Activity
From 2015-05-01 to 2015-05-14
2015-05-14
- 23:14 Revision f9a121a8 (github): Snowberry: Use "-iwad" when addon is an IWAD file
- Needs testing with the next build to see if this is a sufficient fix.
IssueID #2034 - 22:47 Bug #2052 (Closed): [OS X] Crash when loading a map (clang, release build)
- Build 1591, Apple LLVM version 6.1.0 (clang-602.0.49).
When running the client or doomsday-server, in map.cpp, @so... - 22:33 Revision 9e5de905 (github): Fixed|Hexen: Compiler warning (unused argument)
- 15:01 Revision c19ab466 (github): Fixed|Unix: Minor build errors
- 15:00 Revision 46117911 (github): Fixed|Unix: Minor build errors
- 11:56 Feature #2051 (New): XG test suite / demo map
- We need a map that tests all the features of XG in a systematic fashion. This can then act as a test suite to fix reg...
- 01:44 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
- My take is this is simply obsolete logic in Snowberry - both HEXEN.WAD and HEXDD,WAD should be specified with -iwad s...
- 01:39 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
- It appears this problem is quite simply that HEXDD.wad is being loaded twice when launched from Snowberry. A summary ...
2015-05-13
- 22:50 Bug #2049: Inadequate minimum OpenGL version detection/handling (Windows)
- Very glad to hear this is now fixed.
(Trying to debug anything using Qt Creator on Windows is a complete nightmare... - 21:50 Bug #2049 (Closed): Inadequate minimum OpenGL version detection/handling (Windows)
- 21:42 Bug #2049 (In Progress): Inadequate minimum OpenGL version detection/handling (Windows)
- The problem was that a number of calls were attempted to the OpenGL 2+ entrypoints that were all @nullptr@ because of...
- 10:35 Bug #2049: Inadequate minimum OpenGL version detection/handling (Windows)
- Doomsday's dialog is not shown and no error is printed in the log, on Windows 7 64-bit.
- 10:13 Bug #2049: Inadequate minimum OpenGL version detection/handling (Windows)
- If the minimum OpenGL version check fails, the current behavior is to show an error dialog box (using @nativeui.cpp@)...
- 10:08 Bug #2049 (Closed): Inadequate minimum OpenGL version detection/handling (Windows)
- The default display driver on Windows 7 does not support OpenGL 2.0 (or later) resulting in the Doomsday client faili...
- 21:49 Revision a73892f9 (github): Fixed|Windows|libgui: Crash during startup if display driver doesn't support OpenGL 2
- Entrypoints were null, calls were still being made.
IssueID #2049 - 21:48 Revision 6a0815b1 (github): Fixed|Windows|libgui: Crash during startup if display driver doesn't support OpenGL 2
- Entrypoints were null, calls were still being made.
IssueID #2049 - 17:25 Revision df1bfbbd (github): Merge branch 'master' into cmake-build
- 08:59 Revision 481bc01c (github): Fixed|World|ContactSpreader: Spread contacts over middle surfaces with a non-opaque material
- Addresses an issue with dynamic lights, observed in hexen-dk MAP48,
in the westernmost room (the Afrit cages). - 05:59 Feature #2047: Allow user to select a specific IWAD file for a (custom) game session
- I agree. I had been thinking about this whilst out to lunch and this was one thought that I had -- to be able to defi...
- 04:39 Feature #2047: Allow user to select a specific IWAD file for a (custom) game session
- This is looking at the problem from the wrong perspective. Rather than overriding an IWAD for a pre-defined game mode...
- 03:22 Feature #2047 (Closed): Allow user to select a specific IWAD file for a (custom) game session
- Right now, Doomsday locates by name game data. After it finds a list of candidate files, it selects the one which mat...
- 05:27 Revision 3be10324 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
- 05:27 Revision 5fdf8495 (github): Client|Server: Untangled header includes (don't use de_*.h), cleanup
- 03:50 Bug #2048 (New): Particle effects obscure map objects
- I have attached definitions for all available game plugins, however this is an issue with the engine rather than the ...
2015-05-12
- 23:31 Bug #1989 (In Progress): Client assert fail (possible crash) if joining game during intermission
- 23:15 Revision 8f6f39a0 (github): Merge branch 'master' into stable
- 23:06 Bug #1591: [BSP] Fully overlapped map geometry is not always split
- Ok good. For bookkeeping I created a separate issue for the fix so it's included in 1.15.
- 21:55 Bug #1591: [BSP] Fully overlapped map geometry is not always split
- The 1.15 release target was indeed set because of the first part of this issue. As that is now addressed there is no ...
- 20:59 Bug #1591: [BSP] Fully overlapped map geometry is not always split
- danij wrote:
> The second issue concerning splitting of overlapped line segments wrt support of maphacks (such as th... - 23:04 Bug #2046 (Closed): [BSP] Space partitioning results in superfluous line segments
- An overly conservative epsilon used when searching for existing line segments in the map would sometimes lead to the ...
