Activity
From 2015-05-17 to 2015-05-30
2015-05-29
- 21:33 Revision c351b0d6 (github): Renderer: Skip texture modulation prep for full-bright surfaces, cleanup
- Delay preparation of texture modulation data until vertex lighting has
been performed for map surface geometries so t... - 09:41 Feature #1756: URIs for locating/identifying resources and assets
- Packages should be thought of as an integral component here, because they have globally unique identifiers and can th...
- 09:15 Revision 6223a965 (github): Builder|Cleanup: Readme is no longer generated by autobuilder
- When Amethyst is installed on the system, CMake will generate the
readme and man pages as part of the build so they a... - 09:05 Feature #2020 (In Progress): Remove Snowberry from distribution packages
- With the transition to CMake and CPack, Snowberry will simply be left out of the produced packages. The documentation...
- 09:01 Feature #1647 (In Progress): Replace FS1 with FS2-based resource management
- Marking this in progress because the basic functionality for FS2 based resource management is being built to support ...
- 08:58 Feature #1675: Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
- I'm postponing this work until Qt 5.5 is released (which should be very soon), so we can see if the platform-specific...
- 08:49 Bug #2074: Interactive console output gets mixed with all other log entries (and possibly gets filtered away)
- I agree this is a legitimate problem, however I have some thoughts about the appropriate way to handle this.
It is... - 03:01 Revision 4fcb0266 (github): Refactor|Renderer: Reformatted map surface (shine) geometry generation
- Geometry generation logic for map surfaces now roughly follows that
used with GLBufferT. Plus cleanup.
2015-05-28
- 22:39 Bug #2074 (Closed): Interactive console output gets mixed with all other log entries (and possibly gets filtered away)
- As it stands right now, various different commands all use different log helpers for the script log sink. Some use ve...
- 22:33 Feature #2072: Gracefully exit to Home on fatal error in a game (e.g., DED/resource error)
- That's an interesting proposal and gave me some thoughts.
Perhaps we could have most errors placed in the top-left... - 21:05 Feature #2072: Gracefully exit to Home on fatal error in a game (e.g., DED/resource error)
- In the wiki there is actually an old proposal about this: http://dengine.net/dew/index.php?title=Reduce_use_of_fatal_...
- 20:58 Feature #1601: Package management
- Here's my thinking about the future of package management.
*Local package cache.* On your disk, a set of .packs is... - 18:36 Revision 6a041708 (github): CMake|Assimp|Unix: Link to and deploy libassimp
- The generator expressions for accessing the right library files to link
to and install seem to be different on each p... - 18:36 Revision 51fe69ad (github): CMake|Assimp: Build libassimp as a subdirectory of libgui
- The assimp library is built as part of the main Doomsday build.
Modified the OS X framework bundling macro to install... - 18:36 Revision b1c34f3a (github): Windows|CMake|Assimp: Link to and deploy the libassimp included in the build
- On Windows, there are no shared objects, only the linker ".lib" file and the
final ".dll".
2015-05-27
- 22:30 Feature #2073 (Closed): Updater remembering save status
- A long winded scenario.
If one downloads an update, then chooses to save their game before installing it, but then... - 21:01 Feature #1601: Package management
- What foundation would the backend be built on?
- 20:49 Feature #2072 (New): Gracefully exit to Home on fatal error in a game (e.g., DED/resource error)
- There are many conditions that can cause plugins to crash. While none of these are actually bugs (but rather may be c...
- 20:21 Feature #2029 (Rejected): Get the Doom64 lighting system working in Doom64TC
- Issue rejected as it was caused by lack of definition files.
- 09:09 Bug #2071: Vsync and FSAA settings behave incorrectly [1.15 RC1]
- Should keep an eye on this issue. It could be OpenGL driver dependent, or some glitch in the either Qt or Doomsday's ...
- 09:07 Feature #1887 (Resolved): Migrate project build system to CMake 3
- 09:06 Revision 156176ce (github): Cleanup: Removed old qmake projects and other obsolete build files
- Todo: "build/scripts/" should become just "scripts/".
