Activity
From 2013-12-12 to 2013-12-25
2013-12-25
- 19:53 Revision 832c6970 (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... - 19:52 Revision 88c4daeb (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 ... - 19:48 Revision e4595f67 (github): Stereo 3D: Copyright notice
- 18:41 Revision d129effd (github): Documentation|Console: Updated help for ‘postfx’
- 13:19 Revision 8d7aae87 (github): Documentation|Readme: Added stereoscopic rendering to feature list
- 10:24 Revision 0b4e2934 (github): Default Style: Revised VR icon
2013-12-24
- 20:41 Revision a4646fe3 (github): Oculus Rift|UI: Added a button to restore desktop settings
- Also, head tracking is now only active in Oculus Rift mode.
- 16:58 Revision f895c0db (github): libgui|GLFramebuffer: Fall back to non-multisampled if an error occurs
- 16:26 Revision a74e4117 (github): Oculus Rift: Autoconfigure a larger size for HUD elements
2013-12-23
- 14:37 Bug #932 (Closed): mf2_floatbob not affecting particle generators
- Bobbing now affects particle spawn positions. However, it only affects the original position of the particle — as the...
- 14:34 Revision 9408252d (github): Fixed|Particles: Particle spawn position affected by source float bobbing
- When particles are spawned, in addition to floorclip, float-bobbing
is also taken into account.
Todo for later: It w... - 13:50 Bug #1659 (Closed): Crash when loading a save game of Ultimate Doom
- 13:06 Bug #1659 (Resolved): Crash when loading a save game of Ultimate Doom
- This looks like a corrupt save file. I fixed the cause of the crash, however it cannot be loaded successfully.
- 13:45 Feature #1688 (New): Command line options documented with Amethyst
- All command line options should be documented using Amethyst, much like the console variables and commands are docume...
- 13:43 Feature #1503 (Closed): [Unix] Basic command line options (e.g., help, version)
- 13:42 Revision 4ce0669d (github): Unix|Client|Server: Added command line options --version and --help
- It is customary in Unix to have these.
IssueID #1503 - 13:38 Revision 37752a77 (github): Documentation|Readme: Added Oculus Rift support
- 13:10 Feature #1687 (Progressed): In-game error dialogs (e.g., corrupt savegame)
- Instead of shutting down the entire engine due to an uncaught exception, error situations like a corrupt savegame sho...
- 13:04 Revision 0c496733 (github): Fixed|Client|libcommon: Avoid crash when loading a corrupt savegame
- IssueID #1659
- 12:29 Feature #1678: Optimize stereoscopic pixel formats
- Repurposing this issue to be more about optimizing the memory use and performance of 3D stereo rendering.
- 12:25 Feature #1656 (Closed): UI for VR / Oculus Rift config
- 12:24 Feature #1636 (Closed): Support for Oculus Rift
- I'm closing this issue as complete. @libovr@ is now included in Doomsday's Windows and OS X 10.8 packages and there ...
- 10:06 Revision 03ce5b0d (github): Oculus Rift: Ensure prediction latency is set
- Attempting to make sure that OculusTracker is always informed about
the configured prediction latency. - 09:46 Revision fbfb48c2 (github): Oculus Rift: Auto-configuration includes color adjustments
- Set some more reasonable color settings for the Rift display.
- 07:58 Revision 4e666ff7 (github): Fixed|Task Bar: Hide and show the correct menu items
- 07:58 Revision 5f72c210 (github): Oculus Rift: View bobbing should be reduced in Rift mode
2013-12-22
- 20:33 Feature #1636: Support for Oculus Rift
- This weekend I have made several Rift-related improvements:
* Fixed rendering glitches so that the left and right ey... - 20:25 Revision 4c201e7e (github): Default Style|Stereo 3D: Added an icon for 3D & VR config
- 20:01 Revision dc9d476d (github): Stereo 3D|UI: Oculus Rift settings only appear when Rift connected
- Also added a quick-setup button for setting a good configuration for
the Rift. - 19:58 Revision 4d972fe7 (github): Input|Bindings: Only active input devices should be considered
- When checking for existing bindings for a control, only active input
devices should be taken into account. - 18:53 Bug #925: [Doom] Map32: Secret exit quirk not replicated
- You've got it the wrong way around. Warping manually messes it up.
- 12:25 Bug #925: [Doom] Map32: Secret exit quirk not replicated
- Maybe I'm being thick but how does this map specifically take advantage of that if the only way to trigger it is by w...
- 11:01 Bug #925: [Doom] Map32: Secret exit quirk not replicated
- I believe that Vanilla Doom2 has no understanding of what to do with a secret exit trigger on Map32 and thus in a cas...
- 04:22 Bug #925: [Doom] Map32: Secret exit quirk not replicated
- Am I correct to conclude that the PWAD mentioned in the initial report is actually irrelevant to the issue in question?