- 22:41 Bug #2043: [Hexen] Puzzle item use regression
- Good catch, vermil! This was apparently just a simple typo/oversight in the revised inventory code.
- 22:40 Bug #2043 (Closed): [Hexen] Puzzle item use regression
- 22:37 Revision 35cb1b44 (github): Fixed|Hexen: Unsuccessful use of puzzle item should not move cursor
- A simple oversight, it seems. 'lastUsed' was always IIT_NONE in this
scope.
IssueID #2043 - 22:36 Revision 5ad8c86c (github): Fixed|Hexen: Unsuccessful use of puzzle item should not move cursor
- A simple oversight, it seems. 'lastUsed' was always IIT_NONE in this
scope.
IssueID #2043 - 21:15 Revision 98ea456d (github): Fixed|Hexen: Resolve merge conflicts from 05f0b122
- 20:33 Revision 3f5f37f6 (github): Setting release type to "Candidate"
- Stable branch will be used for making the release candidate and
stable builds. - 20:30 Revision 5fd0f898 (github): Merge branch 'master' into stable
- 14:52 Revision 05f0b122 (github): Fixed|Hexen: Incorrect mana given on collection of fourth-weapon piece
- IssueID #2045
- 09:31 Bug #2045 (Closed): [HeXen] 4th weapon pickups for current player class give wrong quantity of mana
- 09:29 Revision f9fe10bc (github): Fixed|Hexen: Incorrect mana given on collection of fourth-weapon piece
- IssueID #2045
- 00:09 Bug #1967: [Multiplayer] Heretic/HeXen liquid splashes/damaging floors doubled
- To reword the original report. One is incorrectly taking damage twice from damaging floors in Heretic and HeXen MP
- 00:07 Bug #1967: [Multiplayer] Heretic/HeXen liquid splashes/damaging floors doubled
- I'll add to this report to say that during the old MP testing phase, this issue also affected Doom, but it was fixed ...
2015-05-11
- 22:05 Revision 42dc834f (github): Revert unrelated commits
- 22:01 Revision be980ab1 (github): Merge branch 'doom64' into reintegrate-upstream
- 21:58 Revision a5461773 (github): Merge branch 'cmake-build' of https://github.com/skyjake/Doomsday-Engine into cmake-build
- 21:27 Revision 5985778e (github): Merge origin/cmake-build
- 12:33 Bug #2042: Mobj spawning at sector boundary height should choose highest contacted floor
- Yes, when a mobjs centre point is exactly on the line shared by two sectors, the Vanilla games appear to always place...
- 12:21 Bug #2042: Mobj spawning at sector boundary height should choose highest contacted floor
- vermil wrote:
> When a mobj is perfectly over two sectors of different heights
I understand this as the mobj's ce... - 11:58 Bug #1129: Various mobj Z movement clipping bugs
- I've now observed bug 2 happening in HeXen with bad guys walking off ledges into scenery items and then becoming stuc...
- 09:48 Bug #2045 (In Progress): [HeXen] 4th weapon pickups for current player class give wrong quantity of mana
2015-05-10
- 20:57 Bug #2045: [HeXen] 4th weapon pickups for current player class give wrong quantity of mana
- Note that this issue has already been addressed in the recently pushed @hud-cleanup@ branch.
- 20:18 Bug #2045 (Closed): [HeXen] 4th weapon pickups for current player class give wrong quantity of mana
- Forth weapon pieces for the class the player is playing are incorrectly only giving 20 blue mana when picked up, inst...
- 19:50 Bug #2044 (Closed): [HeXen] Pig mode weapon switching should be inactive
- In Dday, when one is a pig, the 1-4 key's lower and re-raise the pigs weapon.
In Vanilla HeXen, the weapon selecti... - 02:40 Revision 93df11e0 (github): Fix function signature for GWA category
2015-05-09
- 23:31 Revision f0af88ee (github): Fix missing definitions and add gwa support to snowberry
- 21:40 Bug #2043 (Closed): [Hexen] Puzzle item use regression
- In modern Dday attempting to use either an artefact or a puzzle item that can't be used (for instance, the player alr...
- 20:59 Bug #2042 (New): Mobj spawning at sector boundary height should choose highest contacted floor
- I wasn't sure what to title this report.
When a mobj is perfectly over two sectors of different heights, Dday has ... - 18:54 Bug #2006 (Closed): [MP] Automap and Inventory left open on player death
- 18:35 Bug #2006 (Resolved): [MP] Automap and Inventory left open on player death
- Fixed by adding a new packet that allows the server to tell the client to close the HUDs (causes a call to @ST_CloseA...
