Activity
From 2014-05-08 to 2014-05-21
2014-05-21
- 21:32 Bug #1808: New sprites in addons do not work
- One thing I have noticed though, is that when the (suitable) new sprites are used on hud weapons, Dday doen't simply ...
- 21:30 Bug #1808: New sprites in addons do not work
- I've just made an all new graphics containing wad and the issue still occurs.
So it doesn't seem related to my spe... - 21:03 Revision 5cd82779 (github): libdoomsday: Comment
- 20:59 Revision 078ecb9b (github): Debian: Updated package control file; use pkg-config for SDL2_mixer
- 20:20 Revision 209e8297 (github): qmake: In a server-only build, don't link to the libassimp binary
- 20:14 Revision 47c3f860 (github): qmake|OS X: Upgraded to SDL 2 and used @rpath for dynamic linking
- 17:47 Revision 2ad5dda2 (github): Merge branch 'master' into revise-map-geometry-generation
- 17:38 Revision 1a2739cd (github): Merge branch 'master' into defs-v2
- 13:27 Revision d466df96 (github): Fixed|Windows|MinGW: Various build issues with MinGW
- Pragmas and linker options.
- 07:29 Revision 657b740b (github): World|SectorCluster: SectorCluster no longer needs to provide access to WallEdges
- 07:13 Revision da602717 (github): Refactor|Renderer: Moved geometry generation for dynlight/shadow into SectorCluster
- 06:28 Revision b57c25d7 (github): Renderer: Removed var curSubspace from renderer state (redundant)
- 05:23 Revision 244605f6 (github): Refactor|Renderer: Moved drawable geometry generation into SectorCluster
- Todo: Remove all Rend_*() function calls in this module. Preparing
geometries should not affect the high level render... - 02:41 Revision 083706bd (github): Renderer: Separate drawable map geometry generation from drawing
- Geometry Shards are now constructed from/for all map constructs and
projections (dynamic lights/shadows) independentl...
2014-05-20
- 17:14 Revision 498514ff (github): Merge branch 'master' into defs-v2
- 17:12 Revision e2375224 (github): libdoomsday|Uri: Use Path::withSeparators()
- The previous implementation would swap separator characters decoded
from the percent encoding, too. - 15:13 Revision e86eab67 (github): Fixed|Windows|MinGW: Various issues when building with MinGW
- Mostly regarding pragmas and compiler/linker options.
- 13:13 Revision fbd86c71 (github): Windows|qmake: Basic configuration for MinGW
- Now that Doomsday is based on Qt, support for MinGW is within the
realm of possibility. This commit sets up the basic... - 11:20 Bug #1808: New sprites in addons do not work
- Well, I was testing in the latest unstable.
I actually pulled the graphics from one of my old pk3 based mods; when... - 10:43 Bug #1808: New sprites in addons do not work
- Is this with the latest build? Is there an older build where this worked correctly?
- 10:40 Bug #1808 (Progressed): New sprites in addons do not work
- If a sprite doesn't have the same name as one of the original games sprites, Dday doesn't render it in game (it displ...
- 07:04 Revision 0ceb6707 (github): Merge branch 'master' into defs-v2
- 01:26 Revision 36db1d27 (github): Merge branch 'master' into revise-map-geometry-generation
- 01:25 Revision 5228c93e (github): FMOD: DMFmod_Music_SetSoundFont() mishandled null
- 01:24 Revision f07f242d (github): FMOD: DMFmod_Music_SetSoundFont() mishandled null
- 00:35 Revision 2a6f61e8 (github): Merge branch 'master' into revise-map-geometry-generation
- 00:29 Revision f462641e (github): Renderer: Updated sky-fix geometry generation (now uses WallEdge)
- This component works a little differently to the old SkyFixEdge. With
WallEdge one must check the presence of Line::S... - 00:22 Revision ed3511c5 (github): Fixed|Hexen|ACScript: Deferred ACScript task management
- Due to a refactoring oversight, the deferred ACS task list was being
mismanaged when attempting to run the tasks when... - 00:22 Revision 7de1b983 (github): Fixed|FMOD: Crash when starting a song
- One must take a copy of the provided sound font file name.
