Activity
From 2014-03-30 to 2014-04-12
2014-04-12
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20:59 Revision 99b06bd1 (github): Tutorial: Introducing the Home Screen
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20:17 Revision 57ca8049 (github): Refactor|libappfw: Animating procedural images, fold panel indicator
- If a procedural image is animating, it will return indication of
that from its update() method.
The fold panel indic... -
20:15 Revision ccdac3c4 (github): libgui|VertexBuilder: Applying a transformation
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19:32 Revision 405941be (github): libappfw|GuiRootWidget: Utility for moving a widget on top
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19:24 Revision a62d897e (github): UI|Client|GamesDialog: Cannot switch to the currently loaded game
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19:17 Revision 5cc9b850 (github): Fixed|UI|Client: Games dialog opens a network settings dialog
- The Games dialog should only open a network settings dialog when
showing the multiplayer sessions. -
17:03 Revision 0b8fc5ec (github): Refactor|UI|Client: Fixed game session menu issues
- Architecture of the session selection menus was refactored to use
a common base class called SessionMenuWidget. Also,... -
17:03 Revision f243e07f (github): Fixed|Server: Crash when starting and when shutting down
- ServerApp's ResourceSystem was not being constructed or destroyed
at the correct time (it has a dependency on Games).... -
17:03 Revision fe35536f (github): Shell|GUI: Better label for checkbox
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12:21 Revision e592630e (github): All Games: "endgame" supports bypassing user confirmation
- If the "confirm" argument is given then the game will end immediately,
bypassing the usual user confirmation step. -
12:18 Revision da59e2b0 (github): Fixed|Console|All Games: "savegame" handling of user descriptions
- A user description argument specified to the savegame command was not
used to replace the existing description when o... -
10:27 Revision aa935f9a (github): UI|Client: Include current map time if known when showing SavedSession info
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10:04 Revision 815d4883 (github): Hexen: Include mapTime and present players info in saved session metadata
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09:13 Revision 4af405b3 (github): Console|Resources: Generalized "inspectsavegame", moved into the engine
- The inspectsavegame command can now be used to inspect the savegames
of any game at any time (e.g., while in Ring Zer... -
07:56 Revision 79911ea0 (github): Cleanup|libcommon: Removed last remnants of the old autosave mechanism
2014-04-11
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15:23 Revision 489cb9fa (github): libcommon|GameSession: Defer GameRuleset application until the session begins
- Still applied immediately while in progress, though.
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15:01 Revision 3371af7c (github): libcommon|GameSession: Revert changes inadvertently included in previous commit
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14:54 Revision 4395bce9 (github): libcommon: Apply complete GameRulesets as a unit to the GameSession
- The GameSession API now prevents the current game rules from being
modified unless a whole GameRuleset is applied as ... -
14:32 Revision dfbec421 (github): libcommon: Remember the GameRuleset post game init as the "default" set
- Rather than using the game rules of the current game session as a
"staging area", it is better to record rulesets sep... -
13:29 Revision f435d64e (github): Savegame Tool|NativeTranslator: Extract more metadata from legacy Hexen savegames
- The present player list and time in the current map is now extracted
from old Hexen savegames and included in the met... -
13:14 Revision a10a11b6 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
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11:51 Revision 7d24d75e (github): libappfw: Added VariableSliderWidget
- Also, SliderWidget's range labels now use the slider's precision.
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11:15 Revision 0003efae (github): Oculus Rift|libappfw: Setting the yaw zero angle
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10:36 Revision d6895344 (github): Cleanup|libdeng2: Use CommandLine::ArgWithParams
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09:23 Revision 02d795b0 (github): Fixed|UI|Client: Check for main window's existence
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09:21 Revision 773d7fdd (github): UI|Client: Don't raise alerts when console history open
- The console history will show the alert anyway, so it is unnecessary
to alert the user about it redundantly. -
08:58 Revision 947843fe (github): Fixed|libdeng2|Record: Use copy behavior for copied subrecords
- When making a copy, use the same copy behavior for all subrecords.