- 17:39 Bug #2006 (In Progress): [MP] Automap and Inventory left open on player death
- 18:54 Bug #1966 (Closed): [MP] Powered up Phoenix Rod broken
- 17:27 Bug #1966 (Resolved): [MP] Powered up Phoenix Rod broken
- 18:49 Revision 439e1445 (github): Merge branch 'master' into cmake-build
- 18:47 Revision 120d6237 (github): Fixed|Multiplayer|All Games: Close automap and inventory when player dies
- A new packet was added so the server can tell a particular client to
close their automap and inventory.
IssueID #2006 - 18:47 Revision 82cb6195 (github): Cleanup|libcommon|All Games: Call ST_CloseAll() when player is dying
- 18:47 Revision 1d416dc4 (github): Fixed|Multiplayer|Heretic|libcommon: Phoenix Rod flame and weapon refiring
- The client was not sending information about the weapon's refire
status, causing the server to perform the incorrect ... - 18:47 Revision 0d904dca (github): Debug|Client: viewPlayer and displayPlayer aren't always in sync
- Todo for later: Clean this up, there should only be one of these.
- 18:47 Revision e2c682ea (github): Loop|Client|Server: Advance a single tic if app has been stuck for a long time
- This addresses the problem where Doomsday would remain stuck running
a massive number of tics after wall time has ski... - 18:46 Revision 72cb4411 (github): Fixed|Console|libdoomsday: Handling an empty string argument
- Compiling on the Raspi, the comparison between -1 (integer) and
a char was always false (compiler warning). This caus... - 18:46 Revision 5cdafd63 (github): Fixed|Time|libcore: Missing conversion of Time to text
- Previously it was only possible to convert a high-performance time
to text using the BuildNumberAndSecondsSinceStart ... - 18:46 Revision 1087ccd4 (github): Fixed|libcore|libgui: Use Qt serialization format 4.8
- Since Qt 4.8 is the oldest supported serialization version, for
compatibility reasons all builds should use that format. - 18:46 Revision aef05e09 (github): Fixed|Network|Client: Treat port 0 as equivalent to the default port
- 18:46 Revision 91bb6b51 (github): Cleanup|libshell: Define the default server port as a constant
- 18:22 Revision 88d34c49 (github): Fixed|Multiplayer|All Games: Close automap and inventory when player dies
- A new packet was added so the server can tell a particular client to
close their automap and inventory.
IssueID #2006 - 18:15 Revision e3c31c07 (github): Cleanup|libcommon|All Games: Call ST_CloseAll() when player is dying
- 17:26 Revision c5e2311d (github): Fixed|Multiplayer|Heretic|libcommon: Phoenix Rod flame and weapon refiring
- The client was not sending information about the weapon's refire
status, causing the server to perform the incorrect ... - 11:06 Bug #1820 (Closed): [MP] Heretic Hell Staff rain colors don't match player colors
- The rain colors now match the colors chosen by the players.
- 08:51 Bug #1820 (In Progress): [MP] Heretic Hell Staff rain colors don't match player colors
- 11:03 Revision aa5e2833 (github): Heretic|Multiplayer|Fixed: Incorrect Hell Staff rain colors
- The rain color matches the player color in multiplayer games.
IssueID #1820 - 11:03 Revision 3dc45e10 (github): Heretic|Multiplayer|Fixed: Incorrect Hell Staff rain colors
- The rain color matches the player color in multiplayer games.
IssueID #1820 - 11:01 Revision b600eac5 (github): Debug|Client: viewPlayer and displayPlayer aren't always in sync
- Todo for later: Clean this up, there should only be one of these.
- 10:04 Revision 71d6067a (github): Loop|Client|Server: Advance a single tic if app has been stuck for a long time
- This addresses the problem where Doomsday would remain stuck running
a massive number of tics after wall time has ski... - 09:41 Bug #2040: Auto-completion popup widget width changes when scrolling
- This is almost certainly related to the recent "DocumentWidget content size accuracy fix.":http://tracker.dengine.net...
- 08:49 Bug #1961: Client fatal error due to invalid data received from server
- This may have been caused by #1954, and has therefore been fixed. Should keep an eye out.
- 05:33 Revision 12e307ef (github): metric is sometimes (inexplicably without deeper research) null
- 00:15 Bug #2041 (New): Clipping issue in Hexen MAP10 - Wastelands near {x:160, y:-3248}
- Seemingly a logic error in the map renderer, occlusion ranges added for the polyobj geometry result in geometry behin...
2015-05-08
- 23:23 Bug #2040 (Closed): Auto-completion popup widget width changes when scrolling
- When scrolling through the auto-completion suggestions the popup widget's width changes according the width of the lo...
- 21:25 Revision 8de4b6a5 (github): Add more vim specs to gitignore
- 20:10 Bug #2036 (Rejected): Automap lines are not visible
- 19:32 Bug #2036: Automap lines are not visible
- Disregard that.
This is now working.
That was strange...
