Activity
From 2015-05-07 to 2015-05-20
2015-05-20
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22:14 Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
- vermil wrote:
> Could it be related to the issue I mentioned in the comments of this tracker item; that flyers insta... -
22:10 Bug #1634 (Resolved): [Hexen] Hypostyle: Death Wyvern gets stuck
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22:03 Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
- The Wyvern does actually still follow it's invisible flight target's,but at the wrong height, which causes it to ulti...
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21:40 Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
- I started looking into this bug during my 1.15 RC playthrough. I feel like I'm close to a solution. The key is that t...
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20:14 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- vermil wrote:
> when there was/is a polyobj between them and the player
This sounds like something that definitely ... -
20:12 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- You have reminded me, that I meant to update this report; I've noticed occasions on Herisarch's seminary where where ...
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20:05 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- I attached a save from Shadow Wood, after the puzzle has been completed. Is it correct behavior that the monsters in ...
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19:15 Bug #2063: GLFramebuffer > GLTarget: Segmentation Violation [Intel]
- Harley51 wrote:
> I've looked for the wadmapconverter.dll file everywhere and it is not found.
Never mind, I forgot... -
18:52 Bug #2063: GLFramebuffer > GLTarget: Segmentation Violation [Intel]
- I've looked for the wadmapconverter.dll file everywhere and it is not found. I even looked on a good working Doomsday...
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13:06 Bug #2063: GLFramebuffer > GLTarget: Segmentation Violation [Intel]
- > [LoadError] (Library::Library) Cannot load library C:\Program Files (x86)\Doomsday\Bin\plugins\wadmapconverter.dll:...
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04:12 Bug #2063 (Rejected): GLFramebuffer > GLTarget: Segmentation Violation [Intel]
- When I try to load 1.15RC1 on my Sony Vaio it acts like it's starting up then nothing.
If I down grade back to build... -
16:27 Feature #1986: [MP] Configure what the server does when an episode ends
- I have attached an image that I suppose is sort of related to this.
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16:25 Bug #2067 (New): [Heretic Multiplayer] Inventory doesn't auto scroll if can't use item
- If one can't use an item, the hud still goes through the use animation and doesn't switch to the next item in ones in...
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16:21 Bug #2066 (New): [Heretic Multiplayer] Iron Lich firewall doesn't expand
- The Iron Lich' vertical firewall doesn't expand in MP.
Apologies for the shortness; there isn't really any more to... -
16:18 Bug #2065 (New): [Heretic Multiplayer] Wings of Wrath bugs
- In Heretic MP, flight from Wings of Wrath are retained after the player has died, until they next press the land key....
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12:38 Bug #2064: Bugs in HeXen Multiplayer
- The vampire effect of the Cleric's Serpent Staff appears to not work on flying bad guys, only the duplicates that are...
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12:33 Bug #2064: Bugs in HeXen Multiplayer
- To elaborate a little more on the cheat code issue; god mode and give appear to be accepted, though noclip has no eff...
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12:30 Bug #2064: Bugs in HeXen Multiplayer
- The game may be spawning all the mobjs for all classes in MP;
Given that there are occasions where multiple MP fl... -
12:27 Bug #2064: Bugs in HeXen Multiplayer
- I'm not sure this is going to be a very 'technical' list :p
Dark Bishops visually only fire one missile, though th... -
12:07 Bug #2064 (New): Bugs in HeXen Multiplayer
- *This is parent issue for Hexen MP related bugs.*
I wasn't sure I should make separate issues for each of these an... -
10:45 Revision a81790df (github): CMake|Fixed: Allow using the debug version of libassimp
2015-05-19
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22:39 Revision 225fcf07 (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. -
22:10 Revision f49421ed (github): Fixed|Windows: Version define for Windows binaries
- There was an extra space in the generated number.
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21:27 Bug #2062: Crash when binding controls (64-bit) [1.15 RC1]
- I have now (almost certainly) fixed this by replacing the conversion of signed 32-bit ints to 64-bit pointer with mor...
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21:26 Bug #2062 (Closed): Crash when binding controls (64-bit) [1.15 RC1]
- Build 1598, OS X 64-bit.
