Activity
From 2019-11-20 to 2019-12-03
2019-12-03
- 
  22:54 Revision 77891d47 (github): Cleanup 
- 
  22:20 Revision 4d70c382 (github): UI|GameProfiles: Upgrade some profile packages automatically 
- IssueID #2361
- 
  22:19 Revision 9c6e9461 (github): UI|GameProfiles: Upgrade some profile packages automatically 
- IssueID #2361
- 
  22:17 Feature #2361 (Closed): Upgrade profile PWADs (and certain other packages) to later version automatically 
- PWADs and other data files get an autogenerated version number in the case they don't have associated metadata. This ...
- 
  19:29 Revision 3c24a899 (github): Fixed|InFine: "filter" does not affect whole screen 
- According to the InFine reference, "filter" is supposed to affect the whole screen, so disable the bordered projectio...
- 
  19:27 Bug #2319 (Resolved): [Infine] Screen filters don't fully fill the screen unless the window has 4:3 aspect ratio 
- 
  19:27 Revision 76339ce6 (github): Fixed|InFine: "filter" does not affect whole screen 
- According to the InFine reference, "filter" is supposed to affect the whole screen, so disable the bordered projectio...
- 
  18:01 Revision 5f4b16c0 (github): Fixed|Hexen: Workaround for warping while dead 
- IssueID #2357
- 
  17:56 Feature #2244 (Resolved): Create an official portable Linux distribution 
- 
  17:54 Bug #2357 (Resolved): [Hexen] Warping while player is dead leads to inoperable player weapon 
- The problem was that after warping, player state would be restored to what it was before the warp (zero health).
 T...
- 
  17:53 Revision 92f3df8f (github): Fixed|Hexen: Workaround for warping while dead 
- IssueID #2357
- 
  17:53 Revision 7ae4d61b (github): Cleanup 
- 
  12:02 Revision cf3b12b9 (github): UI|Home: Tweaked profile metadata color 
- 
  12:02 Revision b0257434 (github): Fixed|libdoomsday: Comparing package IDs with alternatives 
- IssueID #2360
- 
  12:01 Bug #2360 (Resolved): [UI] Savegames from Deathkings are not showing up in Home 
- 
  07:55 Bug #2360: [UI] Savegames from Deathkings are not showing up in Home 
- See comment by @thesourcehim: https://tracker.dengine.net/issues/2181#note-5
- 
  07:53 Bug #2360 (Closed): [UI] Savegames from Deathkings are not showing up in Home 
- When a save is created in Hexen DK, it doesn't show up in the game library under the Deathkings profile.
 However, ...
- 
  12:00 Revision 5e9b1817 (github): Fixed|libdoomsday: Comparing package IDs with alternatives 
- IssueID #2360
- 
  08:28 Revision b75b2bd6 (github): UI|Home: Tweaked profile metadata color 
- 
  06:19 Bug #2181: Savegames are not listed on the homescreen based on the "savegames" directory contents (needs retesting) 
- I'm currently using linux build 2.3.0_3257, even saves created with this build for Hexen: DeathKings are not shown. H...
2019-12-02
- 
  22:16 Revision 73ebb5ab (github): CMake: Root-level project name 
- 
  22:15 Revision 6827702c (github): Builder|Flatpak: AppStream metadata XML file 
- 
  22:14 Revision bbd34235 (github): Fixed|Hexen: Music missing on MAP26 (Desolate Garden) 
- Hexen's music.ded had a typo for MAP26 (not "belchr").
 IssueID #2359
- 
  22:12 Bug #2359 (Resolved): [Hexen] No music on Desolate Garden (MAP26) 
- A very old typo?
- 
  10:21 Bug #2359 (In Progress): [Hexen] No music on Desolate Garden (MAP26) 
- 
  03:56 Bug #2359 (Closed): [Hexen] No music on Desolate Garden (MAP26) 
- When loading Desolate Garden map the warning message appears that no music is bound to that map, can not start playba...
- 
  22:06 Revision 30869076 (github): Fixed|Hexen: Music missing on MAP26 (Desolate Garden) 
- Hexen's music.ded had a typo for MAP26 (not "belchr").
