Activity
From 2015-11-02 to 2015-11-15
2015-11-15
- 21:27 Revision a8e421c5 (github): Model Renderer: Model asset's `onInit()` Doomsday Script callback
- If the model asset declares an `onInit` function, it will get called
when the model animator state is ready for use f... - 20:38 Revision e552c06b (github): Homepage: Removed extra space in article header
- 19:08 Revision acbd16cd (github): Fixed|Scripting|libcore: `dir()` should return an alphabetically sorted list
- 19:07 Revision 8be6efb2 (github): Scripting|libcore: Added Math module with random number functions
- 16:14 Revision db818801 (github): Documentation|Readme: Updated links to the Tracker
- 13:53 Revision 8b601581 (github): Documentation|Amethyst: Updated Amethyst Guide
- Git repository address and basic build instructions.
2015-11-14
- 14:23 Revision 96e1cf62 (github): Homepage: Developers feed from blog, style facelift
- Revised the Download link to have a button-like appearance. Changed
more fonts to Open Sans. The latest version shown...
2015-11-13
2015-11-11
- 19:32 Revision 726b7bee (github): Builder|Pilot: Added a step for mirroring files to dengine.net
- 19:03 Bug #2126: [X11] Enabling fsaa via the video options menu breaks video output
- I tried switching FSAA on OS X, and while it continues to render the view, there's a ton of OpenGL errors being repor...
- 18:35 Bug #2126 (Closed): [X11] Enabling fsaa via the video options menu breaks video output
- On Linux, at least, enabling fsaa via the video options menu will result in the engine no longer drawing frames. This...
2015-11-10
- 21:51 Revision 69159ec1 (github): Homepage: Selected tabs on navigation bar remain clickable
- IssueID #2075
- 21:23 Revision 4a326a30 (github): Homepage: Moved forums skin to match deployed directory
- The "web" subdirectory is rsync'd to the website, so all the files
should be in matching locations. - 21:20 Revision 83df2744 (github): Homepage: Removed Dropbox URIs
- 21:18 Revision 1b121844 (github): Homepage|Forums: Updating phpBB skin files from dengine.net
- The phpBB files had some changes following style tweaks and the
version upgrade. - 18:33 Revision 8198d9f9 (github): Documentation|libcore: Design considerations of de::BitField
- 18:33 Revision 92915fcc (github): libcore|ByteRefArray: Template for casting the array pointer
- 18:33 Revision 35f547a5 (github): libcore|Vector: Accessing Vector data as an array
- The Vector classes guarantee that the components are laid out like in
a POD struct. The `data()` method returns a `By... - 18:33 Revision a89eaaaf (github): Fixed|Renderer: Configuring all fog parameters from Map Info
- In Hexen, the fog on a map is being enabled with a fade table
called "FOGMAP". However, the fog start/end and other p... - 14:02 Revision ed04bd0f (github): Typo
- 13:51 Revision e79e013b (github): Homepage|Build Repository: Quick hack to read events.xml from local file
- The Autobuilder now makes sure there is always an up-to-date copy
of the events feed on files.dengine.net, so the ent... - 11:41 Revision 394be7f3 (github): Merge branch 'master' into audio-cleanup
- 11:37 Feature #1600 (Closed): Drop Snowberry
- 11:33 Feature #1995: Improved 3D model shaders
- Fog is now implemented for 3D models (in _renderer.pack/include/fog.glsl_).
- 11:25 Feature #1244 (Closed): Scripting in model definitions (e.g., dependent on player health)
- The equivalent functionality is now implemented by GL2 model definitions being able to trigger Doomsday Script under ...
- 11:21 Feature #1301: Redesigned DED Reader
- Increasing progress because @ScriptedInfo@ now exists and is being used for the GL2 models, and some DED information ...
- 11:16 Bug #1094 (Closed): [Win32] RSP not passed to Doomsday with non-ASCII username
- Closing because Snowberry is going away in 2.0.
- 11:14 Bug #2071 (Feedback): Vsync and FSAA settings behave incorrectly [1.15 RC1]
2015-11-09
- 10:37 Revision 78d9477d (github): Fixed|GCC: Build failure (template specialization)
- GCC did not believe that the specialization was in the correct namespace
even though the `de::internal::` qualifier w... - 05:39 Revision 1dd9d50e (github): Audio|Client: Cleanup/typos
- This will do for now. Tomorrow I intend to begin work on updating the
audio system configuration (persistence), repla... - 05:03 Revision 60e13816 (github): Audio|Client|Refactor: Moved IChannelFactory out of channel.h
- 04:36 Revision 50f21c55 (github): Audio|Client: apidoc cleanup
- 04:03 Revision 9aa15d46 (github): Audio|Client|Refactor: Apply PIMPL in DummyCdChannel, DummyMusicChannel
- 03:51 Revision 27d64ed9 (github): Audio|Client|Refactor: Split up dummydriver.h/cpp into separate files for each component
- 03:27 Revision 6c478a6f (github): Audio|Client|Refactor: Reformatted DummyDriver as internal audio::System component
- 02:50 Revision 0655ac7d (github): Audio|Client|Refactor: Moved mechanism for would-be Channel configs to IChannelFactory
- 01:01 Revision 3c998be6 (github): Audio|Client|Refactor: Moved the Dummy *Channels out of DummyDriver
- The driver itself is practically redundant given that any component
can now implement an IChannelFactory and the "int... - 00:25 Revision 940afd96 (github): Merge branch 'master' into audio-cleanup
2015-11-08
- 21:59 Revision 46fd3555 (github): Model Renderer: Added uColor and uOffsetUV variables for shaders
- The generic model shaders now have variables for a diffuse color
multiplier and UV offset that applies to all the tex... - 21:24 Revision 28e2c2ca (github): Merge branch 'gl2-models'
- 21:05 Revision 45a252ed (github): Builder: Removed link to Apt repository on Autobuilder index page
- The Apt repository is going away... Better to use Launchpad instead.
