Activity
From 2014-10-27 to 2014-11-09
2014-11-08
- 19:40 Bug #1892: Window incorrectly sized when display mode changes during startup (random)
- I can definitely reproduce this. It is random in nature, so it most likely relates to the behavior of the Canvas duri...
- 19:36 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- Just pushed another fix for a bug that was causing random crashes during startup. Hopefully this was the only one.
- 19:36 Bug #1879 (In Progress): [Windows] Doomsday randomly fails to start when/after loading shader definitions
2014-11-06
- 15:04 Bug #1896: Validating Group def tic durations (value -1 is mishandled/unsupported)
- Something I'd like to do in a future version is redesign how the sky-glow is sampled. Presently this works by evaluat...
- 14:00 Bug #1896: Validating Group def tic durations (value -1 is mishandled/unsupported)
- Apologies for arguably reporting several things in one report (I got carried away writing).
- 13:59 Bug #1896 (Closed): Validating Group def tic durations (value -1 is mishandled/unsupported)
- With state def's, one can set a length of -1 to make the mobj never leave that state, but -1 doesn't appear to work w...
- 00:38 Bug #1895 (Closed): [Windows] Pressing Alt+F4 during engine startup causes Dday to crash
- Pretty much what the subject states.
If one presses Alt+F4 during gameplay, the game's quit dialog comes up (I ass...
2014-11-05
- 13:46 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- Touch wood, I've also not yet had any issues with Dday failing to start anymore since upgrading to 1402 from 1399 (fr...
- 13:24 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- skyjake wrote:
> vermil wrote:
> > I don't know if it matters, but since 1.15 I've noticed Dday will hang for a cou... - 11:39 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- vermil wrote:
> I don't know if it matters, but since 1.15 I've noticed Dday will hang for a couple of seconds when ... - 11:20 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- It is still random yes, though a lot more common with 1.15 I believe.
Upon pressing play, I get a loading cursor a... - 11:02 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- vermil wrote:
> Dday will very often not start through Snowberry
Do you mean the behaviour is still random, so th... - 10:38 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- I'm afraid that with build 1399 I'm personally still finding Dday will very often not start through Snowberry or even...
- 10:23 Bug #1894: [Heretic] Map that relies on original footclipping
- danij wrote:
> Thanks for the clarification. That explains a lot (why it works in vanilla, is fixed in dday when not... - 00:08 Bug #1894: [Heretic] Map that relies on original footclipping
- Thanks for the clarification. That explains a lot (why it works in vanilla, is fixed in dday when not loading a save,...
2014-11-04
- 23:56 Bug #1894: [Heretic] Map that relies on original footclipping
- danij wrote:
> I'm not sure what you mean by "vanilla bug that upon loading a save game, all mobjs are considered in... - 13:03 Bug #1894: [Heretic] Map that relies on original footclipping
- I'm not sure what you mean by "vanilla bug that upon loading a save game, all mobjs are considered in the sector thei...
- 12:10 Bug #1894: [Heretic] Map that relies on original footclipping
- GZDoom also appears to have the same issue with the blue key on this map. Dday 1.8.6 can't actually load this map for...
- 11:07 Bug #1894: [Heretic] Map that relies on original footclipping
- Foot-clipping should not actually matter here, as its a visual effect only. Needs investigating further.
- 00:29 Bug #1894 (New): [Heretic] Map that relies on original footclipping
- E1M2 of this Heretic pwad relies on the original games buggy foot clipping in order for the player to be able to pick...
- 00:17 Bug #1893 (New): Automap drawing difference to original games
- Doomsday will only draw lines behind a mid texture, if there is a see through element on the graphic being used as a ...
2014-11-03
- 22:12 Bug #1888: doomsday 1393 segfault ubuntu 14.10 radeon drivers
- still a crash with build 1402...
- 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.
- 14:26 Bug #1854 (Closed): libsdl2 14.04
- 14:26 Bug #1854: libsdl2 14.04
- Prebuilt packages are now for Ubuntu 14.04, so closing this issue.
- 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...
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...
2014-10-28
- 16:57 Bug #1856 (In Progress): Alert on first launch because game.cfg not found
- 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,... - 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...
- 13:40 Feature #1891: Notification area animations
- skyjake wrote:
> separate indicator for each subsystem
To me this seems like unnecessary complication. I really can... - 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... - 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,...
- 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...
- 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...
- 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...
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...
- 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...
- 20:08 Feature #1848 (Closed): Auto-hide warning indicator after X minutes
- 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...
- 17:14 Feature #1246 (Closed): Support newer model formats and skeletal animation
- 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...
- 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...
- 17:05 Feature #8 (Closed): New GL2 based model renderer
- 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 ...
- 16:46 Bug #1889 (Closed): Resetting last-used/quick save slot on game change
- 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.
- 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...
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