Activity
From 2014-01-16 to 2014-01-29
2014-01-29
- 21:10 Revision 7ec77ab0 (github): UI|Task Bar: Show the MP menu when connected to a server
- The Multiplayer menu has its own class.
The task bar’s layout is now updated using a SequentialLayout
which makes it... - 19:37 Revision 8834b4a6 (github): OS X|Fixed|libgui: Use Qt fonts in the 10.6 Snow Leopard build
- The Core Graphics API is not available in 10.6.
- 19:27 Bug #1722 (Closed): Log filter default settings not applied immediately
- > [...interaction between log history and dialogs...]
The current behavior is a work in progress and will likely be ... - 16:11 Bug #1722: Log filter default settings not applied immediately
- I'll also add a small oversight.
Normally, opening the log filter settings closes the console log and vice versa, ... - 16:10 Bug #1722 (Closed): Log filter default settings not applied immediately
- The default filter settings button reset's all the values in the menu back to their defaults, but the actual log filt...
- 19:21 Revision c23425fe (github): Fixed|UI|Log: Update filter after reseting to defaults
- IssueID #1722
- 18:49 Revision 844c07b2 (github): Refactor|libcommon: Switched p_door.c to C++
- 18:48 Revision a015765d (github): Refactor|libhexen: Switched p_pillar.c and p_waggle.c to C++
- 16:51 Revision d9f4cc50 (github): Refactor|libcommon: Switched more libcommon source files to C++
- 15:11 Revision 2b495a61 (github): Refactor|ACS: Implement ACScript (de)serialization in C++ with Reader/Writer
- Also, ACScript_Thinker() now calls the C++ method ACScript::runTick()
- 15:07 Revision 28a20547 (github): libcommon: Provide a Reader/Writer to all save state (de)serialization routines
- 14:59 Revision cefbff4e (github): ACS|Cleanup: Use Uri_NewWithPath3
- 14:53 Revision 296bacb4 (github): API|Uri: Added new Uri constructor Uri_NewWithPath3
- A default scheme is set for the new Uri before then parsing a cstring
representation of a Uri, bypassing the resource... - 09:50 Revision 38373d4a (github): Client|Default Style: Text accent color in DocumentWidget
- 09:49 Revision 5fb3e440 (github): UI|Ring Zero: Close popups when game load begins
- 09:49 Revision 7721253d (github): Cleanup
2014-01-28
- 20:39 Revision 1a26df35 (github): Cleanup|Game|Updater|UI: Log messages
- 20:14 Revision 404fc222 (github): UI|Ring Zero: Improving the game selection menu
- Added additional buttons beside each game to access further
information (later, settings) about the game. Removed the... - 20:13 Revision 1c347c79 (github): Refactor|Game: Added a method for getting a text description
- The same information that is printed with ‘inspectgame’.
- 20:12 Revision 81b8be24 (github): Refactor|UI|Client: Use DocumentPopupWidget
- 20:11 Revision c24775a7 (github): libappfw: Widget improvements
- MenuWidget’s layout can be modified by outsiders (non-const accessor).
Ensure only the main thread creates widgets in... - 20:09 Revision 52d20dfe (github): Refactor|libappfw: Use DocumentPopupWidget
- 20:08 Revision 9dcb32df (github): libgui|Client: Improved handling of indents in text drawing
- Indents can be marked and reseted individually.
- 20:07 Revision f55148a5 (github): libappfw: Added DocumentPopupWidget
- Simple combination of a popup with a document widget inside. Useful
for many simple info popups (e.g., console autoco... - 10:47 Revision 0f30fa7d (github): libdeng2|Performance: String memory allocation behavior in formatter
- Reserve memory for the line in advance when filling tabs.
2014-01-27
- 22:38 Revision f887e1c0 (github): Shell|GUI: Placeholder icon
- 22:22 Revision 1198b129 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine into ui-multiplayer
- 22:21 Revision 18b9aa94 (github): UI|Client: Joining an MP game using the Multiplayer dialog
- The game plugin is automatically switched if necessary.
