Activity
From 2014-11-02 to 2014-11-15
2014-11-15
- 22:11 Bug #1895 (Closed): [Windows] Pressing Alt+F4 during engine startup causes Dday to crash
- 22:10 Revision abca343e (github): Fixed|Client|Windows: Potential crash if closing window during startup
- When game resources are being located, games become current for short
periods of time (kludge in Games::locateStartup... - 17:44 Revision 30d72c36 (github): libgui|Unix|OS X: Typo
- 17:37 Bug #1892: Window incorrectly sized when display mode changes during startup (random)
- I'm fairly certain this is now fixed, thanks to a slight delay before showing a window as fullscreen. Needs more exte...
- 17:37 Bug #1892 (Resolved): Window incorrectly sized when display mode changes during startup (random)
- 17:36 Revision abc6d5e6 (github): Merge branch 'master' of https://github.com/skyjake/Doomsday-Engine
- 17:35 Revision 9d17c402 (github): libgui: Window state management behavior improvements
- Fixes the Windows-only problem where a fullscreen window would
randomly use the previous display resolution as its si... - 17:00 Revision 90b01fe4 (github): Debug|libgui|GLState: Verifying parts of the GL state
2014-11-14
- 17:58 Bug #1863: [automap] line updating
- I figure that I'll add this just for clarity.
"In Doom, if the player presses a locked door line type that doesn't... - 13:37 Revision 6f1ed833 (github): Merge branch 'master' into common-episode-definition
- Conflicts:
doomsday/client/src/world/p_ticker.cpp
doomsday/plugins/common/src/m_ctrl.cpp
2014-11-13
- 20:52 Revision 72d47c20 (github): World: Cleanup
- 19:47 Revision c1d8d2e6 (github): Console|World: Group "listcontrols" output by binding context, cleanup
- 14:40 Revision 561b0910 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
- 14:39 Revision aad9cb3a (github): Builder|Unix|Fixed: Detecting platform version
- 14:07 Revision 27503bcd (github): libappfw|BaseGuiApp: "-dpi" option overrides detected DPI factor
- 13:56 Revision b1f0f695 (github): Fixed|Client|FX: Crash during game startup
- fx::Resize was accessing de::Config at construction time, which was too
early, and caused invalid refs to be used ins... - 13:42 Revision 81428cc7 (github): Fixed|Debug|Client: Missing symbols (no code compiled in inputdebug.cpp)
- DENG2_DEBUG was being checked before anyone had defined it.
- 01:49 Revision 6c43c3eb (github): Refactor: Moved ImpulseAccumulator to the World domain, cleanup
2014-11-12
- 16:07 Revision d79d3a8e (github): Typos
- 15:57 Revision 9ef8a1cb (github): Refactor|PlayerImpulse: Separate Impulse, PlayerImpulse and ImpulseAccumulator components
- PlayerImpulse is Record-like (todo) description of a logical player
impulse. Each local player has their own set of I... - 13:44 Revision 06a85dd2 (github): Debug|BindContext|Client: Include the parsed descriptor in new Binding announcements
- Composing the Binding descriptor enables one to quickly check whether
the parser interpretation is correct. - 11:41 Bug #1897 (New): Slightly different sprite clipping in Dday versus vanilla
- This is a very small thing, but it is a difference versus Vanilla.
Here is a pwad made to test clipping of sprites... - 10:27 Revision f8b06c1c (github): Builder|OS X|Fixed: Detecting platform version number
- 08:01 Revision b6ebb234 (github): Refactor|Binding|Client: Moved Binding (Accessor) conditions into the data Record
- 05:35 Revision c5757cd9 (github): Documentation|CommandBinding|ImpulseBinding|Client: Cleanup
- 05:32 Revision f493c6c2 (github): Refactor|Bindings|Client: Moved Binding configuration to [Command/Impulse]Binding
- 04:57 Revision a65cf533 (github): Refactor|Bindings|Client: Internalized more BindContext functionality
- 04:18 Revision 5dec006c (github): BindContext|Client: Cleanup
- 04:12 Revision de01bffe (github): Documentation|CommandBinding|Client: Cleanup
- 04:06 Revision 711247ac (github): Refactor|Bindings|Client: Moved commandActionFor() to CommandBinding::makeAction()
- 03:51 Revision 492d750c (github): Refactor|Bindings|Client: Moved new binding components to new source files
- 02:31 Revision 17b8ebcf (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 02:31 Revision 2df6253c (github): Refactor|Bindings|Client: Bindings are now de::Record based
- CommandBinding and ImpulseBinding are now de::RecordAccessors based
and provide some handy utility methods.
