Activity
From 2015-03-22 to 2015-04-04
2015-04-04
- 16:52 Revision 6a4f918a (github): UI|Client: Added "Pixel Density" slider to the Renderer Settings
- Now that there is room in the Renderer Settings dialog, the global pixel
density setting can be placed there. It is n... - 16:52 Revision 15b91f6f (github): UI|libappfw: Only allow UI downscaling on HiDPI displays
- On a non-retina display, text would simply become unreadable. Better to use
the -dpi and -fontsize switches instead.
... - 16:52 Revision bbe63d68 (github): UI|libappfw: Scale UI smaller with small window sizes/resolutions
- Since the UI style doesn't scale dynamically, we can apply a window
transformation to scale the window contents small... - 16:49 Revision fad722fd (github): UI|Client: Added "Pixel Density" slider to the Renderer Settings
- Now that there is room in the Renderer Settings dialog, the global pixel
density setting can be placed there. It is n... - 16:46 Revision a346281a (github): UI|libappfw: Only allow UI downscaling on HiDPI displays
- On a non-retina display, text would simply become unreadable. Better to use
the -dpi and -fontsize switches instead.
... - 16:29 Bug #2009 (In Progress): Taskbar doesn't scale itself and game world correctly in small display modes
- As a quick workaround, I tried scaling down the UI in very low resolutions like 640x480, however the quality of text ...
- 15:39 Revision ecc8581f (github): UI|Cleanup|Client: Moved renderer behavior settings to the Gauge popup
- These don't really have the prominence or importance to be in the
main Renderer Settings dialog. - 15:39 Revision de704213 (github): libappfw|GridPopupWidget: Method for adding separate labels
- 15:37 Revision 39c536d3 (github): UI|Cleanup|Client: Moved renderer behavior settings to the Gauge popup
- These don't really have the prominence or importance to be in the
main Renderer Settings dialog. - 15:36 Revision b172af13 (github): libappfw|GridPopupWidget: Method for adding separate labels
- 11:20 Bug #2010 (Closed): [Heretic] Skill 1 and 5 additional ammo incorrect
- At some point in the 1.9 series, Dday started accidently giving the player 100% additional ammo on skill1 and 5 in He...
2015-04-03
- 14:50 Revision 252586f8 (github): UI|libappfw: Scale UI smaller with small window sizes/resolutions
- Since the UI style doesn't scale dynamically, we can apply a window
transformation to scale the window contents small... - 14:47 Revision d077f8a8 (github): Oculus Rift|OS X: Updated build for LibOVR 0.5.0.1
- Todo: See if this is actually still working with the HMD.
- 12:58 Revision f62ef3a8 (github): CMake|Oculus Rift: Updated SDK config for LibOVR 0.5.0.1
- 12:57 Revision 65e81632 (github): libgui|libappfw: Cleaning up, debugging Canvas drawing
- 12:32 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
- My apologies, I meant 16:9.
Certainly, the few non 4:3 resolutions below 1024x768 that my card allows, appear to r... - 12:21 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
- Thanks for the screenshot, that issue is known (UI style doesn't scale at all with regard to display resolution).
... - 12:30 Revision ef38e708 (github): CMake|Oculus Rift: Updated SDK config for LibOVR 0.5.0.1
2015-04-02
- 17:50 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
- A 640x480 screen resolution image at the start of Doom2 Map01, with the renderer appearance menu open, is attached.
- 17:35 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
- Please attach a screenshot (or two) to clarify the issue.
- 17:23 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
- To ramble some more; the second one looks like a bug, but I suppose the first one might be personal preference; optio...
- 17:12 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
- The Taskbar doesn't appear to scale correctly at resolutions below 1024x768.
The edges of the game world don't app... - 17:07 Bug #2009 (Closed): Taskbar doesn't scale itself and game world correctly in small display modes
- On my 16:10 monitor, when I select a non 16:10 resolution in Dday, the taskbar doesn't appear to scale correctly and ...
2015-03-30
- 21:29 Feature #2008 (Closed): Keyboard-only usage of the new Doomsday UI (Home, task bar, popups, etc.)
- It should be possible to navigate and manipulate the new libappfw widgets using the keyboard only. A focus indicator ...
- 21:12 Feature #1675: Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
- Linked with #1794 as @QOpenGLWindow@ is much more mobile-friendly (simpler) than QWidgets.
- 21:10 Revision ded41a1c (github): Refactor|Canvas: Merged Canvas and CanvasWindow, added QtInputSource
- CanvasWindow was removed, and Canvas now represents a complete native
window with an OpenGL drawing surface that cove... - 18:26 Bug #2007 (New): [Hexen] Mana given when collecting already-owned, fourth-weapon pieces
- Presently when one attempts to pickup a piece of the fourth-weapon the amount of mana (a.k.a. ammo) given is not alwa...