Otherwise subrecords would be fully copied even th... -
01:25 Revision 1ce8628c (github): Fixed|Savegame Tool: Off-by-one error in naming of converted Hexen map state files
- Note that any previously converted savegames will need to be removed
so that the originals will be reconverted.
Also... -
00:53 Revision 0f34dbdc (github): libcommon|GameSession: Ensure "game-skill" reflects the current skill mode
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00:39 Revision 048322ca (github): Fixed|libcommon: Applied undefined game rules loading legacy savegame
- If the game plugin is not unloaded when the game mode changes then
the rules will be left in an undefined state prior... -
00:02 Revision 260b7467 (github): libcommon: GameSession owns the current game rules
2014-04-10
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22:36 Revision d7abc6fe (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
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22:26 Revision 2dd07120 (github): Renderer|FX: Reduce halo brightness as bloom intensity grows
- To avoid over-saturating halos, halo brightness is reduced as a
factor of bloom intensity. -
21:59 Revision fc581787 (github): FX|Renderer: Added a method to query if bloom is enabled
- No need to check the cvar.
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20:47 Revision fd7f50b9 (github): Fixed|OS X: Incorrect working directory with a developer build
- If Doomsday was started without "-userdir", no one ensured that the
working directory was set to the App's native hom... -
20:25 Revision 0bcf0526 (github): Fixed|UI|Client: Potential crash after saving a game
- Must remove SavegameSelectionWidget from observer audience before
deleting it. -
20:15 Revision 6255b1cc (github): libcommon: Cleanup
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19:03 Revision 66c4e89d (github): libcommon: Handle GA_QUIT as a one time event
- Previously this game action was left on the "stack", thereby treating
this as a pseudo-game state. Now the quit game ... -
17:59 Feature #1746 (Closed): Enable C++11
- C++11 has plenty of goodies, for instance lambdas and @auto@ being some of the most helpful ones. Especially when mig...
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11:11 Revision b7fa8dbf (github): OS X|qmake: Added build option "deng_c++11"
- Enabling C++11 in the clang build.
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10:13 Revision d25f3f1e (github): Merge branch 'master' into gl2-model
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09:34 Feature #1605 (Closed): Tutorial
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09:29 Revision 653c046a (github): Tutorial: Added introduction to renderer appearance
2014-04-09
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20:41 Revision ebea0ed6 (github): Optimize|libgui: Reserve less memory for GL vertex building
- Todo: Allocations could be avoided by using some form of
frame-persistent data arrays. -
20:22 Feature #1745: Performance optimization
- * Gridmap traversal (#1639) => uses relational structure for spatial indexing represented with pointer chains (derefe...
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20:21 Feature #1745 (Progressed): Performance optimization
- This issue is a shortlist of possible/pertinent optimizations that could be applied for better performance and/or mem...
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18:39 Revision a20d8edc (github): libappfw: Added a line edit widget for Variable editing
- Edits the value of a Variable as a text string.