- 22:20 Revision 59ae671e (github): libdeng2|Log: Monospace formatter fills tabs with spaces
- MonospaceLogSinkFormatter will now check the tab escapes in the
input text and produce a suitable amount of spaces to... - 11:45 Bug #1720 (Resolved): [multiplayer] client seg fault when something moves
- 11:35 Revision 3cec3a90 (github): Fixed|Client: Crash in multiplayer when the player attempts to fire
- The engine failed to zero the whole of mobj_t, leaving the portion
which defines the game specific extra data uniniti... - 10:15 Revision be842469 (github): Hexen|ACScriptInterpreter: Moved remaining ACS interpretation logic into ACScriptInterpreter
- Todo: Cleanup
- 09:49 Revision 94078aab (github): UI|Task Bar: Moved “Unload Game” menu item
- 09:06 Revision 0be50243 (github): ACS|Hexen: Cleanup
- 08:03 Revision 1ce427a1 (github): UI|Multiplayer: Added an info popup for full server information
- 08:03 Revision f6e171ba (github): Fixed|Client: Crashes in multiplayer
- Null pointer access and incorrect shutdown order of ServerLink.
- 08:02 Revision aa473872 (github): Log: Message styling
- Light font for headers.
- 08:02 Revision 385f9d9e (github): libdeng2: Added M-dash character symbol
- 07:27 Revision 75e7122b (github): ACS|Hexen: Moved more logic into the new interpreter class
- 06:52 Revision 832cf9fa (github): ACS|Hexen: Load bytecode string constants as static Strs, cleanup
- 06:02 Revision b20cf99c (github): libcommon: Fix build (unknown type acs_t)
- Note to self: ignore Qt Creator's unreliable refactoring tools...
- 05:39 Revision a24cbb98 (github): ACS|Hexen: Removed more unnecessary globals used by the bytecode interpreter
- 04:10 Revision 58436cc0 (github): ACS|Hexen: Cleanup
- 03:45 Revision 8f94a103 (github): ACS|Hexen: Continued work on remodeling the ACS bytecode interpreter
- 02:27 Revision eb14c981 (github): ACS|Hexen: Translate ACS script numbers when loading new bytecode
- 01:41 Revision aa6bb8e2 (github): ACS|Hexen: Ensure bytecode command functions are of the expected form
- 00:44 Revision 9d79b054 (github): ACS|Hexen: Continued moving logic into the new interpretor class
2014-01-26
- 22:36 Revision 394fc21e (github): Hexen|ACS: Continued work on clarifying/remodeling the ACS bytecode interpreter
- 20:13 Revision d8b1dfa8 (github): Refactor|Hexen|ACS: Renamed some ACS scripting components, for clarity
- 19:42 Revision 9a8242f1 (github): Hexen: Cleanup
- 19:11 Revision ad29593b (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 19:11 Revision 2250621f (github): Refactor|Hexen: Switched ACS bytecode interpreter to C++, renamed sources, cleanup
- 19:00 Revision f181619e (github): Shell|GUI: Updated toolbar icons
- Simplified, clean appearance.
- 18:38 Revision 5d3d425c (github): UI|Client: Animate alerts and server list items as they appear
- 18:37 Revision 9bd63820 (github): libappfw|LabelWidget: Optionally animate label size when ready for drawing
- 18:05 Bug #1719: Letterboxed/pillarboxed drawing of the game is broken
- Please delete me.
- 18:02 Bug #1719: Letterboxed/pillarboxed drawing of the game is broken
- Doomsday does have "smart stretching" and it is indeed already enabled by default. The way it works is to compare the...
- 17:44 Bug #1719: Letterboxed/pillarboxed drawing of the game is broken
- Please delete me.
- 14:08 Bug #1719: Letterboxed/pillarboxed drawing of the game is broken
- Also, since this feature is in the engine, shouldn't we make it the default that menu/intermissions/finales stay in 4...
- 09:32 Bug #1719: Letterboxed/pillarboxed drawing of the game is broken
- The boxed projection must be configurable enough to support dynamically enabling/disabling it depending on the curren...
- 07:34 Bug #1719: Letterboxed/pillarboxed drawing of the game is broken
- Should we drop the old letter/pillarbox scaling and simply resize GameWidget and GameUIWidget appropriately?