 IssueID #2359
- 
  12:06 Revision 00b57324 (github): Builder|Flatpak: AppStream metadata XML file 
2019-12-01
- 
  22:32 Bug #2337 (Feedback): No doom II can be selected from the master list in the server tab 
- Some additional information would be useful:
 * Is this still happening, or did you figure out some config issue to w...
- 
  22:27 Bug #2319: [Infine] Screen filters don't fully fill the screen unless the window has 4:3 aspect ratio 
- I accidently missed the 'non' out of the title of this report.
 The issue is that the Infine screen filter doesn't ...
- 
  18:18 Revision e9e73aeb (github): Fixed|Documentation: Links to the Manual 
- 
  18:14 Revision dc98b569 (github): Fixed|Documentation: Links to the Manual 
- 
  14:12 Bug #2234: Fov 160 + near clip plane issues with MD2 and FBX HUD Models 
- skyjake wrote:
 > Mainly to verify whether the fixed FOV angle for weapons in version 2.2 resolves this issue, so it ...
- 
  14:10 Bug #2234: Fov 160 + near clip plane issues with MD2 and FBX HUD Models 
- Mainly to verify whether the fixed FOV angle for weapons in version 2.2 resolves this issue, so it can be closed.
- 
  14:08 Bug #2234: Fov 160 + near clip plane issues with MD2 and FBX HUD Models 
- Hi skyjake
 you changed status to feedback and assignee to me - this mean something is required from my side? If ye...
- 
  14:03 Bug #2234 (Feedback): Fov 160 + near clip plane issues with MD2 and FBX HUD Models 
- 
  14:02 Bug #2234: Fov 160 + near clip plane issues with MD2 and FBX HUD Models 
- This should be solved by #2358.
- 
  14:01 Feature #2358 (Closed): Fixed FOV for rendering weapon models 
- The cvar "rend-model-fov" specifies the FOV for weapon models, which is separate from the rest of the view. This alle...
2019-11-30
- 
  22:15 Bug #2357 (Closed): [Hexen] Warping while player is dead leads to inoperable player weapon 
- At least in Hexen:
 # Die in combat.
 # Warp to another map using the console.
 # The player weapon is immediately lo...
- 
  21:16 Revision b1728225 (github): CMake: Root-level project name 
- 
  16:31 Bug #2309 (Closed): Incompatible addon error appears sometimes 
- 
  16:26 Revision ff0d0ae6 (github): Definitions: Removed fatal error if DED parsing fails 
- Just print an error message in the log.
- 
  16:21 Revision 4c28869e (github): Bumped version number to 2.3 
- 
  16:13 Revision 73a5f700 (github): Changed release type to "Candidate" for 2.2 
- 
  15:51 Revision a4adf117 (github): Definitions: Removed fatal error if DED parsing fails 
- Just print an error message in the log.
- 
  15:43 Feature #2352 (Resolved): [Heretic] Scripted touch action for special things 
- 
  15:42 Bug #2327 (Resolved): [Heretic] Linetype 98 is nonfunctional 
- 
  15:40 Bug #2356 (Resolved): Compatibility issues with Sigil v1.21 
- 
  09:30 Bug #2356 (Closed): Compatibility issues with Sigil v1.21 
- * ☑️ Failure to parse Map Infos in DD_DEFNS of Sigil v1.21. The DD_DEFNS says it uses version 5 syntax, but it lacks ...
- 
  15:36 Revision def2bc78 (github): Fixed|Doom: Intermission label has incorrect offset 
- IssueID #1983
- 
  15:35 Bug #1983 (Resolved): [Doom] "Finished" graphic placed too low 
- 
  13:09 Revision 87cb85e3 (github): Music: Find music lump if Music definition is missing 
- IssueID #2356
- 
  12:50 Bug #2350: [Doom] Status bar drawing glitch in Doom Registered v1.1 
- vermil wrote:
 > Before you renamed the report title, it explicitly said Doom 1.1 in it.
