Project

General

Profile

Activity

From 2014-11-05 to 2014-11-18

2014-11-18

21:34 Revision 0796f6f9 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine into opengl3.3
skyjake
21:33 Revision 5fefecaf (github): Client|GL: Cleanup
skyjake
21:33 Revision c4cd904d (github): libgui: GLFramebuffer uses multisampled textures
Now multisampling is done by rendering directly into a multisampled
texture in GLFramebuffer. There is no need for a ...
skyjake
20:33 Feature #1836 (Closed): External map progression, episode and hub definitions
danij
20:31 Bug #1899 (Rejected): [Heretic] MP client imediately seg faults (wrong WADs)
danij
12:38 Bug #1899: [Heretic] MP client imediately seg faults (wrong WADs)
Er, my apologies, I realize I forgot to uncheck a pwad I was running before starting Heretic.
The above crash was ...
vermil
12:35 Bug #1899 (Rejected): [Heretic] MP client imediately seg faults (wrong WADs)
Trying to join a Heretic MP server in the latest unstable (1416) produces a crash: P_Callbackp: Segmentation Violation vermil
20:29 Revision b27c04ef (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
20:29 Revision 22d8f65d (github): libdoomsday|DED: Cleanup
danij
15:06 Bug #1901: [Windows] Rendering glitches when switching FSAA/vsync
Now all platforms work the same way: enabling FSAA simply changes the Canvas's renderbuffers to multisampled ones — m... skyjake
15:04 Bug #1901 (Closed): [Windows] Rendering glitches when switching FSAA/vsync
On Windows, Doomsday has suffered from rendering errors when the user switches FSAA mode or vsync at runtime. skyjake
15:01 Revision 9e032f4d (github): Fixed: Various build errors and warnings
Not many legitimate problems here, mostly warnings/errors due to
stricter implementation of the C++11 standard.
skyjake
14:54 Feature #1900 (Closed): OpenGL 3.3 Core Profile
The OpenGL 2.1 Compatibility profile that Doomsday has been using hitherto is rapidly becoming a thing of the past. M... skyjake
14:40 Revision eb6642ff (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
skyjake
14:09 Revision e303d9f6 (github): libgui|Client: Switched to OpenGL 3.3 Core profile, ported shaders to 330
Removed checking for GL extensions that are now part of the core.
GLBuffer now creates Vertex Array Objects for the v...
skyjake
12:34 Bug #1898 (Closed): Multiplayer control issues
In the latest unstable (1416).
Jumping no longer appears to work in HeXen MP (jumping works in HeXen SP) or Hereti...
vermil
12:32 Bug #1873 (Closed): [HeXen DK] multiplayer crash on Sump
skyjake
12:17 Bug #1873: [HeXen DK] multiplayer crash on Sump
Apologies for the delay in response. This issue appears to be fixed. However new issues have arisen since build 1374,... vermil
09:56 Revision 4255ec24 (github): Fixed|ClientWindow|Windows: No need to recreate GL Canvas for FSAA/vsync changes
FSAA is handled by multisampling the GLTarget renderbuffers, so there
is no need to touch the window surface. Also, c...
skyjake

