Activity
From 2014-05-26 to 2014-06-08
2014-06-08
- 21:29 Revision 9fc10e9c (github): Fixed|libappfw|GLTextComposer: Showing a portion of tabbed content
- The visible line range was not taken properly into account when
laying out tabbed content for drawing. Also, when lin... - 21:27 Revision 0734577a (github): Fixed|libappfw: LogWidget's rewrapping behavior after refactoring
- Every call to TextDrawable::update() potentially changes the visible
contents of the drawable, so its return value al... - 20:04 Revision 51acaddc (github): Refactor|libappfw: Use TextDrawable in LogWidget
- Instead of custom code for wrapping text and preparing text for
GL drawing, LogWidget now uses TextDrawable. Only the... - 20:01 Revision 9af23d9c (github): libcore|Range: Making a range with a start point and size
- 15:32 Revision ca6acd9a (github): Refactor|SectorCluster: Consolidated various logics used during Shard preparation
- 12:26 Revision 793ea656 (github): Scripting|libappfw: Improvements for the Doomsday Script REPL widget
- The language keywords and built-in identifiers are used for
autocompletion. All native modules are automatically impo... - 12:23 Revision eb0f94cd (github): Refactor|libshell|Lexicon: Applied pimpl, case sensitive terms
- 12:22 Revision 73268186 (github): Debug|libgui: Don't assert GL errors (just log)
- 12:22 Revision 913fc276 (github): Scripting|libcore: Listing language keywords and built-in identifiers
- 12:21 Revision a85e39b9 (github): Fixed|libappfw: Rich fonts in DocumentWidget
- 12:20 Revision ff129ed9 (github): Scripting|libcore: Querying all native modules
- 10:12 Revision 5d881fbf (github): Cleanup|Renderer|WallEdge: Removed the now redundant WallEdge::Section::NoFakeRadio flag
- 09:59 Revision 0c2a9389 (github): Renderer|SectorCluster: Prepare wall section Shards for ambient occlusion separately
- Preparing Shards for ambient occlusion must work independently from
the preparation of Shards for the wall sections g... - 09:39 Revision fe58e7bb (github): Documentation|libcore: Container iteration macros
- 07:50 Revision 164bc6a0 (github): Renderer|Shard: Cleanup
- 07:29 Revision 319170cd (github): Renderer|Shard: Convenient method of applying GLTextureUnit maps to Shard
- 05:50 Revision 81e6bec7 (github): Cleanup|Renderer|GLTextureUnit: Removed unused GLTextureUnit (in)equality operators
- 05:38 Revision ee1f8a72 (github): Refactor|Renderer|DrawList|Shard: Revised how GL texture transforms are handled by DrawList
- Defer calculation of scale and translation matrices for GL texture
transforms until the DrawList is rendered; store r... - 04:23 Revision d39bf18d (github): Fixed|Renderer|ContactSpreader: Dynlights spread through walls whose middle material is not opaque
- 03:10 Revision 2bc12537 (github): Cleanup|Renderer|SectorCluster: Removed garbage code in shiny surface preparation
- Setting the primitive texture offset and scale is only needed for the
masked texture, not the shine texture as well.
2014-06-07
- 23:31 Revision 8c404aae (github): Refactor|Renderer|DrawList|Shard: Began cleaning up Shard, DrawList::Spec configuration
- 22:40 Revision 8dc48695 (github): Merge branch 'master' into defs-v2
- 22:37 Revision e3b871e6 (github): Merge branch 'defs-v2' of ssh://github.com/skyjake/Doomsday-Engine into defs-v2
2014-06-06
- 04:03 Revision 3ebb1db5 (github): Renderer|Shard: Defer setup of the Shard DrawListSpec post construction
- Now that writing to the Drawlists is done post Shard construction it
makes sense to allow the list specification to c...
2014-06-05
- 07:10 Revision 640d9960 (github): Cleanup|Subsector|World|Client: Updated Subsector module copyright details
- 06:59 Revision ef59c088 (github): Refactor|Subsector|World|Client: Moved some Subsector/GeometryData functionality
- 06:31 Revision 4a2dcdb1 (github): Cleanup|RenderSystem: Removed debug code inadvertently included in previous commit
- 06:24 Revision e49620e2 (github): Refactor|Subsector|World|Client: Cleaned up Subsector API
- 04:34 Revision bbe5c2a5 (github): World|SectorCluster|Client: Cleanup
- 03:56 Revision f3bd3354 (github): World|Subsector|Client: Cleanup
- 03:22 Revision 1c16db79 (github): SectorCluster|World|Client: Fix SectorCluster destruction order
- As the Planes of a Sector might be mapped to from some other sector,
we must defer destruction of Subsectors until al... - 02:27 Revision ab62adf8 (github): Refactor|Subsector|World: Moved client side of ConvexSubspace to Subsector
- Todo for later: Subsector should extend ConvexSubspace
- 01:10 Revision 1e3712a3 (github): Refactor|Subsector|World: Applied pimpl, minor cleanup
- 00:45 Revision d4d6e5cf (github): Refactor|World|SectorCluster: Extracted Subsector and simplified SectorCluster on server side
- SectorCluster no longer observes movement of planes and/or lighting
changes on server side.