 Right you are, I didn't u...
- 
  11:02 Bug #2350: [Doom] Status bar drawing glitch in Doom Registered v1.1 
- screenshot and  doomsday.out log
 
- 
  10:57 Bug #2350: [Doom] Status bar drawing glitch in Doom Registered v1.1 
- GL wrote:
 > When I play Doom E1M1 status bar is displayed incorrectly.
 The problem only occurs in the first versi...
- 
  10:39 Bug #2350: [Doom] Status bar drawing glitch in Doom Registered v1.1 
- Before you renamed the report title, it explicitly said Doom 1.1 in it.
- 
  10:24 Bug #2350: [Doom] Status bar drawing glitch in Doom Registered v1.1 
- Perhaps the OP can elaborate on which IWAD was being used here? Attaching the doomsday.out log file would clarify thi...
- 
  09:52 Bug #2350: [Doom] Status bar drawing glitch in Doom Registered v1.1 
- I believe the status bar graphics were comprised of different graphics in Doom 1.0 and 1.1.
 Please view the V1.2 p...
- 
  09:57 Revision 11009a4e (github): Definitions: Some semicolons are optional even in DED v5 syntax 
- IssueID #2356
- 
  09:56 Revision ba6ac32b (github): Resources: Ignore ZDaemon MAPINFO lump 
- Simple detection logic: look for a comment "// ZDaemon".
 IssueID #2356
- 
  09:55 Revision 8a515a31 (github): Definitions: Report syntax errors in DD_DEFNS 
- IssueID #2356
- 
  08:30 Revision fb58ec65 (github): All Games: Hide "Unknown" map author 
- Added cvar "hud-title-author-nounknown", default to 1.
 IssueID #2303
- 
  08:25 Feature #2345 (Closed): Revise distribution scripts, move to separate repository 
- 
  08:25 Feature #2347 (Closed): Use the same UI font on macOS as on other platforms 
- 
  08:25 Bug #2348 (Closed): Translucent 3D model blending issue versus sprites 
- 
  08:25 Bug #2338 (Closed): Doomsday.app does not have a 'Bundle Identifier' on macOS 
- 
  08:25 Bug #2339 (Closed): Doomsday Shell.app has conflicting version information on macOS 
- 
  08:04 Feature #2346 (Closed): macOS notarization 
- 
  08:00 Feature #2346: macOS notarization 
- Note to self: this seems fragile. Just now it was quietly failing because I hadn't agreed to updated terms and condit...
- 
  08:03 Feature #2355 (New): Build must fail on macOS notarization error 
- If Apple's notarization server does not successfully complete the notarization, the entire build should be stopped un...
- 
  07:59 Bug #2321 (Closed): [Heretic] Helstaff rain doesn't spawn while shooting close to the target 
- 
  07:58 Bug #2342 (Closed): Skybox rendering broken: only box is visible 
2019-11-29
- 
  23:25 Feature #1806 (Rejected): "Headless" vanilla playsim for old demo compatibility 
- 
  23:15 Bug #1136 (Rejected): Mouse look laggy 
- From the Readme:
 >*Minimizing mouse latency.* The default input settings try to replicate the feel of the original 3...
- 
  23:08 Bug #1812 (Closed): Weapon sometimes fires only when mouse button is released 
- Closing as obsolete. SDL2 in version 3 should anyway resolve input issues like this.
- 
  22:54 Feature #2116 (Closed): Compatibility with limited FBO functionality (old OpenGL drivers) 
- Closing as obsolete.
- 
  22:46 Bug #2350: [Doom] Status bar drawing glitch in Doom Registered v1.1 
- Potentially an issue with GL draw call batching, since it looks like the status bar background is confused with the v...
- 
  22:40 Feature #2335: [Shell] Command line option for opening connection to a server address 
- Should be pretty simple to implement.
- 
  22:37 Bug #2334: Client should load server's data files when connecting via command line 
- This sounds like a bug, actually. The autoload feature introduced in 2.1 is supposed to work regardless of how the co...