2014-11-17

21:47 Revision c19b6e28 (github): Merge branch 'master' into common-episode-definition
danij
21:38 Revision 33c3a813 (github): libdoom|libdoom64|libheretic: DED / MAPINFO interoperability patches
danij
21:35 Revision 5beb347b (github): Fix merge issues
danij
21:27 Revision 0daa2789 (github): DED|libdoomsday: Added if (not) custom condition to Mods directive
Presently supported with Map Info definitions only. This conditional
allows one to instruct the DED parser to apply t...
danij
21:18 Revision d0acafb1 (github): libcommon|InputBindingWidget|Client: Forming 64-bit pointer to event symbolic name
danij
21:07 Revision 3bc71fac (github): Merge branch 'common-episode-definition' of github.com:skyjake/Doomsday-Engine into common-episode-definition
Conflicts:
doomsday/client/src/def_main.cpp
doomsday/plugins/idtech1converter/src/mapinfotranslator.cpp
danij
21:05 Revision c96b5628 (github): libdoomsday|DED: Track the custom status of DED definitions
danij
21:03 Revision 5aa24392 (github): Fixed|libdoomsday: Clearing mapped Config variables from database
skyjake
20:05 Bug #1892 (Feedback): Window incorrectly sized when display mode changes during startup (random)
skyjake
13:11 Bug #1892: Window incorrectly sized when display mode changes during startup (random)
Tried this several times with the new build, looks fine on my end... sonicdoommario
20:02 Revision 2ec76b32 (github): Debug|libgui|GLTarget: Converted a GL assert to a debug message
On Windows, this assert may fail during canvas recreation.
Todo: In the long run, make canvas recreation unnecessary...
skyjake
20:00 Revision 71ddc7d0 (github): Fixed|ClientWindow|Windows: Use of the new fsaa/vsync variables
skyjake
19:33 Revision fcfe37ed (github): IdTech1Converter|MapInfoTranslator: Synthesize Music definitions from MAPINFO
Doomsday introduces a "song" abstraction to simplify the creation of
custom soundtracks and introduce more flexibilit...
danij
19:27 Revision c2c702bf (github): Refactor|IdTech1Converter|MapInfoTranslator: Track custom status of MAPINFO data, split output
Partition the translated definitions into two data sets, according
to whether the source MAPINFO data is "custom" (fr...
danij
19:22 Revision dad715b7 (github): IdTech1Converter|MapInfoTranslator: Synthesize Music definitions from MAPINFO
Doomsday introduces a "song" abstraction to simplify the creation of
custom soundtracks and introduce more flexibilit...
danij
19:08 Revision 4965df0e (github): Refactor|IdTech1Converter|MapInfoTranslator: Track custom status of MAPINFO data, split output
Partition the translated definitions into two data sets, according
to whether the source MAPINFO data is "custom" (fr...
danij
18:52 Revision 4b1685ae (github): Fixed|F API: Custom status of contained files in M_ReadFileIntoString()
Presently the custom status of any contained file (e.g., lump in a WAD) is
not inherited from the container in FS1, s...
danij

2014-11-16

22:17 Bug #1832 (Closed): Vsync inconsistently applied in different games
skyjake
22:17 Revision bc765f79 (github): Refactor|Client|libappfw|libgui: Replaced 'vid-fsaa' and 'vid-vsync' with Config variables
Console variables are game-specific, however the user most likely
prefers to use the same FSAA/vsync settings for all...
skyjake
22:03 Revision bfd885c3 (github): libgui: Querying the ID of a window
skyjake
22:02 Revision 56d3bf31 (github): Cleanup
skyjake
22:01 Revision 9f3672ce (github): Console|libdoomsday: Rudimentary access to de::Config variables
This commit introduces a simple mechanism that allows the user to
interactively access de::Config variables as if the...
skyjake
19:54 Bug #1831: Closing Updater Settings dialog leads to checking for updates
This isn't fully fixed yet. See my comments on the relevant commit. danij
19:54 Bug #1831 (In Progress): Closing Updater Settings dialog leads to checking for updates
danij
19:30 Bug #1831 (Closed): Closing Updater Settings dialog leads to checking for updates
skyjake
19:32 Revision ac415f1d (github): UI|Task Bar: Added a separate in the Log menu
skyjake
19:32 Revision 3c51e377 (github): Cleanup: Unused function
skyjake
19:32 Revision 6ab3341d (github): Fixed|UI|Updater: Don't recheck if settings weren't changed
In the update notification dialog, if one opens the Updater settings
and closes it without changing anything, a reche...
skyjake