The s... - 16:25 Revision c86633b4 (github): Merge branch 'master' into ui-multiplayer
- Conflicts:
doomsday/libdeng2/src/core/log.cpp - 16:24 Revision 789221e7 (github): UI|GL: Small adjustment to text line width compression
- 14:24 Revision a13ba208 (github): Fixed|libgui|qmake: Platform-specific source file
- 13:30 Revision d1574dad (github): UI|Client|Default Style: Added and applied an alternative accent color
- The alternative accent is supposed to match the logo’s color. It
is now used for editor hints, log timestamps and def... - 13:26 Revision 6bdb9aa7 (github): libdeng2|Vector: Added a method for swapped X and Z components
- 13:26 Revision 9452f7af (github): Client|Default Style|OS X: Added mappings for native font styles
- The function App.addFontMapping() can be used to specify a font
mapping dictionary. - 13:24 Revision 50a47445 (github): Client: Tweaked line wrapping and GL text composition
- Wrap positions are found more accurately.
- 13:23 Revision a9418749 (github): Fixed|libgui: Cleaned up and fixed Core Text based native fonts
- 13:19 Revision 1193f65a (github): libgui: NativeFont is now public
- The application can define font mappings.
- 13:17 Bug #1721 (Closed): [OS X] Incorrect font weights
- Qt is having a hard time picking the correct font weights in OS X. The solution is to use the native Core Text API to...
- 08:36 Revision 16eef031 (github): Merge branch 'master' into osx-coretext
- 08:32 Revision 2a6b83fd (github): OS X|libgui|Font: Working on Core Text font rendering
- Added a cache for Core Text font objects in use to avoid repeated
lookups. In the OS X build, de::Font will now use C... - 08:29 Revision 72383c1d (github): libdeng2|Vector: Added method for converting to Vector4f
- 08:21 Revision 1616ef52 (github): UI|Client|Console: Wider grab area for resizing the console edge
- IssueID #1716
- 08:20 Revision cbd6c47e (github): UI|Client: Game selection menu adapts to small view sizes
- The number of columns and rows is now reduced if the view is small.
The menu will scroll if all items don’t fit.
Iss... - 07:51 Bug #1716 (In Progress): [Windows] Cannot resize console history widget if the edge meets the edge of the window
- In OS X, there is a one-pixel wide area where one can still grab the console edge even if it is full width. I'm guess...
- 07:46 Revision 9896f275 (github): Removed inadvertently committed autosave file
- 07:42 Bug #1715: [Ring Zero UI] Game selection widget items clipped as they overflow (e.g., in 640x480)
- vermil wrote:
> I'll add to this and say that if one is running Dday in an odd shaped window size, that the loading ... - 07:40 Bug #1715 (In Progress): [Ring Zero UI] Game selection widget items clipped as they overflow (e.g., in 640x480)
- This is not a bug as such, as this behavior is completely intentional. The real issue is lack of responsivity in the ...
2014-01-25
- 21:35 Bug #1720 (Closed): [multiplayer] client seg fault when something moves
- Pretty much what the subject says; in the latest unstable build (1119) when anything moves in a multiplayer game, mon...
- 21:28 Bug #1715: [Ring Zero UI] Game selection widget items clipped as they overflow (e.g., in 640x480)
- I'll add to this and say that if one is running Dday in an odd shaped window size, that the loading wheel during engi...
- 02:22 Bug #1715: [Ring Zero UI] Game selection widget items clipped as they overflow (e.g., in 640x480)
- In fact the scaling issues occur at various window sizes, see the attached screenshots.
- 00:32 Bug #1715: [Ring Zero UI] Game selection widget items clipped as they overflow (e.g., in 640x480)
- There also appears to be some scaling issues with the console history widget.
EDIT: Correction; one cannot resize ... - 00:24 Bug #1715 (Closed): [Ring Zero UI] Game selection widget items clipped as they overflow (e.g., in 640x480)
- The game selection menu items are sized incorrectly when the main window is too small (e.g., at 640 x 480).
