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From 2019-11-25 to 2019-12-08

2019-12-08

16:52 Bug #2364 (Closed): Single color transparancy background edges
As described here
http://talk.dengine.net/discussion/2689/neural-upscale-textures-for-doom-white-edge
whenever ...
3DMaster

2019-12-06

08:02 Bug #2303 (Resolved): Plutonia 2: Incorrect music; "unknown" map author (with embedded DEHACKED lump)
The problem with the map 23 music was that it was correctly changed to D_ROMER2 by the MAPINFO, but then the DEH patc... skyjake
06:24 Bug #2343 (Resolved): Player weapon opacity doesn't affect psprite 3D models
Splitting this bug because checking player powerups requires implementing a new feature. skyjake
06:22 Bug #2363 (New): Light Amplification powerup doesn't affect psprite 3D models
The light amplification powerup doesn't affect the hud models.
@StateAnimator@ needs a way to access the player's ...
skyjake

2019-12-05

10:28 Bug #2362 (Closed): [UI] Game profile name cannot be changed
The UI doesn't allow renaming a custom profile, if the new name is the same as the old name except some of the letter... skyjake

2019-12-03

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 ... skyjake
19:27 Bug #2319 (Resolved): [Infine] Screen filters don't fully fill the screen unless the window has 4:3 aspect ratio
skyjake
17:56 Feature #2244 (Resolved): Create an official portable Linux distribution
skyjake
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...
skyjake
12:01 Bug #2360 (Resolved): [UI] Savegames from Deathkings are not showing up in Home
skyjake
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 skyjake
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, ...
skyjake
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... thesourcehim

2019-12-02

22:12 Bug #2359 (Resolved): [Hexen] No music on Desolate Garden (MAP26)
A very old typo? skyjake
10:21 Bug #2359 (In Progress): [Hexen] No music on Desolate Garden (MAP26)
skyjake
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... thesourcehim

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...
skyjake
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 ...
vermil
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 ...
theleo_ua
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. skyjake
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...
theleo_ua
14:03 Bug #2234 (Feedback): Fov 160 + near clip plane issues with MD2 and FBX HUD Models
skyjake
14:02 Bug #2234: Fov 160 + near clip plane issues with MD2 and FBX HUD Models
This should be solved by #2358. skyjake
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... skyjake

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...
skyjake
16:31 Bug #2309 (Closed): Incompatible addon error appears sometimes
skyjake
15:43 Feature #2352 (Resolved): [Heretic] Scripted touch action for special things
skyjake
15:42 Bug #2327 (Resolved): [Heretic] Linetype 98 is nonfunctional
skyjake
15:40 Bug #2356 (Resolved): Compatibility issues with Sigil v1.21
skyjake
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 ... skyjake
15:35 Bug #1983 (Resolved): [Doom] "Finished" graphic placed too low
skyjake
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...
skyjake
11:02 Bug #2350: [Doom] Status bar drawing glitch in Doom Registered v1.1
screenshot and doomsday.out log
GL
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...
GL
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. vermil
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... skyjake
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...
vermil
08:25 Feature #2345 (Closed): Revise distribution scripts, move to separate repository
skyjake
08:25 Feature #2347 (Closed): Use the same UI font on macOS as on other platforms
skyjake
08:25 Bug #2348 (Closed): Translucent 3D model blending issue versus sprites
skyjake
08:25 Bug #2338 (Closed): Doomsday.app does not have a 'Bundle Identifier' on macOS
skyjake
08:25 Bug #2339 (Closed): Doomsday Shell.app has conflicting version information on macOS
skyjake
08:04 Feature #2346 (Closed): macOS notarization
skyjake
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... skyjake
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... skyjake
07:59 Bug #2321 (Closed): [Heretic] Helstaff rain doesn't spawn while shooting close to the target
skyjake
07:58 Bug #2342 (Closed): Skybox rendering broken: only box is visible
skyjake

