Activity
From 2014-06-06 to 2014-06-19
2014-06-19
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23:56 Bug #1828: Tutorial doesn't claim mouse after clicking during launch
- I wasn't aware of those shortcut's. Thanks for the information.
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18:42 Bug #1828: Tutorial doesn't claim mouse after clicking during launch
- vermil wrote:
> one can't actually start the tutorial; all one can do is close it with Esc.
In all dialogs, *Spac... -
13:24 Bug #1828: Tutorial doesn't claim mouse after clicking during launch
- My apologies for another post. It turns out that this may be more specific than I thought.
If one clicks the mouse... -
13:15 Bug #1828: Tutorial doesn't claim mouse after clicking during launch
- Er, when one launches straight into a game (i.e with a -game).
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13:12 Bug #1828 (New): Tutorial doesn't claim mouse after clicking during launch
- The Tutorial doesn't claim the mouse when it runs; the game running claims the mouse.
This means, one can't actual... -
17:05 Feature #1829 (Closed): Eliminate fixed-length file path limits
- File paths should not be stored in fixed-length strings. Instead, use @String@, @Path@ and @NativePath@.
* @filena... -
13:51 Bug #1826 (In Progress): Viewing rendering profile visual C++ runtime libary crash
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13:45 Bug #1826: Viewing rendering profile visual C++ runtime libary crash
- I'll see what's going on. I'm getting no such issues on Mac at least.
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13:29 Bug #1826: Viewing rendering profile visual C++ runtime libary crash
- I'm currently getting a segmentation violation at shutdown every single time with the recent unstable builds:
Sett... -
10:56 Revision 2fd2241b (github): Client|Plugin: Use de::String to extract plugin names from paths, cleanup
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09:31 Bug #1827: [Doom] Revenant infinite loop case
- Evidently the issue here is mismanagement of the sectors' mobj list. Somehow a single mobj is being linked into the s...
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00:15 Bug #1827: [Doom] Revenant infinite loop case
- I have to correct myself above; the loop seems to have nothing to do with the Revenant or it's missile, rather it see...
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00:01 Bug #1827 (New): [Doom] Revenant infinite loop case
- On Map28 of this pwad, something regarding the masses of caged Revenant's causes Dday to sometimes get stuck in an in...
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09:15 Revision 8fcdc38b (github): libdoomsday|Console: Log the full error message should a Con_Parse() fail
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09:06 Revision feafb825 (github): Refactor|Console|libdoomsday: Use de::Path for the default config path
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08:45 Revision ca9db5bf (github): Windows: Cleanup Windows specific application init
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08:29 Revision fddbea9f (github): Windows: Interpret a custom -userdir with de:NativePath / QDir
- If a custom -userdir is specified apply it using NativePath directly,
avoiding the issues with filename_t / directory_t -
08:01 Revision c1742ed8 (github): Windows: Determine the runtime path with de::NativePath (without -userdir)
- If no -userdir is specified we'll assume the default runtime path
is the CWD returned by NativePath::workPath(), avoi... -
07:29 Revision a215b5c7 (github): Windows: Dumped the now unused Wide/Ansi string conversion utilities
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07:05 Revision d40ee040 (github): Windows: Determine the base path with de::App and QDir (without -basedir)
- If no -basedir is specified we'll assume the default base path is
one level up from App::executablePath() which we'll... -
05:42 Revision 01cc5014 (github): Refactor|libdoomsday|DED: Use de::String for source file paths
- Avoids potentially truncating such paths to FILENAME_T_MAXLEN through
use of ye olde directory_t -
01:35 Revision 8515929b (github): Debug|World|Sector: Check linking of mobjs to/from the sector chain
- Trying to track down the cause of Issue #1827
2014-06-18
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22:57 Bug #1826 (Closed): Viewing rendering profile visual C++ runtime libary crash
- In the last few 1.15 unstable releases, attempting to view at least the vanilla rendering profile causes Doomsday to ...