- 
  22:35 Feature #2333: Extend info about server wads (filename, checksum) 
- While the package IDs are there already, it does make sense to provide names and checksums so one can identify the fi...
- 
  22:33 Bug #2332: Duplicate server entries on master-server 
- Master should clear records of stopped servers quicker.
- 
  22:25 Bug #2323: Saved games are deleted after opening game 
- This could be a glitch with the savegame conversion tool. At least the log seems to contain a lot of messages about l...
- 
  22:22 Feature #2322 (Rejected): Material def scroll options 
- 
  22:19 Feature #2241 (Progressed): Configure games via Home UI (advanced users, cf. autoexec.cfg) 
- The Home game library UI now has profile-specific options for a few things, such as Fast Monsters.
 Profile-specifi...
- 
  22:16 Feature #2124 (Rejected): Surround Sound Upmixing for the music... 
- 
  22:14 Feature #2110 (Rejected): Recolour materials at def level 
- 
  22:00 Feature #2047 (Closed): Allow user to select a specific IWAD file for a (custom) game session 
- Done in 2.1.
- 
  21:57 Bug #1992 (Closed): Load console command segfaults (needs retesting) 
- Closing as obsolete.
- 
  21:35 Feature #1686 (Closed): Derived resource packs 
- This is already possible using include directives in Info files, and referencing the base package via the "/packs/(id...
- 
  21:30 Feature #1517 (Closed): Autoselect missing interfaces from other audio plugins 
- Closing as obsolete.
 In general, the audio backends could use refinement so that 1) all of them are available, 2) ...
- 
  21:26 Feature #1468 (Closed): Sky layers seperate vertical offset 
- Closing as obsolete.
- 
  21:20 Feature #2018 (Rejected): Textured Automap 
- 
  21:19 Feature #1410 (Rejected): [Automap] Unified stats display 
- 
  21:17 Feature #2008 (Closed): Keyboard-only usage of the new Doomsday UI (Home, task bar, popups, etc.) 
- 
  21:16 Feature #2001 (Rejected): Uninstall savegames, configs and other runtime files (optionally) 
- 
  21:15 Feature #1979 (Feedback): Additional sound formats 
- At least in theory this would be useful. Would MP3 and maybe Ogg Vorbis be enough?
- 
  21:12 Feature #1949 (Rejected): Support for Windows Quick Launch bar 
- 
  21:05 Bug #1858: 0 tic/time handling 
- Seg faults and infinite loops certainly are bugs that should be fixed.
- 
  21:02 Feature #1798 (Rejected): Generate Doomsday Script API documentation 
- Documenting in the Manual should be enough. And if the docs follow conventions, Doomsday could pull and parse them st...
- 
  20:17 Feature #1759 (Rejected): Plugins 2.0 
- Plugins will be static extensions in version 3.
- 
  19:25 Feature #1711 (Rejected): Automatically switching external music 
- 
  19:23 Feature #1678 (Rejected): Optimize stereoscopic pixel formats 
- 
  19:22 Feature #1501 (Rejected): Non-64-pixel flats 
- 
  19:20 Feature #1540 (Rejected): Smaller near clip distance 
- 
  19:17 Feature #1570 (Rejected): [Heretic] Use IWAD original episode end graphics (E2PAL) 
- 
  19:15 Feature #1564 (Rejected): Runtime option for enabling/disabling texture compression 
- Nowadays GPUs have lots of memory available, so texture compression is less relevant.
- 
  19:13 Feature #1556 (Closed): [InFine] Randomized placement/selection 
- Closing since #1632 gives this automatically.
- 
  19:12 Feature #1555 (Rejected): Add dynamic lights without having to alter the mob def 
- 
  19:10 Feature #1550 (Rejected): Command to 'kill all' 
- Repeated use of "kill" should be sufficient (perhaps using a console alias with slight delays).
- 
  19:07 Feature #1539 (Progressed): Armor, powerups (object status) controls 3D model representation 
- The progress reflects the use of mobj hitpoints in 3D model scripting.