No settings were changed, by the way. - 19:46 Feature #1325: Boom line types and sectors
- rhargrave wrote:
> Is there such a list right now?
I don't think there is. I believe this is the most comprehensi... - 19:29 Feature #1325: Boom line types and sectors
- I think that it might be helpful to have a list of yet-to-be-implemented BOOM features along with technical details, ...
- 18:57 Bug #2039 (Closed): "Fly up" without Wings artifact causes inventory to scroll around randomly
- 18:49 Bug #2039 (In Progress): "Fly up" without Wings artifact causes inventory to scroll around randomly
- 12:27 Bug #2039 (Closed): "Fly up" without Wings artifact causes inventory to scroll around randomly
- In Vanilla Heretic and HeXen pressing Fly Up without possessing the Wings of Wrath does nothing.
However, in Dday,... - 18:57 Revision 7dcc7e21 (github): Fixed|Heretic|Hexen: "Fly Up" should do nothing if Wings isn't owned
- IssueID #2039
- 18:56 Revision 5ae247a6 (github): Fixed|Heretic|Hexen: "Fly Up" should do nothing if Wings isn't owned
- IssueID #2039
2015-05-07
- 23:45 Revision c23100d4 (github): Add TODO about refactoring
- 23:38 Revision 1015d72e (github): Remove redundant preprocessor negation -- it was always true
- 23:09 Revision 4eeeb234 (github): doom64: re-order UI configuration, fixes (most of) #2025
- 23:08 Revision 4699f5c4 (github): doom64: replace macro with constant
- 23:08 Revision f2740888 (github): Organize doom64 st_stuff header
- 23:07 Revision 7c660b0d (github): Minor TLC for the ready ammo widget
- 23:07 Revision af6ed8e6 (github): Allow for compiletime enablement of UI debugging features
- 22:26 Bug #2025: Doom64TC does not have a fully functional HUD
- I've attached a picture of the HUD. It is notably more similary to D64EX than D64TC. The keys are currently not displ...
- 22:04 Bug #2025: Doom64TC does not have a fully functional HUD
- I've marked this as being related to #4 (UI Renovation) since implementing the 64TC hud effectively involved implemen...
- 22:01 Bug #2025: Doom64TC does not have a fully functional HUD
- I've got the HUD working, the bug that was borking the render had to do with the order in which it was initialized. A...
- 18:41 Bug #2025: Doom64TC does not have a fully functional HUD
- I've finished integrating DaniJ's HUD. All that appears to be necessary at the moment is to debug a rendering issue t...
- 22:06 Bug #2024 (Resolved): doom64 plugin does not draw HUD
- Marked as resolved, as #2025 is effectively this issue has more discussion, and tracks related modifications, and its...
- 21:44 Revision d254757b (github): Scrub dead code in doom st_stuff
- 20:53 Revision 2f39efae (github): Debug|GL: Assert DGL_Enable/Disable/MatrixMode argument validity
- 20:47 Bug #2036: Automap lines are not visible
- It's quite odd. Later today I'll recompile my casual use copy with different flags and see what happens. The current ...
- 20:44 Bug #2036: Automap lines are not visible
- I see, that at least rules out any fundamental OpenGL driver level issues since you had it working before.
- 20:11 Bug #2036: Automap lines are not visible
- I don't seem to be encountering any GL errors, and the menu curtain works.
Even more interesting is that the autom... - 20:08 Bug #2036: Automap lines are not visible
- rhargrave wrote:
> Here is a screenshot of my GL info: http://i.imgur.com/545OsyO.png in doomsday, if you're curious... - 20:03 Revision c61a3979 (github): Remove unused viewport renderer code
- 19:10 Bug #1972: [MP] Fast-moving planes not always reach destination on client-side
- I ran a couple of further tests on MAP26 with build 1587. I tried reproducing the error on a ping of 100 ms, and anot...