At this ...
2014-11-11
- 12:59 Revision 571d8b58 (github): Fixed|Client|64-bit: Build failure
- 11:01 Bug #1832: Vsync inconsistently applied in different games
- I will remove any remaining game-specific vsync config and only use @de::Config@ for this setting.
- 11:00 Bug #1832 (In Progress): Vsync inconsistently applied in different games
- 10:58 Feature #1852: Support for Oculus Rift DK2 (extended desktop mode, LibOVR 0.4.3)
- Closed this issue in the scope of 1.15.
- 10:58 Feature #1852 (Closed): Support for Oculus Rift DK2 (extended desktop mode, LibOVR 0.4.3)
2014-11-10
- 17:41 Revision f595d143 (github): BindContext: Announce new bindings before removing the overridden ones
- 17:19 Revision 7254297e (github): Fixed|InputSystem|Client: In symbolic echo mode, event bindings should not be active
- 17:15 Revision 0499a756 (github): InputSystem|Client: Cleanup
2014-11-09
- 20:15 Revision 92bcf169 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 20:14 Revision b79c0b73 (github): Fixed|Bindings|InputSystem|Client: ImpulseBinding id generation for multiple local players
- Previously, the bindings for all local players of any given impulse
would share the same binding Id.
Todo: The logic... - 14:58 Revision 344a8468 (github): libcore|String|TokenBuffer: Case sensitive copy-free string equality method
- Avoids calling deep-copying QString constructors.
2014-11-08
- 21:15 Revision f1a86810 (github): Fixed|BindContext|PlayerImpulse: PlayerImpulse double-click binding activation
- Symbolic events have no device identifier, they are referenced by
name and context only. Also fixed a recent refactor... - 20:27 Revision 389cdc51 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 20:27 Revision 397d9d29 (github): Fixed|PlayerImpulse: PlayerImpulse double-click symbolic event synthesis
- Double click impulses are still not working, however. The (bug) hunt
continues... - 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
- 19:32 Revision fdba3b8b (github): Merge branch 'master' of https://github.com/skyjake/Doomsday-Engine
- 19:32 Revision 0586c008 (github): libcore|TokenBuffer: Checking for token equality
- The sizes must match for an exact match.
- 19:30 Revision 95d20512 (github): Fixed|libcore|String: Out-of-bounds memory access (leading to crash)
- String::compareWithCase() was calling the QString constructor with a
specific size with the intention of limiting the... - 19:26 Revision 0310fec6 (github): Refactor|libcore|Script: Apply PIMPL in the Script class
- 19:25 Revision 24906588 (github): Fixed|Client: Build failure in release build
- 17:45 Revision d46165fe (github): Refactor|PlayerImpulse: Continued PlayerImpulse remodeling
- Evidently double-clicks still aren't working correctly. Hmm...