- 
  19:02 Feature #1533 (Rejected): Decoration light color from sector 
- 
  19:01 Feature #1531: "take" cmd to take away pickup powers 
- Heretic has a "take" cheat command now, for ammo and weapons.
- 
  18:56 Feature #1520: Realistic switch sound origin (compatibility option) 
- See commit commit:0f5abef8.
- 
  18:55 Feature #1520 (Closed): Realistic switch sound origin (compatibility option) 
- 
  18:53 Feature #1519 (Rejected): Custom pixel aspect ratio for a material 
- 
  18:51 Feature #1494 (Rejected): InFine script for "MapTitle" display 
- 
  18:48 Feature #1483 (Closed): Shine maps and mask (greyscale or palleted) 
- Closing as obsolete, solved by PBR materials.
- 
  18:47 Feature #1481 (Rejected): Command to change to last weapon used 
- 
  18:46 Feature #1452 (Rejected): [Hexen] Monster respawn rate 
- 
  18:44 Feature #1433 (Rejected): Hexen style Hub system in Doom and Heretic 
- 
  18:38 Feature #1389: [InFine] Check if resource originates from an IWAD 
- 
  18:37 Feature #1386: Stopping monster infighting 
- Perhaps not a DED file option as suggested, but a gameplay rule anyway.
- 
  18:36 Feature #1621 (Closed): Evaluation of runtime conditions 
- Closing as obsolete.
- 
  18:34 Feature #1607: Reset settings to defaults 
- Some settings can now be reset but not all cvars.
- 
  18:31 Feature #1484 (Rejected): [MP] Bindings for group chat 
- 
  18:26 Feature #1404 (Rejected): Stopping time, while allowing camera movement 
- 
  16:44 Feature #1370 (Rejected): Halos with fading trails (to go with the slowed occlusion) 
- 
  16:43 Feature #1346 (Rejected): High-res textures built from patches 
- 
  16:41 Feature #1331: [InFine] Evaluate cvars with IF condition 
- This should wait until InFine is based on Doomsday Script. Then it will be trivial to implement all kinds of expressi...
- 
  16:40 Feature #1321 (Rejected): Scoring points in 1p and MP 
- 
  16:39 Feature #1319 (Rejected): Different models for LOD 
- 
  16:37 Feature #1624 (Rejected): Render particles to textures 
- 
  16:37 Feature #1486 (Rejected): UI language translation/localization 
- 
  16:36 Bug #2022 (Closed): p_enemy.c in doom64 plugin uses ~15 different copies of A_KeenDie 
- Closing as obsolete.
- 
  16:34 Feature #1647: Replace FS1 with FS2-based resource management 
- As work with version 3 continues, I expect the FS1 based code to be eventually retired.
- 
  16:33 Feature #1548: Multi-monitor support 
- Incrementing progress as 3.0 supports rendering to multiple windows with a shared GL context.
- 
  16:31 Feature #1794 (Closed): Mobile apps and shared client/server code (more modular code structure) 
- Closing as obsolete.
- 
  16:31 Feature #2016 (Closed): "Portable app" package (app contained in a folder, with all user data included; e.g., for USB sticks) 
- 
  16:29 Feature #1341 (Rejected): Soft edges for sector lighting 
- 
  16:27 Feature #1301: Redesigned DED Reader 
- The DED parser is pretty much in maintenance mode already, and definitions are accessible internally via @Defs@.
- 
  16:25 Feature #1300 (Closed): Differentiating variants of monster attacks 
- In the new model renderer, object animation is scriptable and independent of mobj states, so this should not be an is...
- 
  16:22 Feature #1275 (Closed): Lightmap decorations on surfaces (emission mapping) 
- Closing as obsolete. PBR materials have an emissive channel.
- 
  16:18 Feature #1203 (Progressed): Additional save slots — revised save management 
- Savegame folders are now specific to game profile.
 Still could use an infinite number of save slots, though. Make ...
- 
  16:12 Feature #1190 (Progressed): External scripts for mobj behavior 
- Some progress in this area. In 2.2, it is possible to use Doomsday Script in state actions functions. Given the right...
