disabled’ flags are inherited from parents. skyjake
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...
skyjake
18:23 Revision 45e1ae85 (github): Merge branch 'oculus-rift' of github.com:skyjake/Doomsday-Engine into low-latency-input
skyjake
18:17 Revision 2c0c73c5 (github): Merge branch 'master' into oculus-rift
skyjake
18:16 Revision e2b089ea (github): Renderer|FX|LensFlares: Drawing a white quad
Next: texturing. skyjake
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
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...
skyjake
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.
skyjake
15:59 Revision 314e57a2 (github): Renderer|FX: Added missing model-view transformation in fx::LensFlares
Duh, the projection alone isn’t enough… skyjake
15:55 Revision d8c8b73b (github): Merge branch 'oculus-rift' of github.com:skyjake/Doomsday-Engine into oculus-rift
skyjake
14:07 Revision 12441fc2 (github): Refactor|Resources: Cleaned up Sprite resource building
danij
04:01 Revision 9176ccf2 (github): Refactor|Resources: Continued remodeling sprite resource management
danij
02:56 Revision 22cb9836 (github): Refactor|Resources: Began remodeling Sprite resource management
danij

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.
skyjake
22:23 Revision 15de061b (github): Renderer|FX: Added a convenience method for accessing GLShaderBank
skyjake
22:22 Revision 9f99a1a0 (github): Refactor|GL: Moved 3D projection matrix to its own function
skyjake
22:21 Revision 9fb12ad5 (github): libdeng2|Vector: Added a method for xzy swapping
skyjake
15:10 Revision 8e402596 (github): Console|Resources|Client: Applied rich formatting to "listmaterials" output; cleanup
danij
13:57 Revision 20a5b2ac (github): Refactor|Resources: Hide internal resource collection mechanics at API level
danij
12:36 Revision 67b00b7c (github): Console|Resources|Client: Applied rich formatting to "listtextures" output; cleanup
danij
10:33 Revision 310a45de (github): Console|Resources|Client: Applied rich formatting to "inspecttexture" output
danij
09:16 Revision 9a21921a (github): Server: Fix build (no qtgui, thus no QColor)
danij
08:54 Revision f2b01e43 (github): Console|Resources|Client: Applied rich formatting to "listfonts" output
danij
06:54 Revision 9cf72abb (github): ColorPalette: Cleanup
Also added a convenient method to convert a color from the palette
to a QColor instance.
danij
06:23 Revision be776c42 (github): Refactor|ColorPalette: Extracted ColorTableReader from ColorPalette
danij
03:35 Revision 0fd493a3 (github): Typos
danij
03:08 Revision e351b4fd (github): ResourceSystem|Client: Observe ColorPalette::ColorTableChange
When the color table changes we need to schedule texture updates. danij
02:50 Revision d8cfa8dc (github): Refactor|Resources: ResourceSystem has ownership of color palettes
danij

2013-11-16

22:26 Revision fe74d700 (github): Refactor|Resources: Began remodeling ColorPalette management
danij
09:53 Revision ed5af01d (github): Refactor|ColorPalette|Resources: Translated ColorPalette to C++
danij
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.
skyjake
06:11 Revision dffd3728 (github): Refactor|Resources: Removed 's' suffix from animgroups.cpp/h
danij
06:01 Revision 5d9c3ffd (github): ResourceSystem: Cleanup
danij
05:37 Revision ac652618 (github): Refactor|Resources: ResourceSystem has ownership of animation groups
danij
03:27 Revision ffeee152 (github): Refactor|Resources: Moved rest of r_data.cpp to api_resource.cpp; cleanup
danij
02:18 Revision 595957d4 (github): Refactor: ResourceSystem has ownership of the Materials collection
TODO: Clear the necessary resource schemes on engine reset/game load. danij
00:54 Revision c15c6b0a (github): BitmapFont|Client: Cleanup
danij
00:27 Revision 0f552c3f (github): BitmapFont|Client: Fixed inverted glyph geometry
danij
00:09 Revision aa658567 (github): Documentation|Fonts|Textures: Minor apidoc cleanup
danij