- 18:20 Bug #2006 (Closed): [MP] Automap and Inventory left open on player death
- Game logic assumes that when the player dies their Automap and Inventory is closed. Presently these HUDs remain open ...
2015-03-28
- 18:48 Revision dbe222cb (github): Merge branch 'master' into opengl3.3
- Conflicts:
doomsday/libgui/include/de/gui/libgui.h
doomsday/libgui/src/graphics/glframebuffer.cpp
doomsday/libgui/... - 18:35 Feature #1675 (In Progress): Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
- 16:22 Bug #2004: Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
- Please test with the next build to see if the invulnerability effect is now working as expected. The effect is now ap...
- 13:10 Bug #2004 (Resolved): Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
- 13:11 Revision 9eef3795 (github): Fixed|PostFX: Clear view effects when needed
- The PostFX shader was not being reset when a game was unloaded, or
when a savegame was loaded.
The public GL API was... - 13:11 Revision 8f3eca9f (github): UI|Client: Minor improvements
- Don't warn about known shared libs not being plugins. Don't allow
negative time values in the "last updated since" st... - 13:09 Revision 517cd8b8 (github): Fixed|PostFX: Clear view effects when needed
- The PostFX shader was not being reset when a game was unloaded, or
when a savegame was loaded.
The public GL API was...
2015-03-27
- 17:36 Revision 9ea6960b (github): Fixed|CMake: Installing library targets
- The syntax was incorrect: INCLUDES DESTINATION is associated with the
previous destination, it cannot have a componen... - 09:49 Revision bad4cc62 (github): CMake|Qt: Complete build using Qt 4
- Todo: Check what needs updating for per-component builds.
- 09:47 Revision 8897b47e (github): UI|Client: Minor improvements
- Don't warn about known shared libs not being plugins. Don't allow
negative time values in the "last updated since" st... - 09:05 Revision df38e197 (github): Merge branch 'cmake-build' of https://git.skyjake.fi/deng into cmake-build
- 08:47 Revision eb341be0 (github): CMake|Qt: Qt 4 configuration for a non-GUI build
- Not fully tested yet.
- 05:53 Bug #2004 (In Progress): Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
- 00:33 Bug #2005 (Closed): [Doom] Configure Weapon Priority Order Broken
- I don't know if I'm doing this wrong, but I have encountered this on all the computers in my house. I am unable to re...
2015-03-26
- 19:51 Bug #2004: Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
- In the above cases, if I load a save game or use the level warp cheat to move to another map in the same game, the in...
- 19:48 Bug #2004 (Closed): Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
- The Invulnerability filter isn't cleared when the player leaves a map via means other than pressing an exit switch; f...
- 19:37 Bug #1776: [Doom] Invulnerability effect not cleared between maps (leaving a map)
- This issue was closed for the 1.14.1 release. Reopening it would remove it from that version. Please submit a new bug...
- 19:33 Bug #1776: [Doom] Invulnerability effect not cleared between maps (leaving a map)
- Can I reopen this report; it appears that it was fixed in the specific case of a player exiting a map via an exit swi...
- 11:52 Bug #1939 (Closed): [Doom] Screen wipe wrong when loading game during InFine
- 11:20 Bug #2002: Light decoration level fields ignored if min/max values indentical
- I guess this could be converted to an RFE then?
- 01:25 Bug #2002 (Rejected): Light decoration level fields ignored if min/max values indentical
- This is expected behavior. The docs define behavior for the min < max and max > min cases. As such @if min == max@ th...
- 08:26 Bug #2003 (Closed): Windows uninstaller leaves compiled Python files behind
- When one uninstalls Dday on Windows, it leaves various Python files in the Snowberry folder. These files should be au...
2015-03-25
- 22:56 Bug #2002 (Rejected): Light decoration level fields ignored if min/max values indentical
- In light decoration def's, the levels field appears to be ignored if the min/max values are identical.
Sure I coul... - 11:29 Feature #2001: Uninstall savegames, configs and other runtime files (optionally)
- I figure it's sort of related; when one uninstalls Dday on Windows, it leaves various Python files in the Snowberry f...
- 10:55 Feature #2001: Uninstall savegames, configs and other runtime files (optionally)
- Whoops, accidently listed it as a bug.
Users seem able to copy a report and change it from bug to RFE and vice ver... - 10:54 Feature #2001 (Rejected): Uninstall savegames, configs and other runtime files (optionally)
- Maybe the Dday uninstaller could be updated with a message saying it doesn't remove config's, save games etc (perhaps...
2015-03-23
- 08:08 Bug #1026: Load console command music oversight
- Did you get your AV zip from http://www.doom2.net/wads/av.zip? We may be using the same version as I did undershoot t...
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