- 17:27 Revision bf0aa55d (github): UI|Stereo 3D: Show latency setting only when head tracking available
- 17:22 Revision 5e888266 (github): Fixed|UI|Client: Relocate popups when UI composition mode changes
- If the compositor is activated, open popups must be relocated to
the compositor instead of staying in the root widget. - 17:07 Revision ecef8cd0 (github): Stereo 3D|UI: Added settings to the “3D & VR Settings” dialog
- Also, updated some Oculus Rift defaults according to averages
from Wikipedia (average male IPD, height). - 15:48 Revision 953a2d31 (github): UI|Stereo 3D: Added a VR settings dialog
- Todo: Add all the VR settings.
- 14:12 Revision 813273ae (github): Oculus Rift|Stereo 3D: Improved latency of head tracking
- This commit improves the integration of Oculus Rift head tracking
into player view angles.
For the best experience, ... - 09:56 Revision c90ad394 (github): Debug|libdeng2: Added assertions regarding valid use of Observers and Widgets
- 09:56 Revision e1238bc7 (github): Fixed|UI|Client: Crash when deleting a popup menu widget
- There was an inadvertent duplicate call to the base class’s
preparePanelForOpening() method in PopupMenuWidget. - 09:56 Revision 1c1bda80 (github): Fixed|UI|Client: Don’t offer events to the fake mouse cursor widget
- 09:56 Revision 77006c33 (github): UI|ProfilePickerWidget: Conform to common widget behavior of popup menus
- Close picker’s menu if it’s already open.
- 09:52 Revision 1b362513 (github): Fixed|UI|Renderer Appearance: Typo in 'Anisotropic Filter:' button label
- 08:15 Revision 42e608f9 (github): Refactor|World: Removed the World-internal MapLoadTaskData
- Now that the editable to playable map state conversion is performed
with a secondary step, the high level logic of th... - 00:51 Bug #1133 (Closed): Menu selector is tiny in Hell Revealed 2
- 00:42 Revision cbad8a65 (github): Fixed|Menu|libcommon: Tiny menu cursor with some mods (e.g., Hell Revealed II)
- The size of the menu cursor is determined dynamically according to
the dimensions of the currently focused menu item....
2013-12-21
- 21:15 Revision a3836db4 (github): Fixed|Stereo 3D|libgui: Visual discrepancies between left/right eyes
- When a target was cleared, the current GLState wasn’t being
automatically applied. This meant that the right eye’s UI... - 20:38 Revision aa6abd1c (github): Fixed|UI|Stereo 3D: Draw busy transition using correct width
- When an active rectangle was specified, the busy transition was
drawn in wrong place. Now the transition viewport is ... - 20:36 Revision 5772da80 (github): libgui|GLTarget: Querying currently used area of the target
- 19:34 Feature #1686: Derived resource packs
- Another use case would be a HiDPI UI pack for OS X retina displays.
- 19:21 Feature #1686 (Closed): Derived resource packs
- It should be possible to create a resource pack that is based on another, but with some changes applied. For instance...
- 19:32 Revision c6f4d05d (github): UI|Style: Added “-fontsize” option to change font sizes
- This is a temporary solution to the Rift UI font sizing. One needs
to manually specify a suitable font size (e.g., “-... - 19:29 Revision 7db7b842 (github): libdeng2|Refactor|CommandLine: Checking for command line options with parameters
- Added a more convenient way to get all the parameters of a command
line option in one call. - 19:28 Revision 5f2d70a7 (github): Fixed|PopupWidget: Stop observing parent’s deletion when popup closed
- 18:37 Revision 51928c0d (github): Fixed|UI|Client: Popups must observe deletion of original parent widget
- When a popup is open, it is moved to the top of the root widget,
making it the topmost widget. When the popup is clos... - 18:26 Revision 9fc79093 (github): Fixed|UI|Client: Crash after switching to/from VR mode 9
- Some hidden popups got inadvertently deleted when the offscreen UI
compositor was deleted. - 18:26 Revision 50729c2f (github): Fixed|UI|Client: Restore normal cursor after returning from VR mode 9
- 17:17 Revision 95ee0bca (github): Debug: Fixed build
- 17:08 Revision 62c86f2a (github): Refactor|Oculus Rift: Frame buffer scaling factor
- 15:50 Revision 4c3aeac7 (github): UI|Client|Oculus Rift: Draw a custom mouse cursor in Oculus Rift mode
- The cursor is simply a LabelWidget that shows the old mouse cursor
image. It is moved to the coordinates of the real ... - 14:46 Revision c9f878f8 (github): Cleanup
- 09:53 Revision 3b4ad3db (github): Fixed|UI|Automap: Clipping of the automap when sidebar is open
- The normalized coordinates should be agnostic of the game widget’s
size and position, so normalize against the widget...
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
- 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
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