- 
  16:10 Feature #1171 (Rejected): Center HUD weapon position when firing 
- 
  16:10 Feature #553: Performance of many scrolling surface materials 
- Closing as obsolete.
- 
  16:10 Feature #553 (Closed): Performance of many scrolling surface materials 
- 
  16:07 Feature #1745 (Progressed): Performance optimization 
- Opening this as a tracking issue.
- 
  16:07 Feature #1745 (In Progress): Performance optimization 
- 
  16:05 Feature #1231: Ragdoll physics 
- Now that skeletal models are available, this could be done. However, needs a 3rd party library for calculating the ph...
- 
  16:03 Feature #1220 (Rejected): Cutscenes 
- 
  16:02 Feature #1219 (Rejected): Configurable missile spawn points 
- 
  16:02 Feature #1197 (Rejected): Scriptable UI 
- While cool, I don't think there is much use for this feature as described.
 The native UI fulfills its current requ...
- 
  15:59 Feature #1179 (Rejected): Flying creatures - Tilt up/down if moving in z dimension 
- 
  15:58 Feature #1151 (Rejected): Strife support 
- 
  15:58 Feature #1143 (Rejected): Bots 
- 
  15:58 Feature #1141 (Closed): Third-person view 
- This kind of already exists. Try "viewmode" in the console. Of course, a proper 3rd person view would require more so...
- 
  15:56 Feature #1139: More variations within repeated texture patterns with alternative textures (for detail textures) 
- Assuming detail textures will be revised in the future, this would be rather nifty for them.
 * Have a pattern textur...
- 
  15:53 Bug #890 (Rejected): [Windows] Crash caused by SDL_mixer 
- 
  15:53 Feature #2038 (Closed): Replace `define` with `static const ...` where possible 
- This is good advice, and recent code already does it this way.
 Closing as acknowledged.
- 
  15:52 Feature #1944 (Rejected): Master audio volume slider 
- 
  15:52 Feature #1874 (Rejected): Defer creation of savegame folders until needed 
- 
  15:50 Feature #1669 (Rejected): Invisibility affects player automap arrow (option) 
- 
  15:50 Feature #1584 (Rejected): [Deathkings] Option for monster respawn rate 
- 
  15:48 Feature #1583 (Rejected): [InFine] Disable texture compression for ximages 
- 
  15:48 Feature #1581 (Rejected): Melee attacks affected by looking up/down 
- 
  15:48 Feature #1572 (Rejected): Frameless window option (-noframe) 
- 
  15:47 Feature #1567 (Rejected): [Automap] Quick hide/show markers 
- 
  15:47 Feature #1560 (Rejected): [Heretic|Hexen] Original freelook range option 
- 
  15:46 Feature #1549 (Rejected): Material property that allows disabling ambient occlusion 
- 
  15:44 Feature #1522 (Rejected): Sprite scaling 
- 
  15:41 Feature #1505 (Resolved): [Heretic] Boss drop off physics (never instantly drop down) 
- Heretic falloff physics have been updated so that objects do not warp down ledges. Currently there is no compatibilit...
- 
  15:39 Feature #1498 (Rejected): [Hexen] Option for ringing the bell from below 
- 
  15:38 Feature #1497 (Rejected): Queueing multiple digital songs for one song lump 
- 
  15:37 Feature #1482 (Closed): Indication of scrolling menus 
- In long game menus, the cursor position is retained in the middle of the screen while the menu items scroll around. F...
- 
  15:34 Feature #1474 (Rejected): Customization options for object shadows 
- 
  15:34 Feature #1455 (Rejected): Persistent player achievement stats 
- 
  15:33 Feature #1443 (Rejected): Fog options should be available in UI 
- 
  15:29 Feature #1285 (Rejected): Spawn particle generator from generator stage 
- 
  15:28 Feature #1385 (Rejected): Option to not pick up health/armor bonuses if already 200% 
- 
  15:25 Feature #1534 (Rejected): Alternative for decoration light pattern skip 
- 
  15:22 Feature #1192 (Rejected): 3D models for menu/HUD graphics 
- 
  15:22 Feature #1294 (Rejected): Toggle command for non-boolean cvars 
- 
  15:21 Feature #1221 (Rejected): Movies playing on world surfaces (monitors, etc.) 
