Activity
From 2015-02-20 to 2015-03-05
2015-03-05
-
15:12 Revision 40b98125 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
-
13:16 Bug #1969: [Doom] Multiplayer intermission using incorrect header graphics
- Ah so the report is actually about the text replacement strings not being abbreviated, rather than their replacing th...
-
11:28 Bug #1969 (In Progress): [Doom] Multiplayer intermission using incorrect header graphics
-
11:27 Bug #1969: [Doom] Multiplayer intermission using incorrect header graphics
- vermil wrote:
> the 'comment's' tab, that is displayed by default is sometimes erratic with regards to what, if any,... -
11:16 Bug #1969: [Doom] Multiplayer intermission using incorrect header graphics
- Sorry, I thought DaniJ had deleted his comment (the 'comment's' tab, that is displayed by default is sometimes errati...
-
07:57 Bug #1969: [Doom] Multiplayer intermission using incorrect header graphics
- danij wrote:
> All current versions of libdoom's inlude.ded seemingly use the correct names for these patches. Maybe... -
12:15 Bug #1896: Validating Group def tic durations (value -1 is mishandled/unsupported)
- I was indeed specifying -1 in a group def. As I wrote above, I wasn't sure if it was a bug or a never supported featu...
-
08:38 Feature #1887: Migrate project build system to CMake 3
- The final hurdle before this can be merged to master is to update the autobuilder to use CMake. This means that Snowb...
-
08:33 Bug #1987 (Closed): FOV gets maxed out too early in a very wide window
-
08:32 Bug #1941 (Closed): UI cursor illegible in stereoscopic 3D
-
08:32 Revision ea6bf14b (github): Fixed|UI|Client: Show projected mouse cursor in all displacing VR modes
- All VR modes that move window content around should use the custom cursor
since it will then be appropriately duplica... -
08:30 Revision fad9c76e (github): Fixed|UI|Client: Show projected mouse cursor in all displacing VR modes
- All VR modes that move window content around should use the custom cursor
since it will then be appropriately duplica...
2015-03-04
-
13:41 Feature #1986: [MP] Configure what the server does when an episode ends
- danij wrote:
> If the exit conditions are converted to game rules and the cycle itself is defined in an Episode def,... -
13:32 Feature #1986: [MP] Configure what the server does when an episode ends
- danij wrote:
> implementing such cycles as scripts
That is not what I meant. The idea I failed to describe in my ... -
13:02 Feature #1986: [MP] Configure what the server does when an episode ends
- Thinking about the "timed exit conditions" of the map cycle - these are actually game rules. If the exit conditions a...
-
12:55 Feature #1986: [MP] Configure what the server does when an episode ends
- To make clear, everything I said above was meant to be server admin controlled; none of it was meant to be client con...
-
12:52 Feature #1986: [MP] Configure what the server does when an episode ends
- I agree that the most logical course of action would be to simply restart the current episode once the finale has end...
-
11:43 Feature #1986: [MP] Configure what the server does when an episode ends
- STAGE 1: Dealing with the main issue
My opinion is that by default, an episode should loop back to its beginning w... -
11:47 Revision b6c4de62 (github): Documentation|libcommon: Minor apidoc tweaks
-
11:19 Revision e3277ed2 (github): libcommon: Cleanup
-
10:55 Revision e9eb9f51 (github): Documentation|libcommon|libhexen: Typos
-
10:29 Revision 180a66c9 (github): Refactor|Hexen|libcommon: Consolidated more logic for launching missiles, cleanup
- Updated missile launching for Korax and IceGuy to use the revised
mechanism, which separates spawning from launching. -
09:05 Feature #1900: OpenGL 3.3 Core Profile
- This work has been started in the @opengl3.3@ branch, although the crucial step of switching to @QOpenGLWindow@ has n...
-
09:02 Feature #1900 (In Progress): OpenGL 3.3 Core Profile
2015-03-03
-
22:03 Feature #1986: [MP] Configure what the server does when an episode ends
- I'm struggling to see a tangible benefit in implementing such cycles as scripts in and of themselves. Conceptually, a...