2019-11-29

23:25 Feature #1806 (Rejected): "Headless" vanilla playsim for old demo compatibility
skyjake
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...
skyjake
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. skyjake
22:54 Feature #2116 (Closed): Compatibility with limited FBO functionality (old OpenGL drivers)
Closing as obsolete. skyjake
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... skyjake
22:40 Feature #2335: [Shell] Command line option for opening connection to a server address
Should be pretty simple to implement. skyjake
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... skyjake
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... skyjake
22:33 Bug #2332: Duplicate server entries on master-server
Master should clear records of stopped servers quicker. skyjake
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... skyjake
22:22 Feature #2322 (Rejected): Material def scroll options
skyjake
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...
skyjake
22:16 Feature #2124 (Rejected): Surround Sound Upmixing for the music...
skyjake
22:14 Feature #2110 (Rejected): Recolour materials at def level
skyjake
22:00 Feature #2047 (Closed): Allow user to select a specific IWAD file for a (custom) game session
Done in 2.1. skyjake
21:57 Bug #1992 (Closed): Load console command segfaults (needs retesting)
Closing as obsolete. skyjake
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... skyjake
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) ...
skyjake
21:26 Feature #1468 (Closed): Sky layers seperate vertical offset
Closing as obsolete. skyjake
21:20 Feature #2018 (Rejected): Textured Automap
skyjake
21:19 Feature #1410 (Rejected): [Automap] Unified stats display
skyjake
21:17 Feature #2008 (Closed): Keyboard-only usage of the new Doomsday UI (Home, task bar, popups, etc.)
skyjake
21:16 Feature #2001 (Rejected): Uninstall savegames, configs and other runtime files (optionally)
skyjake
21:15 Feature #1979 (Feedback): Additional sound formats
At least in theory this would be useful. Would MP3 and maybe Ogg Vorbis be enough? skyjake
21:12 Feature #1949 (Rejected): Support for Windows Quick Launch bar
skyjake
21:05 Bug #1858: 0 tic/time handling
Seg faults and infinite loops certainly are bugs that should be fixed. skyjake
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... skyjake
20:17 Feature #1759 (Rejected): Plugins 2.0
Plugins will be static extensions in version 3. skyjake
19:25 Feature #1711 (Rejected): Automatically switching external music
skyjake
19:23 Feature #1678 (Rejected): Optimize stereoscopic pixel formats
skyjake
19:22 Feature #1501 (Rejected): Non-64-pixel flats
skyjake
19:20 Feature #1540 (Rejected): Smaller near clip distance
skyjake
19:17 Feature #1570 (Rejected): [Heretic] Use IWAD original episode end graphics (E2PAL)
skyjake
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. skyjake
19:13 Feature #1556 (Closed): [InFine] Randomized placement/selection
Closing since #1632 gives this automatically. skyjake
19:12 Feature #1555 (Rejected): Add dynamic lights without having to alter the mob def
skyjake
19:10 Feature #1550 (Rejected): Command to 'kill all'
Repeated use of "kill" should be sufficient (perhaps using a console alias with slight delays). skyjake
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. skyjake
19:02 Feature #1533 (Rejected): Decoration light color from sector
skyjake
19:01 Feature #1531: "take" cmd to take away pickup powers
Heretic has a "take" cheat command now, for ammo and weapons. skyjake
18:56 Feature #1520: Realistic switch sound origin (compatibility option)
See commit commit:0f5abef8. skyjake
18:55 Feature #1520 (Closed): Realistic switch sound origin (compatibility option)
skyjake
18:53 Feature #1519 (Rejected): Custom pixel aspect ratio for a material
skyjake
18:51 Feature #1494 (Rejected): InFine script for "MapTitle" display
skyjake
18:48 Feature #1483 (Closed): Shine maps and mask (greyscale or palleted)
Closing as obsolete, solved by PBR materials. skyjake
18:47 Feature #1481 (Rejected): Command to change to last weapon used
skyjake
18:46 Feature #1452 (Rejected): [Hexen] Monster respawn rate
skyjake
18:44 Feature #1433 (Rejected): Hexen style Hub system in Doom and Heretic
skyjake
18:38 Feature #1389: [InFine] Check if resource originates from an IWAD
 skyjake
18:37 Feature #1386: Stopping monster infighting
Perhaps not a DED file option as suggested, but a gameplay rule anyway. skyjake
18:36 Feature #1621 (Closed): Evaluation of runtime conditions
Closing as obsolete. skyjake
18:34 Feature #1607: Reset settings to defaults
Some settings can now be reset but not all cvars. skyjake
18:31 Feature #1484 (Rejected): [MP] Bindings for group chat
