Activity
From 2014-11-29 to 2014-12-12
2014-12-12
- 20:39 Bug #1929: Sprite priority handling
- Probably better to replace POSSA2A8 and POSSA2+A8 with POSSA1B1 and POSSA1+B1 respectively, in the above example.
- 20:31 Bug #1929 (Progressed): Sprite priority handling
- If presented with multiple sprite lumps that cover the same frame, Dday appears to prioritize them differently to Cho...
2014-12-11
- 23:37 Bug #1928: GameSession: ThingArchive::serialIdFor: Thing archive exhausted!
- Thanks, that info and the attached savegame should be enough to recreate the original situation in a debug environment.
- 23:30 Bug #1928: GameSession: ThingArchive::serialIdFor: Thing archive exhausted!
- I was blasting through the Arachnotron's with a Plasma Rifle (I carried over equipment from the previous maps) to get...
- 23:08 Bug #1928: GameSession: ThingArchive::serialIdFor: Thing archive exhausted!
- Can you provide some more context about what you were doing, where you were in the map, etc.., at the time you made t...
- 22:54 Bug #1928: GameSession: ThingArchive::serialIdFor: Thing archive exhausted!
- Though it did seem that while everything was visually frozen, that some sort of game world action was still occurring...
- 22:52 Bug #1928 (New): GameSession: ThingArchive::serialIdFor: Thing archive exhausted!
- A second or two after I made a save game (sav0) on Map19 of this Doom2 pwad everything froze in some sort of judder (...
- 10:37 Feature #1465: [XG] "Player needs object X" message
- To come back to this long dormant report. I was mainly thinking of multiple key requiring lines when I wrote it.
B...
2014-12-08
- 20:06 Revision 2a6ab90a (github): Fixed|Renderer|FX: Post-processing causes splitscreen views to go blank
- fx::PostProcessing and fx::Resize were overriding the viewport when
drawing the content back to the original target. ... - 19:36 Bug #1809 (Resolved): Postfx causes other splitscreen consoles to go black/white
- 15:31 Bug #1926: Strange flickering lighting on walls from objects
- I can't replicate this on my Windows 7 64-bit dev system with GTX 275. Can you tell us anything more about your parti...
- 10:50 Bug #1926: Strange flickering lighting on walls from objects
- What you are looking at there appears to be a notable (I say notable because most visual effects will never be 100% p...
- 02:57 Bug #1926 (Closed): Strange flickering lighting on walls from objects
- see attached file
Windows 7 64-bit
NVIDIA GTX 760
BUILD 1434
2014-12-07
2014-12-06
- 14:28 Bug #1818 (Closed): Model "Shadow radius" ignored
- 14:22 Revision 83a030d7 (github): Fixed|libappfw|DocumentWidget: Document contents not updated for drawing
- Fixes the issue where the autocompletion popup would sometimes refuse
to show anything (zero content size). The probl... - 12:47 Revision 487a3fc6 (github): Windows|Fixed: MSVC doesn't support C++11 initializers for arrays
- 12:27 Revision 52226255 (github): Plugins|GCC|Clang: Disable C++ warnings about missing field initializers
- 11:40 Revision 22a924bb (github): Fixed|Renderer: Apply "shadowRadius" when one is defined for a model
- If a greater-than-zero shadow radius is defined, it will be used when
drawing the shadow for the model.
IssueID #1818 - 02:58 Bug #1906 (In Progress): Light decorations not changing on animated textures
- 00:22 Bug #1906: Light decorations not changing on animated textures
- Seemingly this is a compatibility issue with old style linked Decoration definitions vs Materials. The new style deco...
- 01:17 Revision 7827244c (github): Definitions: Cleanup
2014-12-05
- 23:09 Bug #1924 (Closed): [Intermission] Entering <Map title> positioned incorrectly
- 22:36 Bug #1924 (In Progress): [Intermission] Entering <Map title> positioned incorrectly
- 23:08 Revision 0bd27172 (github): Fixed|Doom|Intermission: Intermission, "Entering <Map title>" title positioned incorrectly
- IssueID #1924
- 12:07 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- 1. The Snowberry issue was what I called the crash I was getting above (it was a bug in Dday's start up that only see...
- 11:46 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- Although I don't run Doomsday on Windows very often, I've also stopped having crashes at launch.
vermil wrote:
> ... - 11:21 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- Obviously, the shader bug this issue was originally still about may still occur (it's not a bug I've personally ever ...
- 11:19 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- I can report that following the last fix, that I no longer get the crash I was talking about when starting Dday (I've...
- 11:56 Feature #1900: OpenGL 3.3 Core Profile
- It is also worth noting that the 3.3 core profile supports multisampled textures, removing the need for multisampled ...
