Activity
From 2013-11-14 to 2013-11-27
2013-11-26
- 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...
- 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...
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... - 21:53 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...
- 21:32 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...
- 21:13 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...
- 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...
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...
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...
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...
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... - 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...
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?
... - 04:49 Feature #1636: Support for Oculus Rift
- One compiler error I get on Linux (Ubuntu 12.04):...
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
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...
- 11:07 Bug #1664 (Closed): Modal UI dialogs "flash" to indicate required input when pressing the shift key
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...
- 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...
- 11:08 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.
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