-
12:58 Feature #1986: [MP] Configure what the server does when an episode ends
- I sincerely hope you are joking re using Episodes to represent a cycle of episodes. It makes zero sense other than in...
-
10:42 Feature #1986: [MP] Configure what the server does when an episode ends
- However, to tackle this issue for the near term (with least amount of effort), even just restarting the cycle (if a c...
-
10:39 Feature #1986: [MP] Configure what the server does when an episode ends
- If we were to retain the current map cycle implementation, sure, that would make sense. However, I would like to repl...
-
06:57 Feature #1986: [MP] Configure what the server does when an episode ends
- Perhaps this functionality should be combined into the map cycle expression? The map cycle is already functioning at ...
-
12:49 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- I didn't state or assume otherwise. My only intention was to draw attention to a point raised earlier - the apparent ...
-
10:32 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- danij wrote:
> The only remaining issue that I'm seeing from the original report is the delayed minimum OpenGL versi... -
00:10 Bug #1879: [Windows] Doomsday randomly fails to start when/after loading shader definitions
- The only remaining issue that I'm seeing from the original report is the delayed minimum OpenGL version check. You ar...
-
10:34 Bug #1941: UI cursor illegible in stereoscopic 3D
- Fixing this should be pretty trivial so I'll take care of it for 1.15.
-
10:33 Bug #1941 (In Progress): UI cursor illegible in stereoscopic 3D
-
05:12 Bug #1941: UI cursor illegible in stereoscopic 3D
- Changing things so that the project-cursor-on-UI-plane logic is used in all stereoscopic 3D modes does indeed solve t...
-
06:34 Bug #1984 (Closed): Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
-
06:08 Bug #1896 (Feedback): Validating Group def tic durations (value -1 is mishandled/unsupported)
- @vermil: How are you specifying a duration of -1 tics? Using the old Group method? (I don't believe a duration of -1 ...
-
05:52 Bug #1963: [Doom] Spawning on top of a weapon leads to broken weapon (multiplayer)
- Most likely the reported behavior is symptomatic of a more general issue concerning player state updates in multiplay...
-
05:36 Bug #1969 (Feedback): [Doom] Multiplayer intermission using incorrect header graphics
- All current versions of libdoom's inlude.ded seemingly use the correct names for these patches. Maybe this is a repor...
-
05:31 Bug #1983: [Doom] "Finished" graphic placed too low
- This issue occurs only if a replacement text is found for the map title patch and replacements are actually enabled. ...
-
05:20 Bug #1064: [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)
- Now that the map progression is described in Episode definitions it follows that the interlude to be played during a ...
-
03:33 Bug #1729: Repeat loading of DEHACKED patches specified on the command line following a game change
- To fix the underlying issue the Right Way, requires implementing a new mechanism for describing game sessions; includ...
-
03:14 Bug #1964 (Closed): Problems with sprites with special chars [ / ] (Doom Arch Vile disappears; Hexen crash when Traductus dies)
-
03:09 Revision 422aba10 (github): Fixed|MaterialTextureLayer|Resources: MaterialTextureLayer::AnimationStage() should not decode texture URIs
- IssueID #1964
2015-03-02
-
23:45 Bug #1982 (Closed): Crash warping to a map without MapInfo data
-
19:29 Bug #1982 (In Progress): Crash warping to a map without MapInfo data
-
23:44 Revision 8e6b6566 (github): Fixed: Crash warping to a map without MapInfo data
- Added fallback MapInfo data to be used as a last resort, when no def
is defined for the current map and the game does... -
22:07 Bug #1985: Linux: Doomsday halts startup until window looses focus.
- Confirmed that the issue is now fixed.
Thanks -
22:04 Bug #1984: Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
- Confirmed that it builds and runs successfully with the latest build.
