Activity
From 2016-10-30 to 2016-11-12
2016-11-12
- 23:17 Revision d716f3ee (github): Shell|GUI: Keeping track of local servers; improved showing of error log
- 23:15 Revision afc3cc4f (github): UI|Client: Added a “Refresh List” menu item in the Multiplayer tab
- 23:14 Revision 40015f3b (github): libshell: Managing a local server
- LocalServer now retains a handle to the running server process so
one can check if it has stopped. - 23:13 Revision 6a0e0127 (github): libcore|CommandLine: Starting a process and keeping a reference to it
- 23:12 Revision 7791594e (github): Fixed|libcore: Improved IPv6 address parsing
- 23:11 Revision c36902b5 (github): libshell: Validate port number in server info address
- 23:11 Revision f41250f0 (github): Multiplayer|Web: Master server never replies with a zero port
- 17:23 Revision ef601241 (github): Client|Server|libcore: Added ‘Config.apiUrl’; use new web API for master server
- 17:13 Revision fcfdaea2 (github): Fixed|Server: Flags were not included in server information
- 17:12 Revision 4af4b19a (github): Fixed|libcore: IPv6 address parsing
- 17:12 Revision e57a517c (github): Multiplayer|Web: Added new master server web API entry point
- Now using JSON input and output, MySQL backend.
- 17:10 Revision ccd26675 (github): Fixed|UI|Client: Closing the window first unloads the game
2016-11-11
- 09:46 Revision 5aadede7 (github): Fixed: Build failure
- 09:41 Revision 92e2703b (github): Fixed|Client: Glitches when joining a MP game via Home
- 08:32 Bug #2183 (Closed): Incomplete attachments uncaught exception (jdrp hud weapons)
- Great! Thanks for testing.
- 05:19 Bug #2183: Incomplete attachments uncaught exception (jdrp hud weapons)
- The build 2141 seems to work as expected. For the first time since build 1.10.4 I am able to see 3D HUD weapon models...
2016-11-10
- 20:09 Bug #2183: Incomplete attachments uncaught exception (jdrp hud weapons)
- The build number to try next is 2141...
- 13:56 Bug #2183: Incomplete attachments uncaught exception (jdrp hud weapons)
- Ok, I've made another change for the next build. Now there are more fallback configurations and at least on my machin...
- 06:55 Bug #2183: Incomplete attachments uncaught exception (jdrp hud weapons)
- Now doomsday quits to windows immediately after the resolution change, before the rotating thing appears (the UI does...
- 19:57 Revision afbc60bd (github): Cleanup
- 13:56 Feature #2116 (Progressed): Compatibility with limited FBO functionality (old OpenGL drivers)
- 13:54 Revision f1cb63cf (github): libgui|GL: More fallback configurations for FBOs
- GLFramebuffer now properly makes a distinction between depth-only
and depth/stencil attachments.
IssueID #2183 - 13:54 Revision c9e79533 (github): libgui|GL: More fallback configurations for FBOs
- GLFramebuffer now properly makes a distinction between depth-only
and depth/stencil attachments.
IssueID #2183
2016-11-09
- 22:50 Revision 08d40954 (github): Multiplayer|libshell: Connecting to a server using a game profile
- The server's config is put in a special GameProfile that represents
the server. This ensures the correct packages are... - 22:46 Revision 2efbd25f (github): Fixed|libcore: Network address comparisons
- Comparisons should take into account that all addresses referring to
the local machine are normalized to "localhost". - 22:45 Revision 183e25bf (github): Fixed|libcore: JSON parsing error
- 10:32 Revision fc1bba01 (github): Fixed|libgui: Graphical glitches when FBO fallback is not in use
- 10:31 Revision 9a65f279 (github): Fixed|libgui: Graphical glitches when FBO fallback is not in use
- 09:04 Bug #2183: Incomplete attachments uncaught exception (jdrp hud weapons)
- I did manage to reproduce the (or a) crash after simulating this failure scenario. I decided to try a different way t...
- 07:57 Bug #2183: Incomplete attachments uncaught exception (jdrp hud weapons)
- Hmm, I'll try to simulate the errors in the output and see if that reveals anything.
- 05:51 Bug #2183: Incomplete attachments uncaught exception (jdrp hud weapons)
- Unfortunately, nothing changed. Still the same uncaught exception, even doomsday.out files look the same.
- 09:00 Revision 7b01cdb9 (github): GL|libgui: Improved FBO configuration fallback
- Instead of configuring the framebuffer in such a way that prevents
the renderer from working fully, render to a rende... - 08:59 Revision df90aada (github): GL|libgui: Improved FBO configuration fallback
- Instead of configuring the framebuffer in such a way that prevents
the renderer from working fully, render to a rende...