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20:18 Bug #1825 (Closed): [Hexen] Loading autosaved progress on a previously visited map loads an out of date save state
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20:16 Bug #1825 (Closed): [Hexen] Loading autosaved progress on a previously visited map loads an out of date save state
- The internal savegame is not being updated when revisiting a previously visited map.
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20:11 Bug #1824 (Closed): Incorrect music for Doom2 TNT - MAP21
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20:10 Bug #1824 (Closed): Incorrect music for Doom2 TNT - MAP21
- The MapInfo definition for this map results in the track "in_cit" rather than "count2" being played.
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07:09 Revision 4e3464b4 (github): libdoomsday|FS1: Minor cleanup
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06:43 Revision 9c94d2cf (github): Refactor|libdoomsday|FileHandle: Merged FileHandleBuilder into FileHandle
- FileHandles are now constructed using static methods of this class.
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05:35 Revision 0ddc270c (github): Refactor|libdoomsday|FS1: Removed F_ReadLumpSection(), F_CacheLump(), F_UnlockLump()
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05:03 Revision fd9f649d (github): Refactor|libdoomsday|FS1: Removed F_Delete()
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04:37 Revision 00812eee (github): Refactor|libdoomsday|FS1: Removed F_Open(), F_LumpNumForName()
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04:06 Revision 55cd8e7c (github): Refactor|libdoomsday|FS1: Removed F_FindFileForLumpNum()
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03:28 Revision 3af44a98 (github): Cleanup|libdoomsday|FS1: Minor formatting/style cleanup
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02:59 Revision 350da97d (github): Refactor|libdoomsday|FS1|LumpCache: Moved LumpCache impl to lumpcache.cpp plus cleanup
- Its now a lot easier to see how this works...
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02:30 Revision b7552c99 (github): Refactor|libdoomsday|FS1: Implement pimpl in FS1 (class) with DENG2_PRIVATE, cleanup
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02:17 Revision fdc85665 (github): Cleanup: Removed obsolete FS1 file_s/filehandle_s, cleanup
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01:59 Revision 72a64c9f (github): Refactor|libdoomsday|FS1|FileHandle: Removed de::FileHandle C wrapper API
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01:34 Revision 9c26895b (github): Refactor|libdoomsday|FS1: Use de::FileHandle instead of the opaque filehandle_s at API level
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01:19 Revision 38c641a5 (github): Refactor|libdoomsday|FS1: Use de::File1 instead of the opaque file1_s at API level
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01:03 Revision d1b63ee1 (github): Refactor|libdoomsday|FS1: Remaining global FS1 functions are now C++
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00:46 Revision 9933e832 (github): Refactor|Resources|Client|Server: Use the FS1 C++ API directly
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00:01 Revision 5b2a13fc (github): Cleanup|API: Moved filename_t to libdoomsday's sys_direc.h
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00:00 Revision 9f42aced (github): Refactor|Client: Use de::String to compose screenshot save path
2014-06-17
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23:47 Revision 84661940 (github): Cleanup|API: Removed obsolete lumpname_t
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23:33 Revision 376dd915 (github): Cleanup|libdoomsday: Dumped the obsolete F_PrependBasePath()
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23:32 Revision 8d91617c (github): Refactor|Audio|Client: Use de::String to concatenate base path and music/sfx paths
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23:12 Revision 776c891d (github): Cleanup|libdoomsday: Removed the obsolete F_FileName(), moved F_MatchFileName()
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23:11 Revision 192a2627 (github): Refactor|libdoomsday|FS1: Replaced F_DumpLump() with F_DumpFile()
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23:04 Revision 62363252 (github): Cleanup|libcommon: Use de::String to extract file names from paths
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22:20 Revision ac59d9b1 (github): Cleanup|libdoomsday: Dumped various obsolete/unused F API routines
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18:13 Revision 8a74a4ad (github): Refactor|libdoomsday|FS1|Zip: Reimplemented Zip with LumpIndex, Entry and LumpFile
- This component now follows the high level design of FS1 Wad.
Next step: Invert the model of both FS1 Wad and Zip suc...