Thanks. -
09:28 Bug #1987 (Resolved): FOV gets maxed out too early in a very wide window
-
09:14 Bug #1987 (In Progress): FOV gets maxed out too early in a very wide window
-
09:03 Bug #1987 (Closed): FOV gets maxed out too early in a very wide window
- When the game window is very wide, the FOV setting gets maxed out too early. The behavior should be changed so that i...
-
09:28 Revision c295277e (github): Documentation|Doxygen|libcore: Added missing argument
-
09:24 Revision 90c07579 (github): Fixed|Renderer: Don't try to correct the FOV angle in a very wide window
- IssueID #1987
-
09:24 Revision b00c4e61 (github): Fixed|Renderer: Don't try to correct the FOV angle in a very wide window
- IssueID #1987
-
08:52 Feature #1986 (New): [MP] Configure what the server does when an episode ends
- Currently if an episode ends, the server will get stuck in the finale animation and the only way forward is to manual...
2015-03-01
-
19:32 Bug #1985 (Closed): Linux: Doomsday halts startup until window looses focus.
-
18:49 Bug #1985 (Resolved): Linux: Doomsday halts startup until window looses focus.
-
18:55 Feature #1887: Migrate project build system to CMake 3
- CPack packaging is now set up. The produced packages still need fine-tuning with regard to metadata, installer UI gra...
-
18:52 Revision 94438568 (github): Fixed|X11|Canvas: Window refresh does not start properly
- A paint event needs to be completed before another refresh is scheduled.
With the resize timer preventing painting, w... -
18:49 Revision 8ac12bf1 (github): Fixed|X11|Canvas: Window refresh does not start properly
- A paint event needs to be completed before another refresh is scheduled.
With the resize timer preventing painting, w... -
18:20 Revision a2415db2 (github): CMake|Windows: Install Visual C++ redistributable libraries
-
15:49 Revision 671430d5 (github): CMake|Windows: Tweaks for WiX installer packaging
-
15:08 Feature #1643: Windows installer using WiX Toolset
- CMake supports WiX, so unless significant customization is required, we can switch to an @.msi@ installer quite easily.
-
15:05 Feature #1643 (In Progress): Windows installer using WiX Toolset
2015-02-28
-
19:59 Bug #1984: Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
- Please check if commit:9d85dd9e compiles correctly (does for me).
-
19:58 Bug #1984 (Resolved): Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
-
07:27 Bug #1984: Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
- There must be a config.h on the include path that gets priority over libcommon's config.h. I'll make the #include use...
-
07:23 Bug #1984 (In Progress): Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
-
00:42 Bug #1984: Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
- *Update:* Modified d_config.h, d_config.h (in doom64) and h_config.h to use the absolute path for #include "config.h"...
-
00:16 Bug #1984 (Closed): Fedora (Linux) : error: unknown type name ‘libcommon_config_t’
- @gcc -c -pipe -std=c99 -fms-extensions -I/usr/include/assimp -O2 -g -pipe -Wall -Werror=format-security -Wp,-D_FORTIF...
-
19:54 Revision 9d85dd9e (github): All Games|libcommon: Include path for config.h
- Perhaps a more specific path helps with this issue.
IssueID #1984 -
19:48 Revision 8e78e6c2 (github): CMake: Option to install SDK; cleaned up OS X deployment
- When creating a binary package on OS X, only the apps and the Readme
should be present. -
19:44 Revision d7e16225 (github): All Games|libcommon: Include path for config.h
- Perhaps a more specific path helps with this issue.
IssueID #1984 -
17:22 Revision bbe9dda5 (github): CMake: Cleanup
-
14:29 Revision d21c690c (github): CMake|OS X: Code signing
- To comply with code signing rules, the plugins were moved under the
app bundle's PlugIns directory (PlugIns/Doomsday)... -
07:30 Bug #1985: Linux: Doomsday halts startup until window looses focus.
- I have seen something similar recently. I'll investigate...
-
07:29 Bug #1985 (In Progress): Linux: Doomsday halts startup until window looses focus.
-
01:11 Bug #1985: Linux: Doomsday halts startup until window looses focus.