- 05:07 Revision 4955c231 (github): Change WAD signature
- 05:01 Revision a8737078 (github): Modify CMakeLists to use GLOB_RECURSE rather than GLOB for subdirectory support
- 04:50 Revision b64729f6 (github): ArmorIconWidget did not include p_actor dependency
- 04:32 Revision 78d7bad2 (github): Looks like git had a stroke and neglected to delete files during a merge
- 01:08 Revision ac10fe97 (github): Merge branch 'cmake-build' into doom64
- 01:08 Revision fcbf134b (github): Merge branch 'cmake-build' of https://github.com/skyjake/Doomsday-Engine into cmake-build
- 00:27 Revision 0ab94735 (github): Before *iconwidget can be in libcommon, serious refactoring is needed
- 00:04 Revision 8e23100c (github): Merge branch 'master' of https://github.com/skyjake/Doomsday-Engine into doom64_integrate
- 00:03 Revision e2e4a04f (github): Merge upstream/cmake-build in to doom64_integrate
2015-05-06
- 23:52 Revision 8ba5cbdd (github): HealthIconWidget constructor did not make it in to the appropriate constructor change commit
- 23:51 Revision 5e473c47 (github): Update doom64 plugin to use new armor/health icon constructors
- 23:37 Revision 3dd7db74 (github): Add sprite field to health icon widget
- 23:37 Revision ae30e64f (github): Add armor sprite specification to armor icon widget constructorc
- 23:35 Revision 846b2841 (github): Scrub dead code in doom UI init
- 23:34 Revision 334e08bb (github): Scrub dead code in hexen UI init
- 23:34 Revision f439d4ff (github): Scrub dead code in heretic UI init
- 23:02 Revision c6af3c14 (github): Restore origin widget getter names
- 22:22 Revision ee72ed68 (github): Fixed|Console|libdoomsday: Handling an empty string argument
- Compiling on the Raspi, the comparison between -1 (integer) and
a char was always false (compiler warning). This caus... - 22:05 Revision 1c7852ff (github): Rename widget access prototypes in st_stuff header
- 22:04 Revision bbd2e160 (github): Remove unused static functions from st_stuff.cpp
- 22:02 Revision 6f2f6788 (github): Implemented new HUD toolkit
- 21:11 Revision 16b88023 (github): Fixed|Time|libcore: Missing conversion of Time to text
- Previously it was only possible to convert a high-performance time
to text using the BuildNumberAndSecondsSinceStart ... - 20:29 Revision 6262c698 (github): Fixed|libcore|libgui: Use Qt serialization format 4.8
- Since Qt 4.8 is the oldest supported serialization version, for
compatibility reasons all builds should use that format. - 20:06 Revision b9938719 (github): Remove (some) preprocessor specialization from hus_stuff
- 20:03 Bug #1781: Incorrect ping time in MP info popup
- Increased priority because a low ping time is an important consideration when choosing which server to join.
- 19:45 Bug #2036: Automap lines are not visible
- skyjake wrote:
> rhargrave wrote:
> > At which commit is it working for you?
>
> I'm using cmake-build commit:1f... - 19:33 Bug #2036: Automap lines are not visible
- rhargrave wrote:
> At which commit is it working for you?
I'm using cmake-build commit:1f6ede6224, however earlie... - 19:01 Bug #2036: Automap lines are not visible
- skyjake wrote:
> I tried this on two different machines and the automap was working correctly on both (Ubuntu 64-bit... - 11:19 Bug #2036: Automap lines are not visible
- I tried this on two different machines and the automap was working correctly on both (Ubuntu 64-bit, Nvidia GeForce 7...
- 19:28 Revision cde70104 (github): Fixed|Network|Client: Treat port 0 as equivalent to the default port
- 19:26 Revision 485faaaf (github): Cleanup|libshell: Define the default server port as a constant
- 19:12 Revision 433acd6f (github): Move armor and health icon widgets in to libcommon
- 19:07 Revision 05a5db46 (github): Mitigate results of late-night refactoring
- 19:04 Revision 91c2ab49 (github): Rename displayMode to hudMode
- 09:07 Revision bec59368 (github): Fix array subscript on L209
- 09:04 Revision c8f19095 (github): Rewrite HUD UI setup based on the doom plugin
- 05:48 Revision 1c357419 (github): Reorganize st_stuff
- 03:26 Feature #2038 (Closed): Replace `define` with `static const ...` where possible
- In working on various bits of doomsday, I noticed that macros are quite often used where constants could be used. I t...
2015-05-05
- 21:04 Feature #2037: [Linux] Get Doomsday working with Clang
- Ah yes! I forgot to mention the version of Clang I am using.
Here are some stats, including version:... - 20:07 Feature #2037: [Linux] Get Doomsday working with Clang
- It should be noted that Apple's version of Clang works flawlessly. Problems with the regular Clang may be just a matt...
- 19:49 Feature #2037 (Closed): [Linux] Get Doomsday working with Clang
- Last night, I was using clang to do some analysis. This worked well and generated, without complaint, a binary that w...
- 20:09 Bug #2036: Automap lines are not visible
- I'll do a clean build and see if this can be reproduced.
- 19:37 Bug #2036 (Rejected): Automap lines are not visible
- I just built a fresh Doomsday from cmake-build yesterday (I don't build from master, as I don't want to have a stroke...
- 10:22 Feature #2035 (New): Map lighting editor (volume, surface, and point sources)
- Rethinking and extending the old bias light editor ("bledit":http://dengine.net/dew/index.php?title=Bledit_(Cmd)), th...
- 08:13 Feature #2033: Runtime map editor
- This is a great idea. I'd like to throw in the suggestion for a better light editor as part of this.
