Activity
From 2014-05-15 to 2014-05-28
2014-05-28
- 18:04 Revision 00bef567 (github): Windows|Installer: Deploy SDL2 and SDL2_mixer libraries
- 10:34 Revision 78aca57f (github): qmake|SDL: Upgraded to SDL 2.0, added a dep_sdl2.pri
- The old SDL configuration still exists so that older branches can
be built like before. The config variables use a "S... - 09:14 Revision 7ff387d9 (github): Documentation: Updated Doxygen configuration
- Obsolete config values removed.
- 01:02 Revision c663a5a0 (github): Refactor|Renderer: Use de::VectorN<> for vissprite properties, cleanup
2014-05-27
- 23:22 Bug #1814: resetbindings slightly wonky
- My apologies; I guess I was confused.
- 19:21 Bug #1814: resetbindings slightly wonky
- Um, AFAICS there is no "resetbindings" console command. Is this an alias you've defined, Vermil?
BTW, neither "cle... - 19:15 Bug #1814 (Rejected): resetbindings slightly wonky
- 19:13 Bug #1814: resetbindings slightly wonky
- That is the intended behavior of the defaultbindings command when used on its own. What you actually want to do is "c...
- 19:03 Bug #1814 (Rejected): resetbindings slightly wonky
- The 'resetbindings' console command in 1.15 unstable, seems to not quite reset movement bindings properly.
It seem... - 19:20 Bug #1815 (New): Screen wipe still smoothed with Vanilla renderer profile (console transition)
- When activating the Vanilla renderer profile in Doom, the transition style would ideally change from the default "smo...
- 19:06 Revision cb21caba (github): Renderer|IVissprite: Cleanup vissprite (re)init
- 15:17 Bug #1812: Weapon sometimes fires only when mouse button is released
- vermil wrote:
> It is worth noting that the game in Heretic and HeXen start very slightly before the screen wipe has... - 15:13 Bug #1812: Weapon sometimes fires only when mouse button is released
- It is worth noting that the game in Heretic and HeXen start's before Dday's screen wipe (the fade effect) has finishe...
- 14:50 Bug #1812 (Closed): Weapon sometimes fires only when mouse button is released
- Hello,
I am using Doomsday 1.14.4 on OS X 10.9.3 with the vanilla preset, no extra mods loaded. I have the problem t... - 14:53 Bug #1813 (Closed): Hexen weapons remain smoothed in the Vanilla profile
- Doomsday 1.4.14, OS X 10.9.3
In Hexen there is still a smoothing filter applied to the weapons when the vanilla pr... - 13:30 Revision 4e2d3522 (github): Cleanup|Renderer: Typos
- 13:11 Revision 8237f25f (github): Refactor|Renderer: Reimplemented vissprite management
- RenderSystem now owns a VisspritePool, providing a working buffer of
object instances and maintains a sorted list of ... - 09:35 Bug #1810: textures overlap in some wads
- Maybe it isn't needed...the problem appears to be that I allowed externals with pwads in the previous wads I played b...
- 09:31 Bug #1810: textures overlap in some wads
- danij wrote:
> I have just tested 1.14.4 with deng-dhtp-20130813.pk3 and SCI2.wad and the fireblu texture animation ... - 08:09 Bug #1810 (Feedback): textures overlap in some wads
- 08:07 Bug #1810: textures overlap in some wads
- I have just tested 1.14.4 with deng-dhtp-20130813.pk3 and SCI2.wad and the fireblu texture animation from the resourc...
- 05:59 Bug #1810 (Closed): textures overlap in some wads
- If you play sci2 here: http://www.doomarchive.com/download.asp?FileId=4827 and use the hi res texture pack, you get ...
- 07:20 Feature #1811 (Closed): Turn on and off hi-res texture pack without quitting game in Doom
- It would be neat to be able to do that like you can with 3D objects. It also allows for one to see if a hi-res textur...
2014-05-26
- 21:14 Bug #1808: New sprites in addons do not work
- It would appear this is a game startup order issue. The reason the sprite does not appear is because it is missing in...
- 19:30 Revision 3f674061 (github): Renderer: Respect color tints when drawing sector lighting model "full bright"
- Previously when the light amplification visor was collected, all of
the light color effects were disabled. Sector and... - 18:40 Revision c206958a (github): Renderer: Cleanup
- 17:44 Revision 1042e47f (github): Merge branch 'master' into revise-map-geometry-generation
- 10:39 Revision 87e0aa3f (github): Merge branch 'defs-v2' of ssh://github.com/skyjake/Doomsday-Engine into defs-v2
- 08:27 Revision 95ea70ff (github): Refactor|libdoomsday|DED: Model definitions stored in a DEDRegister
- DEDRegister maintains a Doomsday Script based storage for definitions.
