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From 2013-11-24 to 2013-12-07

2013-12-07

22:39 Revision 2c29bd04 (github): Fixed|Stereo 3D: Warning about double to float conversion
skyjake
22:39 Revision 0a9016ab (github): Windows|Fixed|libgui: Initial GLInfo and entrypoints setup
First get entrypoints, then query extensions. skyjake
21:51 Revision 1157709d (github): Windows|Fixed: Various build errors (missing exports, name conflicts)
skyjake
16:54 Revision ba87e9c8 (github): Fixed|OS X|qmake: Library directory for libintl
skyjake
16:30 Revision 84312e98 (github): Fixed|X11: Fetching OpenGL entrypoints (wrong name)
skyjake
14:26 Revision 917ea1f9 (github): EntityDatabase|World: Throw an error if an expected map entity property value is missing
Occurred when attempting to load a "DOOM in Hexen" format map in DOOM. danij
14:21 Revision 73e2e8c0 (github): Sprite|Resources: Added support for sprites with 16 view angle rotations
Emulate ZDoom's sprite frame rotation naming extension and duplication
behavior to support sprites with up to 16 disc...
danij
12:33 Revision 8b6f020d (github): libgui: Clear GLFramebuffer when inited/resized
Canvas will always use GLFramebuffer as the framebuffer. skyjake
10:58 Revision e8e50216 (github): Fixed|Refactor|Renderer: Use GLState for color mask, fixed drawing issues
Addressed GL state and drawing issues with various combinations of
FSAA, VR mode, and postfx.
skyjake
10:55 Revision bab850fd (github): libgui|GLState: Added color mask
skyjake
06:06 Revision 6ccfbfd0 (github): ResourceSystem|Optimize: Store temporary auto-generated SpriteDefs in a QHash; cleanup
Previously an in-place O(n) algorithm was used to ensure only one
sprite definition is generated for a given name.
danij
02:37 Revision 6e9d0136 (github): Refactor|ResourceSystem: Moved mobj visualization resource selection out of ResourceSystem
Sprite and model selection logic is now handled by Mobj_Sprite() and
Mobj_ModelDef() respectively. Sprite radius calc...
danij

2013-12-06

19:30 Revision 6fc7c869 (github): libgui|GL: Perform multisampling with renderbuffers
With OpenGL 2.1, the only way to render into a texture with
multisampling is to use OpenGL extensions.
GLFramebuffer...
skyjake
17:48 Revision 74de24ca (github): ResourceSystem: Cleanup prepared GL texture release
danij
17:17 Revision 920c7600 (github): Texture|Resources: Ensure any prepared GL texture is released on Texture::Variant deletion
danij
16:55 Revision b15406e8 (github): ResourceSystem: Always respect the cacheGroups argument when caching materials
danij
13:46 Revision f5c5bb2b (github): ResourceSystem: Cleaned up the material cache queue
danij
09:40 Revision 297df8c3 (github): Fixed|OS X|qmake: Library directory for libintl
skyjake

2013-12-05

21:16 Revision 3ad58ed6 (github): libdeng2|Observers: Allow using Loop from a const object
skyjake
21:15 Revision 613aa0a2 (github): Fixed|UI|Client: Drawing game content for transition frame
skyjake
20:50 Revision 06127468 (github): libgui|Canvas: Initialize GLInfo
skyjake
18:52 Feature #1677 (New): Square particle shape (option, as alternative to round particles)
The default shape for particles in Dday is a circle.
However, if users turn off OpenGL filtering, that circular sh...
vermil
18:26 Revision 17072444 (github): Refactor|GL|Client: Use libgui’s GLInfo instead of sys_opengl
Available extensions and OpenGL limits come now from libgui.
Also cleaned up old/dead code from sys_opengl.
skyjake
18:26 Revision 8065cbfd (github): libdeng2: Added ceilPow2
skyjake
18:26 Revision a72cef7f (github): libgui: Added GLInfo, moved extensions and limits from client
Moved/improved old code from sys_opengl for checking OpenGL
extensions.
Extensions are now referred to by their offi...
skyjake
17:26 Feature #1676 (Closed): FluidSynth for Windows
Just wanted to get this into the tracker, as right now there is no support for .sf2 soundfonts in Windows builds of D... sonicdoommario

