Activity
From 2013-12-03 to 2013-12-16
2013-12-16
- 
  21:20 Revision 86d42937 (github): Renderer: Use the left/right stereo swap mode in VR mode 13 (quad-buffered) 
- Todo: Test this on actual hardware.
 IssueID #1680
- 
  21:19 Revision ff523976 (github): libgui|GLFramebuffer: Stereo left/right swap mode 
- Even though rendering always happens in Canvas’s GL frame buffer,
 VR mode 13 should now theoretically work as GLFrame...
- 
  20:42 Revision 771e85b0 (github): Fixed: Build error (non-const references to temporaries) 
- 
  08:55 Revision 1eb8f988 (github): Changed release type to Candidate for 1.13 
2013-12-15
- 
  21:15 Revision e54eb5de (github): Fixed|CompositeBitmapFont: Inadvertent creation of redundant texture variants 
- R_GetPatchInfo should not be used here because obtaining the info
 has the side effect of generating a redundant varia...
- 
  17:49 Revision c21797e1 (github): Fixed|libdeng2: Protect HighPerformanceTimer for multithreaded access 
- If two threads check the current value of HighPerformanceTimer at
 the same time, a race condition could occur. Also, ...
- 
  17:47 Revision c4f614e0 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine 
- 
  17:46 Revision 5ef9c683 (github): Fixed|ResourceSystem: Automatically destroy a Material along with it's MaterialManifest 
- Todo: The way this is set up is now somewhat confused. The original
 idea was to allow multiple material URIs to resol...
- 
  17:27 Revision 8cb5f828 (github): Fixed: Failed release build 
- Goto labels need a statement following them.
- 
  16:12 Revision 7821ff60 (github): SFX|Audio|Client: Ensure a sample is loaded in a channel before comparing ids 
- 
  15:53 Revision e24c481f (github): Refactor|SFX|Audio|Client: Use de::Log for logging purposes; cleanup 
- 
  13:52 Revision c7a1e7a0 (github): Fixed|UI|GuiWidget: Disabled widgets shouldn’t animate immediately after creation 
- If a widget is disabled before its first update, it will not animate
 its opacity to visualize the disabled state. Thi...
- 
  13:23 Revision 0ccfc314 (github): Fixed|UI|All Games: Transition after selection a menu item 
- When a new game is started from the Main Menu, the menu is closed
 before the map is loaded. Before, this was masked b...
- 
  13:06 Revision 8044fe3a (github): Fixed|Busy Mode: Don’t hold on an obsolete transition frame 
- There may be a redundant request to render a transition frame,
 however, if one comes some time later, we should respe...
2013-12-14
- 
  14:39 Revision aae6a422 (github): Refactor|Renderer|Viewport: Represent viewport and viewwindow geometry as de::Rectanglei 
- 
  07:54 Revision 245e41b4 (github): Fixed|Renderer: Fatal error drawing a lit, shiny surface (refactoring oversight) 
- 
  06:32 Revision 1621484b (github): Cleanup 
- 
  04:53 Revision cace0423 (github): ColorPalette: Cleanup 
- 
  04:31 Revision d81da0bf (github): API|Resource: Replaced color palette translation map management 
- Palette translation mapping tables are now handled by ColorPalette.
 Each palette has it's own set of translations, ea...
2013-12-13
- 
  21:46 Revision b5e0ff01 (github): Refactor|Resources: Represent image_t dimensions as de::Vector2ui, cleanup 
- 
  16:30 Revision 5a60fccf (github): Refactor|Resources: image_t API cleanup 
- 
  08:11 Revision fa00c48c (github): Fixed: Build error and warnings 
- The error was a missing ‘typename’ keyword in a template definition.
- 
  08:00 Revision d9d2560b (github): Cleanup|GL|libgui: Removed EXT_compiled_vertex_array and related code 
- This OpenGL extension hasn’t been in use for years and also didn’t
 work properly when it was used.
 In the future, we...
2013-12-12
- 
  21:56 Revision 40e27411 (github): Fixed: Build failure (ambiguous conversion of de::Id) 
- 
  21:54 Revision 2f9fb6d6 (github): Fixed: Compiler warnings 
- 
  21:54 Revision ed37dfd0 (github): Fixed|GL|OS X: Don’t fake EXT_compiled_vertex_array 
- We should respect what the driver says is supported.
- 
  17:03 Revision f0bf6474 (github): Fixed|ResourceSystem: Clearing material resources on shutdown 
- 
  16:35 Revision 1ba7a3ea (github): Resources: Clear all materials when a new game is loaded 
- It is presently necessary to clear all materials from the resource
 system when loading a new game.
 Todo for later: I...
- 
  01:41 Revision 8c64e8e2 (github): Memory Zone: Removed the now unused PU_REFRESHRAW purge level 
- 
  01:31 Revision 17c67f5d (github): Ring Zero: Announce game resource loading has begun only if there is work to do 
- 
  00:55 Revision 6c220c4b (github): Merge branch 'master' into resourcesystem 
- 
  00:53 Revision fa8c0fe6 (github): Line|Map: Respect logical constness when manipulating Line::Side's shadow count 
- 
  00:30 Revision 17e1de64 (github): Merge branch 'master' into resourcesystem 
- Conflicts:
 doomsday/client/src/render/rend_fakeradio.cpp
- 
  00:19 Revision 67d35c4e (github): Refactor|ResourceSystem: Use a QHash for raw textures and return a QList of instance pointers 
2013-12-11
- 
  19:13 Revision f79d60fc (github): Performance|Renderer|Refactor: Retain constness in APIs; avoid redundant memory allocs 
- It is important not to accidentally lost constness of object
 references, particularly when dealing with Qt containers...