- 19:34 Revision 13d77508 (github): Builder: Updated URIs for files.dengine.net
- 07:58 Revision eceebf9c (github): Audio|Client: Cleanup
- 07:25 Revision 8a9f9364 (github): Audio|Client|Refactor: Listener is Deletable; cleanup
- 06:48 Revision 23dac0d9 (github): Audio|Client: Convenient Listener overload for Sound in audible-range tests; cleanup
- 05:48 Revision 8a897409 (github): Audio|Client|Refactor: Minor audio::System API tweaks
- 05:08 Revision 7769a87a (github): Fixed|Audio|Client: Ensure relevant Channels are stopped when clearing a Stage
- 04:51 Revision d2db2b6c (github): Audio|Client: Cleanup
- 04:25 Revision d6939649 (github): Audio|Client: Moved specialized Sound stopping behaviors to (World)Stage
- 02:58 Revision c2e783cc (github): Audio|Client: Add source files for audio::WorldStage
- 02:57 Revision af168cb5 (github): Audio|Client|Refactor: Extracted WorldStage from Stage
- 02:08 Revision 4f87fcce (github): Audio|Client: Clear the world Stage automatically when the current map changes
- Todo: Separate functionality specific to the world soundstage into a
new subclass. - 01:45 Revision fc5d9175 (github): Audio|Client: Cleanup
- 01:09 Revision 164f633c (github): Audio|Client: Defer Stage initialization until audio::System playback init
- By which time we will have fully initialized the world system.
2015-11-07
- 22:54 Revision 242d417b (github): libdoomsday|World|Map|Refactor: world::Map is Deletable
- 21:14 Revision cc3c3d5e (github): Homepage|Build Repository: Builds will be hosted on files.dengine.net
- 21:10 Revision 9b97b565 (github): Homepage|Build Repository: Use source.dengine.net instead of code.iki.fi
- 20:40 Revision ccc3f0ad (github): Documentation|Doxygen: liblegacy is part of the SDK
- 20:18 Revision e5573ff2 (github): Documentation|Builder: SDK API docs cover both libcore and libshell
- 15:13 Revision b0ab0404 (github): Homepage|Fixed: Incorrect image path on the Engine page
- 11:50 Revision a19ce672 (github): Fixed|Homepage|Build Repository: PHP error (pass by reference in call)
- 11:43 Revision 537a4097 (github): Homepage: Removed reliance on Dropbox for images, build feeds
- Images are now hosted locally. The builds repository will be hosted
at files.dengine.net. - 11:42 Revision 37feb40b (github): Homepage: Removed obsolete HTML pages
2015-11-06
- 19:35 Revision 6eb12c5d (github): Audio|Client: Defer formatting sound Channel buffers until play time
- 19:04 Revision 5547e1f4 (github): Audio|Client: Reformat sound Channel buffer when Positioning model changes
- 17:20 Revision 210b28d9 (github): Client: Cleanup/typos
- 16:15 Revision 6fb0ee1b (github): Client: Use internal audio API for playing sounds
- Let's not jump through the same (frozen, public) API hoops as the
game plugins use for playing sounds.
Todo: Update ... - 13:43 Revision 98f2ff85 (github): Scripting: Parse DED definitions before config files
- Parsing config files may lead to executing console commands and/or
changing console variables, which may in turn have... - 12:14 Revision fd5d14a9 (github): Debug|Renderer|Client: Added debug visual for logical Sounds in the world soundstage
- 11:34 Revision c75910a1 (github): Renderer|Client: Cleanup label generation for sound emitter debug visual
- 11:16 Revision 73f1ad76 (github): Renderer|Client: Cleanup GL state management when drawing labels for debug visuals
- 10:19 Revision 353b01c0 (github): Audio|Client: Added mechanism for iterating through Sounds in a soundstage
- 10:07 Revision d6b34ea3 (github): Audio|Client: Cleanup
- 09:15 Revision 9c419fa9 (github): Audio|Client: Stage notification when a logical Sound is added
- The audio::System observes such notifications to choose a Channel on
which to play the Sound.