IssueID #1807 - 00:22 Revision 132334d5 (github): Fixed|Hexen: Extra artifacts given when jumping between hub maps
- While the inventory is reset during map setup, a savegame is then
loaded, which restores inventory. The hub backup wo... - 00:19 Bug #1804 (Closed): [Hexen] Puzzle progress in main hub not showing up
- 00:14 Revision 86907599 (github): Fixed|Hexen|ACScript: Deferred ACScript task management
- Due to a refactoring oversight, the deferred ACS task list was being
mismanaged when attempting to run the tasks when...
2014-05-19
- 22:08 Bug #1804: [Hexen] Puzzle progress in main hub not showing up
- yeah i'm using some resource packs I just attached the doomsday.out you requested
- 20:39 Bug #1804: [Hexen] Puzzle progress in main hub not showing up
- I'm also looking into this. My hunch is that the memory zone book-keeping error and the failed puzzle activation are ...
- 20:13 Bug #1804: [Hexen] Puzzle progress in main hub not showing up
- @adamcirillo: Were you using a resource pack of some kind with the attached saves?
If you also attach your _doomsd... - 14:55 Bug #1804: [Hexen] Puzzle progress in main hub not showing up
- vermil wrote:
> Z_CheckHeap: invalid total size of blocks (33524320 != 33554384)
> Z_CheckHeap: zone book-keeping i... - 14:38 Bug #1804: [Hexen] Puzzle progress in main hub not showing up
- When trying to load a save game made on Shadow Wood after all six switches have been pressed on the sub maps, the ale...
- 13:29 Bug #1804: [Hexen] Puzzle progress in main hub not showing up
- vermil wrote:
> Trying to load a save game made on Shadow Wood, after all six switches are pressed causes Dday to re... - 12:39 Bug #1804: [Hexen] Puzzle progress in main hub not showing up
- This is beginning to sound like another FS2 issue...
- 12:32 Bug #1804: [Hexen] Puzzle progress in main hub not showing up
- I've just given the Shadow Wood hub a test in the latest unstable build by going through each sub map with noclipping...
- 12:26 Bug #1804: [Hexen] Puzzle progress in main hub not showing up
- Note that there are numerous bugs in Hexen's ACS and it could be that the user has encountered one and now, his game ...
- 10:04 Bug #1804: [Hexen] Puzzle progress in main hub not showing up
- 1.14.3
- 09:44 Bug #1804 (In Progress): [Hexen] Puzzle progress in main hub not showing up
- 09:30 Bug #1804: [Hexen] Puzzle progress in main hub not showing up
- Which version of Doomsday are you using? (1.14.3?)
- 19:40 Revision f2a20735 (github): Fixed|FMOD: Crash when starting a song
- One must take a copy of the provided sound font file name.
IssueID #1807 - 19:39 Bug #1807 (Closed): [FMOD] Crash when starting a song
- The FMOD audio plugin does not take a copy of a string that is being provided as a temporary (the sound font file name).
- 12:35 Feature #1806: "Headless" vanilla playsim for old demo compatibility
- As vermil suggests, the only port that anyone interested in demos uses currently is PrBoom+ and that is because of th...
- 09:59 Feature #1806: "Headless" vanilla playsim for old demo compatibility
- It depends on which areas of the Doom community Deng Team want Dday to appeal to.
There is dedicated sub community... - 07:34 Feature #1806 (Rejected): "Headless" vanilla playsim for old demo compatibility
- We've long ago made the decision to break vanilla demo compatibility due to numerous playsim changes. However, at lea...
- 09:07 Bug #1803 (Closed): [Hexen] Number of inventory items increases when going through a portal
- 07:22 Bug #1803 (In Progress): [Hexen] Number of inventory items increases when going through a portal
- 09:05 Revision ba979058 (github): Fixed|Hexen: Extra artifacts given when jumping between hub maps
- While the inventory is reset during map setup, a savegame is then
loaded, which restores inventory. The hub backup wo... - 07:20 Revision 95ebc297 (github): Bumped version number to 1.14.4
- 02:03 Revision 407834ef (github): Cleanup|Renderer: Removed obsolete R_Div*() functions, renamed replacements
- 01:39 Revision f0d9fdbb (github): Renderer: Cleanup
- 01:19 Revision c359292c (github): Renderer: Finalized geometry generation changes (cleanup)
- As of this commit, all drawable map geometry is now written directly
to the world-wide vertex buffer, using only Rend... - 01:03 Revision 442c2ce3 (github): RenderSystem|BufferPoolT: Cleanup
- 01:00 Revision 2fe05c10 (github): RenderSystem: Removed unused work buffer pools
- 00:53 Revision e75022b1 (github): Renderer: Fix geometry generation wiring for flats with shine
- 00:25 Revision 30fd618f (github): Renderer: Fix geometry generation wiring for walls with shine
2014-05-18
- 23:16 Bug #1804 (Closed): [Hexen] Puzzle progress in main hub not showing up
- When in hexen the switches you pull to solve puzzles sometimes don't trigger the events in other maps for e.g. when I...