- 06:06 Revision 88f21aa5 (github): Migrate m_cheat.cpp to P_SetMessageWithFlags
- 05:58 Revision dd1c9b8c (github): Rename P_SetYellowMessage2 to PSetYellowMessageWithFlags
- 05:57 Revision f091ae70 (github): Rename P_SetMessage2 to PSetMessageWithFlags
- 05:57 Revision c6143826 (github): Remove am_map.h include from st_stuff
- 05:48 Revision 355f5460 (github): Remove am_map.h include directive
- 05:22 Revision 6f431e89 (github): Include common/gamesession in mapstatereader.cpp, as mapstatereader needed access to COMMON_GAMESESSION when compiling jhexen
- 04:01 Revision 74f1a83c (github): Replace coord_t with double in fitPointInRectangle, as Vector*d is always a ddouble, while coord_t follows no such contract and could potentially change (example: coord_t was changed to double by another commit)
- 03:30 Revision 900bd262 (github): Refactor PlayerLogWidget::draw()
2015-05-04
- 20:58 Revision 84fe3c1a (github): Fixed|FX|Renderer: Drawing bloom without the resizing filter
- See comment in fx::Resize::isActive().
- 19:54 Feature #2029: Get the Doom64 lighting system working in Doom64TC
- The majority of the Doom64 lighting model is already implemented. Take a look at @libcommon@ @p_mapsetup.cpp@ and you...
- 07:36 Revision 4ac02e4f (github): Fixed|Renderer|Client: Sprite rotation selection (typo)
- 06:23 Bug #2034 (In Progress): [HeXen DK] Snowberry versus Ring Zero launching
- 04:01 Bug #2030 (Closed): [Hexen] Wendigo attack angle incorrect
- 03:57 Bug #2030: [Hexen] Wendigo attack angle incorrect
- Indeed this regression is the result of an oversight in that recent commit. Unusually, vanilla Hexen uses the relativ...
- 02:32 Bug #2030 (In Progress): [Hexen] Wendigo attack angle incorrect
- 04:00 Revision 3605f631 (github): Fixed|Hexen: Wendigo attack angle incorrect
- Unusually, vanilla Hexen uses the relative position of the Wendigo
itself, rather than the spawn point of the missile... - 03:34 Revision 18769af8 (github): Fixed|Hexen First hub exit leads to incorrect map
- It seems vanilla Hexen uses another slightly different logic with line
special 80 - logical map index #0 is interpret... - 03:26 Revision c10e3cf5 (github): Remove redundant `public:` sections in PlayerLogWidget
- 02:04 Bug #2031 (Closed): [Hexen] First hub exit leads to incorrect map
- 01:57 Bug #2031 (In Progress): [Hexen] First hub exit leads to incorrect map
- 02:03 Revision 999218e8 (github): Fixed|Hexen First hub exit leads to incorrect map
- The map reference used as a line special argument was interpreted
as a warp number rather than a logical map index nu...
2015-05-03
- 22:31 Bug #2034 (Closed): [HeXen DK] Snowberry versus Ring Zero launching
- If one launches HeXen DK via Ring Zero, no map author is displayed with the map titles (correct behaviour).
But if... - 21:59 Bug #2031: [Hexen] First hub exit leads to incorrect map
- Further experimenting suggests all hub exits may be taking the player to the wrong map; the second hub exit takes the...
- 20:59 Bug #2031 (Closed): [Hexen] First hub exit leads to incorrect map
- In the latest unstable build, completing the first hub of HeXen takes the player to the third hub instead of the second.
- 21:51 Feature #2033 (Progressed): Runtime map editor
- *This is a parent issue covering the topic of runtime map editing.*
In the long term, the aspiration is to have a ... - 21:40 Feature #2032 (New): Game world debugger/inspector sidebar
- When debugging gameplay issues, it would be helpful to see more information about objects visually in addition to jus...
- 20:29 Bug #2030 (Closed): [Hexen] Wendigo attack angle incorrect
- In the latest unstable build, Wendigo missile attacks are aimed downward toward the floor instead of at the player.
... - 20:08 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- I'm perhaps being a bit presumptuous here, but I'm just going to remind of this report due to:
"bad guys are incor... - 19:30 Feature #1675: Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
- I've checked that Windows and Unix/X11 builds are working with @QOpenGLWindow@, too. However, there are many small is...
- 14:36 Feature #1675: Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
- I've been working on the use of @QOpenGLWindow@. It is now mostly working with Qt 5.4, however at least on OS X it do...
- 19:23 Feature #1643: Windows installer using WiX Toolset
- @cmake-build@ can package a WiX installer. The only thing missing is to fine-tune it and tweak the metadata and appea...
- 19:22 Bug #2026: Switches (and possibly other things like them) are not usable in the doom64 plugin
- skyjake wrote:
> We've been using the Rejected status for issues like this.
Ah. That status was not available to ... - 07:21 Bug #2026 (Rejected): Switches (and possibly other things like them) are not usable in the doom64 plugin
- We've been using the Rejected status for issues like this.
