Activity
From 2013-12-06 to 2013-12-19
2013-12-19
- 22:56 Revision dd4d0f84 (github): WadMapConverter: Cleanup
- 21:38 Feature #1668: Support id Tech 1 map hacks with sector lightlevels outside expected [0..255] range
- Vermil started a thread about this on Doomworld, which has resulted in some useful information from the modding commu...
- 13:22 Revision 2d9d28f3 (github): libcommon|libdoom: Running player thinkers and their mobjs in fractional time
- Proof of concept where players and their mobjs live in fractional
time while the rest of the world uses only sharp ti... - 13:06 Revision fd281e5f (github): libcommon|libdoom: Running player thinkers and their mobjs in fractional time
- Proof of concept where players and their mobjs live in fractional
time while the rest of the world uses only sharp ti... - 13:04 Revision 05a067f4 (github): Started work branch for low-latency input and modern player movement
- The objective is to allow players (and only players) to be controlled
and moved in fractional time, i.e., as fast as ... - 12:30 Feature #1680 (Closed): Quad-buffered GL framebuffer
- 02:30 Feature #1680: Quad-buffered GL framebuffer
- skyjake wrote:
> I pushed some changes to master that might fix VR mode 13.
>
> @cmbruns: could you test this, pl...
2013-12-18
- 21:04 Feature #1684: Launching without Snowberry
- Given that yourselves want users to be able to launch Dday without any Iwads, I wonder if the best way to display the...
- 13:03 Feature #1684: Launching without Snowberry
- skyjake wrote:
> The IWAD path must be specified somehow, as without it no games can be played. Perhaps make it poss... - 18:40 Revision 796c1c8d (github): Fixed: Build failure (C standard)
- 17:51 Feature #1685 (Closed): [Doom] Inverted B&W palette for invulnerability
- 17:50 Revision c2ff3b40 (github): Renderer|libdoom: Use postfx for invulnerability effect
- The “post.fx.monochrome.inverted” shader is used as the
invulnerability effect in libdoom.
The blinking effect when ... - 13:21 Feature #1666 (In Progress): [Dehacked] Support for sprite renaming
- 10:34 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred
- Indeed, it seems to have been fixed since the build I noticed and tested this issue in.
- 06:26 Bug #1671 (Rejected): Doom Sector type 10 not 'releasing' sector after action has occurred
- Doomsday appears to replicate the expected behavior. See the attached secspec10.wad, which has a door that closes 30 ...
- 10:22 Bug #1599 (Closed): Double Quit sound
- 10:20 Revision 200dc74c (github): Fixed|All Games|Menu: Double quit sound
- Menu buttons will automatically play the relevant sound effect when
activated/triggered. The quit game menu action do... - 09:40 Bug #1670 (Closed): [Automap] Yellow/Red key activated switches don't glow
- 07:46 Bug #1670 (Resolved): [Automap] Yellow/Red key activated switches don't glow
- 07:51 Revision 184d4424 (github): Refactor|MenuWidget|Client: Handling deletion of sub-widgets
- When a widget is being deleted, only the de::Widget instance
remains; a dynamic cast to a subclass will fail. - 07:45 Revision 5381ab8f (github): Fixed|Doom|Automap: Missing glow on some key activated switch lines
- Switch line specials should glow irrespective of the sidedness of a
map line.
IssueID #1670 - 05:38 Feature #1668: Support id Tech 1 map hacks with sector lightlevels outside expected [0..255] range
- The original issue which this report concerns (sector lightlevels being set to zero on saving the game) has now been ...
- 05:19 Revision 5de0f8f4 (github): Fixed|Sector: Ensure sector lightlevels are clamped to the normalized [0..1] range
- Note that presently Doomsday does not support id Tech 1 map hacks
which depend on sector lightlevels outside of the [...
2013-12-17
- 19:38 Revision d7de80de (github): Renderer: Clamp lightlevels applied uniformly to a chunk of map geometry
- 18:48 Revision 24698bf7 (github): Cleanup
- 18:46 Revision a88ec2ed (github): Refactor|UI|Task Bar: Custom widgets as submenus; improved task bar behavior
- Added a SubwidgetItem class that allows one to create a custom
popup widget as the submenu of a menu item. MenuWidget... - 18:03 Revision bd6c41b8 (github): Fixed|Homepage: Updated "Report Bugs" / "Request Features" links to the new tracker
- Also fixed a minor positioning issue with the top panel.
IssueID #1683 - 17:23 Feature #1605: Tutorial
- It is important to bear in mind that within the traditional sphere of a DOOM source port there is basically no parall...