- 
  15:20 Feature #1250 (Rejected): Improved flying suggestions for Hexen/Heretic 
- 
  15:18 Feature #1152 (Rejected): Support for Wolfenstein Spear of Destiny 
- 
  13:15 Feature #1198 (Rejected): Support for Rise of the Triad 
- 
  12:57 Feature #1312 (Rejected): Stereo sound effects 
- 
  12:57 Feature #1594 (Rejected): [Audio] Default number of sound channels should be "max" 
- 
  12:56 Feature #1469 (Rejected): Changing the blood sprite's color 
- 
  12:55 Feature #1558 (Rejected): [Hexen] Smooth Reivers Z movement 
- 
  12:55 Feature #1738 (Rejected): xBR for graphics upscaling 
- 
  12:54 Feature #1161 (Rejected): Stealth mode cheat 
- 
  12:53 Feature #1405 (Rejected): Crouch 
- 
  12:53 Feature #1442 (Rejected): PC Speaker Sounds/Emulation 
- 
  12:52 Feature #1561 (Rejected): Send MIDI data to external GM synth 
- 
  12:52 Bug #1026 (Closed): Load console command music oversight 
- 
  12:50 Feature #1343 (Rejected): Chaingunner/chaingun sounds 
- 
  12:49 Feature #1458 (Closed): Handling obsolete IWADs 
- 
  12:49 Feature #1619 (Rejected): Adaptive LOD for models 
- 
  12:32 Feature #1788 (Rejected): Command line options should take native paths relative to cwd 
- 
  07:54 Revision 9928c74a (github): Documentation: Updated Readme for 2.2 release 
2019-11-28
- 
  14:52 Revision 7bc853c7 (github): Freedesktop: App metainfo screenshot order 
- 
  14:29 Revision cbd83691 (github): Readme: Updated links 
- 
  13:28 Revision 625fc84b (github): Freedesktop: Added metainfo XML, tweaked .desktop file 
- 
  10:27 Feature #2244 (In Progress): Create an official portable Linux distribution 
- There are actually a couple of further things:
 * ☑️ Prepare appdata XML for Flathub submission
 * Possible Autobuild...
- 
  08:18 Feature #2244 (Resolved): Create an official portable Linux distribution 
- Added fluidsynth (2.0.9 built from source). Will leave out FMOD from this since it's closed source.
- 
  06:20 Bug #2300: [Doom] Secret exit switch in E3M6 placed too low 
- Great, thanks!
- 
  03:10 Bug #2300: [Doom] Secret exit switch in E3M6 placed too low 
- Played through Ultimate Doom and didn't notice anything broken, the switch also displays properly now, thanks!
2019-11-27
- 
  22:07 Feature #2244: Create an official portable Linux distribution 
- I've decided to go with Flatpak for now.
 Flatpak manifest: https://git.skyjake.fi/doomsday/distrib/src/branch/mast...
- 
  21:03 Revision d4488ad4 (github): Fixed|Freedesktop: Rename the app icon file 
- 
  20:53 Revision d39675be (github): Freedesktop: Adapt desktop file and icon for Flatpak 
- 
  16:28 Revision a8b23ff1 (github): Builder|CMake: Added root CMakeLists; tweaks for Unix config 
- There is now a root-level CMakeLists.txt for easier automation.
 The Unix build configuration was made more robust by...
2019-11-26
- 
  22:01 Revision c3e0e5d4 (github): Resources: Detect future versions of Freedoom 
- IssueID #2267
- 
  22:01 Feature #2267 (Resolved): Detect future Freedoom IWADs 
- Changing this issue to be specific to Freedoom.
 Added a generic detection rule for the Freedoom IWADs so that Doom...
- 
  21:34 Bug #814 (Resolved): [XG] Cooperative and Deathmatch flags only check for MP 
- 
  21:33 Revision dfc0f5e5 (github): Fixed|XG: Check for deathmatch and cooperative line flags 
- IssueID #814
- 
  21:18 Bug #1876 (In Progress): [XG] Floor chains appear infunctional 
- The attached floor chain works in build 3251.