2016-11-08
- 23:09 Revision 5c5d7800 (github): Cleanup|Client: Fatal startup error messages should be un-escaped
- 18:21 Revision 3cd215c3 (github): Shell|GUI: Minor UI tweaks
- Display local addresses as "localhost", and include the name of the
local server in the window title. - 18:21 Revision 5632821b (github): Server|libshell: Only include crucial information in a server broadcast
- The Beacon advertisement of a server must fit in a UDP packet, so
only include the most important information about it. - 18:17 Revision 9d3d5ad3 (github): Cleanup|libcore|libshell: Show local addresses always as "localhost"
- 09:32 Bug #2183: Incomplete attachments uncaught exception (jdrp hud weapons)
- Please try again with the next build...
- 09:04 Bug #2183 (In Progress): Incomplete attachments uncaught exception (jdrp hud weapons)
- Ok, I can see the problem here. I'll add an alternative rendering setup for the 3D weapon models if the framebuffer c...
- 06:38 Bug #2183 (Closed): Incomplete attachments uncaught exception (jdrp hud weapons)
- Build #2136. The uncaught exception incomplete attachments when the the 3d model of a HUD weapon (from jdrp pack) is ...
- 09:31 Revision 7245bcf4 (github): Fixed|Model Renderer: Graceful fallback for FBO config failure
- If there is an error when setting up an alternative depth buffer for
3D weapon models, just clear the main depth buff... - 09:30 Revision e9c1f0fe (github): Fixed|Shell: Text edits in the IWAD folder in Preferences was ignored
- 09:29 Revision 0cd6551c (github): Shell|libshell: Improvements for opening connection to a server
- A shell::Link now needs to be opened with a separate method so that
the object can be fully set up before starting a ... - 09:24 Revision 34ee0141 (github): libcore|Data|Network: Compressed network discovery beacon payloads
- The the Beacon is broadcasting on the network, its advertisement
message payloads are compressed with zlib so they fi... - 09:22 Revision 404c4460 (github): Fixed|Model Renderer: Graceful fallback for FBO config failure
- If there is an error when setting up an alternative depth buffer for
3D weapon models, just clear the main depth buff...
2016-11-07
- 15:26 Revision b0d2ca2f (github): libcore|Math: Very minor optimization for vector element access
- 15:13 Revision 805b5290 (github): Cleanup
- 15:13 Revision ab1e3399 (github): Tests|libcore: Testing the Record-to-JSON conversion
- 15:09 Revision e65ef219 (github): Tests|macOS|CMake: Configuration tweaks to use the right libraries
- Test apps were not dynamically linked to the right Qt libraries.
- 11:49 Revision dfeefcab (github): Refactor|Client|Server|libshell: Replaced use of the old serverinfo_t
- The new Record-based ServerInfo is used in place of serverinfo_t.
The biggest change is that ServerInfo is serialized... - 11:47 Revision ddaf2f97 (github): libcore: Move constructors and move assignment operators
- Making a couple of the most commonly used classes more efficient.
- 11:44 Revision 5ddcbfa3 (github): Fixed: Build failure
2016-11-06
- 22:17 Revision ca634b31 (github): Refactor|Network|libshell: Added ServerInfo and started replacing serverinfo_t
- ServerInfo is a Record, and Doomsday 2 servers will not be compatible
with Doomsday 1.x servers. - 22:16 Revision 8adcd646 (github): Cleanup
- 22:14 Revision 83866f7a (github): Cleanup|libcore: Cleanup and new data utlities
- Added some move constructors and assignment operators, Block joining,
and String percent encoding. - 22:13 Revision 30fca7d6 (github): libcore: Composing JSON and constructing a Value from JSON
2016-11-05
- 21:12 Revision 656c3457 (github): Fixed: Build failure
- 17:56 Revision 0c852542 (github): Performance|Bindings|Client: Minor optimizations in input bindings
- Using compiled records for storing the bindings to avoid repeated
Record lookups. - 16:05 Revision 89633282 (github): Performance|Client|All Games: Various minor optimizations
- Use more inline methods, avoid copying Lumobj objects unnecessary,
Surface owns decoration state objects directly, pr... - 16:02 Revision 45517d01 (github): Performance|Refactor|Resources|libdoomsday: Minor optimizations
- More efficient operations in texture management: avoiding String
construction, exceptions, and redundancy. QVector is... - 15:58 Revision 637575ff (github): libcore: More flexible applyFlagOperation() template method
2016-11-04
- 20:18 Revision 28a69787 (github): Cleanup
- 20:18 Revision 583274ff (github): Performance|liblegacy: Use libcore high-performance timing
- The old timing code was still using QTime, which is not very fast.
