Activity
From 2013-12-07 to 2013-12-20
2013-12-20
- 21:29 Revision c692f125 (github): Refactor|libgui|GLInfo: Better name for a method
- 21:27 Revision de90fa31 (github): Renderer|Oculus Rift: Apply multisampling in unwarped frame buffer
- This multisampling is intended to counter the 1.5x scaling. The
warping is smoothed out by using a linear filter on t... - 15:40 Revision 171c4421 (github): libgui|GLInfo: Check for FBO-related OpenGL extensions
- If missing, warnings are printed in the log.
- 14:16 Revision d57f2dc0 (github): libgui|GLFramebuffer: Fall back to no depth/stencil texture (just color)
- It is conceivable that some OpenGL drivers do not support a
depth24/stencil8 texture in a FBO attachments. In this ca... - 13:31 Revision 7e95c1fe (github): Fixed|WadMapConverter: Build failure (missing Doomsday API header)
- 13:17 Revision ddfab8be (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 ... - 13:17 Revision 59639b2a (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... - 12:14 Revision 09a7d8ca (github): World|Map: Added cmd "inspectmap" for logging details of the current map
- The 'inspectmap' command can be used whenever the user is interested
in knowing detailed information about the curren... - 10:55 Revision b25f63dd (github): World: Switch to busy mode on engine side, when changing the current map
- Initiating busy mode on engine side allows splitting this task into
multiple subtasks. Also, in the future it may not... - 09:37 Revision 306a037e (github): libcommon: Initiate map briefings from the main thread
- 09:02 Revision e8d0f7e1 (github): Fixed: Compiler warning (explicit de::IPrivate init in copy-ctor)
- 08:08 Revision bffdd8ac (github): WadMapConverter: Bumped version number to 1.1.1
- 08:05 Revision 6aff847c (github): WadMapConverter: Removed the now unused maplumpinfo.h
- 07:44 Revision 18c14590 (github): WadMapConverter: Cleanup
- 07:30 Revision 483565d8 (github): Refactor|WadMapConverter: Further Id1Map cleanup
- 06:45 Revision 58bf7c31 (github): Refactor|WadMapConverter: Removed the unnecessary MapLumpInfo; Id1Map cleanup
- 02:25 Revision e754886c (github): Refactor|WadMapConverter|Id1Map: Cleaned up the Id1Map API
- 00:10 Revision b8ad2338 (github): WadMapConverter|Id1Map: Applied pimpl idiom to Id1Map; cleanup
2013-12-19
- 22:56 Revision dd4d0f84 (github): WadMapConverter: Cleanup
- 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 ...
2013-12-18
- 18:40 Revision 796c1c8d (github): Fixed: Build failure (C standard)
- 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 ... - 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... - 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 - 05:19 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 - 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
- 21:20 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...
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