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18:39 Revision f0b0333f (github): Client|Master Server: Master cvars replaced with a Config variable
- The three cvars for master server address, path, and port were
replaced with Config.masterServer.apiUrl that contains... -
18:39 Revision c23a0da0 (github): UI|Client: Order of game subsets in the Games dialog
- The Saved Games subset should appear below available games, because
this view is shown when the user selects "Switch ... -
18:19 Revision b1a1b208 (github): Documentation|libcommon|SaveSlots: Minor SaveSlots API doc fixes
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17:38 Revision b139e389 (github): libcommon|SaveSlots: Removed slot id mnemonic for old autosave mechanism
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17:28 Revision 976ef2e7 (github): Cleanup|libcommon|SaveSlots: Moved logic for G_SaveSlotIdFromUserInput into SaveSlots
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16:32 Revision 5aff3436 (github): libcommon|SaveSlots: Cleanup
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16:30 Revision 38b9553c (github): Refactor|libcommon|SaveSlots: Eliminate API for reverse SaveSlot lookup by SavedSession
- SaveSlots should support reverse lookup of a save slot by SavedSession
pointer/address as this confuses the design of... -
13:41 Revision 07996035 (github): Savegame Converter: Cleanup
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12:17 Revision a174bdc2 (github): libgui|Sound: Added Play and Change audiences
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10:28 Revision e318bbe5 (github): libgui: Cleanup
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09:09 Revision 9a5bfa7a (github): libdeng2|libgui|InfoBank: Paths are relative to the Info source path
- If a relative path is specified in an InfoBank, it is now resolved
relative to its Info source. -
09:07 Revision 21401ed1 (github): libdeng2|ScriptedInfo: Source location of blocks
- The special variable "__source__" is used for storing the Info source
location of each block. -
09:06 Revision 992f3dd7 (github): Refactor|libdeng2|Info: Element source location, pimpl for Info::Element
- The source path of each element is stored in addition to the line
number. -
08:10 Revision 69bc505a (github): Merge remote-tracking branch 'origin/master' into gl2-model
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03:59 Revision 7e863a49 (github): Optimize|libdeng2|Lockable: Use automatic storage with Lockable
- Lockable, as used by Guard, should not use the current pimpl idiom
implementation as this allocates storage for the p...
2014-04-08
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22:00 Bug #1744 (New): [Heretic] Waterfall sounds switch from left to right (centered in vanilla)
- In Dday, at the start of E3M8, the waterfall sounds switch from left to right, albeit consistently, rather than sound...
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20:21 Revision 6ace3b07 (github): Documentation|libdeng2: Note about Shared's thread safety
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20:11 Revision a5101149 (github): UI|Ring Zero: Adjusted menu width, better scrollbar placement
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16:25 Revision 5511841a (github): Refactor|libdeng2|Info: Info keeps track of the source path
- When an Info document is parsed from a file, Info itself keeps track of
the source path so that @includes can be done... -
14:05 Revision 789bb295 (github): Hexen: Wrong magic number in end game condition tests
- Map numbers are the work of Korax himself.
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13:24 Bug #1737 (Closed): [Hexen] Crash starting end game finale
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12:45 Bug #1737 (In Progress): [Hexen] Crash starting end game finale
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13:23 Revision 2a2821a3 (github): Fixed|Hexen: Crash starting end game finale
- IssueID #1737
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12:32 Bug #1710 (Closed): game-fastmonsters 0/1 doesn't work
- Changing game rules using cvars is not the right approach. Game rule management will be folded into game session prof...
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12:04 Revision e9dc2e52 (github): libgui: Cleanup
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11:16 Revision f1e3fd60 (github): libgui|ModelDrawable: Instanced drawing for models
- However, bone matrices are still shared by each instance, as there is no
room for them as vertex attributes (they pro... -
11:14 Revision 05c995c0 (github): libgui: Drawing buffers with instancing, dynamic attrib locations
- Added support for the ARB_draw_instanced and ARB_instanced_arrays
extensions to allow efficiently drawing multiple co... -
10:27 Revision 0b1ac4a3 (github): Deh Reader: Blacklist more Text string replacements (suppress benign warnings)
- Mainly file name format strings, error/log messages and a couple of
UI texts which Hacx was trying to replace.
The b... -
09:42 Revision 52909fd3 (github): Deh Reader: Cleanup
2014-04-07
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22:47 Revision 8942c229 (github): Cleanup|Savegame Converter: Use de::CommandLine::executeAndWait()
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21:17 Revision ddafed57 (github): Fixed|UI|Ring Zero: Minor layout issues in game selection menus
- Setting initial grid width using up-to-date margins, and cell height
has a minimum of 3 lines of space. -
21:10 Revision 94817cbb (github): libappfw|LabelWidget: Content size available as rules
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20:07 Revision 4e1f63f4 (github): Client|Plugin: Thread-safety for calling plugin hooks
- Keep track of the active plugin ID per thread.