- 22:56 Bug #1803: [Hexen] Number of inventory items increases when going through a portal
- I can confirm this been having this issues myself on 1.14.3
- 21:00 Bug #1803 (Closed): [Hexen] Number of inventory items increases when going through a portal
- Steps to reproduce:
1. Collect some items
2. Go through a portal (happens with the gate in Silent Refectory leading... - 22:41 Revision 3d6787c6 (github): Refactor|Renderer: Reimplemented geometry generation for regular walls
- Todo:
- Remove the now unused vertex coordinate work buffer pools
- Double check all geometry wiring is correct (shin... - 20:59 Revision 00c4a6f4 (github): Definitions: Added the "Defs" native module, updated Def API
- 20:57 Revision 4aa1bd61 (github): Refactor|libdoomsday: Added DEDRegister and used it for DED flags
- DEDRegister maintains a Doomsday Script namespace that stores and
indexes definitions. DED flags are now stored in De... - 20:47 Revision c74160d0 (github): libcore: Added more audiences in Record and Variable
- Observing added/removed members and getting value changes with
old/new values. - 20:46 Revision 6e959cd0 (github): libcore|ArrayValue: Cleanup in printing records
- Add newlines before a RecordValue.
- 20:45 Revision 4d7cf14a (github): libcore|ScriptSystem: Removing native modules
- 20:44 Revision 268d5e4d (github): libcore|String: Added method to make only the first character uppercase
- 20:44 Revision a850639a (github): libcore|Observers: Querying if an observer is part of the audience
- 20:43 Revision 2e157448 (github): libcore|DictionaryValue: Removing values by key
- 20:36 Revision ace5559c (github): Refactor|libcore: Apply pimpl in RecordValue
- 19:58 Revision 56e345df (github): Renderer: Cleanup
- 18:24 Revision 74642bfd (github): Refactor|Renderer: Reimplemented geometry generation for sky-masked walls
- Its cleaner if these are handled separately in drawWallSection()
- 16:55 Revision 1f9adbcf (github): Renderer: Cleanup
- 16:23 Revision 409542d0 (github): Renderer: Revised geometry generation for wall section => vissprite
- 14:33 Revision e325ad00 (github): Refactor|Renderer: Began remodeling geometry generation for map constructs
- Achieved so far:
- Separated the three main generation paths; flats, walls, vissprites
- Reimplemented flat geometry ... - 01:57 Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
- I can confirm this bug. A temporary workaround is to shoot the Ettin on the pillar along with the Wyvern so that its ...
2014-05-17
- 17:44 Revision 6f68a888 (github): Refactor|Renderer: Reimplemented geometry generation for ambient occlusion (walls)
- 17:18 Revision 599d46c2 (github): Refactor|Renderer: Reimplemented geometry generation for dynlight projection
- 15:47 Revision f199c9af (github): Refactor|Renderer: Reimplemented geometry generation for shadow projection
- Now writes directly to the world-wide vertex buffer, using only a
vertex indice buffer (from RenderSystem's buffer po... - 15:43 Revision af03b328 (github): Renderer: Added R_Div*() variants for working with WorldVBuf
- Plus some minor cleanup.
