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From 2015-03-25 to 2015-04-07

2015-04-07

17:07 Revision 0fee9b1f (github): libgui|Tests: Canvas default format, retina pixels, updated GLSandbox
Since QOpenGLWindow is not a QWidget, one cannot use QToolBar on it.
The toolbars were moved to a separate QWidget-ba...
skyjake
17:05 Revision 26128fd1 (github): CMake|Tests: Test apps should be in a folder called "Tests"
skyjake
10:11 Revision ad7717e2 (github): Fixed|Tests|CMake|OS X: Deploy Qt on test apps
Since these are Mac application bundles, the Qt frameworks are
expected to be bundled inside.
skyjake
10:10 Revision ec35a7e1 (github): Cleanup|Tests: Updated tests for revised Canvas class
skyjake
08:38 Revision 749e3ec8 (github): Merge branch 'cmake-build' into gl2-qopenglwindow
Conflicts:
doomsday/sdk/libappfw/src/vrwindowtransform.cpp
skyjake

2015-04-06

14:59 Bug #2010 (Closed): [Heretic] Skill 1 and 5 additional ammo incorrect
skyjake
14:52 Bug #2010 (Resolved): [Heretic] Skill 1 and 5 additional ammo incorrect
Found the problem. Apparently due to a refactoring oversight, a bit shift had been replaced with a division operator ... skyjake
14:21 Bug #2010 (In Progress): [Heretic] Skill 1 and 5 additional ammo incorrect
skyjake
14:58 Revision d52a26c6 (github): Fixed|Heretic: Amount of ammo given on baby/nightmare difficulty
Apparently ">> 1" was intended to be "/ 2" but the right-hand operand
had not been changed. Restored the vanilla Here...
skyjake
14:57 Revision 1ee4e51f (github): Fixed|Heretic: Amount of ammo given on baby/nightmare difficulty
Apparently ">> 1" was intended to be "/ 2" but the right-hand operand
had not been changed. Restored the vanilla Here...
skyjake
14:22 Bug #2004 (Closed): Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
skyjake
14:08 Revision 50abed9f (github): Merge branch 'master' into cmake-build
skyjake
14:05 Bug #2011 (Resolved): [Doom] Invincibility Sphere doesn't always make screen white
Please test the next build, this should now be fixed. skyjake
09:43 Bug #2011 (In Progress): [Doom] Invincibility Sphere doesn't always make screen white
skyjake
08:54 Bug #2011 (Closed): [Doom] Invincibility Sphere doesn't always make screen white
I have started to encounter this issue in recent builds of Doomsday. At first, I thought it was a random event but I ... sonicdoommario
13:58 Revision 4cbf49af (github): Fixed|Doom: Clearing the invulnerability post-processing filter
While the engine-side view effects state was being reset appropriately,
libdoom's "special filter" state was not rese...
skyjake
13:58 Revision e390e38c (github): Fixed|UI|Client: Reseting "Pixel Density" to defaults
This setting was still part of the window system; now moved to the
renderer settings.
skyjake
13:57 Revision 938d641c (github): Fixed|Doom: Clearing the invulnerability post-processing filter
While the engine-side view effects state was being reset appropriately,
libdoom's "special filter" state was not rese...
skyjake
10:00 Revision cc190308 (github): Fixed|UI|Client: Reseting "Pixel Density" to defaults
This setting was still part of the window system; now moved to the
renderer settings.
skyjake

2015-04-05

18:42 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
vermil wrote:
> running the actual resolution, rather than pixel doubling to emulate it, would be less hardware inte...
skyjake
11:06 Bug #2009: Taskbar doesn't scale itself and game world correctly in small display modes
Certainly, pixel doubling does reduce the motivation to use low resolutions (though I assume running the actual resol... vermil

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...
skyjake
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.
...
skyjake
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...
skyjake
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...
skyjake
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.
...
skyjake
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 ... skyjake
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.
skyjake
15:39 Revision de704213 (github): libappfw|GridPopupWidget: Method for adding separate labels
skyjake
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.
skyjake
15:36 Revision b172af13 (github): libappfw|GridPopupWidget: Method for adding separate labels
skyjake
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... vermil

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...
skyjake
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. skyjake
12:58 Revision f62ef3a8 (github): CMake|Oculus Rift: Updated SDK config for LibOVR 0.5.0.1
skyjake
12:57 Revision 65e81632 (github): libgui|libappfw: Cleaning up, debugging Canvas drawing
skyjake
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...
vermil
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).
...
skyjake
12:30 Revision ef38e708 (github): CMake|Oculus Rift: Updated SDK config for LibOVR 0.5.0.1
skyjake

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. vermil
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. skyjake
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... vermil
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...
vermil
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 ... vermil

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 ... skyjake
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. skyjake
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...
skyjake
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... danij
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 ... danij

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/...
skyjake
18:35 Feature #1675 (In Progress): Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
skyjake
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... skyjake
13:10 Bug #2004 (Resolved): Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
skyjake
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...
skyjake
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...
skyjake
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...
skyjake

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...
skyjake
09:49 Revision bad4cc62 (github): CMake|Qt: Complete build using Qt 4
Todo: Check what needs updating for per-component builds. skyjake
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...
skyjake
09:05 Revision df38e197 (github): Merge branch 'cmake-build' of https://git.skyjake.fi/deng into cmake-build
skyjake
08:47 Revision eb341be0 (github): CMake|Qt: Qt 4 configuration for a non-GUI build
Not fully tested yet. skyjake
05:53 Bug #2004 (In Progress): Invulnerability filter not cleared between maps in all cases (unload, savegame, warp)
skyjake
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... sonicdoommario

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... vermil
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... vermil
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... skyjake
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... vermil
11:52 Bug #1939 (Closed): [Doom] Screen wipe wrong when loading game during InFine
skyjake
11:20 Bug #2002: Light decoration level fields ignored if min/max values indentical
I guess this could be converted to an RFE then? vermil
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... danij
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... skyjake

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...
vermil
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... vermil
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...
vermil
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... vermil
 

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