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18:52 Revision c40ae6b6 (github): libdeng2|CommandLine: Additional robustness for executeAndWait()
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18:47 Revision 15caee49 (github): libdeng2|CommandLine: Execute a process and wait
- Optionally can retrieve standard output from the process.
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17:09 Revision 06971a40 (github): Resources: Perform legacy savegame conversion in the background
- Improved conversion mechanism using a background TaskPool. Each
savegame conversion is handled using a separate concu... -
14:37 Revision 82ea2f6e (github): libdeng2|Vector: Squared length for 2-component vectors
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14:37 Revision dd398d53 (github): libgui|ModelDrawable: Set up bounds at load time
- The bounding box of the model can be determined at load time from vertex
positions. -
11:00 Revision 9a3ed783 (github): libappfw: Cleanup
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11:00 Revision e9c4f9c9 (github): libdeng2|Vector: Added a setLength() method
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08:50 Revision 75d91de0 (github): Merge remote-tracking branch 'origin/master' into libgui-audio
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08:42 Feature #1700 (Closed): Warning/error alerts
2014-04-06
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16:50 Revision 31598c9e (github): libdeng2|SavedSession: Automatic management of the shared Session::SavedIndex
- SavedSessions are now automatically inserted and removed from the
shared Session::SavedIndex, when populated and befo... -
14:13 Revision 26a50828 (github): UI|Client: Don't warn about map errors in non-custom maps
- Addresses the problem of Heretic and Hexen raising a lot of map error
alerts even though the user cannot do anything ... -
14:12 Revision 61e46664 (github): Refactor|Map: Added Map::isCustom()
- A C++ way to call P_MapIsCustom().
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13:21 Revision 4e16436f (github): Client|ResourceSystem: Invalid sprite frame names should not cause alert
- Now the log entries about invalid sprite frames are logged as NOTE,
meaning they will still be highlighted in the log... -
11:43 Revision a2428f9f (github): Fixed|libcommon: Compiler warning
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02:44 Revision c1d30ed2 (github): Fixed|libcommon|GameSession: Mistake in logic after unifying game session model
- When serializing the current state of a hub map on exit, player
mobjs should be excluded, else they'll be duplicated ... -
00:28 Revision 27217c3d (github): Fixed|libdeng2|NativeFile: Build error
2014-04-05
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22:19 Revision c4c63512 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
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22:19 Revision b25d9022 (github): Fixed|Cleanup|libcommon: File system usage in GameSession
- This commit addresses FS2 usage issues in GameSession and applies
some cleanup.
- Folder::replaceFile() does not req... -
22:07 Revision 558958d9 (github): libdeng2|SavedSession: Only populate when certain about changes
- Population should only occur when there is certain knowledge that
the source data has change without FS2 being aware ... -
21:19 Revision f6c0611b (github): Cleanup|libdeng2|Session: Use file system utils
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20:36 Revision 1aee5e78 (github): Cleanup
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20:17 Revision 49455e54 (github): Refactor|Savegame Tool: Use file system utils
- Setting up a folder with a specific feed is now easier. Earlier
contents will be cleaned out of the way (without touc... -
20:03 Revision 9cc96cf3 (github): Refactor: Use improved FS2 flushing, file system utils
- It is no longer necessary or advisable to change a file to ReadOnly
mode after writing it. Instead, the file should j... -
19:32 Revision 9c1d00d7 (github): Cleanup|libdeng2: Removed unnecessary File::setMode() calls
- All files created by new/replaceFile() have write access.
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19:31 Revision 393c192c (github): Fixed|libdeng2|File: Build issue
- Ambiguity between File::d and Folder::d.