- 11:00 Revision 451466b5 (github): Renderer: Cleanup geometry generation for ambient occlusion
- 10:29 Revision 0b5967ff (github): Renderer: Sky-masked geometries have no color coords in sky debug mode
- 09:35 Revision bb7ebd39 (github): RenderSystem|WorldVBuf: Removed the current WorldVBuf::setVertices()
- 08:52 Revision f21f08e7 (github): RenderSystem|WorldVBuf: Don't clear colors in WorldVBuf::setVertices()
- 08:33 Revision 77d220c0 (github): RenderSystem|DrawList: Moved world vertex color coord clamping to DrawList
- It makes more sense to perform the clamp here, just before the data
is handed to GL. - 08:19 Revision 867b5076 (github): Renderer: Cleanup
2014-05-16
- 21:41 Revision 3fb5342d (github): Refactor|RenderSystem|DrawList: Reordered DrawList::write()
- 16:40 Revision 59edf4f0 (github): Refactor|RenderSystem: Write to the map vertex buffer independently of DrawList
- Rather than pass geometry data into DrawList to perform the vertex
buffer write, perform the write first and then pro... - 14:55 Revision 5178c1c7 (github): Changed libdoomsday's target name
- The library should be called "deng_doomsday" so that there aren't
two targets called "doomsday". This would be a prob... - 14:06 Revision abc9b989 (github): RenderSystem: Added WorldVBuf::Index, IndicePool work buffers
- An efficient work buffer will be needed for preparing vertex buffer
indices during geometry generation outside of Dra... - 13:21 Revision 08984136 (github): Merge remote-tracking branch 'remotes/origin/master' into revise-map-geometry-generation
- 13:07 Revision 54709b0a (github): Renderer|DrawList: Cleanup
- 12:35 Revision 321b1836 (github): Optimize|Renderer|DrawList: Support sequential vertex indices in DrawList
- Currently the map renderer will always allocate vertex elements from
the world vertex buffer in a linear sequence. Th... - 10:36 Revision 63143669 (github): Cleanup|libcore: Typo in apidoc
- 10:20 Revision 6f4f2314 (github): Log|libcore|libgui: Set names for individual bank classes
- The log entries are more informative when it is clear that which bank is
doing the loading. - 09:32 Revision 7adf9d87 (github): Fixed|Client|Unix: Incorrect header name in include
2014-05-15
- 19:32 Revision 7d7c7cc3 (github): RenderSystem|VBufPoolT: Ensure VBufPoolT does not leak
- 19:13 Revision ccbd8f67 (github): Refactor|RenderSystem: Replace RenderSystem's "rend poly buffers" with VBufPoolT
- Functionally a VBufPoolT is pretty much the same as the old mechanism
as far as the public API is concerned, however ... - 14:20 Revision cdfa09eb (github): Refactor|RenderSystem: Replace RenderSystem's Store with WorldVBuf
- Effectively QVector<de::Vertex3Tex3Rgba> plus a reserveElements()
logic and a set of texCoord mnemonics. On the road ... - 11:59 Revision f97bd53c (github): Renderer: Revert to using local WallEdges in writeAllWallSections
- On second thoughts, the existing map renderer is simply not ready to
support such a fundamental design change. Until ... - 09:59 Revision 7763aaad (github): Refactor|World|Map|Client: Added Map::SkyPlane
- A simple class to encapsulate map sky plane functionality and provide
interested parties with height change notificat... - 08:19 Revision 3c1bd044 (github): Fixed|Client: Crash when handling an empty definition array
- If std::vector is empty, one cannot take a reference to element zero.
- 08:18 Revision c5fb6fa0 (github): Fixed|Windows: MSVC solution generator script
2014-05-14
- 20:44 Revision db563f04 (github): Fixed|Windows|libdoomsday: MSVC specific build problems and exports
- 17:04 Revision 4d4bb605 (github): Refactor|Renderer|WallEdge: Removed viewer-dependent flags from WallSection
- 16:39 Revision 809074c9 (github): Refactor|Renderer|WallEdge: Moved R_SideBackClosed() into WallEdge (to be assimilated)
- 15:21 Revision 2da8591f (github): Renderer|SectorCluster: SectorCluster provides WallEdges for writeAllWallSections()
- The owned edges exist over multiple render frames and are currently
allocated on the fly as needed. This is the very ... - 14:36 Revision de294f3c (github): Renderer|WallEdge: Minor cleanup
- 14:02 Revision c1bb3f97 (github): Refactor|Renderer|WallEdge: Removed WallEdge internal behaviors from WallSection::Flags
- 13:08 Revision ba1ae199 (github): Renderer|WallEdge: Cleanup
- 11:59 Revision e1789649 (github): Refactor|Renderer|WallEdge: Merged WallSpec into WallEdge::Section
- 11:16 Revision db5f605f (github): Refactor|Renderer: Relocated IEdge, AbstractEdge and WallSpec
- 10:20 Revision a6b4d760 (github): Refactor|Renderer|SkyFixEdge|WallEdge: Merged SkyFixEdge into WallEdge
- Todo: Cleanup.