- 
  18:59 Revision a251db35 (github): Cleanup 
- 
  14:15 Revision f7263cc3 (github): UI|Client: Keep task bar hidden until app startup is complete 
- Looks cleaner this way.
- 
  14:14 Revision 62c53bb6 (github): UI|ToggleWidget: Ensure a disabled toggle’s state can be seen 
- The “flipper” of the toggle is now drawn with a larger-than-one
 alpha so that it will be opaque even if the widget as...
- 
  14:13 Revision 89a62661 (github): UI|Client: Animate widget opacity when enabling/disabling them 
- It is good to avoid abrupt visual changes.
- 
  12:22 Revision 8f5c5f1d (github): Merge branch 'master' into resourcesystem 
- Conflicts:
 doomsday/client/src/gl/gl_texmanager.cpp
- 
  08:47 Revision 4a4673df (github): Merge branch 'master' into low-latency-input 
- 
  08:46 Revision 20b5ff12 (github): Fixed|UI: Freeze game for busy mode during “reset”/“texreset” 
- It is now required to manually request the drawing of a freeze
 frame at the appropriate time before starting busy ope...
2013-12-10
- 
  19:48 Revision 794144f0 (github): Fixed: Typo 
- 
  19:33 Revision 8e70767e (github): Merge branch 'master' into low-latency-input 
- Conflicts:
 doomsday/client/include/render/r_main.h
 doomsday/client/src/render/r_main.cpp
- 
  03:44 Revision 6d2f3994 (github): Renderer: Call Viewports_Register() from RenderSystem 
- 
  03:43 Revision 895b4f7d (github): ResourceSystem: Cleanup 
- 
  03:19 Revision 3a98e536 (github): Renderer: Use de::Vector3<>::xzy(); cleanup 
- 
  01:56 Revision 480a1c84 (github): Fixed|Renderer: Non-functional "texreset raw" 
- 
  01:36 Revision b3afeeb2 (github): ResourceSystem: Cleanup 
- 
  00:10 Revision 0ac7425e (github): Renderer: Cleanup 
2013-12-09
- 
  21:36 Revision 05e308a0 (github): Resources|Cleanup: Removed the now unused resource/models.cpp 
- 
  21:29 Revision de1d624d (github): Merge branch 'master' into resourcesystem 
- 
  21:13 Revision bde72ba4 (github): Merge branch 'master' into resourcesystem 
- Conflicts:
 doomsday/client/include/dd_pinit.h
 doomsday/client/include/de_render.h
 doomsday/client/include/render/r_ma...
- 
  17:01 Revision f61611a8 (github): Fixed|X11: Avoid GL error when starting in maximized window 
- When starting with a maximized window, X11 sends two window resize
 events in a rapid succession. Perhaps the changes ...
- 
  15:47 Revision d6a1636b (github): Refactor|Resources: ResourceSystem has ownership of raw textures 
- 
  11:39 Revision c98375d3 (github): libgui|Client: Canvas needs no depth or stencil (GLFramebuffer has them) 
- Since rendering is now occurring in GLFramebuffer, Canvas no longer
 needs to have its own depth or stencil buffers.
 ...
- 
  09:53 Revision fcc2b139 (github): Merge branch 'oculus-rift' 
- 
  09:32 Revision ebc1028b (github): Fixed|UI|Client: Squished busy transition frame during animation with sidebar 
- The transition frame has been prepared using the full framebuffer
 size, so it must be drawn with the same sizing.
- 
  09:31 Revision a8a9cef9 (github): libdeng2|Vector: Added a conversion method to an unsigned int vector 
- Also used for a RuleRectangle::sizeui() method.
- 
  08:15 Revision dfbf6ed1 (github): libgui|GLTarget: Blit only relevant buffer contents 
- Copying stencil or depth is usually not needed, so changed the
 default blit attachments to just Color.
2013-12-08
- 
  21:59 Revision b76d2657 (github): Cleanup 
- 
  21:58 Revision 56985bcb (github): Refactor|Renderer: Represent viewer origin points and vectors with de::Vector<> 
- 
  17:48 Revision 1e2b8199 (github): Refactor: Moved old UI font selection to ui_main.cpp/h; cleanup 
- 
  17:17 Revision e8d105a5 (github): Refactor: Continued dismantling the old "refresh" subsystem 
- 
  14:01 Revision 96f89c87 (github): Cleanup 
- 
  12:22 Revision 3713e997 (github): Fixed|Renderer|FX: Drawing the post-processed result frame 
- The sizing was not correct with the sidebar. Also, respect the
 current target size, as it may be bigger than the wind...
- 
  11:10 Revision 74256a99 (github): Renderer: Re-enabled old flare/halo rendering code 
- The new flares are not quite ready yet, and besides they can coexist
 with the old code.
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 
- 
  18:26 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...
2013-12-04
- 
  20:35 Revision ab174623 (github): libgui|Canvas: Print supported OpenGL version to log 
- The information comes from Qt.
- 
  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...
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