2013-12-04

20:35 Revision ab174623 (github): libgui|Canvas: Print supported OpenGL version to log
The information comes from Qt. skyjake
20:19 Feature #1675 (Closed): Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
Use QOpenGLFunctions to select a particular OpenGL version (3.3).
Qt 5.4 introduces new OpenGL classes for modern ...
skyjake
17:54 Revision bef2c51a (github): UI|Client|Stereo 3D: BusyWidget shouldn’t be among the composited widgets
In Oculus Rift mode, the UI compositor is scaled down. If the busy
widget is also included in the compositor, it mean...
skyjake
16:52 Revision 701789ec (github): ResourceSystem: Return interned texture specs by const pointer/reference
Also added a convenience header for Sprite. danij
15:37 Revision ead1ecd4 (github): ResourceSystem: Improved material and texture search APIs
danij
15:20 Revision f78ac1e7 (github): Resources: Cleanup
danij
15:13 Revision 69de1399 (github): ResourceSystem: Cleanup texture search API
danij
14:25 Revision 13bb407b (github): Resources: Cleanup
danij
14:14 Revision 97f5de3d (github): ResourceSystem: Cleanup material search API
danij
13:33 Revision 5140981e (github): ResourceSystem: Model and ModelDef searches return references
danij
08:47 Revision 7cb37862 (github): OS X|FluidSynth: Bundle the latest found version of gettext
skyjake
08:41 Revision 0c7ffe41 (github): Fixed|UI|libdeng2|Stereo 3D: Allow enabling UI composition during busy mode
Fixes an issue where the display would remain black after launching
straight into a map with -g and -warp options.
A...
skyjake
08:29 Revision 910ac37b (github): Fixed|UI|Client: Handle sidebar in the UI compositor update
When the compositor is enabled or disabled, all the relevant widgets
must be moved to the correct parent.
skyjake
08:19 Revision dcb6687b (github): Fixed|Renderer|FX: Update GL viewports for post-processing shader
Fixes the problem where the sidebar editor would cause the view to
appear squished.
skyjake
07:59 Revision 1f4a458c (github): OS X|FluidSynth: Bundle the latest found version of gettext
skyjake

2013-12-03

21:16 Revision ebe89dca (github): Renderer|FX: Added API and todos for light source visibility marking
skyjake
21:15 Revision be28e9ec (github): Renderer|FX: Disabled the test light
skyjake
20:53 Revision 8d5c1582 (github): UI|Client: Use GLFramebuffer when rendering busy transition frame
skyjake
14:22 Revision 278dde17 (github): Refactor|Renderer|libgui: Added GLTarget::AlternativeBuffer
This is a utility for temporarily switching to an alternative
attachment.
skyjake
09:40 Revision c9853952 (github): Refactor|Model: Cleanup
danij
08:57 Revision 9e012a9e (github): Renderer|Models: Use an alternative depth buffer for 3D psprites
It is unacceptable to clear the depth buffer for 3D psprites as that
would remove the depth information required for ...
skyjake
08:00 Revision 3b665127 (github): Merge branch 'master' into gl2-lensflare
skyjake
07:37 Revision 4a355182 (github): Refactor|Renderer|FX: Use GLFramebuffer for post-processing
GLFramebuffer handles the required depth/stencil texture. skyjake
06:12 Revision 7375ae79 (github): Renderer|Client: Cleanup
danij
05:55 Revision 789816ac (github): Resources: Removed resource/models.cpp; renamed resource/models.h
Also added a convenience header for ModelDef. danij
05:31 Revision 4e590672 (github): Model: Fix model aspect-correct scaling; cleanup
All shared global resource instances are now owned by ResourceSystem.
Everything appears to be working as expected. A...
danij
04:08 Revision 640b178d (github): Refactor|Model: Cleanup
danij
03:46 Revision 380c111e (github): Refactor|Model: Integrated model resource file loading more deeply
danij
03:17 Revision 01fa7a27 (github): Refactor|Resources: Use ResourceSystem to locate model resources
Now builds without error. Testing begins... danij
03:02 Revision ecc52f01 (github): Refactor|Resources: Moved model resource loading into Model
danij
01:42 Revision cefb9ad7 (github): Refactor|Resources: Began relocation of model resources into ResourceSystem
Note this is very much a wip and does not build yet. danij
00:43 Revision 49281b5a (github): Refactor|Resources: Preparing to move the model collection into ResourceSystem
danij
00:08 Revision 7356734c (github): Refactor: Renamed gl/gl_model.h/cpp as resource/model.h/cpp respectively
A "Model" is more of a resource than a GL-domain component. Such a
resource may be contain GL components (e.g., prepa...
danij

2013-12-02

23:52 Revision b784a532 (github): Renderer: Cleanup
danij
23:13 Revision d29855e2 (github): Renderer|Model: Cleanup
danij
22:46 Revision bc247604 (github): Typo
danij
22:30 Revision 29583345 (github): libdeng2: Added template de::lerp()
danij
22:00 Revision 0bcf6737 (github): Model|Resources: Internal Model API improvements; cleanup
danij
20:44 Revision 5754d7fb (github): Refactor|Stereo 3D: Use GLFramebuffer for unwarped Oculus Rift frame buffer
skyjake
20:34 Revision dac0db66 (github): Refactor|libgui: Added GLFramebuffer
GLFramebuffer handles color/depth/stencil buffers, provides
access to the buffer textures, and does buffer swaps.
To...
skyjake
16:09 Revision c89604c7 (github): Refactor|GL|libgui: Renamed GLState::top() to GLState::current()
“top” and “pop” are too easy to confuse. skyjake
14:59 Revision 90f87a9c (github): Renderer|FX: Apply active rectangle correctly when checking depth values
skyjake