2014-05-13
- 15:01 Revision d03da882 (github): Merge remote-tracking branch 'remotes/origin/master' into revise-map-geometry-generation
- 14:59 Revision f55d3166 (github): Refactor|Renderer|SkyFixEdge|WallEdge: Revised WallEdge and SkyFixEdge to prepare for merge
- WallEdge and SkyFixEdge now manage surface sectioning internally.
This presently means that all sections for an edge ... - 12:12 Bug #1802 (Closed): [Hexen] Saving error - "already exists"
- Cherry picked to stable-1.14.
- 11:42 Bug #1802 (Resolved): [Hexen] Saving error - "already exists"
- 12:09 Revision 8bb8b995 (github): Fixed|All Games: Read-only cvar "game-save-last-slot" incorrect
- The last-used slot number should be determined from the slot id.
- 12:08 Revision 9fc0e5b7 (github): Fixed|libcore|libcommon: File already exists when trying to save game
- Two issues were fixed:
- ArchiveFeed would abort a repopulation prematurely due to a
"return" in place of "continu... - 12:07 Revision 5963904c (github): Bumped version number to 1.14.3
- 12:04 Revision 9baae498 (github): Merge branch 'master' into defs-v2
- 11:47 Revision 6e8c9f24 (github): Fixed|libcore|libcommon: File already exists when trying to save game
- Two issues were fixed:
- ArchiveFeed would abort a repopulation prematurely due to a
"return" in place of "continu... - 11:40 Revision 2a4d0481 (github): Fixed|Windows|MSVC: Build and deployment with Qt 5 and VS 2013
- 11:37 Revision b898e6e1 (github): libcore|FS: Added more log entries about file pruning
2014-05-12
- 21:44 Bug #1802: [Hexen] Saving error - "already exists"
- I can reproduce this on Windows with Hexen. I'll investigate what is going on.
The @internal.save@ seems to be wri... - 12:04 Bug #1802: [Hexen] Saving error - "already exists"
- I'm using Windows 8.1.
Considering the stable builds the issue is present only in the latest one (1.14.2).
The quic... - 09:22 Bug #1802: [Hexen] Saving error - "already exists"
- I'll check on Windows if I can reproduce any file access issues in the case where replaceFile is called repeatedly. P...
- 07:53 Bug #1802: [Hexen] Saving error - "already exists"
- The "hexl.save" name suggests this is a quick save slot binding issue.
Edit: I couldn't find any problems with the... - 07:45 Bug #1802 (In Progress): [Hexen] Saving error - "already exists"
- 06:30 Bug #1802: [Hexen] Saving error - "already exists"
- Are you using Windows? If so, which version?
- 00:48 Bug #1802 (Closed): [Hexen] Saving error - "already exists"
- Doomsday version 1.14.2
Steps to reproduce:
1. Load a random level (tested on Hypostyle and Bright Crucible)
2. ... - 10:56 Revision 905c6008 (github): Cleanup
- 09:55 Revision 6f97c17b (github): API|DEH Reader: Use revised DED structs, dropped deprecated API functions
- The DED_AddValue and DED_NewEntries functions are no longer relevant
now that one can link against libdoomsday and ac... - 09:52 Revision c12b4e63 (github): Refactor|Client|Server: Use revised libdoomsday DED structs
- Also, the various definitions intended to be shared between the
engine and the game plugins have been collected to an... - 09:45 Revision 25fe084b (github): Refactor|libdoomsday|DED: Definition memory management
- This commit applies some C++ sugar so ease the handling of the DED v1
definitions. Since these are C POD structs, a D... - 09:31 Revision f1ce4b7f (github): liblegacy: Added a C-string duplication function
- 08:11 Revision 30e9e63b (github): Fixed|All Games: Read-only cvar "game-save-last-slot" incorrect
- The last-used slot number should be determined from the slot id.