- 15:04 Revision e992beda (github): Refactor|InputSystem|Client: Moved all binding .cfg file writing to con_config.cpp
- 02:36 Revision 4bc92be1 (github): Documentation|InputSystem|Client: Basic Binding model theory, plus some cleanup
- 01:13 Revision f8c92a17 (github): BindContext|InputSystem|Client: Tweaked formatting of bind command/impulse announcements
- 01:03 Revision 273e3a39 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 01:02 Revision 5eca3dbd (github): Windows|Joystick|DirectInput|InputSystem|Client: Don't log errors regarding nonexistent joystick controls
- In this case the errors are due to our basic DirectInput init not
taking the time to enumerate the available controls... - 00:52 Revision 674a1c94 (github): Merge branch 'master' of https://github.com/skyjake/Doomsday-Engine
- 00:52 Revision 607a18c4 (github): Fixed|Client: Crash during main window construction
- It was possible that the log was flushed during construction of the
main window, which lead to the log alerter attemp... - 00:24 Revision ce398127 (github): InputSystem|Client: Cleaned up Input domain log output
2014-11-07
- 23:42 Revision 433e36e0 (github): InputSystem|Client: Try an event with all BindContexts if none is named
- 23:37 Revision 5fd578c0 (github): Typos
- 23:04 Revision 7dc33f45 (github): Typos
- 22:56 Revision dd107f1c (github): Refactor|InputSystem|Client: Combined BindContext and WidgetActions
- Keeping track of who had authority and/or ownership over the relevant
input system components was becoming hard work,... - 19:29 Revision 202162e0 (github): Debug|InputSystem|Client: Cleanup
- 19:26 Revision 5ce5f977 (github): Documentation|InputSystem|Client: Todo comment wrt future BindContext decentralization
- 19:21 Revision d6b2c282 (github): Refactor|InputSystem|Client: Renamed input related source files following organization changes
- 12:56 Revision c05210a6 (github): Fixed|InputSystem|InputDeviceButtonControl|Client: Expiring InputDeviceButtonControls on context change (typo)
- 08:33 Revision aca5ba29 (github): InputSystem|BindContext|Client: Revert statecondition_t equality test (refactoring oversight)
- 08:17 Revision 408ee13f (github): InputSystem|BindContext|Client: Clean up BindContext acquired device usage
- Evidently the "stuck control" problem occurs when the binding context
for bound control is changes and then back agai... - 08:13 Revision 0f6cd491 (github): InputSystem|Client: Maintain id and name maps for PlayerImpulse lookup
- 05:11 Revision 00bd5a33 (github): Console|InputSystem|Client: Applied rich formatting to input system command output
- 02:31 Revision 8a4f15fd (github): InputSystem|Bindings|Client: Minor cleanup
- 01:09 Revision 6615a548 (github): ClientApp: WidgetActions can now be destroyed whenever
- 01:07 Revision 728d8c51 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 01:07 Revision 280bcf17 (github): Refactor|InputSystem: Completed binding system reimplementation in OO C++
- Todo:
- Fix the BindContext management regression.
- Cleanup.
2014-11-06
- 21:56 Revision 812e4c43 (github): UI|Client|Fixed: Layout of the close button of Renderer Appearance sidebar
- 21:52 Revision 24c4d61e (github): Oculus Rift|libappfw: Providing a projection when HMD is not connected
- de::OculusRift should not be asked to provide a projection matrix
if no HMD is connected. - 21:10 Revision e701599d (github): UI|Client: Added an icon for a "Close" action
- Currently used in the Renderer Appearance editor.
Todo: Evaluate use of this elsewhere in the UI and tweak appearance. - 20:51 Revision b949a247 (github): Oculus Rift|libappfw: Updated for LibOVR 0.4.3
- Version 0.4.3 has some API changes, so updated the use of LibOVR
accordingly. Still no luck with direct mode renderin... - 20:41 Revision f4c5c4e9 (github): Fixed|Release: Compiler warning (unused argument)
- 20:40 Revision 9b8f7ed6 (github): Fixed|Client: Crash at shutdown
- ~WidgetActions accesses the singleton ClientApp's InputSystem, so
WidgetActions must be deleted first. - 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
- 16:06 Revision dc7d51a0 (github): Refactor|InputSystem|Bindings|Client: Renamed source files for CommandBinding, ImpulseBinding
- 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,...
- 02:27 Revision 33f20e81 (github): InputSystem|Client: Further cleanup
- 01:41 Revision 501b1fdc (github): InputSystem|Client: Cleanup
- 01:27 Revision 73c84538 (github): Refactor|InputSystem|Bindings: Renamed *Binding id members for clarity
- 01:07 Revision e2aa18a5 (github): Refactor|InputSystem|Bindings: Disambiguate binding data struct names
- Refer to logical player controls as "impulses", to avoid confusion
input device controls.
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...
- 21:12 Revision dd3aa4cf (github): InputSystem: Internalized updateAllDeviceStateAssociations()
- Observe BindContext changes to determine when to perform the update.
