Activity
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
- 22:39 Revision 0a9016ab (github): Windows|Fixed|libgui: Initial GLInfo and entrypoints setup
- First get entrypoints, then query extensions.
- 21:51 Revision 1157709d (github): Windows|Fixed: Various build errors (missing exports, name conflicts)
- 16:54 Revision ba87e9c8 (github): Fixed|OS X|qmake: Library directory for libintl
- 16:30 Revision 84312e98 (github): Fixed|X11: Fetching OpenGL entrypoints (wrong name)
- 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.
- 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... - 12:33 Revision 8b6f020d (github): libgui: Clear GLFramebuffer when inited/resized
- Canvas will always use GLFramebuffer as the framebuffer.
- 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. - 10:55 Revision bab850fd (github): libgui|GLState: Added color mask
- 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. - 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...
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... - 17:48 Revision 74de24ca (github): ResourceSystem: Cleanup prepared GL texture release
- 17:17 Revision 920c7600 (github): Texture|Resources: Ensure any prepared GL texture is released on Texture::Variant deletion
- 16:55 Revision b15406e8 (github): ResourceSystem: Always respect the cacheGroups argument when caching materials
- 13:46 Revision f5c5bb2b (github): ResourceSystem: Cleaned up the material cache queue
- 09:40 Revision 297df8c3 (github): Fixed|OS X|qmake: Library directory for libintl
2013-12-05
- 21:16 Revision 3ad58ed6 (github): libdeng2|Observers: Allow using Loop from a const object
- 21:15 Revision 613aa0a2 (github): Fixed|UI|Client: Drawing game content for transition frame
- 20:50 Revision 06127468 (github): libgui|Canvas: Initialize GLInfo
- 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... - 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. - 18:26 Revision 8065cbfd (github): libdeng2: Added ceilPow2
- 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... - 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...
2013-12-04
- 20:35 Revision ab174623 (github): libgui|Canvas: Print supported OpenGL version to log
- The information comes from Qt.
- 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 ... - 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... - 16:52 Revision 701789ec (github): ResourceSystem: Return interned texture specs by const pointer/reference
- Also added a convenience header for Sprite.
- 15:37 Revision ead1ecd4 (github): ResourceSystem: Improved material and texture search APIs
- 15:20 Revision f78ac1e7 (github): Resources: Cleanup
- 15:13 Revision 69de1399 (github): ResourceSystem: Cleanup texture search API
- 14:25 Revision 13bb407b (github): Resources: Cleanup
- 14:14 Revision 97f5de3d (github): ResourceSystem: Cleanup material search API
- 13:33 Revision 5140981e (github): ResourceSystem: Model and ModelDef searches return references
- 08:47 Revision 7cb37862 (github): OS X|FluidSynth: Bundle the latest found version of gettext
- 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... - 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. - 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. - 07:59 Revision 1f4a458c (github): OS X|FluidSynth: Bundle the latest found version of gettext
2013-12-03
- 21:16 Revision ebe89dca (github): Renderer|FX: Added API and todos for light source visibility marking
- 21:15 Revision be28e9ec (github): Renderer|FX: Disabled the test light
- 20:53 Revision 8d5c1582 (github): UI|Client: Use GLFramebuffer when rendering busy transition frame
- 14:22 Revision 278dde17 (github): Refactor|Renderer|libgui: Added GLTarget::AlternativeBuffer
- This is a utility for temporarily switching to an alternative
attachment. - 09:40 Revision c9853952 (github): Refactor|Model: Cleanup
- 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 ... - 08:00 Revision 3b665127 (github): Merge branch 'master' into gl2-lensflare
- 07:37 Revision 4a355182 (github): Refactor|Renderer|FX: Use GLFramebuffer for post-processing
- GLFramebuffer handles the required depth/stencil texture.
- 06:12 Revision 7375ae79 (github): Renderer|Client: Cleanup
- 05:55 Revision 789816ac (github): Resources: Removed resource/models.cpp; renamed resource/models.h
- Also added a convenience header for ModelDef.