Subsector was moved to n...
2014-06-04
- 22:32 Revision 72151d7c (github): Refactor|SectorCluster|Client: Reorganized SectorCluster-internal data structures
- Separate the cluster internal data by ConvexSubspace, placing it in
a "Subsector" structure (not to be confused with ... - 20:09 Revision 47690955 (github): Refactor|Renderer: Moved lighting of map geometry from SectorCluster to rend_main.cpp
- 06:39 Revision c8efd794 (github): Refactor|SectorCluster|Client: Reference wall geometries by WallEdge::SectionId, cleanup
2014-06-03
- 22:37 Revision 8e33ab84 (github): Fixed|libcore|Scripting: Duplicating values with no ownership
- Value::duplicateAsReference() was added so that values being duplicated
in expression evaluation do not cause inadver... - 22:31 Revision 22debd13 (github): Fixed|Tests: Deploy the "Log" script module for test apps
- 22:16 Revision a842c4ba (github): Refactor|BiasSurface|SectorCluster|Client: Merged BiasSurface into SectorCluster's internal GeometryData
- 20:40 Revision 8646af22 (github): Fixed: Crash after reporting a fatal error during launch
- 13:55 Revision 6a62983f (github): Builder|Ubuntu: Don't do source packages on Precise
- SDL2 is not available in Ubuntu 12.04. The source packages will be
built on the newer Ubuntu builders.
2014-06-02
- 19:11 Bug #1819: Mobj Particles won't start.
- This seems to be ACS specific.
I tried Dday's spawnmobj command to spawn a bunch of torches and the generators app... - 19:02 Bug #1819 (New): Mobj Particles won't start.
- Mobj particles won't start if its respective "things" are not created at start of the map.
Testing map: Hexen Heresi... - 17:41 Revision b3fac7df (github): Cleanup: Spurious debug messages
- 17:05 Revision 284ea292 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine into defs-v2
- 10:34 Revision 46276bf6 (github): Debian|SDL: Source package dependencies updated to include SDL 2
- The SDL 2 and SDL_mixer 2 dev packages are required for a successful
build of the source package. - 10:26 Revision 93757632 (github): Fixed|Hexen: Function arguments in wrong order (3D thunderclap sound)
- Bug reported by Michael Tautschnig:
https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=749723 - 10:25 Revision 1eae2bdf (github): Fixed|Hexen: Function arguments in wrong order (3D thunderclap sound)
- Bug reported by Michael Tautschnig:
https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=749723 - 08:49 Bug #1094: [Win32] RSP not passed to Doomsday with non-ASCII username
- Could be resolved by commit:040906a.
- 08:49 Bug #1094 (In Progress): [Win32] RSP not passed to Doomsday with non-ASCII username
- 08:20 Bug #1038: [Unix] Locating resource files (wad/pk3)
- This should be fixed by commit:040906a; needs wider testing for verification, though. (Snowberry has not been modified.)
- 08:19 Bug #1038 (In Progress): [Unix] Locating resource files (wad/pk3)
- 08:16 Bug #1095: Non-ASCII characters broken on cmdline and/or resource finder
- This should be fixed by commit:040906a; needs wider testing for verification, though. (Snowberry has not been modified.)
- 08:16 Bug #1095 (In Progress): Non-ASCII characters broken on cmdline and/or resource finder
- 08:11 Revision 040906af (github): Fixed|liblegacy|libdoomsday|libcore|Windows: File path encoding issues
- This commit fixes a number of issues when handling file paths encoded in
UTF-8.
On Windows, the native file APIs use...
2014-06-01
- 07:21 Bug #1818 (Closed): Model "Shadow radius" ignored
- The Shadow radius parameter was disabled in commit:31eb8684.
2014-05-31
- 11:34 Revision 492bc2cb (github): libcore|NumberValue: Include the "Hex" semantic flag in serialization
- 11:31 Revision 49f7a2b7 (github): Refactor|Resources: Use the new model definition accessor
- libdoomsday's defn::Model is now used to access model definition data
stored in Record instances. - 11:27 Revision 98286524 (github): Refactor|libdoomsday|DED: Model definition handling in separate source file
- The model definition accessor utility is now located in its own
source file. Various utility methods were added (e.g.... - 11:12 Revision 40323420 (github): Cleanup
- 11:12 Revision 24192d6c (github): Fixed|libcore|Scripting: RecordValue duplication behavior
- RecordValue is now duplicated like any other value: a true duplicate
copy is constructed with the exact same characte... - 10:43 Revision b91ad525 (github): Cleanup
2014-05-30
- 22:11 Revision 7e22ce64 (github): libcore|NumberValue: Added a semantic hint for hexadecimal values
- 12:42 Revision 6054bb0f (github): Refactor|libgui: Use RecordAccessor's get*() methods
- 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...
- 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...
- 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...
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 - 00:19 Revision 597140d6 (github): Cleanup|Renderer: Use de::VectorN<> to calculate shiny surface tex coords
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 ...
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