Activity
From 2014-12-02 to 2014-12-15
2014-12-15
- 19:55 Revision 3227c01a (github): Documentation|Material|Resources: Material apidoc fixes
- 19:40 Revision d2491466 (github): Fixed|Doom: IllegalPatternError handling "where" commands
- 19:33 Revision 29faaf64 (github): Documentation|MaterialAnimator|Resources|Client: Explained use of MaterialVariantSpec
- 19:33 Revision aefa188e (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 19:13 Revision d2342aca (github): Refactor|Resources: Revised Material resource model
- Implemented a MaterialAnimator concept and revised the old context
"variant" stuff accordingly. The idea is that each...
2014-12-14
- 12:22 Revision 132bafba (github): libcommon|Refactor: Added a common console registration function
- Common variables should be registered here.
- 12:20 Revision d483acad (github): libcommon|Refactor: Unified the mobj thrust multiplier calculation
- Since the thrust multiplier is directly related to friction, it should
be placed next to the friction calculations. - 11:21 Revision e61fb815 (github): Cleanup|Refactor|All Games: Common config variables in one struct
- The cfg.common struct now contains all the config variables that are
common to all games (most handled by libcommon).... - 09:33 Revision 9b2f87a8 (github): Cleanup|libcommon|All Games: Removed redundant common declarations
- The functions is r_defs.h are really defined in the libcommon
p_mapsetup.cpp, so they should have a common header, too. - 07:15 Revision bd329483 (github): libcommon|Cleanup|All Games: Calculating mobj movement friction
- The code for calculating friction was half-commonized already, with
the function in libcommon having the logic for Do... - 05:33 Bug #1930 (Closed): [linux] doomsday-1.14.5 build from source with CONFIG+=deng_fmod FMOD_DIR=/opt/fmodex fails with error: 'FMOD_SPEAKERMODE_SRS5_1_MATRIX' was not declared in this scope
2014-12-13
- 21:54 Bug #1930: [linux] doomsday-1.14.5 build from source with CONFIG+=deng_fmod FMOD_DIR=/opt/fmodex fails with error: 'FMOD_SPEAKERMODE_SRS5_1_MATRIX' was not declared in this scope
- Ok... got it working with fmod-4.44.9 from the fmod site... so this bug can be closed.
- 21:36 Bug #1930 (Closed): [linux] doomsday-1.14.5 build from source with CONFIG+=deng_fmod FMOD_DIR=/opt/fmodex fails with error: 'FMOD_SPEAKERMODE_SRS5_1_MATRIX' was not declared in this scope
- Here's the full error:
../../../doomsday-1.14.5/doomsday/plugins/fmod/src/driver_fmod.cpp: In function 'int DS_Ini...
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
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