- 00:44 Bug #2026 (Closed): Switches (and possibly other things like them) are not usable in the doom64 plugin
- Disregard that. The 'on' textures are missing.
I'll open a separate issue. - 00:32 Bug #2026 (Rejected): Switches (and possibly other things like them) are not usable in the doom64 plugin
- I was toying around MAP01 of the 64TC IWAD and found that switches cannot be activated. I am not sure whether this is...
- 19:15 Revision d25751ff (github): X11|Fixed|libgui: Use the renamed Canvas class
- 19:03 Revision 68dd253e (github): Merge branch 'cmake-build' into gl2-qopenglwindow
- Conflicts:
doomsday/apps/client/src/gl/gl_main.cpp - 18:07 Revision 1f6ede62 (github): Merge branch 'cmake-build' of https://git.skyjake.fi/deng into cmake-build
- 18:06 Revision 1c300c1a (github): Fixed|CMake|Qt: Finding qmake, handling reconfiguration
- The NAMES keyword was missing, causing the wrong qmake executable to be
preferred (Qt5 should have priority).
If one... - 17:06 Feature #1604: Game rules (1p and MP)
- Removing target version since this is more of an umbrella topic. Issues targeting specific versions should be more co...
- 16:58 Revision cb52b2e0 (github): Merge branch 'master' into cmake-build
- 16:56 Revision 913182ac (github): Windows|MSVC|Fixed: Unsupported C++11 feature in MSVC2013
- MSVC 2013 does not accept these (error C2797).
http://stackoverflow.com/questions/28084684/c2797-list-initialization... - 16:55 Revision 591d8663 (github): Windows|MSVC|Fixed: Unsupported C++11 feature in MSVC2013
- MSVC 2013 does not accept these (error C2797).
http://stackoverflow.com/questions/28084684/c2797-list-initialization... - 16:53 Revision abdb270f (github): Windows|Fixed: Updated code to use renamed Canvas classes, QWindow API
- 14:40 Revision e76aa7a0 (github): Merge branch 'master' into opengl3.3
- 14:39 Revision 53c0edcc (github): Merge branch 'cmake-build' into gl2-qopenglwindow
- 13:54 Feature #2028: libcommon uses the preprocessor excessively in order specialize for doom, heretic, and hexen
- Indeed, @libcommon@ is quite a mess. Since its introduction, the long-term objective has been to get rid of the #ifde...
- 09:43 Feature #2028: libcommon uses the preprocessor excessively in order specialize for doom, heretic, and hexen
- _Add `Cleanup` tag and change category to `Redesign`_
- 09:11 Feature #2028 (New): libcommon uses the preprocessor excessively in order specialize for doom, heretic, and hexen
- As the title states, `common` makes _extreme_ use of the C/++ preprocessor in order to provide specific modifications...
- 11:54 Bug #2025: Doom64TC does not have a fully functional HUD
- Indeed I should have been clearer. The plan is not to literally base the game side HUD widgets directly on top of @li...
- 11:37 Bug #2025: Doom64TC does not have a fully functional HUD
- danij wrote:
> we plan to replace the implementation entirely using libgui components
To clarify what this means:... - 10:11 Bug #2025: Doom64TC does not have a fully functional HUD
- I have just pushed a @hud-cleanup@ work branch which I started a month or so back where I began doing just that. You ...
- 09:41 Bug #2025: Doom64TC does not have a fully functional HUD
- It looks like the HUD drawing logic that is present (and obviously not working) is all spread throughout `st_stuff`. ...
- 00:29 Bug #2025: Doom64TC does not have a fully functional HUD
- I've added the log (and chat) widget to the HUD, which has effectively stopped the crash-on-LogPost bug from happenin...
- 11:05 Revision 32d86939 (github): Doom64: Changed name of the Doom64 plugin
- The plugin is for the Doom 64: Absolution TC by Kaiser and others.
It does not represent the original Doom 64 by Midw... - 10:58 Revision 1b43c773 (github): Doom64: Changed name of the Doom64 plugin
- The plugin is for the Doom 64: Absolution TC by Kaiser and others.