- 06:08 Revision 4b722b3b (github): Refactor|Renderer: Reimplemented application of the sector lighting model to Shards
- 03:27 Revision c67a3166 (github): Refactor|Renderer: Unrolled all logic applying the sector lighting model to Shards
- Lets handle this a bit differently. Lighting vertices by passing all
terms into a single function call on each is an ...
2014-05-25
- 19:34 Bug #1809: Postfx causes other splitscreen consoles to go black/white
- I'm actually only 80% sure this is a scissoring issue.
- 19:31 Bug #1809 (Closed): Postfx causes other splitscreen consoles to go black/white
- When postfx is being drawn, it has to be scissored to only affect the current console being drawn. Otherwise, a view ...
- 13:50 Revision c2f0d813 (github): libcore|Scripting: Utilities for working with ArrayValue as a vector
- 11:37 Revision 90d89ad7 (github): Fixed|UI|Client: Fatal error when activating splitscreen (viewgrid)
- The "ui/background" material no longer exists, as the UI is being
drawn by libappfw and (at least presently) it has n... - 10:45 Revision b46ebe83 (github): Homepage: Updated Windows download page
- No more support for Windows XP and OpenGL 2.0 required.
- 07:55 Revision c5c4b6ca (github): Merge branch 'master' into defs-v2
2014-05-24
- 23:36 Revision 1825adc3 (github): World|ConvexSubspace|Client: ConvexSubspace no longer remembers last sprite projection frame
- This info is redundant given that mobj_t remembers it. Also, because
the contact spreading algorithm is used for mobj... - 20:39 Revision f47aa1fe (github): Builder|OS X: Use command line tools to create installer package
- PackageMaker is obsolete nowadays, the command line tools pkgbuild
and productbuild are supposed to be used instead. - 20:36 Revision ec08855c (github): Builder|OS X: Use command line tools to create installer package
- PackageMaker is obsolete nowadays, the command line tools pkgbuild
and productbuild are supposed to be used instead. - 15:47 Revision 0f7114ab (github): Renderer|DrawList: More convenient methods for building a DrawList
- 12:01 Bug #1808: New sprites in addons do not work
- I've now given my mod files a kludged go in Doom (my files are for a Heretic mod) and the same issues occur; sprites ...
- 08:14 Revision aa06be37 (github): Refactor|Renderer|DrawList: Reimplemented DrawList internal Shard list (now QList based)
- Plus some minor cleanup.
- 03:17 Revision 13625ab1 (github): Renderer: Cleanup following DrawList design changes
- With DrawList no longer copying geometry data, fundamental design
changes are due in other related components. This c... - 01:43 Revision bad00d8c (github): World|SectorCluster: SectorCluster no longer provides access to it's subspace list
2014-05-23
- 23:10 Revision 230967cd (github): Renderer|DrawList: DrawList is a list of Shards
- As Shards contain all the information needed to draw geometries and
both the Shard and the vertex buffer(s) they util... - 15:34 Revision fce31b4b (github): World|Client: Continued drawable map geometry generation cleanup
- Evidently we are already exhausting the duint16 vertex elements in
single world-wide vertex buffer in some not very c...
2014-05-22
- 20:07 Revision f3ff783e (github): Merge branch 'defs-v2' of ssh://github.com/skyjake/Doomsday-Engine into defs-v2
- 19:54 Revision 681a3007 (github): Renderer: Cleanup
- 19:26 Revision cadcd6a1 (github): Refactor|Renderer: Moved geometry gen for ambient occlusion (walls) to SectorCluster
- SectorCluster now prepares Shards for wall shadow geometry, which
are now drawn with the rest of the shards, in drawS... - 19:23 Revision f2218728 (github): Builder|Debian: Package name substituted in package control file
- 19:21 Revision 25b42e4d (github): Builder|Debian: Package name substituted in package control file
- 19:16 Revision 9d1fd175 (github): Builder|Fixed: Packaging stable source packages for Ubuntu
- To allow stable packages to not be replaced by later builds in
the PPA, they are now named "doomsday-stable" rather t... - 19:13 Revision 56f1b764 (github): Builder|Fixed: Packaging stable source packages for Ubuntu
- To allow stable packages to not be replaced by later builds in
the PPA, they are now named "doomsday-stable" rather t... - 18:35 Revision 9c9dd102 (github): Refactor|Renderer: Removed rendworldpoly_params_t
- 18:09 Revision 2bde2085 (github): Builder|Ubuntu: Added a source-only builder for 14.04 LTS
- The packages for Trusty are available via the sjke/doomsday PPA.
- 15:44 Revision ee0a3a67 (github): Refactor|Renderer: Began removing render state from geometry generation
- When preparing subspace Shards, if the geometry for the middle wall
section fully covers the opening between floor an...
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
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