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From 2019-11-04 to 2019-11-17

2019-11-17

14:11 Revision 8ecea77a (github): UI|Client: Added menu item to open Doomsday Manual
skyjake

2019-11-16

21:41 Revision 004039c3 (github): Heretic|Scripting: Scripted touch action for special things
A Thing definition may specify an "On touch" script that gets run when the thing is touched. This replaces any hardco... skyjake
21:24 Feature #2352 (Closed): [Heretic] Scripted touch action for special things
Things with the MF_SPECIAL flag can be touched for an effect like getting the health powerup.
In addition to the h...
skyjake
21:21 Revision 9870aa3a (github): Scripting: Added more World and Game bindings
The following functions were added:
- World.consolePlayer()
- World.Thing.id()
- Game.setMessage()
- Game.setYellowMe...
skyjake

2019-11-15

21:48 Feature #2351 (Closed): Recognize Freedoom 0.12.1 IWADs
Add the details of these IWADs to @databundles.dei@. skyjake
21:38 Revision 7372ed3e (github): Resources|libdoomsday: Recognize Freedoom 0.12.1 IWADs
skyjake
21:28 Feature #1429 (Closed): Support for Freedoom
Agreed. Closing since Boom features no longer required. skyjake

2019-11-12

11:11 Bug #2343: Player weapon opacity doesn't affect psprite 3D models
> is there no way to tell if the person currently has the light amplification powerup?
Yeah, that's the problem at ...
skyjake

2019-11-11

10:02 Bug #2343: Player weapon opacity doesn't affect psprite 3D models
that fixes the invisbility, is there no way to tell if the person currently has the light amplification powerup? and ... eunbolt

2019-11-08

11:42 Bug #2343: Player weapon opacity doesn't affect psprite 3D models
Looks like the autobuilder has gotten stuck, I'll give it a kick... skyjake
07:53 Bug #2343: Player weapon opacity doesn't affect psprite 3D models
What build are the updates in? last build i see is 2nd nov eunbolt

2019-11-05

12:01 Bug #2343 (In Progress): Player weapon opacity doesn't affect psprite 3D models
Could you give the new variables a try and see what happens?
"opacityFromWeapon" is True by default, and that gets...
skyjake
11:57 Revision 55b487d9 (github): Model Renderer|Definitions: Weapon opacity and fullbright mode
Added model definition variables "opacityFromWeapon" and "fullbrightFromWeapon" that work with psprites to modify the... skyjake
08:38 Feature #2290 (Rejected): Extend ambient light Map Info and Cvar to reduce light levels
The ambient light settings define a minimum value for sector lighting, so negative values would have no effect — the ... skyjake
 

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