- 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... - 04:08 Revision 640b178d (github): Refactor|Model: Cleanup
- 03:46 Revision 380c111e (github): Refactor|Model: Integrated model resource file loading more deeply
- 03:17 Revision 01fa7a27 (github): Refactor|Resources: Use ResourceSystem to locate model resources
- Now builds without error. Testing begins...
- 03:02 Revision ecc52f01 (github): Refactor|Resources: Moved model resource loading into Model
- 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.
- 00:43 Revision 49281b5a (github): Refactor|Resources: Preparing to move the model collection into ResourceSystem
- 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...
2013-12-02
- 23:52 Revision b784a532 (github): Renderer: Cleanup
- 23:13 Revision d29855e2 (github): Renderer|Model: Cleanup
- 22:46 Revision bc247604 (github): Typo
- 22:30 Revision 29583345 (github): libdeng2: Added template de::lerp()
- 22:00 Revision 0bcf6737 (github): Model|Resources: Internal Model API improvements; cleanup
- 20:44 Revision 5754d7fb (github): Refactor|Stereo 3D: Use GLFramebuffer for unwarped Oculus Rift frame buffer
- 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... - 16:09 Revision c89604c7 (github): Refactor|GL|libgui: Renamed GLState::top() to GLState::current()
- “top” and “pop” are too easy to confuse.
- 14:59 Revision 90f87a9c (github): Renderer|FX: Apply active rectangle correctly when checking depth values
2013-12-01
- 16:39 Revision e962b623 (github): Model|Resources: Cleanup (method name consistency)
- 15:53 Revision 6f4976c1 (github): Refactor|Resources: Cleaned up internal API to the model resource collection
- 15:13 Revision 98f69b00 (github): Resources: Cleanup
- 14:10 Revision 99ce12b0 (github): Model|Resources: Removed fixed limit Model::MAX_LODS
- 11:29 Revision 7951b900 (github): Resources: Cleanup/typos
- 10:25 Revision 31eb8684 (github): Refactor|Resources: Completed initial C++ translation of model_t
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
- 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... - 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...
2013-11-29
- 21:21 Revision 636a390d (github): Cleanup
- 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.
- 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. - 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. - 13:56 Revision 9ae5d689 (github): Refactor|libgui|GLTexture: Use GLPixelFormat
- 13:55 Revision af04668e (github): Refactor|libgui|Image: Use GLPixelFormat
- 13:54 Revision 4696bf0f (github): libgui: Added GLPixelFormat (replaces Image::GLFormat)
- 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. - 12:01 Revision 4969d46c (github): Renderer|FX: Use depth buffer to occlude lens flares
- Work in progress…
- 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... - 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 ... - 11:56 Revision 70ac79b0 (github): libgui|GLTexture: Setting up a depth+stencil texture
- 11:55 Revision 46dbad40 (github): libgui|GLTarget: Reconfiguring an existing GLTarget instance
- 09:09 Revision bf6f5e16 (github): Merge branch 'master' into resourcesystem
- 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... - 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... - 00:04 Feature #1636: Support for Oculus Rift
- h1. Crosshair refinement questions
* In Rift mode, some crosshair details are missing, presumably because the cros...
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... - 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... - 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).
- 15:44 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred
- I've reposted this in the correct tracker now :)
- 16:48 Revision 23a7552b (github): Renderer|FX|libgui: Working on accessing the depth buffer from a shader
- 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 ... - 08:46 Revision 8727a454 (github): Renderer|FX: Revised “star” flare iamge
- 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...
2013-11-27
- 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... - 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... - 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...
- 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
- 14:25 Revision 4a41a8fb (github): Homepage|Forums|Style: Use Open Sans for all text
- 14:13 Revision a03e4d99 (github): Homepage|Style: Target DPI is device DPI
- 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
- 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. - 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...
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