- 03:26 Revision 9fd0a298 (github): World|ConvexSubspace: Cleanup
2014-05-11
- 14:05 Revision 462bb72a (github): World|bsp::PartitionEvaluator: Cleanup
- 12:36 Revision 7c9cdcce (github): Optimize|World|bsp::Partitioner: Use a TaskPool for concurrent BSP costing
- bsp::PartitionEvaluator now uses a background TaskPool for concurrent
evaluation and costing of candidate partition l... - 11:39 Revision 9aea6ac5 (github): Refactor|libdoomsday: Added dedarray.h for DED array management
- 10:17 Revision bad00cc7 (github): Refactor|libdoomsday: Added a header for individual DED data structs
- 10:17 Bug #1801 (Rejected): crash when loading map 21 of Kama Sutra with latest build '1222'.
- 10:05 Bug #1801: crash when loading map 21 of Kama Sutra with latest build '1222'.
- It might have been a problem with the save game file. it works now. This bug report can be removed.
2014-05-10
- 12:41 Bug #1801: crash when loading map 21 of Kama Sutra with latest build '1222'.
- Gary wrote:
> After beating level 20 'traps' when loading map 21, it will crash immediately every time with build 12... - 12:36 Bug #1801 (Rejected): crash when loading map 21 of Kama Sutra with latest build '1222'.
- After beating level 20 'traps' when loading map 21, it will crash immediately every time with build 1222. I assume it...
- 12:38 Feature #1768: Boom compatibility
- I wonder what it would be like if you combine Boom with models, if that is even possible.
- 09:59 Bug #1799: Project ERROR: Missing dependency: Open Asset Import Library
- The Open Asset Import Library is a new dependency that will be used in 1.15. Like Qt and SDL, you have to make sure i...
- 09:58 Bug #1799 (Closed): Project ERROR: Missing dependency: Open Asset Import Library
2014-05-09
- 11:17 Revision 6f026495 (github): World|bsp::Partitioner: Cleanup
- 10:10 Revision 1ae5d980 (github): Refactor|World|bsp::Partitioner: Extracted "PartitionCostEvaluator" from bsp::Partitioner
- Todo: Cleanup
- 06:40 Revision 95177830 (github): Refactor|World|bsp::Partitioner: Removed the "SuperBlockmap" container
- There is no longer a need for an object instance to contain the tree
data structure. - 06:12 Revision 0553f3c4 (github): Refactor|World|bsp::Partitioner: Moved more misplaced logic out of "SuperBlockmap"
- 05:25 Revision e9f59926 (github): Refactor|World|bsp::Partitioner: Moved line segment collation out of "SuperBlockmap"
- This algorithm clearly belongs in bsp::Partitioner itself.
- 04:41 Revision 92b83746 (github): World|bsp::Partitioner: Cleanup
- 03:35 Revision 0a658e2c (github): World|bsp::Partitioner: Fixed a refactoring oversight
2014-05-08
- 11:19 Bug #1800: [Doom] Monster Teleport Issue (TNT MAP31)
- Nice detective work guys. That gives me a good idea of where to start looking for the problem. I suspect its not spec...
- 10:16 Bug #1800: [Doom] Monster Teleport Issue (TNT MAP31)
- I can't see any issue with the teleporter pens on E1M9 and E3M5 of Doom1.
However, there does indeed appear to be ... - 02:37 Bug #1800 (Closed): [Doom] Monster Teleport Issue (TNT MAP31)
- For some reason, it appears that groups of monsters are having a difficult time teleporting in Doomsday.
One examp... - 07:47 Revision 40e91d3a (github): Refactor|World|bsp::Partitioner: Reimplemented the "SuperBlockmap" node tree with de::BinaryTree
- Todo:
- Verify everything still works correctly
- Revise API for line segment insertion
- Cleanup and rename - 02:45 Revision 0f1016d4 (github): Refactor|World|bsp::Partitioner: Moved remaining KdTree logic into "SuperBlockmap"
- This class now only depends on the old KdTree in liblegacy for its
integral binary tree... - 02:00 Revision 0f87d6cf (github): Refactor|World|bsp::Partitioner: Moved KdTree node splitting logic into "SuperBlockmap"
- 01:25 Revision be3c6a5e (github): Refactor|World|bsp::Partitioner: Separated binary tree management from "SuperBlockmap"
- 00:26 Revision 81bd0465 (github): Refactor|World|bsp::Partitioner: Continued BSP "SuperBlockmap" remodeling
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