Activity
From 2016-10-03 to 2016-10-16
2016-10-16
- 22:07 Revision da3d1e34 (github): Audio|UI|Client: Selecting audio plugins in the Audio Settings dialog
- The preferred audio interfaces are now configured via Config
variables. This can still be overridden with command lin... - 22:04 Revision e9e7edd8 (github): Widgets|libappfw: VariableChoiceWidget supports text values
2016-10-15
- 15:52 Revision 227ad2c3 (github): Cleanup|libappfw: Label minimum height
- This is actually a minimum for the widget's total height, not just
content height. - 15:51 Revision 5e729524 (github): UI|Home: Avoids item height changes when navigating in Home
- Game items in Home have a minimum height of three lines of text.
- 15:50 Revision 9eb20234 (github): Widgets|libappfw: Setting a minimum content height for labels
- 12:39 Revision 78ff6edc (github): UI|Shaders|Client: Home background tinting
- Columns that are not highlighted are desaturated to reduce the number
of colors visible at once (too much noise).
Th... - 12:36 Revision 0407fadb (github): Widgets|libappfw: LabelWidget's shader can be changed
- 12:36 Revision f688d405 (github): Widgets|libappfw: Focus indicator is hidden when using the mouse
- The focus indicator is meant for keyboard input events.
2016-10-13
- 20:25 Revision 43154d64 (github): X11|libgui: Use the SGI/MESA swap control extensions
- 19:41 Revision 0e581f75 (github): macOS|libgui|Fixed: Enable the macOS window fullscreen button
2016-10-12
- 21:57 Revision 8763d53e (github): Fixed|Client: Compositing the game view into a non-window target
- 21:48 Revision 85f618ab (github): Fixed|libgui|macOS: Missing headers
- 21:10 Revision 58e9e44c (github): libgui|X11: Setting vsync
- Reusing the older code for this purpose.
- 19:56 Revision c4b28c70 (github): Cleanup
- 17:45 Revision f135f84d (github): Client|GL: Set vsync using libgui
- 17:45 Revision 36c6b9cc (github): Windows|Fixed: Missing export in libappfw
- 17:44 Revision 2a5fc992 (github): libgui|Windows|macOS: Setting vsync
- 09:56 Revision c0d82ea9 (github): Fixed|Client: Menu/finale scaled incorrectly when sidebar is open
- 09:48 Revision 15257e5a (github): Widgets|libappfw: Converting from logical to window (pixel) coordinates
- 09:48 Revision 2a25c5d1 (github): libgui|GLState: Convenience method for setting viewport as Rectanglei
2016-10-11
- 20:33 Revision ca1b1c46 (github): Client|macOS: Re-enable runtime vsync changes on macOS
- Also cleaned up some older code.
- 20:02 Revision 4888bba3 (github): UI|Client: Enable background blurring when a game is loaded
- Now that game view composition can be done efficiently, background
blurs can be always done without big penalties.
2016-10-09
- 18:45 Revision 3a96e44c (github): Builder|macOS: Check for macOS 10.12 in build script
- [ci skip]
- 18:40 Revision eb8c869e (github): Fixed|Client: Cleanup after refactoring
- Drawing the view border may now be attempted earlier than before.
- 14:57 Revision f91b2b47 (github): Merge branch 'gl2-viewcompositor'
- # Conflicts:
# doomsday/sdk/libappfw/src/vrwindowtransform.cpp - 08:49 Revision c9079ad4 (github): Merge pull request #15 from gkv311/master
- Widgets|libappfw: Row-interleaved 3D display mode
- 08:41 Revision 2c239f10 (github): Travis|CI: Configure Linux CI builds to use Qt 5.5
- 08:03 Revision 7e3c9ca5 (github): Merge branch 'gl2-viewcompositor' of ssh://github.com/skyjake/Doomsday-Engine into gl2-viewcompositor
- 08:03 Revision 15004847 (github): Fixed|X11: Use of deferred GL calls; turbo build issues
2016-10-08
- 20:55 Revision 93f3a239 (github): Fixed|Windows: Calling convention in deferred GL calls
- 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 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
- 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
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