Activity
From 2014-01-16 to 2014-01-29
2014-01-29
- 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...
2014-01-27
2014-01-26
- 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... - 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...
- 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...
- 07:42 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).
- 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.
2014-01-16
- 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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