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19:27 Revision 1c7688f8 (github): Tests: Trying out new FS2 features
- Printing a list of files, accessing archive contents via file tree,
copying a ZIP file. -
19:24 Revision 0aa0310f (github): libdeng2|NativeFile: Revised internal native file access
- The major change in this commit is that flushing a NativeFile will
cause the native file handle to be closed after th... -
19:19 Revision 7c4612be (github): Refactor|libdeng2|FS: Added file list printer, applied pimpl idiom
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19:18 Revision 9e6df6a3 (github): libdeng2|FS: Added file system utilities
- (Re)making a folder with a single specific feed, and copying a file
and possibly interpreting the resulting copy. -
18:59 Revision ee5b2db7 (github): libdeng2|FS: Improvements for accessing Archive through file system
- ArchiveEntryFile now has a meaningful flush() method that causes the
entire archive to be written to the source file ... -
11:41 Revision 0a7bf420 (github): Deh Reader: Cleanup
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11:35 Revision 00301d40 (github): Typo
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11:27 Revision 7a8b3da2 (github): libdeng2|Session|libcommon|GameSession: game::Session::Profile records the game identity key
- The unique identity key for the current game session is now available
from the profile. -
01:46 Revision 792a3a23 (github): libdeng2|Session: game::Session provides access to the resource file list
- game::Session now provides access to the Profile for the current game
session. This profile includes the list of reso...
2014-04-04
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23:54 Revision b453bb7b (github): Cleanup: Session resource file collation
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16:34 Revision 13944d3b (github): Fixed|libdeng2|Archive: Listing contents of empty folders in Archive
- Archives don't actually contain folders, so attempting to list the
contents of _any_ nonexistent path should not thro... -
15:17 Bug #1736 (Closed): [HeXen] sky back layer not rendering
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14:59 Bug #1736 (Resolved): [HeXen] sky back layer not rendering
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04:31 Bug #1736 (In Progress): [HeXen] sky back layer not rendering
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14:16 Revision 725aecaf (github): libgui|Sound: Added more 3D audio properties
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14:10 Revision 5a55f5d2 (github): Fixed|Renderer|Client: Drawing of sky domes with multiple layers
- IssueID #1736
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14:07 Revision 29cf8474 (github): Fixed|libcommon|GameRuleset: Translation of boolean game rules, "fast" etc...
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14:06 Revision 2e79bb8d (github): libdeng2: Extracted game::Session base class from common::GameSession
- The game::Session base class grants the engine some limited visibility
of and access to the logical game side session... -
13:24 Bug #1743: Particles shut off shortly after level start (at least in Boomsky megawad) in Doom
- Allow me to clarify a couple of points:
Firstly, I completely agree with your reasoning, Vermil, as to why a total... -
11:51 Bug #1743: Particles shut off shortly after level start (at least in Boomsky megawad) in Doom
- Getting rid of that limit could also help. Dani talks about ho that would require rewriting the whole system from the...
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09:55 Bug #1743: Particles shut off shortly after level start (at least in Boomsky megawad) in Doom
- A visual display of active generators has its place, but all it tells the typical user is that they have turned off, ...
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09:19 Revision e136d593 (github): Merge remote-tracking branch 'origin/master' into libgui-audio
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08:59 Revision 29814920 (github): Fixed|Client: Mistake in logic after old GUI code removal
- "!stopTime" is always true now that stopTime has been removed.
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04:41 Bug #1729 (In Progress): Repeat loading of DEHACKED patches specified on the command line following a game change
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00:08 Bug #1740: [HeXen] Star Bridge no longer solid
- Sorry, I made a few typos and mistakes in my recent post. It should say: "Lower the pillars with the cave key and ent...
2014-04-03
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23:59 Bug #1740: [HeXen] Star Bridge no longer solid
- This problem with the star bridges also happens in Wastelands. To get to the bridge, you must take a teleporter found...