- 08:36 Revision 8c93cf2b (github): Refactor|libcommon: Switched hu_inventory.c, gl_drawpatch.c to C++ plus cleanup
- 03:26 Revision 8e839a31 (github): Refactor|libhexen: Switched st_stuff.c to C++ plus cleanup
- 02:52 Revision b4ab1654 (github): Refactor|libheretic: Switched st_stuff.c to C++ plus cleanup
2014-12-04
- 22:45 Bug #1923: PNG textures render as solid black (embedded in WAD)
- To clarify, this report refers to the use of PNG textures inserted in .WAD files where the game usually expects to fi...
- 13:55 Bug #1923 (New): PNG textures render as solid black (embedded in WAD)
- Pretty much what the subject states.
PNG flats render correctly, however PNG textures render solid black in game.
... - 22:40 Bug #1924: [Intermission] Entering <Map title> positioned incorrectly
- danij wrote:
> vermil wrote:
> > incorrectly appear under the finished/entering graphic instead of underneath it
>... - 22:37 Bug #1924: [Intermission] Entering <Map title> positioned incorrectly
- vermil wrote:
> incorrectly appear under the finished/entering graphic instead of underneath it
Please clarify. - 22:26 Bug #1924 (Closed): [Intermission] Entering <Map title> positioned incorrectly
- Map names changed via Dday's Map Info def's are incorrectly positioned on the intermission screen; they incorrectly a...
- 22:34 Bug #1925 (New): [Doom] Values def can't change nightmare skill level option
- Values def based replacements for the nightmare skill graphic on the skill level menu don't work.
Apologies for th... - 13:46 Bug #968: [Doom] Mancubus attacks and high Z height differences
- I attach a pair of images, one from Vanilla Doom and one from Dday showing the discrepancy. Both attempted to replica...
- 07:34 Revision 4935ec6a (github): Fixed|Map Renderer|Client: Zone memory "leak" (Generator::stages)
- Generator_Delete() neglected to free the stages data allocated by
Generator::configureFromDef() - 04:37 Revision 866c47b8 (github): Fixed|Map Renderer|Client|Debug: Crash attempting to sort vissprites
- If rend-dev-freeze 1 was set prior to starting a map, no vissprites
were generated during the first frame, meaning vi... - 03:48 Revision cd076d32 (github): Fixed|Map Renderer|SkyDrawable|Client: Array underflow drawing sky models, cleanup
- 03:43 Bug #1922 (Closed): Sky model z-buffering not enabled
- Evidently something has broken down with sky model rendering as the sky in jimi's old "Hell City/Day in Hell" mod is ...
- 01:07 Revision 89560a8e (github): Fixed|DED|libdoomsday: (Record::operator []) Variable 'execute' not found
- Occurred when regression testing jimi's old "Hell City" mod. Caused
by a typo in defn::Sky::addModel() - 01:03 Revision 7f464339 (github): Map Renderer|SurfaceDecorator|Client: Cleanup
- 00:37 Bug #1921 (New): [Doom] No screen wipe from map to post map InFine
- Doomsday doesn't screen wipe when an infine def is the first thing to play after the map (i.e the nointermission flag...
2014-12-03
- 22:43 Bug #1818 (In Progress): Model "Shadow radius" ignored
- 21:59 Feature #1920 (New): Tree navigator widget (libappfw)
- A new type of widget is needed for navigating large hierarchical data sets.
* Data could come for example from the... - 16:36 Bug #1809: Postfx causes other splitscreen consoles to go black/white
- Setting priority to "low" because split-screen multiplayer is not an official feature.
- 00:27 Revision 1dbafbb6 (github): Refactor|World|Sector: Implement Sector-linked MapElement iterations with C++11 lambdas
2014-12-01
- 20:03 Revision db8b4390 (github): Documentation|ConvexSubspace|World: Minor apidoc tweaks
- 19:38 Revision b1e63eb5 (github): Refactor|World|ConvexSubspace: Various ConvexSubspace API-cleanup refactorings
- 16:12 Bug #1919 (Closed): [Doom 1430] Impossible Selection for IDMUS cheat
- 16:07 Bug #1919: [Doom 1430] Impossible Selection for IDMUS cheat
- A simple typo.
- 16:07 Bug #1919 (In Progress): [Doom 1430] Impossible Selection for IDMUS cheat
- 15:36 Bug #1919 (Closed): [Doom 1430] Impossible Selection for IDMUS cheat
- As of Build 1430, using the IDMUS cheat in Doom will give you an "Impossible Selection" message, regardless of what t...
- 16:08 Revision 99687a45 (github): Fixed|Doom: Impossible Selection for IDMUS cheat in doom1 (typo)
- 15:56 Revision 68a3bf3e (github): World|Surface: Cleanup
- 03:16 Revision 9c4d825e (github): Refactor|World|Map: Implement important map element/object iterations with C++11 lambdas
- Converted more of these iteration mechanisms to use lambdas.