Todo: doomsday-host should be updated to use CMake to build.
2015-05-26
- 19:06 Revision fb62bf7f (github): ModelDrawable|libgui: Look for multiple MD5 animation sequences
- Assimp needs a bit of help finding all the animation sequences for
an MD5 model, since they are located in separate f... - 09:08 Revision c531fc3f (github): CMake|OS X: Detect OS version, use the MACOS_10_7 definition
- 09:08 Revision c223e0fe (github): Cleanup|Qt|OS X|Shell: Removed obsolete workaround for OS X system font
- This bug has been fixed in Qt.
- 08:13 Revision f6397416 (github): Renderer: Cleanup
- 08:05 Revision dc05d958 (github): Renderer: Copy world geometry position coords
- Copying the world geometry position coords into a pool-allocated work
buffer, mapped behind a Geometry - makes things... - 07:19 Revision 3cf8786a (github): Refactor|Renderer: Organized vertex data for world surface geometries
- 04:47 Revision c20da604 (github): Refactor|Renderer: Reformatted light/shadow geometry generation
- Geometry generation logic for dynamic lights and shadows now roughly
follows that used with GLBufferT. Plus some mino...
2015-05-25
- 22:38 Revision b9b25607 (github): Fixed|Fluidsynth|Clang: Removed unsupported compiler option
- 22:38 Revision 1f90448e (github): Fixed|ModelDrawable: Use NativePath to clean up paths in the source data
- 19:04 Bug #2071: Vsync and FSAA settings behave incorrectly [1.15 RC1]
- Tried RC2 on Windows. It fixes the vsync setting for me, although when starting with vsync enabled, I'm still sometim...
- 19:01 Bug #2070 (Closed): [Windows] Installer does not remove "wadmapconverter.dll"
- 17:56 Revision bfb2cfab (github): Fixed|Windows|Installer: Updated version of ICU libraries
- 10:08 Revision 3225ceb0 (github): Windows|DirectSound: Compiler error (C++ string literal)
- 04:12 Revision 528a2f2f (github): Refactor|World|Polyobj: Test Polyobj > mobj_t collision with Blockmap::forAllInBox, cleanup
2015-05-24
- 23:24 Revision 9dc3fb3e (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
- 23:23 Revision ef81fe42 (github): Fixed|Builder|FMOD: Debian packaging rules for the FMOD plugin
- 23:14 Revision 6ec16076 (github): Fixed|Git: Use the latest libassimp submodule revision
- 23:09 Revision 2ada8e79 (github): Fixed|Builder: Updated paths for running Doxygen
- 22:35 Revision bb15b38e (github): Builder|Debian|CMake: Updated package metadata for source packaging
- 21:39 Revision ded134c7 (github): CMake|Unix|Fixed: Incorrect build options; no default CPack generator
- When including GNUInstallDirs, the install prefix must already be set.
The appropriate CPack generator depends on th... - 21:17 Revision 63b67f8d (github): Git: Updated ignored files
- * should not be ignored because otherwise Git will complain about all
new files being added to the repository. - 21:16 Revision e11f1c37 (github): CMake|CPack|Unix: Fixes for Debian and RPM packaging
- Applied a number of corrections and additions to the metadata of the DEB
and RPM generators. Notably, corrected the e... - 17:49 Revision b7d86176 (github): App|libcore: Added -libdir option and a fallback for the Unix plugin dir
- 16:46 Bug #2062 (Closed): Crash when binding controls (64-bit) [1.15 RC1]
- 16:17 Revision 39242093 (github): Fixed|CMake|Unix: Correct file name; rpath for standalone use
- 10:44 Revision 2afcd4f1 (github): Fixed|libcommon|XG: Replace Con_Error with log messages
- Avoids a crash if a dummy line is being used as plane mover origin.
Todo for later: What's up with dummy lines? Also... - 10:44 Revision 9a5920c4 (github): CMake|CPack: Package version number and file name
- Adhering largely to the file names used in the past.