2014-06-16
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09:20 Revision 50c6c3a7 (github): Merge branch 'master' into revise-map-geometry-generation
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09:01 Feature #1823 (Closed): Subclassing in Doomsday Script
- Doomsday Script needs to have a mechanism to derive instances from class objects. For instance, the functions for man...
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08:48 Revision 03d07bcb (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
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08:39 Revision 24146ff0 (github): libdoomsday|FS1|Wad: Cleanup
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08:20 Revision 443f72ea (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
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08:15 Revision fa836a9c (github): libdoomsday|FS1|LumpIndex|Wad: Missing virtual destructors
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08:07 Revision a58d6db6 (github): Fixed: Compiler errors (Qt 5 compatibility, template arguments)
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08:06 Revision 16da53c9 (github): Refactor|libdoomsday|FS1|Wad: Reimplemented Wad's internal lump LUT with LumpIndex
- Public access to the LumpIndex is provided as Wad is derived from it.
This pushes the high level design of the Wad co... -
07:39 Revision 4296e404 (github): Fixed|Scripting: Typo
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07:32 Revision 3115c470 (github): Merge branch 'script-class'
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06:56 Revision ca43dca1 (github): Bumped version number to 1.14.5
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05:36 Revision a3c5b1a7 (github): libdoomsday|FS1|Wad: Cleanup
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05:20 Revision fb30b69d (github): Refactor|libdoomsday|FS1|Wad: Cleanup Wad construction
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02:44 Bug #1822 (Closed): [XG] Line class "teleport" can't find teleport destination mobj
- XG's teleport line class will never work as intended due to an oversight in the implementation. More details can be f...
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02:02 Revision ee9ff221 (github): Refactor|libdoomsday|FS1|Wad: Remodeled Wad internals with Entry and LumpFile
- Internally Wad now uses an Entry to represent lump in the tree and a
LumpFile to represent the data payload as an FS1... -
00:11 Revision a38eba1e (github): Fixed|Hexen|GameSession: Always update the internal.save when revisiting a map
- Somewhere down the line the logic for updating the old "reborn" slot
was confused resulting in explicit logic to not ... -
00:11 Revision d08e6c82 (github): Fixed|Doom|Music: Incorrect music for Doom2 TNT - MAP21
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00:02 Revision b9c2ec3c (github): Fixed|Hexen|GameSession: Always update the internal.save when revisiting a map
- Somewhere down the line the logic for updating the old "reborn" slot
was confused resulting in explicit logic to not ... -
00:01 Revision 0e369c82 (github): libdoomsday|FS1|Wad: Cleanup
2014-06-15
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18:15 Revision e34656ce (github): Scripting|libcore: Added built-in "dir" function
- This works similarly to Python's "dir": returns the identifiers of the
local namespace or specified record as an array.
2014-06-14
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17:38 Revision ce0244d9 (github): Refactor|libdoomsday: Implement pimpl in Zip using DENG2_PRIVATE, cleanup
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17:25 Revision 7e73027b (github): Refactor|libdoomsday: Implement pimpl in Wad using DENG2_PRIVATE, cleanup
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14:27 Revision 096c7fae (github): Refactor|ResourceSystem|CompositeTexture: Cleaned up Composite texture initialization somewhat
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13:22 Revision 44afe21e (github): Scripting|Refactor: Added Core.String, use it in existing modules
- Also use the new Core.Dictionary methods.
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12:48 Revision d12342aa (github): Merge branch 'master' into revise-map-geometry-generation
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12:35 Bug #1129: Various mobj Z movement clipping bugs
- "That said, I've just tested the example I used for HeXen in 1.9.7 (the barrels at the bottom of sector 48 on HeXen D...
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12:23 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- Latest unstable build 1256.
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12:22 Bug #1821 (Progressed): [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- Using the seven portals hub, I seem to notice that bad guys flagged as deaf in HeXen don't appear to be switching fro...
