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From 2014-10-21 to 2014-11-03

2014-11-03

22:12 Bug #1888: doomsday 1393 segfault ubuntu 14.10 radeon drivers
still a crash with build 1402... eunbolt
14:22 Bug #1888: doomsday 1393 segfault ubuntu 14.10 radeon drivers
Is this reproducible with newer builds? 1402 in particular fixes many memory handling issues. skyjake
14:26 Bug #1854 (Closed): libsdl2 14.04
skyjake
14:26 Bug #1854: libsdl2 14.04
Prebuilt packages are now for Ubuntu 14.04, so closing this issue. skyjake
14:19 Feature #1891: Notification area animations
Marking 10% progress because the notification area ownership model has been revised to work via relays. This gives th... skyjake

2014-10-29

18:39 Bug #1856: Alert on first launch because game.cfg not found
It would perhaps be even better to have a special UI prompt tell the user that Dday can't find a config and is creati... vermil

2014-10-28

16:57 Bug #1856 (In Progress): Alert on first launch because game.cfg not found
danij
16:26 Bug #1892 (Closed): Window incorrectly sized when display mode changes during startup (random)
sonicdoommario wrote:
This is an issue I have had since the 1.15 unstable builds. Sometimes, when starting Doomsday,...
danij
13:51 Feature #1891: Notification area animations
I restored the accidentally deleted comment. We can certainly look into better Redmine themes, although I'm pretty su... skyjake
13:40 Feature #1891: Notification area animations
skyjake wrote:
> separate indicator for each subsystem
To me this seems like unnecessary complication. I really can...
danij
13:22 Feature #1891: Notification area animations
vermil wrote:
> option to split the currently one warning indication log, into multiple smaller ones
I kind of li...
skyjake
11:59 Feature #1891: Notification area animations
I am reminded, that the post reply button on here (the trackers) is perhaps incorrectly called 'edit' even though it,... vermil
11:58 Feature #1891: Notification area animations
May I suggest consideration of visually different 'pulse' types depending on issue type. Let's say resource, engine a... vermil
11:43 Feature #1891 (Progressed): Notification area animations
The animations occurring in the notification area could be improved further. For instance, if an alert notification s... skyjake
11:45 Feature #1848: Auto-hide warning indicator after X minutes
I added #1891 to cover overall improvements to the notification area, as these are not specific to the alerts as such... skyjake

2014-10-27

22:01 Feature #1848: Auto-hide warning indicator after X minutes
Another minor improvement I'd like to see is for the indicator to "flex" when a new alert first occurs. Presently, if... danij
21:02 Feature #1848: Auto-hide warning indicator after X minutes
There is a potential for miscommunication of the status of the alert(s) with this kind of mechanism. If an uneducated... danij
20:08 Feature #1848 (Closed): Auto-hide warning indicator after X minutes
skyjake
17:16 Feature #1852: Support for Oculus Rift DK2 (extended desktop mode, LibOVR 0.4.3)
With LibOVR 0.4.2 things are working a bit better. However, direct rendering mode does not appear to be compatible wi... skyjake
17:14 Feature #1246 (Closed): Support newer model formats and skeletal animation
skyjake
17:13 Feature #1246: Support newer model formats and skeletal animation
Closing this issue because it is so old and 1.15 now uses libassimp to import various model formats, and the GL2 mode... skyjake
17:06 Feature #8: New GL2 based model renderer
Added issue #1890 as a continuation of this work. The renderer itself is fully functional at the moment, the next ste... skyjake
17:05 Feature #8 (Closed): New GL2 based model renderer
skyjake
17:04 Feature #1890 (Closed): New sequence-based model animation mechanism
Now that a new subsystem exists for rendering models (#8), it needs to have a more sophisticated animation mechanism ... skyjake
16:46 Bug #1889 (Closed): Resetting last-used/quick save slot on game change
danij
16:46 Bug #1889 (Closed): Resetting last-used/quick save slot on game change
When the game changes the last-used/quick save slots determined for previous game are not forgotten. danij
15:35 Bug #1591: [BSP] Fully overlapped map geometry is not always split
The issue with the creation of superfluous line segments has now been addressed for 1.15
The second issue concerni...
danij

2014-10-26

19:08 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
This should be re-tested with all the recent threading-related fixes. skyjake
18:43 Bug #1873: [HeXen DK] multiplayer crash on Sump
Committed a fix that should prevent the crash. Played around Sump in MP for a while without crashing, the biggest pro... skyjake
18:42 Bug #1873 (Feedback): [HeXen DK] multiplayer crash on Sump
skyjake
17:55 Bug #1873 (In Progress): [HeXen DK] multiplayer crash on Sump
skyjake
12:31 Bug #1888 (Rejected): doomsday 1393 segfault ubuntu 14.10 radeon drivers

first half is gdb trace
second half is glxinfo output
@davetheBeast:~$ gdb doomsday
GNU gdb (Ubuntu 7.8-1ubunt...
eunbolt

2014-10-25

23:42 Bug #1591 (In Progress): [BSP] Fully overlapped map geometry is not always split
danij
21:06 Bug #1591: [BSP] Fully overlapped map geometry is not always split
Closer inspection reveals there are actually two underlying issues here that result in geometry being split incorrect... danij
 

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