- 18:59 Revision 7cc0f59e (github): InputSystem|Bindings|Client: BindContext (de)activation is now observable
- 18:15 Revision d552ba68 (github): InputSystem|Bindings|Client: Cleanup
- 17:44 Revision 2d7c2183 (github): Refactor|InputSystem|Bindings|Client: Continued splitting up b_main.h/cpp
- 16:03 Revision 5b79ff5e (github): Refactor|InputSystem|Bindings|Client: Renamed b_context.h as bindcontext.h
- 15:34 Revision 687e432c (github): Refactor|InputSystem|Bindings|Client: InputSystem has ownership of BindContexts
- Todo: Cleanup
- 14:08 Revision cdcd0149 (github): Cleanup|InputSystem|Bindings: Clarify ambiguous/misleading names/terms
- 12:50 Revision ea99c83a (github): Client|InputSystem|Bindings: Cleanup
- 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...
- 12:55 Revision 27c4a598 (github): Refactor|Input|Bindings|Client: Began remodeling bindings into OO C++
2014-11-02
- 22:25 Revision 3ec56280 (github): Debug|Input: Fixed labels for input device control state visuals
- 19:21 Revision 2027a13e (github): Performance|Oculus Rift: Detecting connected HMDs
- Use the correct LibOVR API function for detecting connected HMDs
rather than trying to blindly create an ovrHmd. At l... - 19:20 Revision ba04c59b (github): Performance|libcore: Avoid unnecessary mutex locking
- theLogs() does not need locking after Logs exists.
- 17:33 Revision 5c986c2a (github): Cleanup|Input|Bindings: InputDevice IDs are signed ints
- 15:00 Revision 67e5955c (github): Cleanup|UI|Bindings: InputDevice IDs are signed ints
- 14:35 Revision 41daa95d (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 14:35 Revision 101a949a (github): InputSystem|Client: Cleanup
- 14:03 Revision 388b79cb (github): Cleanup
- 14:02 Revision 9f78e710 (github): Cleanup
- 12:24 Revision 618ec44c (github): Fixed|MSVC: Compilation issue
- 12:04 Revision 0b3276ce (github): Fixed|libcommon|Client|64-bit: Crash when binding a control
- The bit shifts for forming a 64-bit pointer were constrained to 32-bit
values, producing an invalid value.
Also fixe... - 10:59 Revision a92b2dd8 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
- 10:59 Revision 82a0a536 (github): Refactor|UI|Client: Ownership of notification widgets
- Now using the UniqueWidgetPtr template.
- 10:46 Revision edcaf6e6 (github): libappfw: Revised notification area, added RelayWidget
- The notification area's ownership model was changed so that it does not
own the notification widgets, just relays the... - 10:38 Revision 6ae3357b (github): libappfw|GuiWidget: Destroying a GUI widget at a later time
- Particularly when handling audience notifications about object deletion,
it is necessary to schedule object deletion ... - 10:37 Revision fecc36c4 (github): Fixed|libappfw|GuiWidgetPrivate: Observe root atlas for deletion
- Fixes the problem where the atlas has already been deleted when the
widget is being deleted. - 10:36 Revision 56683229 (github): Fixed|libappfw|ChildWidgetOrganizer: Potential memory access issue
- Issue found by Guard Malloc. Since we have an iterator already, it
is better to use it to remove the map entry rather... - 10:31 Revision 557ff2a7 (github): libcore|Unix|Debug: Macro to generate backtrace as a string
- 10:29 Revision e066eb53 (github): Cleanup
- 10:28 Revision 209a3cbf (github): libcore|Log: Multithreading robustness
- Theoretically, a race condition might occur in theLogs(), if it were
called from multiple threads for the first time. - 04:02 Revision a4132cff (github): InputSystem|Client: Re-initialize InputDevices during a game change
- Todo: Could observe App::GameChange?
- 03:47 Revision 3cc8faed (github): Refactor|InputSystem|Client: Moved InputDevices and ddevent_t queue into InputSystem
- 01:37 Revision 1526ba0a (github): Refactor|InputSystem|Client: Moved InputDevice components to new source files
- 00:30 Revision 49e868b5 (github): InputSystem|Client: InputDevice (de)activation is now observable
Also available in: Atom