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12:15 Revision 4e7a4bdf (github): Refactor|ResourceSystem: Composite, Flat and Sprite textures are initialized together
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11:13 Revision 466dd745 (github): libdoomsday|FS1: Added FS1::lump(), LumpIndex::contains()
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10:17 Revision 49b7f11d (github): Cleanup|libdoomsday|FS1|File1: Use DENG2_AS_IS_METHODS with de::File1
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09:19 Revision 047c3425 (github): libdoomsday|FS1: Provide const access to FS1's loaded FileList
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07:37 Revision 6865b76c (github): libdoomsday|LumpIndex: Cleanup
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07:15 Revision e7e50596 (github): Cleanup: Use LumpIndex::findAll() for processing DD_DIREC/DD_DEFNS lumps
- Also moved printing of the lump index contents out of LumpIndex.
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04:52 Revision 1088c65d (github): ResourceSystem|CompositeTexture: Dispose of PatchNames once CompositeTextures are initialized, cleanup
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03:52 Revision 0f6ec397 (github): Cleanup: Use LumpIndex::operator [] (lumpnum_t)
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03:50 Revision 3add87de (github): Refactor|libdoomsday|LumpIndex: Added LumpIndex::findAll(), renamed other members for consistency
- LumpIndex::findAll() collates the indices (lumpnum_t) of all lumps
in the index whose path matches the search term (i... -
02:09 Revision 9535d406 (github): Refactor|libdoomsday|LumpIndex: Implement pimpl in LumpIndex using DENG2_PRIVATE, cleanup
2014-06-13
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21:57 Revision f6c9017d (github): Scripting|libcore: Parsing and executing a scope statement
- ScopeStatement executes a compound in a specific namespace. This makes
it possible to define member functions and oth... -
21:55 Revision 42a23715 (github): Scripting|libcore: Renamed the built-in "Script" module to "Core"
- This module is intended to contain all built-in core functionality
of the language (data types, etc.). -
21:53 Revision df4dd9cd (github): Cleanup
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21:53 Revision 6e08be54 (github): Scripting|libcore: Added the name scope keyword (->)
- This is nothing like C's -> operator but instead a special keyword
that lets NameExpression know where to start looki... -
21:48 Revision 9ae4a30b (github): Scripting|libcore: More legibility for printed records
- All columns of the output are now left-aligned, making it easier to
follow the structure of nested records. Extra whi... -
09:23 Revision 7bc9b465 (github): Cleanup|libcore: Renamed serialization protocol version enums
- Each enum value now describes the change that took place, making
it easier to keep track of the evolution of the prot... -
09:22 Revision e30fec87 (github): Scripting|libcore: Added ScopeStatement
- ScopeStatement is used for executing statements in a specific record,
for example for declaring a class record with m...
2014-06-12
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12:32 Bug #1800: [Doom] Monster Teleport Issue (TNT MAP31)
- Indeed, the construction of the Arch Vile teleport triggers on Plutonia Map31 is basically identical to the Sergeants...
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12:12 Bug #1800: [Doom] Monster Teleport Issue (TNT MAP31)
- I still think there is a problem with monster teleporting overall in Doomsday.
I was just playing Map31 of Plutoni... -
09:48 Revision 07c6dad3 (github): Fixed|Doom|Music: Incorrect music for Doom2 TNT - MAP21
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00:42 Revision d645c05d (github): Refactor|SectorCluster: Reformatted shine Shard construction for flats and walls
- Apply the same three-phase structure to shine shard construction.
2014-06-11
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23:33 Revision eaaf0985 (github): Refactor|SectorCluster: Reformatted Shard construction for flats and walls
- Both flats and walls are now constructed with similarly structured
high level logics which split the task into three ... -
22:48 Bug #1820 (Closed): [MP] Heretic Hell Staff rain colors don't match player colors
- The Hell Staff rain is one player off what it should be.
For instance, player 1 is incorrectly using the Hell Staf... -
21:50 Revision 4402619b (github): Refactor|libcore: Apply pimpl in Process
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21:45 Revision 01d035df (github): Merge branch 'master' into revise-map-geometry-generation
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19:59 Revision 07f3bf1b (github): Scripting|libcore: Instantiating a class record
- Any record can be instantiated using the call operator. This
automatically calls the __init__ method if one exists in... -
14:08 Revision 8bb9b7d0 (github): Cleanup
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14:02 Revision bbc2dbf3 (github): libcore|Scripting: Core functionality for object-oriented classes
- This commit implements the core plumbing of an object-oriented class
system for Doomsday Script.