The special case forAllLinesInPath() iteration used by ... - 00:17 Bug #1911 (Closed): Episode menu appearing when it shouldn't
- 00:17 Revision 618b3a87 (github): libcommon|Menu: Skip Episode selection menu when navigating backwards
- If only one playable episode is available we shouldn't bother the
user to manually select it. In such a case, automat...
2014-11-30
- 23:58 Bug #1911 (In Progress): Episode menu appearing when it shouldn't
- 22:51 Revision 28423fbc (github): libcommon: Use the now public ded_t API to lookup Text definitions
- 22:26 Revision 52273d7d (github): libcommon: Cleanup
- 20:05 Feature #1907 (Closed): Use native file picker to set "music-soundfont"
- 19:51 Revision b1199ac2 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
- 19:51 Revision 13af9650 (github): UI|Client|Home: Added a background for the game filter area
- The sort order and filter tabs conflict with the menu contents when
the menu is scrolled up. Now there's a white blur... - 19:50 Revision 442812dd (github): libappfw|GuiWidget: Added blurred background with a solid fill
- Also added a new attribute that makes the opacity of a widget
independent of its ancestors. - 18:07 Revision 40da8329 (github): UI|Home: Tweaked font styling
- 18:06 Revision a060ac2d (github): UI|Client|Performance: Reduced redundant background blurring
- The client window already has a task bar blurring widget that gets
used during the tutorial. The same blurred content... - 18:03 Revision f0d57a42 (github): libappfw: Improvements for widget background blurring
- Instead of each and every transparent widget doing a full redraw of
the entire view for the blur, now the Style can p... - 18:00 Revision 2e0ba69a (github): UI|Client|AudioSettings: Select soundfont using native file picker
- Added the class CVarNativePathWidget (based on aux button) for
choosing a native file.
IssueID #1907 - 16:16 Revision 282e7802 (github): UI|Home: Revised contents of saved game menu items
- User-given title on top, however now comes with a "tag" saying
'saved in (game)' that is visually different than the ... - 16:14 Revision ae5e7779 (github): Documentation|libcore|String: Added comment about default codec
- 16:13 Revision 695e1678 (github): libgui|PersistentCanvasWindow: Saving and restore state during runtime
- The window can now remember or restore its state at any point without
touching the Config. - 16:12 Revision 8cfdc6ad (github): Fixed|libappfw: Colors with inverted Aux Button and Button styles
- AuxButtonWidget was not correctly managing the text/border of its
buttons. ButtonWidget was also not restoring the ri... - 12:31 Bug #1914 (Closed): [1420 Doom] Doom cheat code issues?
- 12:29 Revision 116fa6bc (github): Typo
- 12:23 Revision 012590af (github): Fixed|Doom: Updated IDMUS cheat handling re custom episodes
- The IDMUS cheat now respects custom episodes while also attempting
to interpret the given arguments in a vanilla comp... - 11:06 Revision ffebf11e (github): libdoom: Cleanup
- 02:37 Revision 49340d45 (github): DEH Reader: Removed redundant terms in warning messages
- As these are warnings it inherently means that some issue is being
ignored. Also, - 01:55 Revision d5f4203c (github): DEH Reader: Standardized formatting of warning messages
- 01:49 Revision 05037988 (github): Fixed|DEH Reader: Crash parsing DEH patches referencing unknown definitions
- DeHackEd patches are intended for a specific version of a game, which
we may not have default definitions for. In suc...
2014-11-29
- 19:03 Revision 83db6c4f (github): Fixed|Heretic|libheretic: Missing episode selection menu in heretic-share
- 19:01 Revision 0c80e414 (github): Fixed|Doom|libdoom: Missing episode selection menu in doom1-share
- 18:11 Revision 2d17aacc (github): Fixed|Hexen|libhexen: Spurious alerts re nonexistent Material defs in hexen-demo
- 18:03 Revision ad7a2208 (github): Fixed|Hacx|libdoom: Spurious alerts re nonexistent Map Info defs
- 02:53 Revision 26e1dcde (github): All Games|UI: Include the save slot ID in quick load/save confirmation messages
- As the save slots are a user interface mechanism the confirmation
messages should include the slot ID so that users c... - 02:07 Revision 1c61b67b (github): DEH Reader|Hacx: Suppress warnings re unsupported [Cheat] patches for the Hacx IWAD
- Cheat codes in the hacx game mode already use the relevant names, so
we don't need to apply this patch in any case. - 01:01 Revision f2532f3f (github): Fixed|Chex Quest|libdoom: Spurious alerts re nonexistent Map Info defs (typo)
- 00:57 Feature #1917 (New): Copy alert text to Clipboard
- It would be very helpful if there was button in the Alert notification widget to copy the notifications to the clipbo...
- 00:17 Revision c339f166 (github): Fixed|Doom: No Episodes defined for doom1-share (typo)
Also available in: Atom