2013-12-01

16:39 Revision e962b623 (github): Model|Resources: Cleanup (method name consistency)
danij
15:53 Revision 6f4976c1 (github): Refactor|Resources: Cleaned up internal API to the model resource collection
danij
15:13 Revision 98f69b00 (github): Resources: Cleanup
danij
14:10 Revision 99ce12b0 (github): Model|Resources: Removed fixed limit Model::MAX_LODS
danij
11:29 Revision 7951b900 (github): Resources: Cleanup/typos
danij
10:25 Revision 31eb8684 (github): Refactor|Resources: Completed initial C++ translation of model_t
danij

2013-11-30

22:19 Bug #1674 (Rejected): I FOLLOWED ROME.RO s guide to play the DENGINE ... BUT THE KEYSTROKES ON MACOS ARE FAILURING THE EXPERIENCE..
Please post this on the user / technical support forums: http://dengine.net/forums/viewforum.php?f=7 skyjake
22:09 Bug #1674 (Rejected): I FOLLOWED ROME.RO s guide to play the DENGINE ... BUT THE KEYSTROKES ON MACOS ARE FAILURING THE EXPERIENCE..
http://planetromero.com/2013/11/doomsday-1-12-server-setup
i forward to de-ngine.
selftroll!
i g...
rm1911
20:22 Feature #1342: Alpha/Beta/Prerelease support?
Apologies if the below comes across and rude and/or presumptuous, not to mention it's hardly 'technical' in nature. I... vermil

2013-11-29

21:21 Revision 636a390d (github): Cleanup
skyjake
20:44 Revision c7f5e3e8 (github): Refactor|Stereo 3D: Use a depth/stencil texture for Oculus Rift
This allows lens flare occlusion to work in VR mode 9. skyjake
17:02 Revision ac0c06ea (github): Renderer|FX|libgui: Apply target’s active rectangle when accessing depth values
The shader has no visibility to the used GL viewport, so we must
do the transformation manually.
skyjake
16:32 Revision 6b523f73 (github): Refactor|libgui|GLTarget: Allow querying the attached depth texture
The view may be rendered to any target, so there must be a way to
access the currently used depth texture.
skyjake
13:56 Revision 9ae5d689 (github): Refactor|libgui|GLTexture: Use GLPixelFormat
skyjake
13:55 Revision af04668e (github): Refactor|libgui|Image: Use GLPixelFormat
skyjake
13:54 Revision 4696bf0f (github): libgui: Added GLPixelFormat (replaces Image::GLFormat)
skyjake
12:36 Revision 2553dc27 (github): Renderer|FX: Check 5 depth points for partial occlusion of a light
Could be improved further with resolution independence, and/or
taking into account the radius of the light source.
skyjake
12:01 Revision 4969d46c (github): Renderer|FX: Use depth buffer to occlude lens flares
Work in progress… skyjake
12:00 Revision cb6fd6cb (github): libgui|Canvas: Working on manual frame buffer mode
Canvas needs to support rendering depth values to a texture.
To accomplish this, the FBO must be configured with suit...
skyjake
11:57 Revision 896208ef (github): libgui|GLState|GLUniform: Prepare for deletion of assets
GLState must be aware that a render target might be deleted while
it is the current target.
GLUniform must be aware ...
skyjake
11:56 Revision 70ac79b0 (github): libgui|GLTexture: Setting up a depth+stencil texture
skyjake
11:55 Revision 46dbad40 (github): libgui|GLTarget: Reconfiguring an existing GLTarget instance
skyjake
09:09 Revision bf6f5e16 (github): Merge branch 'master' into resourcesystem
danij
09:03 Revision 60a8fa24 (github): Fixed|Renderer: BspLeaf::MissingClusterError drawing a particle model
Particle models are drawn from the interpolated origin, which, may
lie in a degenerate BSP leaf even though the actua...
danij
07:55 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> I went a bit further, and started updating the global variable vOrigin[]
That's good. vOrigin is...
skyjake
00:04 Feature #1636: Support for Oculus Rift
h1. Crosshair refinement questions
* In Rift mode, some crosshair details are missing, presumably because the cros...
cmbruns

2013-11-28

20:29 Feature #1636: Support for Oculus Rift
Is greyscale rendering possible?
I recently got a request to implement greyscale anaglyph 3D modes in GZ3Doom. Thi...
cmbruns
20:21 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
17:12 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred
It's easy to move issues between projects, so I've deleted the reposted one (1673). skyjake
15:44 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred
I've reposted this in the correct tracker now :) vermil
16:48 Revision 23a7552b (github): Renderer|FX|libgui: Working on accessing the depth buffer from a shader
skyjake
16:48 Revision 57f2860b (github): Fixed: Abnormal shutdown causes a crash when setting up busy mode
During an abnormal shutdown, we shouldn’t allow busy mode at all.
Also, if all windows are closed, it means GL needs ...
skyjake
08:46 Revision 8727a454 (github): Renderer|FX: Revised “star” flare iamge
skyjake
00:14 Feature #1594: [Audio] Default number of sound channels should be "max"
To follow up on this; I personally am not aware of any mod that relied on Vanilla Doom's limit (8) or Doomsday's curr... vermil

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
 

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