Added Value::member... -
13:39 Revision b9c9dbdf (github): Scripting|Tools: Added "doomsdayscript" tool for running a script
- This is intended to be a very simple tool for running the specified
script for testing purposes. -
13:35 Revision 9bdadbf8 (github): libcore|App|Config: Allow running without /modules, config script
- More permissive behavior for simple apps.
2014-06-10
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20:52 Revision 0fd62ce3 (github): Merge branch 'ui-log-textdrawable'
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20:51 Revision 739216e2 (github): libappfw|LogWidget: Start rewrap from visible range
- Also updated comments in the source file.
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16:57 Revision f9d730a3 (github): Renderer|DrawList|Shard: Replaced DrawList::Spec::GeomGroup with Shard::Type
- Rather than determine at Shard construction time which DrawList the
geometry will be written to, it makes more sense ... -
00:30 Revision 3e9da450 (github): Refactor|SectorCluster: Fold "splinter" logic for dynamic lights and shadows
- We can now use exactly the same logic for dynamic shadows as is used
for dynamic lights (aside from the fact the firs...
2014-06-09
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23:56 Revision 7ae91e39 (github): Merge branch 'master' into revise-map-geometry-generation
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22:56 Revision 45f13bd1 (github): Windows|libcore|Fixed: Noise from Windows system headers, added missing exports
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22:47 Revision 3f88ce89 (github): Refactor|SectorCluster|Client: Continued cleaning up Shard preparation
- Now that a Shard's DrawList spec can be configured post construction
and calculation of the per-primitive texture tra... -
21:59 Revision e8e6a587 (github): libcore|TaskPool: Ensure pool is not deleted when the last task finishes
- In taskFinished(), between remove() and isEmpty() the mutex guarding
'd' was released. This would allow ~TaskPool to ... -
20:27 Revision 20dd20e3 (github): Refactor|libappfw|LogWidget: Fixed pruning, overall cleanup
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18:43 Revision d9ad2ff4 (github): Fixed|libappfw|LogWidget: Layout glitch when new entries first appear
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18:43 Revision c6c6efd6 (github): libappfw|FoldPanelWidget: Removed frame around fold indicator
- Looks cleaner this way and is not confused with a button.
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18:32 Revision a98dd7cb (github): Refactor|libappfw|LogWidget: Updating a cached entry
- Entries are updated on the fly.
2014-06-08
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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
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15:32 Revision ca6acd9a (github): Refactor|SectorCluster: Consolidated various logics used during Shard preparation
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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
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12:22 Revision 73268186 (github): Debug|libgui: Don't assert GL errors (just log)
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12:22 Revision 913fc276 (github): Scripting|libcore: Listing language keywords and built-in identifiers
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12:21 Revision a85e39b9 (github): Fixed|libappfw: Rich fonts in DocumentWidget
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12:20 Revision ff129ed9 (github): Scripting|libcore: Querying all native modules
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10:12 Revision 5d881fbf (github): Cleanup|Renderer|WallEdge: Removed the now redundant WallEdge::Section::NoFakeRadio flag
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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
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07:50 Revision 164bc6a0 (github): Renderer|Shard: Cleanup
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07:29 Revision 319170cd (github): Renderer|Shard: Convenient method of applying GLTextureUnit maps to Shard
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05:50 Revision 81e6bec7 (github): Cleanup|Renderer|GLTextureUnit: Removed unused GLTextureUnit (in)equality operators
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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
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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
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23:31 Revision 8c404aae (github): Refactor|Renderer|DrawList|Shard: Began cleaning up Shard, DrawList::Spec configuration
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22:40 Revision 8dc48695 (github): Merge branch 'master' into defs-v2
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22:37 Revision e3b871e6 (github): Merge branch 'defs-v2' of ssh://github.com/skyjake/Doomsday-Engine into defs-v2
2014-06-06
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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...
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