 The second room has a floor chain that inflicts damage once per seco...
- 
  21:16 Revision f16b14d9 (github): XG: Mobj position test for floor chain 
- IssueID #1876
- 
  16:30 Bug #1875 (Resolved): [XG] Colored sector lighting does not affect the transition frame 
- 
  16:29 Revision 940ba00c (github): Fixed|XG: Sector lighting not updated on first tick 
- IssueID #1875
- 
  15:49 Bug #2354 (In Progress): Compatibility with TNT: Revilution (MAP30) 
- ☑️ Sprite replacements fail to show: The map 30 uses dehacked nazi and keens replacements. Nazis are plasma turrets a...
- 
  13:54 Bug #2272 (Rejected): Build Error - ByteSwapper.h 
- Closing this issue now because the build error is in an external software library.
 In the future, Doomsday can use...
- 
  11:53 Bug #2327 (In Progress): [Heretic] Linetype 98 is nonfunctional 
- Line special 98 was completely missing from @p_spec.cpp@ in Heretic.
 Now using code from vanilla Heretic. Please t...
- 
  11:52 Revision 3a4b63be (github): Fixed|Heretic: Line special 98 is missing 
- IssueID #2327
- 
  09:14 Bug #1822 (Resolved): [XG] Line class "teleport" can't find teleport destination mobj 
- 
  09:13 Revision 8b602710 (github): Fixed|XG: Teleporting to a teleport destination mobj 
- IssueID #1822
- 
  08:24 Revision 01f36dff (github): Fixed|XG: Teleport "No Flash" parameter inverted 
- IssueID #2255
- 
  08:24 Bug #2255 (Resolved): Line teleport (XG class) - "No Flash" parameter inverted 
2019-11-25
- 
  23:04 Bug #2300 (Resolved): [Doom] Secret exit switch in E3M6 placed too low 
- Applied a fix. Please test if this causes regressions elsewhere...
- 
  22:47 Bug #2300: [Doom] Secret exit switch in E3M6 placed too low 
- For future reference, the problem is likely around @walledge.cpp:323@, and pertains to material origin calculation of...
- 
  23:04 Revision ee54cd23 (github): Fixed|Renderer: Lower texture alignment in E3M6 
- This is perhaps an uncommon situation, where there is a switch on the front lower texture, but the back sector ceilin...
- 
  11:11 Bug #2353 (Closed): Bugs in Doomsday Script parsing and execution 
- * "doomsdayscript" tool can't import modules from the same directory
 * parser fails when encountering a single-line ...
- 
  09:08 Revision a8d13089 (github): Fixed: Narrowing integer conversion 
2019-11-24
- 
  14:20 Revision 7e60d563 (github): Scripting: Removed the "export" keyword 
- Exporting doesn't seem to have a use case:
 - return values can be used to move values to the caller
 - global assignme...
- 
  10:14 Revision a6e1c030 (github): Fixed|Scripting: Functions' global namespaces 
- Each function remembers the global namespace it was defined in, in case the function accesses those globals when it's...
- 
  10:13 Revision 748f9dd9 (github): Fixed|Scripting: Allow text representation of null reference 
2019-11-23
- 
  21:30 Revision a1c7f393 (github): Scripting: Converting a dictionary to record using Record() 
- 
  20:29 Revision 02b4d8e6 (github): Fixed|Scripting: Passing records by reference in arguments 
- 
  12:23 Revision 0b62389f (github): Scripting: Allow scope notation to be used sequentially 
- This is now legal: `a->b->c`
2019-11-20
- 
  20:31 Revision f4fd4d71 (github): Fixed|Scripting: Improved message of script exceptions 
- 
  20:15 Revision c4486edc (github): Fixed|Scripting: Edge cases in parser and slice operator 
- The parser would fail if a single-line catch compound was used at the end of the script.
 Slice operator would not om...
Also available in: Atom