2014-11-15

22:11 Bug #1895 (Closed): [Windows] Pressing Alt+F4 during engine startup causes Dday to crash
skyjake
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...
skyjake
17:44 Revision 30d72c36 (github): libgui|Unix|OS X: Typo
skyjake
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... skyjake
17:37 Bug #1892 (Resolved): Window incorrectly sized when display mode changes during startup (random)
skyjake
17:36 Revision abc6d5e6 (github): Merge branch 'master' of https://github.com/skyjake/Doomsday-Engine
skyjake
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...
skyjake
17:00 Revision 90b01fe4 (github): Debug|libgui|GLState: Verifying parts of the GL state
skyjake

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...
vermil
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
danij

2014-11-13

20:52 Revision 72d47c20 (github): World: Cleanup
danij
19:47 Revision c1d8d2e6 (github): Console|World: Group "listcontrols" output by binding context, cleanup
danij
14:40 Revision 561b0910 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
skyjake
14:39 Revision aad9cb3a (github): Builder|Unix|Fixed: Detecting platform version
skyjake
14:07 Revision 27503bcd (github): libappfw|BaseGuiApp: "-dpi" option overrides detected DPI factor
skyjake
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...
skyjake
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. skyjake
01:49 Revision 6c43c3eb (github): Refactor: Moved ImpulseAccumulator to the World domain, cleanup
danij

2014-11-12

16:07 Revision d79d3a8e (github): Typos
danij
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...
danij
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.
danij
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...
vermil
10:27 Revision f8b06c1c (github): Builder|OS X|Fixed: Detecting platform version number
skyjake
08:01 Revision b6ebb234 (github): Refactor|Binding|Client: Moved Binding (Accessor) conditions into the data Record
danij
05:35 Revision c5757cd9 (github): Documentation|CommandBinding|ImpulseBinding|Client: Cleanup
danij
05:32 Revision f493c6c2 (github): Refactor|Bindings|Client: Moved Binding configuration to [Command/Impulse]Binding
danij
04:57 Revision a65cf533 (github): Refactor|Bindings|Client: Internalized more BindContext functionality
danij
04:18 Revision 5dec006c (github): BindContext|Client: Cleanup
danij
04:12 Revision de01bffe (github): Documentation|CommandBinding|Client: Cleanup
danij
04:06 Revision 711247ac (github): Refactor|Bindings|Client: Moved commandActionFor() to CommandBinding::makeAction()
danij
03:51 Revision 492d750c (github): Refactor|Bindings|Client: Moved new binding components to new source files
danij
02:31 Revision 17b8ebcf (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
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 ...
danij

2014-11-11

12:59 Revision 571d8b58 (github): Fixed|Client|64-bit: Build failure
skyjake
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. skyjake
11:00 Bug #1832 (In Progress): Vsync inconsistently applied in different games
skyjake
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. skyjake
10:58 Feature #1852 (Closed): Support for Oculus Rift DK2 (extended desktop mode, LibOVR 0.4.3)
skyjake

2014-11-10

17:41 Revision f595d143 (github): BindContext: Announce new bindings before removing the overridden ones
danij
17:19 Revision 7254297e (github): Fixed|InputSystem|Client: In symbolic echo mode, event bindings should not be active
danij
17:15 Revision 0499a756 (github): InputSystem|Client: Cleanup
danij

2014-11-09

20:15 Revision 92bcf169 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
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...
danij
14:58 Revision 344a8468 (github): libcore|String|TokenBuffer: Case sensitive copy-free string equality method
Avoids calling deep-copying QString constructors. skyjake