- 14:58 Revision 03519515 (github): Merge branch 'osx-coretext' of ssh://github.com/skyjake/Doomsday-Engine into osx-coretext
- 14:55 Revision fc7b4403 (github): libgui|OS X: Added a native font class for Core Text
- 14:54 Revision 69f6f672 (github): Fixed|Hexen: Namespace of memcpy
- 14:53 Revision 710fe8d5 (github): Fixed|libgui: Rasterizing text (refactoring regression)
- 14:40 Revision e42b7c97 (github): Refactor|Hexen: Moved ACScript (thinker) savegame io to p_acs.c
- 13:59 Revision a72f18c5 (github): Refactor|Hexen: Moved ACS savegame io to p_acs.c, cleanup
- 13:23 Revision c9dfb337 (github): libgui: Cleanup
- 13:11 Revision 8fdacc2f (github): Refactor|libcommon: Reworked more logical episode + map number lookups using Uri
- There are now very few places where the logical numbers are still
relevant (ACS and network deltas being the main cas... - 12:47 Revision d738c533 (github): libcommon|HexLex: Cleanup
- 12:34 Revision 2c8a9311 (github): libcommon|HexLex: HexLex no longer accesses the DED definition database
- If DED definition lookup is necessary for translating a parsed value
then this should be implemented in the parser in... - 12:33 Revision 1b4c7196 (github): Refactor|libgui: Native font abstraction
- Added a class called NativeFont that hides the details of font
selection, measuring, and rasterization. QtNativeFont ... - 09:45 Revision 933c9058 (github): Hexen|SndInfoParser: Fix patching of MAPINFO (lump) definitions with SNDINFO-read values
- (The only time a mapinfo_t is modified outside of MapInfoParser).
- 08:47 Revision 63f71ad7 (github): Cleanup|libgui: Separated rich formatting from font.cpp
- Font::RichFormat is a bigger implementation than the main Font class.
- 08:40 Revision 479ce9b2 (github): Debug|Hexen: Fix log output of P_TranslateMapIfExists()
- 08:31 Revision 2d44bf78 (github): Hexen|MapInfoParser: Cleanup
- 08:26 Revision b3ed8cd9 (github): Hexen: Allow patching of map definitions in MAPINFO lumps
- A later map definition with the same id will now patch the previously
defined map with additional/replacement propert... - 08:05 Revision 74115143 (github): Hexen: The mapinfo definition database is now indexed by map URI
- 04:31 Revision f202aabc (github): Fixed|Hexen|SndInfoParser: SIGSEGV attempting to parse a SNDINFO lump intended for ZDoom
- An error is thrown if a lump presented to SndInfoParser() contains
unknown commands.
The vanilla parser attempts to ... - 03:58 Revision 8cfce096 (github): libcommon|HexLex: Cleanup
- 03:22 Revision 2717c889 (github): Refactor|libcommon: Moved sound sequence savegame io to sn_sonix.cpp
- Doing this in an external module is not a good idea as it demands
exposing knowledge of the sequence-internal represe... - 02:42 Revision b21270bd (github): libcommon: Cleanup
- 02:41 Revision 50fbb640 (github): Refactor: Moved AnimDefsParser() to libcommon
- 02:02 Bug #1719: Letterboxed/pillarboxed drawing of the game is broken
- InFine does not respect rend-finale-stretch.
- 01:57 Bug #1719: Letterboxed/pillarboxed drawing of the game is broken
- The issue appears to be Doom screen melting from a non-letterboxed screen to a letterboxed one.
When this occurs, ... - 01:54 Bug #1719 (Closed): Letterboxed/pillarboxed drawing of the game is broken
- 01:09 Bug #1718: Inventory item display/selection issues
- The inventory in Heretic doesn't appear to scroll when backspace is used, rather it page flips. When it flips one get...
- 01:02 Bug #1718 (New): Inventory item display/selection issues
- The effective number of active slots is not reset when starting a new game.
Also, in Heretic, there appears to be ... - 01:09 Bug #1717: [Windows] Obsolete support and update links in Add / Remove Programs
- The current version number is also missing from the application metadata.
- 00:56 Bug #1717 (Closed): [Windows] Obsolete support and update links in Add / Remove Programs
- The application metadata is marked with obsolete help, support and update links, directing to the wiki and/or project...