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08:33 Bug #1740: [HeXen] Star Bridge no longer solid
- That sounds like number 2 that I posted in this old report:
http://tracker.skyjake.fi/issues/1129
Though I didn... -
00:05 Bug #1740: [HeXen] Star Bridge no longer solid
- This doesn't appear to be limited to the star bridges. A quick check in Hexen shows that jumping on pretty much any m...
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11:10 Revision 79ab42b8 (github): Cleanup|libcommon|GameSession: Code readability improvements
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09:24 Revision 3f8c0831 (github): libcommon|GameSession: More appropriate internal.save description
- Unsaved game progress in the backing store is now appropriately
described as such, so that the user is made aware tha... -
07:43 Revision 7984de2a (github): Fixed|libcommon: Optional autoload confirmation on player reborn
- Games with multiple local players are now handled the same as when
playing a networked game (i.e., player 0 asking to... -
01:51 Revision 952d0274 (github): libcommon|GameSession: Minor GameSession API cleanup
2014-04-02
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23:52 Bug #1743: Particles shut off shortly after level start (at least in Boomsky megawad) in Doom
- There is already a debug display for this; look for Particle Generator Indices in the Developer Options under Rendere...
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11:29 Bug #1743: Particles shut off shortly after level start (at least in Boomsky megawad) in Doom
- I would like to state that I have noticed an issue similar to this with one of my old mods that only features a very ...
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08:42 Bug #1743 (Closed): Particles shut off shortly after level start (at least in Boomsky megawad) in Doom
- When playing Boomsky in most levels, the particles mostly disappear and even shut off after about a half minute after...
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17:42 Revision 0c29a627 (github): libdeng2|Zeroed: Method for getting a pointer
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16:14 Revision 2fde0e40 (github): SDK: Added a macro for adding a gcc/clang dynamic link path
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16:14 Revision 717046de (github): Debug|libdeng2: Autoflush log before a failed assertion
- It is inconvenient if there are log messages unflushed at the time of
abort. -
15:45 Revision f5c58682 (github): Fixed|libgui|Image: Loading a TGA image
- Swapping red and blue channels not needed.
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13:54 Revision 0f45648b (github): libgui|GLShader: Terminator not needed
- Block maintains a zero terminator automatically.
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10:54 Revision 7aab6760 (github): libgui|ModelDrawable: Support loading TGA textures
- Format hint provided to de::Image.
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10:53 Revision 024feb51 (github): libgui|Atlas: Converted some normal log entries to Dev entries
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10:53 Revision 9236dadc (github): Refactor|libgui: Use the reference location provided by InfoBank
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10:52 Revision fb8a7c87 (github): libgui|Image: Added support for reading Targa format
- Both uncompressed RGB and RLE RGB are supported.
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10:50 Revision 6e4a0abf (github): libdeng2|ScriptedInfo: Support @include directive in .dei files
- Includes are located relative to the .dei source path.
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10:49 Revision 44dae93a (github): libdeng2|InfoBank: Keep track of source file location
- Most derived banks have use for this information.
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10:48 Revision 7dc1a759 (github): libdeng2|Folder: Describe unnamed folders as "root folder"
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07:13 Revision 56a37e51 (github): Fixed|libcommon|GameSession: Flushing internal.save contents
- Evidently flushing and populating individual subfolders within an
Archive is not yet working correctly. For now at le... -
01:29 Revision 89a962fb (github): libcommon|GameSession: Unified game session "reborn" logic
- The old Hexen-based "autosave" logic is now implicitly the same as
the unified reborn handling, making it redundant (...
2014-04-01
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21:24 Revision ed0a48d9 (github): libcommon|GameSession: Replace the saved session metadata when entering a new map
- This is only strictly necessary because of the current map URI...