- Additional: I am using Fedora 21 with the Nvidia 346.35 driver
-
01:06 Bug #1985 (Closed): Linux: Doomsday halts startup until window looses focus.
- I have seen this issue on both Ubuntu and Fedora. Only noticed it on recent builds.
When doomsday is launched a wi...
2015-02-27
-
16:39 Revision 3baf9c4a (github): CMake: Require CMake 3.1
-
16:39 Revision 995fda4a (github): CMake|OS X: Fixed issues with the CPack installation procedure
- In custom install scripts, CMAKE_INSTALL_PREFIX will be different
when running CPack so the variable must not be eval...
2015-02-25
-
16:38 Feature #1887: Migrate project build system to CMake 3
- This work is ongoing in the @cmake-build@ branch. The status is that one can build a fully functional Doomsday plus a...
2015-02-24
-
19:01 Bug #1954 (Closed): Joining an MP game from a different game causes segfault (after version conflict)
-
12:09 Revision dc209f57 (github): Assimp: Updated the Git submodule
-
11:51 Bug #1982: Crash warping to a map without MapInfo data
- The issue with applying special behavior to the VISIT cheat is that these are translated into a warp command automati...
-
11:28 Bug #1982: Crash warping to a map without MapInfo data
- 1) was basically different behaviour versus Vanilla yes.
Though, perhaps the VISIT cheat should be locked to ... -
11:15 Bug #1982: Crash warping to a map without MapInfo data
- So to clarify, 1) is a report concerning behavior that differed from vanilla, rather than being taken to the wrong ma...
-
11:05 Bug #1982: Crash warping to a map without MapInfo data
- I'm not overly surprised this was a deliberate change (versus Vanilla). But I figure it's better to be sure :)
-
11:01 Bug #1982: Crash warping to a map without MapInfo data
- Both the VISIT cheat and the warp XX command expect warp numbers. This means that the map you will be taken to is tha...
-
10:06 Bug #1982 (Feedback): Crash warping to a map without MapInfo data
- Can you give some examples of the inputs you are trying that do not take you the map you expected? I've tried to repl...
-
09:52 Bug #1964: Problems with sprites with special chars [ / ] (Doom Arch Vile disappears; Hexen crash when Traductus dies)
- danij wrote:
> I'm guessing the problem lies in the sprite Texture generation in ResourceSystem. The name should be... -
09:10 Bug #1964: Problems with sprites with special chars [ / ] (Doom Arch Vile disappears; Hexen crash when Traductus dies)
- I've discovered that the reason why the sprites are missing is that @findTextureForAnimationStage()@ fails with a @Mi...
-
07:05 Revision 3a37d7e3 (github): Refactor|libcommon: Further simplified acs::System
- Since the recent introduction of acs::Module there is no longer a
need for the acs::System pimpl struct to hold a ref... -
06:43 Revision 70da41ce (github): CMake|OS X: Building and running with Xcode
- Like MSVS, Xcode uses different folders for the Debug and Release
binaries. The INTDIR or $<TARGET_FILE> is now used ... -
06:41 Revision 34730448 (github): libcommon|acs::System: Ensure the current ACScript module is unloaded when changing map
- Previously if the bytecode format for the new map was unrecognized
then the module for the previous map would remain ... -
05:44 Revision cab7a816 (github): libcommon|Hexen: Cleanup
-
04:44 Revision 5e1ffc6f (github): Typos
-
04:41 Revision 6d551400 (github): Fixed|64-bit|libcommon|acs::System: 32-bit integer assumptions (de)serializing ACScript world state
-
04:27 Revision d89d7177 (github): Fixed|Hexen: Various invalid memory reads when starting ACScripts
- Vanilla logic makes a lot of assumptions concerning the number of
arguments a given script expects. Resulting in read...