- 13:44 Feature #1605: Tutorial
- vermil wrote:
> Something I have also thought about, is that the taskbar and main taskbar menu should open by defaul... - 10:02 Feature #1605: Tutorial
- I know you want to highlight the cool UI, but is it actually best to wait until such a time comes that the typical us...
- 02:17 Feature #1605: Tutorial
- May I suggest to have the tutorial as an optional button, that for people to see the tutorial, they have to click, ra...
- 13:50 Feature #1685 (Closed): [Doom] Inverted B&W palette for invulnerability
- The new "postfx" command can be used to draw the game world with an inverted monochrome shader. This should be used i...
- 13:47 Feature #1682 (Closed): [UI] Button click behavior outside an open popup
- 08:52 Feature #1682 (In Progress): [UI] Button click behavior outside an open popup
- 08:46 Feature #1682: [UI] Button click behavior outside an open popup
- This is the intended behavior at the moment. All popups are dismissed with a click outside the popup -- the dismissal...
- 02:25 Feature #1682 (Closed): [UI] Button click behavior outside an open popup
- Switching between the video and render sub-menus
You are in the "Render" sub-menu and you want to go to the "video" ... - 13:29 Feature #1684 (Closed): Launching without Snowberry
- As a first step toward making #1600 a reality, it should be possible to start Doomsday directly in an officially supp...
- 13:22 Feature #6: Draw lens flares using GL2
- vermil wrote (in #1605):
> Of course, I won't lie, I also think the new lens flares are coming in too early; that th... - 13:15 Revision 62700d29 (github): UI|Client: Popups allow clicking through to widgets outside the popup
- As a special case, mouse clicks on interactive widgets are allowed
to occur: even though the popup is open, it offers... - 10:36 Revision 738bc0cd (github): UI|Client|GuiWidget: Added a method for hit-testing a widget tree
- This allows looking up a widget that would get hit by a position.
- 10:35 Revision ad22f3e9 (github): Fixed|Release Build: Compiler warning (unused variable)
2013-12-16
- 21:21 Feature #1680: Quad-buffered GL framebuffer
- I pushed some changes to master that might fix VR mode 13.
@cmbruns: could you test this, please? - 09:35 Feature #1680 (Closed): Quad-buffered GL framebuffer
- Support for VR mode 13 (quad buffered, stereoscopic framebuffer). @GLFramebuffer@ must provide a way to set which bac...
- 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)
- 19:45 Bug #1681: Garbled screen build 1080
- > Version: 3.0 Mesa 10.1.0-devel (git-cbe7431 saucy-oibaf-ppa)
> Renderer: Gallium 0.4 on AMD BARTS
We should fir... - 13:07 Bug #1681: Garbled screen build 1080
- 1073 Is the last working version
Forgot to add
This is running ubuntu 13.10 64bit - 12:51 Bug #1681 (Closed): Garbled screen build 1080
- Screenshot of problem attached
dave@theBeast:/usr/bin$ ./doomsday -vv
Application path: /usr/bin/doomsday
Enabled ... - 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 Bug #1679 (Closed): main menu appearing in the loading screens when it shouldn't
- Fixed for the next build.
- 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
- 12:51 Bug #1679 (Closed): main menu appearing in the loading screens when it shouldn't
- If one opens and closes the main menu while dead and then restarts the map, the main menu appears in the loading scre...
- 12:35 Bug #1667: Player weapon sounds interrupt "dont_stop" sounds
- I wasn't sure whether this deserves an issue of it's own.
The Cyber Demon's alert sound doesn't seem to play the f... - 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... - 01:14 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> Good news, I now have a Rift devkit of my own to play around with.
Awesome news! Welcome to the ...
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.
- 21:03 Feature #1678: Optimize stereoscopic pixel formats
- Thanks for the detailed info.
I believe that with minor modifications, the existing classes should be adequate fo... - 19:18 Feature #1636: Support for Oculus Rift
- Good news, I now have a Rift devkit of my own to play around with.
I can address some of the biggest usability iss... - 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... - 19:00 Feature #1678: Optimize stereoscopic pixel formats
- skyjake wrote:
> If it is required that rendering occurs in the system framebuffer (FBO 0), we could — in VR mode 13... - 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 - 17:10 Feature #1678: Optimize stereoscopic pixel formats
- If it is required that rendering occurs in the system framebuffer (FBO 0), we could — in VR mode 13 specifically — re...
- 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.
... - 11:13 Feature #1636: Support for Oculus Rift
- With today's merge of the @gl2-lensflare@ changes back to @oculus-rift@ and @master@, VR mode 13 is probably broken. ...
- 11:12 Feature #1678 (Rejected): Optimize stereoscopic pixel formats
- Support for a stereoscopic GL pixel format, used for instance with NVIDIA 3D Vision. This is implemented currently as...
- 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
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