- 18:11 Revision 0a76af82 (github): Performance|All Games: Faster player status cvar updates
- The cvars are looked up via Path objects, so there is no excuse for
not having those pre-built as static objects on t... - 18:09 Revision e7c70f6a (github): Fixed|libappfw: Build failure
- 16:53 Revision d397704a (github): Performance|Console|libappfw: Minor optimizations
- Simpler lists and a C++ API for setting cvar values.
- 15:57 Revision 6beeff70 (github): Cleanup
2016-11-03
- 22:04 Revision 064cdd73 (github): Performance|Client|libdoomsday: Further minor optimizations and fine-tuning
- Especially trying to avoid memory allocs in WallEdge, which is constructed
very frequently. - 08:17 Revision 4c31a20c (github): Fixed: Compatibility with Qt 5.5 and older releases
2016-11-02
- 22:09 Revision 53a36dea (github): Performance|Client: Minor optimizations
- These optimizations are mostly related to avoiding repeated
Surface -> MaterialAnimator lookups. - 12:49 Revision 886547bd (github): Performance|Client|libdoomsday: Minor optimizations
- Avoiding string construction and case conversions, and other repeated
checks. Sector::plane() is very heavily called,... - 09:56 Revision 747a4319 (github): Performance: Various minor optimizations
- Avoiding unnecessary or repeated operations.
- 08:32 Bug #2178 (Closed): Packages do not load at runtime from UI sidebar
- 08:31 Bug #2182 (Closed): Bindings are sometimes inadvertently cleared (failed to write at shutdown?)
- Sometimes when starting a game, one finds that control bindings have gone missing. @defaultbindings@ fixes the proble...
2016-11-01
- 13:00 Revision a3eb347c (github): Performance|Renderer: Avoid repeated memory allocs during geometry writing
- 13:00 Revision bc0c0f46 (github): Windows|Fixed: Build errors (missing exports)
- 11:08 Revision 5a247df8 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
- # Conflicts:
# doomsday/apps/client/src/resource/materialanimator.cpp - 11:07 Revision 41143f2f (github): Refactor|Performance: Converted material animation stages to plain structs
- There is no need for dynamic members in animation stages, so using a
Record as the base class is only a hindrance. - 11:04 Revision c1354caa (github): Refactor|Performance|libcore|libdoomsday: More efficient sprite definitions
- Added a utility called CompiledRecord that combines a Record with
its native struct representation. This makes read-o...
2016-10-31
- 23:18 Revision 5d86cdff (github): Performance|Client|libdoomsday: Further minor optimizations
- 21:50 Revision 6b42e50e (github): Performance|Client|libdoomsday: Various minor optimizations
- 20:09 Revision ffef952f (github): Refactor|Renderer: Cleaned up primitive writing in DrawList
- Removed excessive use of write() method parameters, particularly when
all the parameters are left to their default va... - 11:37 Revision 6b6cdcf9 (github): Fixed|GL|libgui: Fixed alternative GLFramebuffer attachments
- The alternative attachments now work with both textures and render
buffers. This is necessary because the rendering t...
2016-10-30
- 22:19 Revision 95e4f375 (github): Performance|Renderer: Improved sprite rendering performance
- Keep frequently needed state available in a quick lookup table.
- 22:06 Revision 202a51cf (github): libcore: Added protocol ID for 2.0.0
- 20:05 Revision eaa70a37 (github): Fixed|Renderer: Errors in debug build
- 19:27 Revision bc2b64b4 (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine
- 19:10 Revision 53fe5e67 (github): Performance|Renderer|World: Improved a frequent map data lookup
- Faster lookup of subsectors based on a half-edges.
- 19:07 Revision 91cdfd95 (github): Perforamnce|Renderer: Avoid redundant memory allocs when drawing wall shadows
- drawWallShadow() now keeps a persistent array of indices instead of
continuously allocating and releasing one. - 19:06 Revision 5f257d51 (github): Performance|Renderer: Avoid redundant texture lookups in MaterialAnimator
- The textures for the material stages are prefetched when the animator is
initialized. - 19:03 Revision f54d70d7 (github): Performance|Definitions|libdoomsday: Sprite def materials stored as UriValue
- Avoid reconstructing Uris by storing the actual de::Uri instances as
`UriValue`s in the sprite def records. - 14:40 Revision 138c3132 (github): Cleanup|Refactor|Renderer|Definitions: Record access cleanup, minor optimizations
- WallEdge instances are constructed very often, so their private
implementations are now recycled rather than allocate... - 11:12 Revision 512388f7 (github): Refactor|Renderer: Removing unnecessary memory allocs
- Has no real performance benefit, but this is quite a bit simpler.
- 10:39 Revision 487db019 (github): Performance|Renderer: Minor optimization
- 10:04 Revision cbd106ab (github): Performance|libcore: Removed unnecessary memory allocs when calculating CRC32
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