Crash when accessing the symbolic event description:... -
21:06 Bug #2061: Crash when exiting a map (~SectorCluster) [1.15 RC1]
- Most likely. SectorClusters once built are presently only destroyed when tearing down the map during a map change/unl...
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20:03 Bug #2061: Crash when exiting a map (~SectorCluster) [1.15 RC1]
- Since this occurred during SectorCluster destruction, it might be related to accessing already deleted objects?
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20:01 Bug #2061 (Closed): Crash when exiting a map (~SectorCluster) [1.15 RC1]
- Build 1598, OS X 64-bit.
Null pointer access when returning to Seven Portals from Guardian of Fire:... -
10:41 Bug #1924: [Intermission] Entering <Map title> positioned incorrectly
- I'm not sure this issue has been fixed?
I'm sure I've seen it in the last 6 months.
Either way, please delete t... -
08:17 Revision 51611abf (github): Merge branch 'cmake-build'
- Also updated libcore to use the version numbers defined in
Version.cmake.
Conflicts:
doomsday/apps/api/dd_version.h... -
07:57 Revision 30840a4d (github): Bumped version number to 2.0
2015-05-18
2015-05-17
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18:06 Bug #2060 (Closed): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
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16:37 Bug #2060: [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
- It looks like a problem with the mobj that the Centaur is defending against. The mobj in question sometimes, very inf...
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12:42 Bug #2060 (In Progress): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
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12:40 Bug #2060 (Closed): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
- In build 1596 on OS X:...
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18:05 Revision d4dfe59a (github): Fixed|Hexen: Crashes due to null pointer access
- During playtesting, these were found to cause crashes under rare
circumstances.
IssueID #2060 -
18:03 Revision 9bcadc7d (github): Fixed|Hexen: Crashes due to null pointer access
- During playtesting, these were found to cause crashes under rare
circumstances.
IssueID #2060 -
14:52 Revision d247626f (github): Merge branch 'master' into cmake-build
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14:29 Bug #1988: [MP] When spawning on a weapon, weapon fires at speed of pistol
- Can confirm the bug still exists build 1596
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06:17 Feature #2037: [Linux] Get Doomsday working with Clang
- Build with clang and -O0 earlier. Tried starting a new game and it looks like a stack overflow occurred in @map.cpp@ ...
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04:48 Feature #2037: [Linux] Get Doomsday working with Clang
- I saw that, and was somewhat excited.
I'll run off a clang build and post back. This time around, I'll also grab ...
2015-05-16
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22:04 Revision 3c136529 (github): Cleanup|libappfw|GridLayout: Added an assertion
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16:31 Bug #2058 (Closed): [Windows] Adjust client UI scaling factor according to system DPI setting
- Currently, when running on Windows with a higher than default DPI setting, the UI is not sized correctly. The client ...
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16:11 Revision f59e172e (github): Renderer|Defaults: Increased dynamic light brightness and size
- Continuing tweaking the default renderer settings for the best, most
natural appearance. -
15:24 Feature #2057 (New): Multiple client instances
- With Snowberry gone, it is feasible to add support for running multiple client instances. When the client is starting...
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15:20 Bug #2055: [MP] Multiple instances can't connect to a local server
- Client identification is determined by the @client.id@ file in the runtime folder. When you were running multiple ins...
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10:46 Bug #2055 (New): [MP] Multiple instances can't connect to a local server
- Multiple instances of Dday running on the same computer can't connect to the same server; Dday immediately disconnect...
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10:51 Revision 38842534 (github): Merge branch 'reintegrate-upstream' of ssh://github.com/RomanHargrave/Doomsday-Engine into cmake-build
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10:47 Bug #2056 (New): Moving platforms sound origin incorrect
- In HeXen and Heretic (I haven't tested Doom), the sound origin for moving platforms appears to be incorrect, or it do...
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10:44 Bug #2054 (New): [MP] No weapon pickup notification in Hexen
- In HeXen MP, when one picks up a weapon, there is no audio or visual notification of any kind.
Comparatively, mana... -
10:42 Feature #2037: [Linux] Get Doomsday working with Clang
- commit:aee9fecd may have some impact on this issue.