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19:41 Revision 62b9eecd (github): libcommon|GameSession: Discard useless map states if not needed by the game progression
- Also fixed a potential write-access issue when deleting a SavedSession.
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19:08 Revision a626343c (github): Documentation|libcommon|GameSession: GameSession API doc tweaks
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18:52 Revision 9834459a (github): Typos
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18:23 Revision 5d80f1f4 (github): All Games: Unified game session model
- All supported games now use the same logical model for managing the
game session and the associated saved sessions. A... -
12:08 Revision 28382dc9 (github): Documentation|libgui: More info about Sound::play()
2014-03-31
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19:01 Revision 3959c6e4 (github): libgui|Sound: By default delete sounds after they stop
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19:01 Revision aef5267f (github): libgui|GLFramebuffer: Utility method for drawing the color buffer
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15:24 Revision d24e3394 (github): libdeng2: Added some math utilities
- Vector3::xz() and clamping to a -x..+x range.
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15:23 Revision 26adb931 (github): Refactor|libgui: Fluid interface for Sound properties
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12:47 Bug #1742: [Hexen] Lightning flash disables sector sky light coloring
- If I may add, the sector light colour does briefly re-appear during follow up lightning flashes.
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12:43 Bug #1742 (Closed): [Hexen] Lightning flash disables sector sky light coloring
- Following a lightning flash animation in Hexen the sky light color (as applied to sector lighting) is not reset back ...
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12:20 Revision f3207234 (github): Merge remote-tracking branch 'origin/master' into libgui-audio
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12:19 Revision f98eef65 (github): libdeng2|FS: Flushing a PackageFolder
- ArchiveFeed can now be told when to update the source file. It also
flushes the written archive immediately.
Package... -
12:17 Revision c9981ae6 (github): libdeng2|FS: Always flush a file when switching from write to read mode
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11:33 Revision 2a6fa427 (github): libgui: Cleanup
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09:05 Revision 9a6c0bc5 (github): Merge remote-tracking branch 'origin/master' into libgui-audio
2014-03-30
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20:56 Revision 91f36fc9 (github): Fixed|Renderer|FX: Bloom leaking from UI layer
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18:10 Revision ba33c2a0 (github): Renderer|FX: Improved bloom shader quality
- The shader now uses more samples per pixel, allowing a smoother end
result. The default value of 'rend-bloom-dispersi... -
17:36 Revision 9bcdab72 (github): Documentation|Readme: Mention bloom in the feature list
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16:29 Revision 451427c9 (github): Changed release type to "Candidate" for 1.14
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11:30 Revision 8ba48aef (github): Renderer|FX: Cleanup
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11:27 Revision d2ac4049 (github): Renderer|FX: Apply vignetting after bloom
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10:48 Revision 4ed8d32a (github): UI|Ring Zero: Show a scroll indicator for the Game Selection menu
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10:37 Revision f22c2d97 (github): Fixed|Ring Zero: Folded Saved Games title always shows 0 games initially
- The content widget of a fold panel does not receive updates when
closed, so now SavegameSelectionWidget employs a bet... -
10:33 Revision 4582b785 (github): Documentation|libappfw: Added note about fold panel contents
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09:32 Revision aae14118 (github): FluidSynth|OS X|Clang: Disabled compiler warnings (unused value)
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09:18 Revision a6cfcbe7 (github): libcommon|SaveSlots: Save slots no longer provide access to the associated SavedSession
- Forcing the user to locate the associated session using the bound save
path improves SoC and simplifies the API. Inte... -
08:26 Revision 9250328b (github): libcommon: Cleanup
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07:56 Revision a1baa026 (github): libdeng2|SavedSession: Cleanup
- Info no longer forces parsed key/value names to lowercase.
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07:55 Revision 94cc5290 (github): Refactor|libcommon: Removed the now superfluous "base" save slot
- As SaveSlots no longer own SavedSessions and the internal savegame
is managed independently, there is no need for "ba...
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