It does not represent the original Doom 64 by Midw... - 10:05 Revision 5037f6ad (github): Merge branch 'master' into hud-cleanup
- Conflicts:
doomsday/plugins/common/src/mapstatereader.cpp
doomsday/plugins/hexen/src/m_cheat.cpp
doomsday/plugins/hex... - 10:02 Revision d877405b (github): Refactor|libcommon: Began HUD widget consolidation
- 09:39 Feature #2029 (Rejected): Get the Doom64 lighting system working in Doom64TC
- _Created as a milestone feature_
Doom64 has some absolutely sexy lighting. It would be extremely nice to have this... - 08:52 Revision 0ef38785 (github): Add UI fields to hudstate structure and remove useless firstTime value
- 08:14 Revision d2771948 (github): Playing golf in st_stuff
- 07:08 Revision 94904e42 (github): Refactor|World|Map: Revised API for generator list traversal
- Make use of C++11 lambdas for traversing the generator lists to
improve SoC and better locality. - 05:01 Revision e4737b71 (github): Renderer|Client: Cleanup
- 02:29 Revision 8f61b97f (github): Use for loop inline initializer/declaration because the project is C99+ compatible
- 01:50 Revision 2fa14352 (github): Annotate needed repairs
- 01:49 Revision 82287f6e (github): Fix missing semicolon
- 00:46 Bug #2027 (New): Doom64TC map is missing 'on' textures for switches
- It looks like textures for buttons in the 'on' state are missing. This can be confusing when playing without sound. B...
- 00:30 Bug #2019 (Closed): ST_UILogForPlayer returning garbage in jDoom64
- Fixed by #2025
- 00:27 Revision 3f07bb4d (github): Add log, chat widgets & add more UIGroups
2015-05-02
- 23:12 Bug #2025 (Progressed): Doom64TC does not have a fully functional HUD
- This is likely the cause of #2019.
ST_BuildWidgets in doom64/src/st_stuff.c only initializes the automap.
It doe... - 23:10 Revision ebcd4306 (github): Remove hexen/heretic logic
- 22:49 Bug #2019: ST_UILogForPlayer returning garbage in jDoom64
- I've been debugging this, and this is what's going on:
* `UILog_Push` wants to reallocate a log message using `Z_R... - 21:46 Bug #2024 (Closed): doom64 plugin does not draw HUD
- It looks as if the HUD is not being drawn in the 64tc plugin.
I'll update with more information when I can. - 15:52 Feature #1580: Fix the Doom 64: Absolution TC plugin
- I think it is good to be clear that the current Doom 64 plugin is completely based on the "Doom 64 TC":http://doomwik...
- 15:46 Feature #2023 (New): New Doom 64 plugin (accurate gameplay, original ROM)
- Using "Doom 64 EX":http://doomwiki.org/wiki/Doom64_EX as a basis/guide, create a new (or heavily revised version of t...
- 15:20 Revision 112b1386 (github): Merge branch 'master' into cmake-build
- Conflicts:
doomsday/apps/client/include/render/projector.h
doomsday/apps/client/include/render/rend_dynlight.h
doo... - 12:02 Revision c7fc3154 (github): Renderer|Client: Cleanup
- 07:43 Revision 026ba7e6 (github): Add PT_FIRST power type to d64
- 07:40 Revision 7009e3aa (github): Fix errors in intermission
- 07:25 Revision 370f8e6b (github): Error fixing pass-thru
- 07:03 Revision 1328c465 (github): Refactor|Renderer: Restructured vector light generation
- Revised the high-level model for the generation of vector lights,
making use of C++11 lambdas to improve SoC and bett... - 06:54 Revision 3dabab92 (github): Clean up p_enemy
- 04:43 Revision 3b13dc4e (github): Rearrange actions
- 04:36 Bug #2022 (Closed): p_enemy.c in doom64 plugin uses ~15 different copies of A_KeenDie
- I am currently going through and cleaning up doom64's source.
Right now I am organizing p_enemy.c, and plan to com... - 00:27 Revision e8f8e57c (github): Use SM_HARD rather than SM_NIGHTMARE for d64
- 00:13 Revision 8e4dc38b (github): Rewrite/reorganize cheats handler
- 00:13 Revision c17c3045 (github): Major overhaul of the intermission handler to more closely resembly up-to-date jDoom
- 00:10 Revision 440d0726 (github): Add TODO note about HUD resize UX (e.g. audio)
- 00:08 Revision f5b3685b (github): Add some notes about differences between d_main and jDooms d_main
- 00:07 Revision fe9bb4a6 (github): remove redundant assignment
2015-05-01
- 21:56 Revision 935ea2dd (github): Add P_TogglePower
- 10:52 Feature #2015: Remove server-side audio system
- skyjake wrote:
> It would be nice to see some issues here in the tracker regarding that work (and other local work y... - 10:22 Feature #2015: Remove server-side audio system
- danij wrote:
> I began working on this several months back in a local branch
Ah I was unaware of that. It would be... - 06:47 Revision 6a6a7a31 (github): Renderer|Client: Cleanup
- 06:27 Revision 18ec0a83 (github): Refactor|Renderer|Client: Use Map::forAllSectorsTouchingMobj() in R_ProjectSprite()
- 04:53 Revision ccf46f60 (github): Refactor|World|Thinkers: Revised thinker list traversal mechanism
- Make use of C++11 lambdas for traversing the thinker lists for better
locality and cleaner code. - 02:38 Revision 5dcd1c3c (github): Renderer|Client: Cleanup
Also available in: Atom