2015-05-15
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23:36 Revision ef521aed (github): Fix|libdoom: st_stuff had a bad merge that resulted in ST_ClosAll becoming HU_WakeWidgets. Reimplemented HU_WakeWidgets and ST_CloseAll
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23:36 Revision 9ee7cd69 (github): Fix|libheretic: a bad merge swallowed up HU_WakeWidgets
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21:49 Bug #2052 (Closed): [OS X] Crash when loading a map (clang, release build)
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20:24 Bug #2052: [OS X] Crash when loading a map (clang, release build)
- I dug a little deeper and found the root cause. (Which is nice because qmake doesn't easily support source file speci...
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20:16 Bug #2052 (Resolved): [OS X] Crash when loading a map (clang, release build)
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14:15 Bug #2052: [OS X] Crash when loading a map (clang, release build)
- After investigating closer, this looks a lot like an optimization bug in clang. (MSVC and GCC builds work fine.)
I... -
21:47 Revision 906e8e3a (github): Snowberry: All WAD addons except hexdd.wad are loaded with "-file"
- IssueID #2034
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21:47 Revision 0a003e0f (github): Snowberry: All WAD addons except hexdd.wad are loaded with "-file"
- IssueID #2034
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20:33 Revision 7359098f (github): Merge branch 'master' into stable
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20:20 Revision aee9fecd (github): Fixed|Client|Map|Clang: Crash in optimized build (undefined behavior)
- During line owner sorting, LineOwner was returning references to null,
which is undefined behavior according to the C... -
14:23 Feature #2053 (New): [HeXen DK] Automatically handle version 1.0 lack of SNDINFO
- The initial version of HeXen DK (1.0) was released without a SNDINFO lump, which leads to no music while playing exce...
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13:54 Bug #2034 (Resolved): [HeXen DK] Snowberry versus Ring Zero launching
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12:57 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
- My versions of DK 1.0 and 1.1 (from patching my 1.0 Iwad) are both marked as Iwads.
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12:05 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
- skyjake wrote:
> That's interesting. I wonder if yours is from a different version?
Could be. Mine has been patched... -
11:48 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
- That's interesting. I wonder if yours is from a different version?
Well, this means Snowberry just has to treat th... -
11:12 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
- My copy of hexdd.wad is indeed a PWAD
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10:53 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
- Note that regardless of whether hexdd.wad is marked as an IWAD it should be treated by Snowberry as a required/startu...
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10:42 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
- Could you check if your copy of @hexdd.wad@ actually identifies itself as an IWAD? I just tried 1595 on Windows and i...
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10:25 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
- On Windows the Python sources are compiled to bytecode .pyc files I believe, perhaps the executable was built from ol...
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09:02 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
- I tried it with Fedora, and it did work correctly: "-iwad" was used for both WADs, and hexdd.wad wasn't loaded twice ...
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08:37 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
- I'll do some Python debugging...
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07:34 Bug #2034: [HeXen DK] Snowberry versus Ring Zero launching
- Build1595 - Snowberry is still using -file for HEXDD.wad for me.
Options.rsp:... -
13:54 Revision 2bce8025 (github): Snowberry|Fixed: Always load Deathkings WAD with the "-iwad" option
- IssueID #2034
2015-05-14
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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)
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15:01 Revision c19ab466 (github): Fixed|Unix: Minor build errors
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15:00 Revision 46117911 (github): Fixed|Unix: Minor build errors
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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...
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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...
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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
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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)
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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...
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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.
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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@)...
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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...
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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
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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...
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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...
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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...
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05:27 Revision 3be10324 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
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05:27 Revision 5fdf8495 (github): Client|Server: Untangled header includes (don't use de_*.h), cleanup
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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
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23:31 Bug #1989 (In Progress): Client assert fail (possible crash) if joining game during intermission
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23:15 Revision 8f6f39a0 (github): Merge branch 'master' into stable
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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.
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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 ...
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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 ...
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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.