2013-11-15

23:29 Revision 407b71ad (github): FontManifest|Client: Cleanup
danij
23:17 Revision 4862b082 (github): Cleanup|Fonts|Client: Cleanup
danij
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...
danij
22:46 Revision 8df8fd3e (github): Fonts|Client: The Fonts collection now operates only with AbstractFonts
danij
22:43 Revision 59b84f28 (github): libgui|GLBuffer: Added vertex formats with more texture coordinates
skyjake
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.
danij
22:32 Revision dba57b31 (github): Cleanup
skyjake
22:23 Revision 6cd880b5 (github): Fonts|Resources|Client: Relocated API documentation to more appropriate places
danij
19:54 Revision 9ee0af2a (github): Renderer|FX: Added some API documentation
skyjake
19:53 Revision b1a0552b (github): Renderer: Added an interface for point light sources
skyjake
14:27 Revision 6964e8ad (github): Amethyst: Imported latest library files
skyjake
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. skyjake
12:14 Revision 03ce79a7 (github): Documentation|Console: Help for “postfx”
skyjake
11:48 Revision 46f4f844 (github): Renderer|FX|Console: Animation duration is optional for “postfx”
Also printing more log messages from fx::PostProcessing. skyjake
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,...
skyjake
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
11:03 Revision 10c60ab2 (github): Merge branch 'master' into resourcesystem
danij
10:59 Revision afc6483d (github): Fonts|Resources|Console: Reinstated Font resource search commands; cleanup
danij
10:26 Revision 34cedf0f (github): Refactor|FontManifest|FontScheme: Applied pimpl idiom; cleanup
danij
10:05 Revision 6978d775 (github): Refactor|Fonts|Resources|Client: Split up fonts.cpp/h; added convenience headers
danij
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.
skyjake
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.
skyjake
09:30 Revision d0f6f716 (github): Renderer|FX: Monochrome shaders for frame post-processing
“fx.post.monochrome.inverted” replicates the original Doom
invulnerability effect.
skyjake
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...
skyjake
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.
skyjake
09:26 Revision c78cf163 (github): libgui|GLProgram: Rebuilding the program forces update of uniforms
skyjake
09:19 Revision 775efc3e (github): Builder|OS X|Fixed: Detecting OS X 10.9 (log filenames)
skyjake
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...
danij
07:48 Revision 7597bcea (github): Fonts|Resources|Client: Fixed BitmapFont::glInit() and "runtime" font scheme clearing
danij
07:26 Revision bf96265b (github): Fonts|Resources|Client: Removed unnecessary dependencies
danij
07:10 Revision d0d211ac (github): Refactor|Fonts|Resources|Client: Continued remodeling Fonts collection
Now builds without error. Testing begins... danij
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... danij

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
23:32 Revision de7f9f0e (github): Debug|Map Renderer|Client: Investigating further vertex color clamping issues
danij
23:07 Revision 33fc1570 (github): Qt 4.7|Client: Fixed Qt 4.7 compatibility (no foreach with QVarLengthArray)
danij
18:21 Revision c388eadb (github): Cleanup
skyjake
18:20 Revision 5aa73869 (github): Documentation: Description of LensFx
skyjake
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...
skyjake
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. skyjake
16:00 Revision fc0dd45f (github): libgui: GLES2 preprocessor definition; colorless makeQuad
skyjake
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...
skyjake
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
11:10 Revision 191b2b7f (github): Client: Removed the “rend-info-tris” cvar
IssueID #723 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
03:37 Revision 488563ec (github): Refactor|Fonts|Resources|Client: Split up more Fonts collection logic
danij
01:53 Revision d9922a84 (github): Refactor|AbstractFont|Resources|Client: Relocated more functionality out of AbstractFont
danij
01:51 Revision 5fdd9d19 (github): Refactor|GL|Client: Updated use of GL_DrawRect()
danij
 

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