- 01:07 Bug #1696 (Closed): BspLeaf::cluster: No sector cluster is attributed
- 00:46 Bug #1716 (Closed): [Windows] Cannot resize console history widget if the edge meets the edge of the window
- If the console history widget is resized so that it fills the window, one cannot "grab" the edge to adjust it further.
2014-01-24
- 23:06 Revision a5a96c2e (github): Hexen|MapInfoParser: Fixed map music assignment; cleanup
- 22:44 Revision 72ff01d4 (github): Hexen|MapInfoParser: Cleanup
- 22:35 Revision c2eef61a (github): API: Added Def_Get() identifier DD_DEF_MUSIC_CDTRACK
- Returns the CD track attributed to the referenced music definition.
- 22:03 Revision b6b852d4 (github): libcommon: Cleanup
- 21:50 Revision c6a9bad9 (github): Documentation|libcommon|HexLex: Improved apidoc for HexLex
- 21:34 Revision e3395dcc (github): libcommon|HexLex: Cleanup
2014-01-23
- 23:28 Revision e0d08825 (github): libcommon|HexLex: Continued cleaning up HexLex
- 21:32 Revision e548c62e (github): UI|Client: Working on the multiplayer dialog
- Listing found servers. The Game can now be asked to provide the
ID of the game logo image. - 14:06 Revision fd2559e8 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 14:06 Revision ff8d2edf (github): Refactor|Hexen: Use HexLex to parse SNDINFO/SNDSEQ data
- 14:04 Revision 067e9b50 (github): Refactor|Hexen: Use HexLex to parse ANIMDEFS data
- 14:02 Revision 2457b285 (github): Refactor|Hexen: Use HexLex to parse MAPINFO data
- 13:58 Revision 29e810ab (github): libcommon: Derived HexLex (class) from Hexen's script parser
- A (common) lexical analyzer for Hexen definition/script syntaxes.
Todo: Cleanup - 13:52 Revision e1efab84 (github): libdeng1|API: Added Str_StartsWith()
- 13:49 Revision 3d6eca10 (github): Map|World: Cleanup
- 13:34 Revision ce5e189d (github): API: Added M_ReadFileIntoString()
- A convenient method of reading a file or WAD lump into a string.
- 10:24 Revision 6656bf75 (github): UI|Client|Log: Adjusted entry metadata color (domain letter)
- 10:23 Revision 75eae3ec (github): UI|Client: Working on the multiplayer dialog
2014-01-22
- 12:59 Revision 60c2b46b (github): libgui|KeyEvent: Warn about unmapped keys using a Dev entry
- 12:58 Revision a97be38e (github): libgui|KeyEvent: Warn about unmapped keys using a Dev entry
- 10:59 Revision 3f50dff9 (github): UI|Multiplayer: Added empty stub for Multiplayer Games dialog
- The dialog can be accessed via the DE menu.
2014-01-20
- 16:36 Revision 403cf060 (github): Documentation|libdeng2: Group for Binder
- 15:43 Revision a743a92c (github): Cleanup
- 14:48 Revision c3a5a3b9 (github): UI|Client|LensFx: Don’t draw vignette if there is no map loaded
- 14:48 Revision 2a577ab9 (github): Fixed|Hexen: Build failure
- 14:11 Revision 9de2aa2d (github): Fixed|InFine: Animation gets stuck (suspended) after playdemo
- This commit fixes the issue where the game view would be obscured
by the title animation after a game was started. Th... - 09:50 Revision 84f79ac7 (github): libhexen|Cleanup: Continued cleaning up MAPINFO lump parsing
- 09:05 Revision b3991ba3 (github): libhexen: Cleanup
- 08:20 Revision d1eece9f (github): libcommon: Fix build warnings (uninitialized variable access)
- 08:08 Revision d8a2224a (github): libcommon: Typos
- 07:38 Revision f99399fe (github): Refactor: Consolidated and cleaned up methods of querying map author/title info
- Map author and title info is now primarily available through read-only
console variables 'map-author' and 'map-name'.... - 01:21 Revision b4232042 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 01:21 Revision b5aaabf0 (github): Console: Improved output of 'inspectmap'
- Now includes more pertinent map information, such as the full title
(which is presently obtained by querying a game r... - 01:13 Revision 071e9be5 (github): Thinkers|World: Added Thinkers utility method for counting active thinkers
- 01:11 Revision 1a396ec5 (github): BspNode|World: Added BspNode method for calculating the height of a subtree
- 01:08 Revision 2d173d51 (github): libdeng2|Windows: Export Binder, NativeFunctionSpec
2014-01-17
- 14:55 Revision ed55cfc7 (github): Fixed|UI|Stereo 3D: Map mouse wheel position to left/right frames
- Mouse buttons and position was already mapped, however the wheel
position was not. - 13:03 Revision cda00fa7 (github): Client|Script: Added the script binding App.quit()
- 12:49 Revision 30d05b26 (github): Cleanup
- 12:34 Revision c544aa6e (github): Refactor|Script: Revised naming convention of native script functions
- Now using “Function_” as the prefix.