- 10:41 Revision 3c4cc5fd (github): Fixed|libcommon|XG: Replace Con_Error with log messages
- Avoids a crash if a dummy line is being used as plane mover origin.
Todo for later: What's up with dummy lines? Also...
2015-05-23
- 23:29 Revision 32c6d062 (github): Hexen|Light Decorations: Added a subtle light on the MONK18 texture
- This texture is used in the Griffin Chapel as a hint of a secret door
that has to be found to complete the hub puzzle. - 23:28 Revision 1d445449 (github): Hexen|Light Decorations: Added a subtle light on the MONK18 texture
- This texture is used in the Griffin Chapel as a hint of a secret door
that has to be found to complete the hub puzzle. - 18:18 Revision 148ec4e4 (github): Cleanup|Builder: Removed obsolete scripts and files
- CMake covers this functionality.
- 18:07 Revision 9870c1e6 (github): Documentation|Git: Updated repository readme (added CMake)
- 17:51 Revision d89f3c68 (github): Merge branch 'master' of https://git.skyjake.fi/deng
- 17:51 Revision f9f25d09 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
- 17:47 Revision 379266b0 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
- 17:46 Revision e6b6bcbd (github): Fixed|CMake|Windows: Running windeployqt when path has spaces
- Let CMake do the path expansion because it knows how to handle spaces.
- 16:45 Revision d9113719 (github): Fixed|CMake|Windows: Errors when packaging binaries with WiX
- WiX did not allow the "build" suffix in the version number. Also, the .pack
packages were being installed twice, both... - 12:09 Revision 610c515b (github): Builder|CMake: Updated platform_build to use CMake
- This greatly simplifies what the script has to do, since CMake can
both configure and do the build in a platform inde...
2015-05-22
- 18:25 Revision ab5b1b5b (github): Fixed|Windows|Installer: Remove the obsolete "wadmapconverter.dll" plugin
- IssueID #2070
- 18:25 Revision 203bd03c (github): Hexen|Definitions: Death Wyvern's fireballs use additive blending
- Similar to other fire effects, dragon fire should be glowing.
- 18:24 Revision 36883c2e (github): Fixed|Windows|Installer: Remove the obsolete "wadmapconverter.dll" plugin
- IssueID #2070
- 18:24 Revision ae1e8fa1 (github): Hexen|Definitions: Death Wyvern's fireballs use additive blending
- Similar to other fire effects, dragon fire should be glowing.
- 18:19 Bug #2071: Vsync and FSAA settings behave incorrectly [1.15 RC1]
- The Windows build of RC1 was compiled using Qt 5.3.1. However, running on my dev system with Qt 5.4.1, vsync and FSAA...
- 16:40 Bug #2071 (Closed): Vsync and FSAA settings behave incorrectly [1.15 RC1]
- Tested Doomsday build 1598 on Windows 8.1, Nvidia GeForce 750 Ti, driver 347.88.
The vsync setting does not do any... - 18:07 Bug #2070 (Resolved): [Windows] Installer does not remove "wadmapconverter.dll"
- 16:31 Bug #2070 (Closed): [Windows] Installer does not remove "wadmapconverter.dll"
- I upgraded an old installation:...
- 17:36 Revision ef6147a4 (github): Windows|Oculus Rift|CMake|Fixed: Use the correct LibOVR library path
- 07:15 Feature #2069 (Rejected): Change renderer appearance profile using a command line option
- To allow selecting the renderer appearance via Snowberry game profiles, a command line option should be added that se...
2015-05-21
- 19:45 Revision d2cb0a70 (github): Builder|CMake: Use Version.cmake as the source for version information
- 17:26 Bug #1924: [Intermission] Entering <Map title> positioned incorrectly
- I knew I had seen this issue in the last six months (i.e since it was indicated as fixed); it occurs in some of my ow...
- 12:26 Bug #2068: [HeXen] Badguys not retaining alerted status upon return to a map
- It is only when travelling between hub maps. Save games do not appear to exhibit this issue.
