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From 2014-05-17 to 2014-05-30

2014-05-30

22:11 Revision 7e22ce64 (github): libcore|NumberValue: Added a semantic hint for hexadecimal values
skyjake
12:42 Revision 6054bb0f (github): Refactor|libgui: Use RecordAccessor's get*() methods
skyjake
12:03 Bug #1817 (Feedback): Premap infine and preplaying music oversight
In Dday 1.8.6, Dday would accidently start the level music twice if there was pre-map infine; when the pre-map infine... vermil
11:58 Bug #1816 (New): First sound played at map start up erroneously doesn't play
The first sound Dday tries to play at map start up (i.e for instance a monster sees the player immediately on map sta... vermil
08:59 Revision eb77a291 (github): Refactor|libcore: Convenient native access to a Record
Added RecordAccessor as a utility that provides various get*()
methods to query values from a Record. RecordAccess is...
skyjake

2014-05-29

11:14 Revision ba6eadfc (github): Merge branch 'master' into defs-v2
Conflicts:
distrib/win32/setup.iss.template
doomsday/dep_sdl.pri
doomsday/libdoomsday/libdoomsday.pro
skyjake
00:19 Revision 597140d6 (github): Cleanup|Renderer: Use de::VectorN<> to calculate shiny surface tex coords
danij

2014-05-28

18:04 Revision 00bef567 (github): Windows|Installer: Deploy SDL2 and SDL2_mixer libraries
skyjake
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...
skyjake
09:14 Revision 7ff387d9 (github): Documentation: Updated Doxygen configuration
Obsolete config values removed. skyjake
01:02 Revision c663a5a0 (github): Refactor|Renderer: Use de::VectorN<> for vissprite properties, cleanup
danij

2014-05-27

23:22 Bug #1814: resetbindings slightly wonky
My apologies; I guess I was confused. vermil
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...
skyjake
19:15 Bug #1814 (Rejected): resetbindings slightly wonky
danij
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... danij
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...
vermil
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... danij
19:06 Revision cb21caba (github): Renderer|IVissprite: Cleanup vissprite (re)init
danij
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...
Amano_Jyaku
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... vermil
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...
Amano_Jyaku
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...
Amano_Jyaku
13:30 Revision 4e2d3522 (github): Cleanup|Renderer: Typos
danij
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 ...
danij
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... Gary
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 ...
Gary
08:09 Bug #1810 (Feedback): textures overlap in some wads
danij
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... danij
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 ... Gary
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... Gary

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... danij
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...
danij
18:40 Revision c206958a (github): Renderer: Cleanup
danij
17:44 Revision 1042e47f (github): Merge branch 'master' into revise-map-geometry-generation
danij
10:39 Revision 87e0aa3f (github): Merge branch 'defs-v2' of ssh://github.com/skyjake/Doomsday-Engine into defs-v2
skyjake
08:27 Revision 95ea70ff (github): Refactor|libdoomsday|DED: Model definitions stored in a DEDRegister
DEDRegister maintains a Doomsday Script based storage for definitions. skyjake
06:08 Revision 4b722b3b (github): Refactor|Renderer: Reimplemented application of the sector lighting model to Shards
danij
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 ...
danij

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. skyjake
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 ... skyjake
13:50 Revision c2f0d813 (github): libcore|Scripting: Utilities for working with ArrayValue as a vector
skyjake
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...
skyjake
10:45 Revision b46ebe83 (github): Homepage: Updated Windows download page
No more support for Windows XP and OpenGL 2.0 required. skyjake
07:55 Revision c5c4b6ca (github): Merge branch 'master' into defs-v2
skyjake

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...
danij
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.
skyjake
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.
skyjake
15:47 Revision 0f7114ab (github): Renderer|DrawList: More convenient methods for building a DrawList
danij
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 ... vermil
08:14 Revision aa06be37 (github): Refactor|Renderer|DrawList: Reimplemented DrawList internal Shard list (now QList based)
Plus some minor cleanup. danij
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...
danij
01:43 Revision bad00d8c (github): World|SectorCluster: SectorCluster no longer provides access to it's subspace list
danij

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...
danij
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...
danij

2014-05-22

20:07 Revision f3ff783e (github): Merge branch 'defs-v2' of ssh://github.com/skyjake/Doomsday-Engine into defs-v2
skyjake
19:54 Revision 681a3007 (github): Renderer: Cleanup
danij
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...
danij
19:23 Revision f2218728 (github): Builder|Debian: Package name substituted in package control file
skyjake
19:21 Revision 25b42e4d (github): Builder|Debian: Package name substituted in package control file
skyjake
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...
skyjake
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...
skyjake
18:35 Revision 9c9dd102 (github): Refactor|Renderer: Removed rendworldpoly_params_t
danij
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. skyjake
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...
danij

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 ... vermil
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...
vermil
21:03 Revision 5cd82779 (github): libdoomsday: Comment
skyjake
20:59 Revision 078ecb9b (github): Debian: Updated package control file; use pkg-config for SDL2_mixer
skyjake
20:20 Revision 209e8297 (github): qmake: In a server-only build, don't link to the libassimp binary
skyjake
20:14 Revision 47c3f860 (github): qmake|OS X: Upgraded to SDL 2 and used @rpath for dynamic linking
skyjake
17:47 Revision 2ad5dda2 (github): Merge branch 'master' into revise-map-geometry-generation
danij
17:38 Revision 1a2739cd (github): Merge branch 'master' into defs-v2
skyjake
13:27 Revision d466df96 (github): Fixed|Windows|MinGW: Various build issues with MinGW
Pragmas and linker options. skyjake
07:29 Revision 657b740b (github): World|SectorCluster: SectorCluster no longer needs to provide access to WallEdges
danij
07:13 Revision da602717 (github): Refactor|Renderer: Moved geometry generation for dynlight/shadow into SectorCluster
danij
06:28 Revision b57c25d7 (github): Renderer: Removed var curSubspace from renderer state (redundant)
danij
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...
danij
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...
danij