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22:40 Bug #2043 (Closed): [Hexen] Puzzle item use regression
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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
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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
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14:52 Revision 05f0b122 (github): Fixed|Hexen: Incorrect mana given on collection of fourth-weapon piece
- IssueID #2045
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09:31 Bug #2045 (Closed): [HeXen] 4th weapon pickups for current player class give wrong quantity of mana
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09:29 Revision f9fe10bc (github): Fixed|Hexen: Incorrect mana given on collection of fourth-weapon piece
- IssueID #2045
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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
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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
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22:05 Revision 42dc834f (github): Revert unrelated commits
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22:01 Revision be980ab1 (github): Merge branch 'doom64' into reintegrate-upstream
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21:58 Revision a5461773 (github): Merge branch 'cmake-build' of https://github.com/skyjake/Doomsday-Engine into cmake-build
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21:27 Revision 5985778e (github): Merge origin/cmake-build
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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...
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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...
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09:48 Bug #2045 (In Progress): [HeXen] 4th weapon pickups for current player class give wrong quantity of mana
2015-05-10
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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.
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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...
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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
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23:31 Revision f0af88ee (github): Fix missing definitions and add gwa support to snowberry
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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...
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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
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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...
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17:39 Bug #2006 (In Progress): [MP] Automap and Inventory left open on player death
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18:54 Bug #1966 (Closed): [MP] Powered up Phoenix Rod broken
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17:27 Bug #1966 (Resolved): [MP] Powered up Phoenix Rod broken
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18:49 Revision 439e1445 (github): Merge branch 'master' into cmake-build
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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
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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.
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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
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18:46 Revision 91bb6b51 (github): Cleanup|libshell: Define the default server port as a constant
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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
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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.
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08:51 Bug #1820 (In Progress): [MP] Heretic Hell Staff rain colors don't match player colors
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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.
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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...
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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.
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05:33 Revision 12e307ef (github): metric is sometimes (inexplicably without deeper research) null
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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
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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...
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21:25 Revision 8de4b6a5 (github): Add more vim specs to gitignore
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20:10 Bug #2036 (Rejected): Automap lines are not visible
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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, ...
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18:57 Bug #2039 (Closed): "Fly up" without Wings artifact causes inventory to scroll around randomly
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18:49 Bug #2039 (In Progress): "Fly up" without Wings artifact causes inventory to scroll around randomly
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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
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18:56 Revision 5ae247a6 (github): Fixed|Heretic|Hexen: "Fly Up" should do nothing if Wings isn't owned
- IssueID #2039
2015-05-07
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23:45 Revision c23100d4 (github): Add TODO about refactoring
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23:38 Revision 1015d72e (github): Remove redundant preprocessor negation -- it was always true
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23:09 Revision 4eeeb234 (github): doom64: re-order UI configuration, fixes (most of) #2025
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23:08 Revision 4699f5c4 (github): doom64: replace macro with constant
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23:08 Revision f2740888 (github): Organize doom64 st_stuff header
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23:07 Revision 7c660b0d (github): Minor TLC for the ready ammo widget
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23:07 Revision af6ed8e6 (github): Allow for compiletime enablement of UI debugging features
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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...
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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...
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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...
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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...
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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...
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21:44 Revision d254757b (github): Scrub dead code in doom st_stuff
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20:53 Revision 2f39efae (github): Debug|GL: Assert DGL_Enable/Disable/MatrixMode argument validity
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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 ...
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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.
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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
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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...
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05:07 Revision 4955c231 (github): Change WAD signature
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05:01 Revision a8737078 (github): Modify CMakeLists to use GLOB_RECURSE rather than GLOB for subdirectory support
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04:50 Revision b64729f6 (github): ArmorIconWidget did not include p_actor dependency
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04:32 Revision 78d7bad2 (github): Looks like git had a stroke and neglected to delete files during a merge
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01:08 Revision ac10fe97 (github): Merge branch 'cmake-build' into doom64
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01:08 Revision fcbf134b (github): Merge branch 'cmake-build' of https://github.com/skyjake/Doomsday-Engine into cmake-build
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00:27 Revision 0ab94735 (github): Before *iconwidget can be in libcommon, serious refactoring is needed
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00:04 Revision 8e23100c (github): Merge branch 'master' of https://github.com/skyjake/Doomsday-Engine into doom64_integrate
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00:03 Revision e2e4a04f (github): Merge upstream/cmake-build in to doom64_integrate
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