- 12:22 Bug #2068: [HeXen] Badguys not retaining alerted status upon return to a map
- The Wyvern might be a good debugging case. If it's not resuming its flight plan, that indicates its state, or the fli...
- 12:04 Bug #2068: [HeXen] Badguys not retaining alerted status upon return to a map
- A Death Wyvern that kills it's target and then has none (which I imagine can only happen in MP), proceeds to circle t...
- 11:04 Bug #2068: [HeXen] Badguys not retaining alerted status upon return to a map
- Separated from this report as I fear it risked being buried: #1821
- 10:46 Bug #2068 (New): [HeXen] Badguys not retaining alerted status upon return to a map
- Bad guys are incorrectly loosing their alerted status when the player returns to a map they have previously been to (...
- 11:25 Bug #1634 (Closed): [Hexen] Hypostyle: Death Wyvern gets stuck
- 11:24 Revision d7048727 (github): Fixed|Hexen: Death Wyvern gets stuck
- The main trigger for the Wyvern getting stuck was that it chased the
dead Ettin that sometimes falls on the lava. If ... - 11:24 Revision 5ee04370 (github): 64-bit|Event API|Client|libcommon: Pass symbolic event pointer as a 64-bit number
- Debugging shows that under some circumstances, the pointer's most
significant four bytes were all 0xff. This hints th... - 10:45 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- I'm going to duplicate the HeXen 'bad guys are incorrectly loosing their alerted status when the player returns to th...
- 10:07 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- Indeed. This is why I've found it tricky to resolve this issue because all the evidence seems to suggest there is eit...
- 09:41 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- danij wrote:
> Vermil informed me via ICQ that he tested vanilla and it behaved in the same way.
Question then is, ... - 03:11 Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- skyjake wrote:
> I attached a save from Shadow Wood, after the puzzle has been completed. Is it correct behavior tha... - 10:14 Revision 264b0c28 (github): Assimp: Updated the Git submodule (ignore Visual Studio files)
- 09:59 Revision 0cefba7b (github): Fixed|Hexen: Death Wyvern gets stuck
- The main trigger for the Wyvern getting stuck was that it chased the
dead Ettin that sometimes falls on the lava. If ... - 09:59 Revision 7dbdd3b7 (github): 64-bit|Event API|Client|libcommon: Pass symbolic event pointer as a 64-bit number
- Debugging shows that under some circumstances, the pointer's most
significant four bytes were all 0xff. This hints th... - 03:23 Feature #1834: Import Snowberry addon formats as Doomsday 2 packages
- Implementation note: It is very likely that we'll need to adapt other addon formats into Doomsday 2 packages. A flexi...
- 02:17 Revision d73a447b (github): Fixed|libdoom64: Use of uninitialized local variable (typo)
- 02:01 Bug #2061 (Closed): Crash when exiting a map (~SectorCluster) [1.15 RC1]
- 02:00 Revision d81a6539 (github): Fixed|World|SectorCluster: Crash when exiting a map
- IssueID #2061
- 01:58 Revision 3536493c (github): Fixed|World|SectorCluster: Crash when exiting a map
- IssueID #2061
2015-05-20
- 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
- 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...
- 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...
- 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 ...
- 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 ...
- 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...
- 13:06 Bug #2063: GLFramebuffer > GLTarget: Segmentation Violation [Intel]
- > [LoadError] (Library::Library) Cannot load library C:\Program Files (x86)\Doomsday\Bin\plugins\wadmapconverter.dll:...
- 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.
- 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...
- 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....
- 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...
- 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...
- 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
- 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.
- 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...
- 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...
- 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?
- 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
- 18:06 Bug #2060 (Closed): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
- 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...
- 12:42 Bug #2060 (In Progress): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
- 12:40 Bug #2060 (Closed): [Hexen] SIGSEGV when shooting a Centaur with Frost Shards
- In build 1596 on OS X:...
- 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
- 14:29 Bug #1988: [MP] When spawning on a weapon, weapon fires at speed of pistol
- Can confirm the bug still exists build 1596
- 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@ ...
- 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 ...
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