- 12:33 Revision b2c31bdb (github): Fixed|All Games: Errors in release build
- Log entries were being printed with debug-only variables or functions.
- 09:07 Revision 2acf8cd8 (github): Refactor|Client|libgui: Use Binder to manage script bindings
- The native implementation of the functions doesn’t need to check
for argument count as that is already checked earlie...
2014-01-16
- 20:34 Revision e6e1dd58 (github): libdeng2|Script: Utilities for easier creation of native script functions
- Binder automates the tasks for registering and unregistering native
entry points that appear as script functions. - 20:34 Revision 87589314 (github): Refactor|Client|libgui: Use Binder to manage script bindings
- 19:38 Revision 0a317ebf (github): Fixed|Renderer: Model particles not affected by dynamic lights, plus cleanup
- The particle renderer used the wrong axes when determining the BSP
leaf at the origin of a given particle (Z and Y we... - 18:00 Bug #1713 (Rejected): [HEXEN] Guardian of Steel switches not animating as intended
- 17:51 Bug #1713: [HEXEN] Guardian of Steel switches not animating as intended
- LOL, I just tried it and pressing it once works in original as well, this can be closed, sorry i wasted your time :s
- 17:44 Bug #1713: [HEXEN] Guardian of Steel switches not animating as intended
- I'm sorry, I was wrong. You actually have to only press it once now, instead of 2 times like in original Hexen. So it...
- 17:38 Bug #1713: [HEXEN] Guardian of Steel switches not animating as intended
- Err, no. That's not just animation. In 1.13.2 the switches don't move the wall for me no matter how many times I pres...
- 17:05 Bug #1713: [HEXEN] Guardian of Steel switches not animating as intended
- Ah, you are referring to the animation of the switch texture, rather than it's function. My apologies for misinterpre...
- 16:45 Bug #1713: [HEXEN] Guardian of Steel switches not animating as intended
- I'm pretty sure there were a couple more of switches like that ahead in the game also, can't remember which levels th...
- 16:36 Bug #1713: [HEXEN] Guardian of Steel switches not animating as intended
- vermil wrote:
> The switches that move the walls appear to be functioning fine for me; they are repeatable, activate... - 14:53 Bug #1713: [HEXEN] Guardian of Steel switches not animating as intended
- To which switches do you refer to?
The switches that move the walls appear to be functioning fine for me; they are... - 13:55 Bug #1713 (Rejected): [HEXEN] Guardian of Steel switches not animating as intended
- The switches in the Guardian of Steel should only work when you press them 2 times in a row, it will make them to hol...
- 17:26 Bug #1714: Multiplayer weapons aren't remaining in play
- Preplaced weapons I mean. Not ones dropped by various bad guys.
- 17:25 Bug #1714 (Closed): Multiplayer weapons aren't remaining in play
- In Deathmatch mode 1 and Co-operative, weapon pickups are supposed to not be removed from play once picked up, though...
- 12:27 Bug #1712 (Closed): [Windows] VSync cannot be turned off / forced fps limit (even in windowed mode)
- Switching VSync on or off doesn't seem to do anything, same with console command. It happens in both fullscreen and w...
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