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...
danij
20:27 Revision 389cdc51 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
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...
danij
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... skyjake
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. skyjake
19:36 Bug #1879 (In Progress): [Windows] Doomsday randomly fails to start when/after loading shader definitions
skyjake
19:32 Revision fdba3b8b (github): Merge branch 'master' of https://github.com/skyjake/Doomsday-Engine
skyjake
19:32 Revision 0586c008 (github): libcore|TokenBuffer: Checking for token equality
The sizes must match for an exact match. skyjake
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...
skyjake
19:26 Revision 0310fec6 (github): Refactor|libcore|Script: Apply PIMPL in the Script class
skyjake
19:25 Revision 24906588 (github): Fixed|Client: Build failure in release build
skyjake
17:45 Revision d46165fe (github): Refactor|PlayerImpulse: Continued PlayerImpulse remodeling
Evidently double-clicks still aren't working correctly. Hmm... danij
15:04 Revision e992beda (github): Refactor|InputSystem|Client: Moved all binding .cfg file writing to con_config.cpp
danij
02:36 Revision 4bc92be1 (github): Documentation|InputSystem|Client: Basic Binding model theory, plus some cleanup
danij
01:13 Revision f8c92a17 (github): BindContext|InputSystem|Client: Tweaked formatting of bind command/impulse announcements
danij
01:03 Revision 273e3a39 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
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...
danij
00:52 Revision 674a1c94 (github): Merge branch 'master' of https://github.com/skyjake/Doomsday-Engine
skyjake
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...
skyjake
00:24 Revision ce398127 (github): InputSystem|Client: Cleaned up Input domain log output
danij

2014-11-07

23:42 Revision 433e36e0 (github): InputSystem|Client: Try an event with all BindContexts if none is named
danij
23:37 Revision 5fd578c0 (github): Typos
danij
23:04 Revision 7dc33f45 (github): Typos
danij
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,...
danij
19:29 Revision 202162e0 (github): Debug|InputSystem|Client: Cleanup
danij
19:26 Revision 5ce5f977 (github): Documentation|InputSystem|Client: Todo comment wrt future BindContext decentralization
danij
19:21 Revision d6b2c282 (github): Refactor|InputSystem|Client: Renamed input related source files following organization changes
danij
12:56 Revision c05210a6 (github): Fixed|InputSystem|InputDeviceButtonControl|Client: Expiring InputDeviceButtonControls on context change (typo)
danij
08:33 Revision aca5ba29 (github): InputSystem|BindContext|Client: Revert statecondition_t equality test (refactoring oversight)
danij
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...
danij
08:13 Revision 0f6cd491 (github): InputSystem|Client: Maintain id and name maps for PlayerImpulse lookup
danij
05:11 Revision 00bd5a33 (github): Console|InputSystem|Client: Applied rich formatting to input system command output
danij
02:31 Revision 8a4f15fd (github): InputSystem|Bindings|Client: Minor cleanup
danij
01:09 Revision 6615a548 (github): ClientApp: WidgetActions can now be destroyed whenever
danij
01:07 Revision 728d8c51 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
danij
01:07 Revision 280bcf17 (github): Refactor|InputSystem: Completed binding system reimplementation in OO C++
Todo:
- Fix the BindContext management regression.
- Cleanup.
danij

2014-11-06

21:56 Revision 812e4c43 (github): UI|Client|Fixed: Layout of the close button of Renderer Appearance sidebar
skyjake
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.
skyjake
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.
skyjake
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...
skyjake
20:41 Revision f4c5c4e9 (github): Fixed|Release: Compiler warning (unused argument)
skyjake
20:40 Revision 9b8f7ed6 (github): Fixed|Client: Crash at shutdown
~WidgetActions accesses the singleton ClientApp's InputSystem, so
WidgetActions must be deleted first.
skyjake
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... danij
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). vermil
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... vermil
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...
vermil

2014-11-05

16:06 Revision dc7d51a0 (github): Refactor|InputSystem|Bindings|Client: Renamed source files for CommandBinding, ImpulseBinding
danij
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... vermil
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...
vermil
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 ...
skyjake
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...
vermil
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...
skyjake
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... vermil
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...
vermil
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,... danij
02:27 Revision 33f20e81 (github): InputSystem|Client: Further cleanup
danij
01:41 Revision 501b1fdc (github): InputSystem|Client: Cleanup
danij
01:27 Revision 73c84538 (github): Refactor|InputSystem|Bindings: Renamed *Binding id members for clarity
danij
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.
danij
 

Also available in: Atom