2015-11-05
- 21:24 Revision 3891c05b (github): Model Renderer: Added a couple of shaders suitable for opaque objects
- 14:07 Revision 1bbdea88 (github): Audio|Client: Cleanup
- Todo: It should now be possible to begin moving the audio components
into libgui (in the de::audio namespace)... - 13:33 Revision 0cd17e80 (github): Refactor|Audio|Client: SdlMixer::SoundChannel internal reformatting
- 11:56 Revision 1eccf87b (github): Refactor|Audio|Client: Removed sound exclusion groups from the sound cache
- There is no reason to duplicate this information alongside the sound
data in the cache, given it is always available ... - 11:32 Revision 4eab6fc8 (github): Refactor|Audio|Client: Channels do not provide handles to sound assets/resources
- Rather than require the Channels to keep track of the asset/resource
which describes the currently bound resource it ... - 08:04 Revision 482f3aa3 (github): Model Renderer: Added fog to the model shaders
- The fog start/end depths and the near/far clipping planes are passed
to the model shaders, which are expected to use ...
2015-11-04
- 11:36 Feature #2124: Surround Sound Upmixing for the music...
- I should also note that I'm talking in particular about when external files, i.e. ogg/mp3 music tracks are being play...
- 03:28 Feature #2124 (Rejected): Surround Sound Upmixing for the music...
- Doomsday seems to only play the music 1:1 to the front pair. I'd like for the engine to either have the option to upm...
- 03:25 Feature #2123 (New): Option Needed to tailor the anaglyph effect for TriOviz Inficolor Glasses...
- Doomsday has almost all the options needed including separation. I assume reversing it reverses the color to each eye...
2015-11-03
- 19:00 Revision a4975a30 (github): libcore|Record: Use hash-based member tables for efficient lookups
- Previously these used QMap, but since there is no promise of the
members being ordered, it is better to use the more ... - 18:55 Revision b722f607 (github): Fixed|Clang: Minor compiler warnings
- 18:40 Revision 61c595dd (github): Model Renderer|libgui: Don't try to bind uniforms that don't exist
- The variables defined in the render block, outside any passes, apply
to all passes. However, if a pass uses a differe... - 09:19 Feature #1991: Qt 5.5 as minimum requirement for GUI, Qt 5.x for non-GUI build
- The only thing missing here is to add checks that say that Qt 4 builds are not supported; CMake should show an error ...
- 09:17 Feature #1994: Model asset for player weapons (model.weapon.*)
- The missing feature here is the positioning: vanilla bobbing is missing, and the model should be able to provide its ...
- 09:16 Feature #1995 (In Progress): Improved 3D model shaders
- There can now be a different shader for each rendering pass of a model.
- 09:14 Feature #2057: Multiple client instances
- This may be relatively unimportant from an end user's point of view, but it would be nice for basic MP development, f...
- 09:13 Feature #2112 (Closed): Bindings for the Playstation 3 controller
- 03:21 Revision c14c0f88 (github): Audio|Client|Refactor: Moved more playback properties upwards into audio::Channel; cleanup
- 00:35 Revision 74f52836 (github): Audio|Client|Refactor: Moved more sound playback state to audio::Sound
- Logical Sounds now take on greater responsibility and help to guide
playback behavior rather than leaving it all up t...
2015-11-02
- 21:11 Revision 65471611 (github): Cleanup|Scripting: Macro for specializing script argument conversion
- 19:22 Revision b9d4eaf4 (github): Refactor|Cleanup: Added IObject interface, used it in various classes
- IObject represents an object that can be manipulated in Doomsday Script
as a record. - 16:51 Revision 0dc5196a (github): Refactor|Audio|Client: Replaced SFXCF_NO_UPDATE with a Channel-internal flag
- In the future, Channels should remember the PlayingMode and use this
to implement the OnceDontDelete behavior. - 16:15 Revision 49104665 (github): Audio|Client: Converted audio::Sound into an object
- Presently copyable as per it's usage in audio::Stage.
- 14:58 Revision 20c06627 (github): Audio|Client: Added an origin property to audio::Sound
- Knowing the Stage origin coordinates of currently playing sounds at a
logical level will allow the Listener to calcul... - 14:02 Revision 477130b5 (github): Audio|Client: Use an audio::Stage with the "locale" soundstage
- Allows tracking playing sounds in this context (e.g., InFine).
- 13:24 Revision 8c8a5af4 (github): Audio|Refactor|Client: Moved sound priority rating to audio::Listener
- The Listener is much better placed to calculate this rating.
- 12:55 Revision c5e8e0fa (github): Merge branch 'master' into audio-cleanup
- Conflicts:
doomsday/apps/client/src/world/worldsystem.cpp
doomsday/apps/libdoomsday/src/defs/ded.cpp - 08:35 Revision 4c8bc006 (github): Scripting|Process: Allow passing Record references in scriptCall()
- Pointers and references to Record are handled by creating a variable
in the global namespace and using that to refer ... - 08:35 Revision 318c1a6e (github): Model Renderer: Pass damage inflictor mobj to the model asset's onDamage()
- Process::scriptCall() automatically sets up a RecordValue to refer to
the object's namespace Record. - 08:35 Revision f44c8758 (github): Model Renderer: Renamed the generic model shader; added another shader
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