2015-02-23
-
15:01 Revision df454547 (github): CMake: Don't use exported SDK libs if present in current build
- Once installed, CMake will find the SDK libs in the installation
location (at least on Windows). This should ensure t... -
12:20 Revision 3357df66 (github): Fixed|Client: Use the renamed DD_FLOAT() macro (instead of FLOAT)
- Avoiding clashes with the Win32 API.
-
12:12 Revision 65e20240 (github): CMake|OS X: Unix include directories needed, too
-
12:04 Revision 9a70fd13 (github): CMake|Oculus Rift: Check that LibOVR version is correct; update for 0.4.4
-
11:08 Revision e67bc5bf (github): CMake: Check environment variable DENG_DEPEND_PATH; cleanup
- cotire is now disabled by default if ccache is found.
-
09:25 Bug #1964: Problems with sprites with special chars [ / ] (Doom Arch Vile disappears; Hexen crash when Traductus dies)
- I managed to find where the crash is occurring with Traductus (savegame attached). The associated commit commit:04452...
-
09:21 Revision 04452f9d (github): Debug|World: Avoid crash when analyzing alpha of a missing sprite texture
- IssueID #1964
-
09:19 Revision 5206343b (github): CMake: User-friendliness; don't try to install from deployed bin folder
-
09:18 Revision e0119736 (github): Debug|World: Avoid crash when analyzing alpha of a missing sprite texture
- IssueID #1964
-
07:10 Revision ba144563 (github): Cleanup|libcommon: acs::System (redundant namespace qualification)
-
05:55 Revision eca8200e (github): Fixed|libcommon|acs::System: Possible state invalidation when loading acs::Modules
-
05:30 Revision fb681a72 (github): Cleanup|libcommon: acs::Module
-
05:02 Revision f8ec3e2b (github): Refactor|libcommon|acs::System: ACS Module abstraction (cleanup)
- Introduced a Module abstraction/concept to the ACS scripting system,
for better SOC (although presently, only one mod...
2015-02-22
-
20:05 Revision 3ed7c865 (github): Fixed|libcore|ScriptSystem: Possible crash when importing modules
- The sorting predicate was not correct (not a bool), which could
confuse MSVC's std::list. -
20:04 Revision 1a7177f2 (github): Fixed|libcore|ScriptSystem: Possible crash when importing modules
- The sorting predicate was not correct (not a bool), which could
confuse MSVC's std::list. -
20:02 Revision f68216b8 (github): CMake|Windows: RC for libcore, client, and shell
- Icons, version information, etc.
-
17:51 Revision 852e360c (github): CMake|Windows: Win32 resources and exports for plugins
- Making this automatic via deng_add_plugin() makes more sense.
-
17:28 Revision 80572728 (github): CMake|Windows: API exports, running windeployqt, .pack output
-
16:51 Revision 67a23690 (github): CMake|Windows: Precompiled headers, better dependency finding
-
12:55 Revision f3079227 (github): CMake|Windows: Looking for DirectX and EAX
-
10:18 Revision 7f9c1de4 (github): Cleanup: Renamed the LONG/SHORT macros
- The LONG macro conflicted with the LONG typedef in <windows.h>.
-
09:57 Revision ca840c01 (github): CMake|Windows: Configuring the build for 32-bit Windows
- Modified dependency finders to work on Windows.
-
09:45 Feature #1887 (In Progress): Migrate project build system to CMake 3
2015-02-21
-
11:26 Revision f8c6e746 (github): CMake|OS X: Enabling C++11, DisplayMode default, building blank config
2015-02-20
-
22:30 Revision c76eef3b (github): CMake: Compile and install readme documentation
-
21:10 Revision 5ea74597 (github): CMake|Unix: Building and installing on an Unix system
- Also, some minor tweaks for CMake 3.0.2 compatibility.
-
12:43 Bug #1957: [Doom] God Mode cheat doesn't respect Values def
- Further testing reveals that this issue isn't that god mode set's the player's health to 100 internally.
Rather th... -
11:08 Revision 1586a285 (github): CMake: Improved finding of FMOD, LibOVR; OS X plugin install names
Also available in: Atom