2014-05-20

17:14 Revision 498514ff (github): Merge branch 'master' into defs-v2
skyjake
17:12 Revision e2375224 (github): libdoomsday|Uri: Use Path::withSeparators()
The previous implementation would swap separator characters decoded
from the percent encoding, too.
skyjake
15:13 Revision e86eab67 (github): Fixed|Windows|MinGW: Various issues when building with MinGW
Mostly regarding pragmas and compiler/linker options. skyjake
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...
skyjake
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...
vermil
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? skyjake
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... vermil
07:04 Revision 0ceb6707 (github): Merge branch 'master' into defs-v2
skyjake
01:26 Revision 36db1d27 (github): Merge branch 'master' into revise-map-geometry-generation
danij
01:25 Revision 5228c93e (github): FMOD: DMFmod_Music_SetSoundFont() mishandled null
danij
01:24 Revision f07f242d (github): FMOD: DMFmod_Music_SetSoundFont() mishandled null
danij
00:35 Revision 2a6f61e8 (github): Merge branch 'master' into revise-map-geometry-generation
danij
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...
danij
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...
danij
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
skyjake
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...
skyjake
00:19 Bug #1804 (Closed): [Hexen] Puzzle progress in main hub not showing up
danij
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...
danij

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 adamcirillo
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 ... danij
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...
skyjake
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...
skyjake
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... vermil
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...
skyjake
12:39 Bug #1804: [Hexen] Puzzle progress in main hub not showing up
This is beginning to sound like another FS2 issue... danij
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... vermil
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 ... danij
10:04 Bug #1804: [Hexen] Puzzle progress in main hub not showing up
1.14.3 adamcirillo
09:44 Bug #1804 (In Progress): [Hexen] Puzzle progress in main hub not showing up
skyjake
09:30 Bug #1804: [Hexen] Puzzle progress in main hub not showing up
Which version of Doomsday are you using? (1.14.3?) skyjake
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
skyjake
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). skyjake
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... danij
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...
vermil
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... skyjake
09:07 Bug #1803 (Closed): [Hexen] Number of inventory items increases when going through a portal
skyjake
07:22 Bug #1803 (In Progress): [Hexen] Number of inventory items increases when going through a portal
skyjake
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...
skyjake
07:20 Revision 95ebc297 (github): Bumped version number to 1.14.4
skyjake
02:03 Revision 407834ef (github): Cleanup|Renderer: Removed obsolete R_Div*() functions, renamed replacements
danij
01:39 Revision f0d9fdbb (github): Renderer: Cleanup
danij
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...
danij
01:03 Revision 442c2ce3 (github): RenderSystem|BufferPoolT: Cleanup
danij
01:00 Revision 2fe05c10 (github): RenderSystem: Removed unused work buffer pools
danij
00:53 Revision e75022b1 (github): Renderer: Fix geometry generation wiring for flats with shine
danij
00:25 Revision 30fd618f (github): Renderer: Fix geometry generation wiring for walls with shine
danij

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... adamcirillo
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 adamcirillo
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...
JGondek
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...
danij
20:59 Revision 00c4a6f4 (github): Definitions: Added the "Defs" native module, updated Def API
skyjake
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...
skyjake
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.
skyjake
20:46 Revision 6e959cd0 (github): libcore|ArrayValue: Cleanup in printing records
Add newlines before a RecordValue. skyjake
20:45 Revision 4d7cf14a (github): libcore|ScriptSystem: Removing native modules
skyjake
20:44 Revision 268d5e4d (github): libcore|String: Added method to make only the first character uppercase
skyjake
20:44 Revision a850639a (github): libcore|Observers: Querying if an observer is part of the audience
skyjake
20:43 Revision 2e157448 (github): libcore|DictionaryValue: Removing values by key
skyjake
20:36 Revision ace5559c (github): Refactor|libcore: Apply pimpl in RecordValue
skyjake
19:58 Revision 56e345df (github): Renderer: Cleanup
danij
18:24 Revision 74642bfd (github): Refactor|Renderer: Reimplemented geometry generation for sky-masked walls
Its cleaner if these are handled separately in drawWallSection() danij
16:55 Revision 1f9adbcf (github): Renderer: Cleanup
danij
16:23 Revision 409542d0 (github): Renderer: Revised geometry generation for wall section => vissprite
danij
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 ...
danij
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 ... JGondek

2014-05-17

17:44 Revision 6f68a888 (github): Refactor|Renderer: Reimplemented geometry generation for ambient occlusion (walls)
danij
17:18 Revision 599d46c2 (github): Refactor|Renderer: Reimplemented geometry generation for dynlight projection
danij
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...
danij
15:43 Revision af03b328 (github): Renderer: Added R_Div*() variants for working with WorldVBuf
Plus some minor cleanup. danij
11:00 Revision 451466b5 (github): Renderer: Cleanup geometry generation for ambient occlusion
danij
10:29 Revision 0b5967ff (github): Renderer: Sky-masked geometries have no color coords in sky debug mode
danij
09:35 Revision bb7ebd39 (github): RenderSystem|WorldVBuf: Removed the current WorldVBuf::setVertices()
danij
08:52 Revision f21f08e7 (github): RenderSystem|WorldVBuf: Don't clear colors in WorldVBuf::setVertices()
danij
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.
danij
08:19 Revision 867b5076 (github): Renderer: Cleanup
danij
 

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