Activity
From 2016-09-27 to 2016-10-10
2016-10-10
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08:01 Feature #1675 (Closed): Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
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08:01 Bug #1589 (Closed): [Windows] Missing icons
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07:02 Bug #2121 (Closed): Resolution does not change properly.
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05:41 Bug #2121: Resolution does not change properly.
- Fixed in build 2109.
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05:57 Bug #2181 (Closed): Savegames are not listed on the homescreen based on the "savegames" directory contents (needs retesting)
- Build 2109 (and earlier).
I order to run the new build I had to get rid off the "runtime" directory which contains... -
05:51 Bug #2180 (New): Task bar shows only partially (Intel Mobility)
- Build 2109 (and earlier)
When I press ESC to see the task bar on the home screen only the left portion of it appea...
2016-10-09
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18:45 Revision 3a96e44c (github): Builder|macOS: Check for macOS 10.12 in build script
- [ci skip]
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18:40 Revision eb8c869e (github): Fixed|Client: Cleanup after refactoring
- Drawing the view border may now be attempted earlier than before.
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14:57 Revision f91b2b47 (github): Merge branch 'gl2-viewcompositor'
- # Conflicts:
# doomsday/sdk/libappfw/src/vrwindowtransform.cpp -
08:57 Feature #2164 (In Progress): Interlaced 3D mode
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08:57 Feature #2164: Interlaced 3D mode
- See commit:3d7fa3438a8. Some tweaks should still be applied after @gl2-viewcompositor@ has been merged.
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08:55 Feature #1675 (Resolved): Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
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08:49 Revision c9079ad4 (github): Merge pull request #15 from gkv311/master
- Widgets|libappfw: Row-interleaved 3D display mode
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08:41 Revision 2c239f10 (github): Travis|CI: Configure Linux CI builds to use Qt 5.5
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08:03 Revision 7e3c9ca5 (github): Merge branch 'gl2-viewcompositor' of ssh://github.com/skyjake/Doomsday-Engine into gl2-viewcompositor
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08:03 Revision 15004847 (github): Fixed|X11: Use of deferred GL calls; turbo build issues
2016-10-08
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20:55 Revision 93f3a239 (github): Fixed|Windows: Calling convention in deferred GL calls
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20:39 Revision 861f2ba6 (github): Fixed|Windows: Build errors and deferred GL calls
- Cleaned up some Windows-specific older code. The deferred OpenGL
function pointers were all nullptr. -
20:37 Bug #1589 (Resolved): [Windows] Missing icons
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20:36 Bug #1589 (In Progress): [Windows] Missing icons
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20:37 Revision 2a2ea087 (github): Fixed|Windows: Main window icon is missing
- IssueID #1589
2016-10-07
- 20:39 Revision 3d7fa343 (github): Widgets|libappfw: provide VRConfig::RowInterleaved implementation
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09:02 Revision af025dc2 (github): Fixed|Renderer|FX: Game 3D view multisampling and bloom rendering
- Now using multisampling only for the 3D game view. Bloom is applied
using (and into) the resolved color texture.
Blo... -
08:59 Revision a6d5a626 (github): libgui|GL: Resolving multisampled framebuffer contents
- GLTextureFramebuffer now has methods for controlling multisampling.
The idea is to render normally into a multisample... -
08:57 Revision db3ae43f (github): Debug|GL: Disabled some debug messages
2016-10-03
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09:52 Bug #2174 (Closed): [Doom2] Map14 uncaught exception
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09:51 Bug #2144 (Closed): Crash when reseting engine with a map loaded
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09:51 Feature #2172 (Closed): Bindings for the Playstation 4 controller
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09:51 Feature #2173 (Closed): Bindings for the Xbox 360/One controller
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09:47 Feature #1675 (In Progress): Switch to new Qt 5.4+ OpenGL APIs (from QGLWidget)
- I've been working on this recently. The remaining to-dos:
* Re-enable FSAA for player 3D view rendering (when config...
2016-10-02
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19:50 Revision c9b440a8 (github): UI|Client: Rendering the busy transition frame
- Instead of a custom method in ClientWindow, BusyWidget can now render
its own copy of the game view into a separate f... -
17:10 Revision ff53cf3b (github): Fixed|Cleanup: Other eye missing in anaglyph stereo mode
- GameWidget needs to be aware when rendering two views per frame
so that game view texture gets redrawn when the eye c... -
16:56 Revision 5bce3e7e (github): Refactor|Cleanup|Renderer: Less complicated view rendering
- This commit fixes issues when the game widget does not cover the
entire window.
To summarize, the viewport no longer...
2016-10-01
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14:20 Revision 0d9e8391 (github): Refactor|Client: Reduced headers included via clientapp.h
- The fewer includes, the better.
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14:19 Revision 83e104e4 (github): Refactor|Renderer|FX: Draw camera lens effects
- The lens effects are now drawn after the 3D view into the player's
game view texture.
2016-09-30
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10:13 Revision 1e11df72 (github): Refactor|Renderer|UI: Post-processing shader applied during view composition
- Instead of having fx::PostProcessing as a lens effect, ViewCompositor
now applies the post-processing shader when it ... -
10:08 Revision 9d942e8b (github): Client: Helper methods for accessing `ClientPlayer`s
2016-09-28
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15:59 Revision 21260491 (github): UI|Refactor|Client: Removed GameUIWidget; view composited by ViewCompositor
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14:29 Revision 1a526641 (github): UI|Client: Draw the game HUD layer in ViewCompositor
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13:09 Revision eab1bebe (github): Cleanup|Renderer: Calculating a player's view rectangle
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10:12 Revision a8df58bd (github): Client|UI|GL: Player view rendered in final size (all scaling factored in)
- Rather than using a viewport to restrict the game view to a smaller
section of the framebuffer, the player view is no... -
08:46 Revision c90e1417 (github): UI|Client: Fixed player view GL state; apply pixel density factor
- The artifacts in the world were due to alpha test being enabled during
the layer composition.
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