skyjake
18:26 Feature #1404 (Rejected): Stopping time, while allowing camera movement
skyjake
16:44 Feature #1370 (Rejected): Halos with fading trails (to go with the slowed occlusion)
skyjake
16:43 Feature #1346 (Rejected): High-res textures built from patches
skyjake
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... skyjake
16:40 Feature #1321 (Rejected): Scoring points in 1p and MP
skyjake
16:39 Feature #1319 (Rejected): Different models for LOD
skyjake
16:37 Feature #1624 (Rejected): Render particles to textures
skyjake
16:37 Feature #1486 (Rejected): UI language translation/localization
skyjake
16:36 Bug #2022 (Closed): p_enemy.c in doom64 plugin uses ~15 different copies of A_KeenDie
Closing as obsolete. skyjake
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. skyjake
16:33 Feature #1548: Multi-monitor support
Incrementing progress as 3.0 supports rendering to multiple windows with a shared GL context. skyjake
16:31 Feature #1794 (Closed): Mobile apps and shared client/server code (more modular code structure)
Closing as obsolete. skyjake
16:31 Feature #2016 (Closed): "Portable app" package (app contained in a folder, with all user data included; e.g., for USB sticks)
skyjake
16:29 Feature #1341 (Rejected): Soft edges for sector lighting
skyjake
16:27 Feature #1301: Redesigned DED Reader
The DED parser is pretty much in maintenance mode already, and definitions are accessible internally via @Defs@. skyjake
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... skyjake
16:22 Feature #1275 (Closed): Lightmap decorations on surfaces (emission mapping)
Closing as obsolete. PBR materials have an emissive channel. skyjake
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 ...
skyjake
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... skyjake
16:10 Feature #1171 (Rejected): Center HUD weapon position when firing
skyjake
16:10 Feature #553: Performance of many scrolling surface materials
Closing as obsolete. skyjake
16:10 Feature #553 (Closed): Performance of many scrolling surface materials
skyjake
16:07 Feature #1745 (Progressed): Performance optimization
Opening this as a tracking issue. skyjake
16:07 Feature #1745 (In Progress): Performance optimization
skyjake
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... skyjake
16:03 Feature #1220 (Rejected): Cutscenes
skyjake
16:02 Feature #1219 (Rejected): Configurable missile spawn points
skyjake
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...
skyjake
15:59 Feature #1179 (Rejected): Flying creatures - Tilt up/down if moving in z dimension
skyjake
15:58 Feature #1151 (Rejected): Strife support
skyjake
15:58 Feature #1143 (Rejected): Bots
skyjake
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... skyjake
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...
skyjake
15:53 Bug #890 (Rejected): [Windows] Crash caused by SDL_mixer
skyjake
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.
skyjake
15:52 Feature #1944 (Rejected): Master audio volume slider
skyjake
15:52 Feature #1874 (Rejected): Defer creation of savegame folders until needed
skyjake
15:50 Feature #1669 (Rejected): Invisibility affects player automap arrow (option)
skyjake
15:50 Feature #1584 (Rejected): [Deathkings] Option for monster respawn rate
skyjake
15:48 Feature #1583 (Rejected): [InFine] Disable texture compression for ximages
skyjake
15:48 Feature #1581 (Rejected): Melee attacks affected by looking up/down
skyjake
15:48 Feature #1572 (Rejected): Frameless window option (-noframe)
skyjake
15:47 Feature #1567 (Rejected): [Automap] Quick hide/show markers
skyjake
15:47 Feature #1560 (Rejected): [Heretic|Hexen] Original freelook range option
skyjake
15:46 Feature #1549 (Rejected): Material property that allows disabling ambient occlusion
skyjake
15:44 Feature #1522 (Rejected): Sprite scaling
skyjake
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... skyjake
15:39 Feature #1498 (Rejected): [Hexen] Option for ringing the bell from below
skyjake
15:38 Feature #1497 (Rejected): Queueing multiple digital songs for one song lump
skyjake
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... skyjake
15:34 Feature #1474 (Rejected): Customization options for object shadows
skyjake
15:34 Feature #1455 (Rejected): Persistent player achievement stats
skyjake
15:33 Feature #1443 (Rejected): Fog options should be available in UI
skyjake
15:29 Feature #1285 (Rejected): Spawn particle generator from generator stage
skyjake
15:28 Feature #1385 (Rejected): Option to not pick up health/armor bonuses if already 200%
skyjake
15:25 Feature #1534 (Rejected): Alternative for decoration light pattern skip
skyjake
15:22 Feature #1192 (Rejected): 3D models for menu/HUD graphics
skyjake
15:22 Feature #1294 (Rejected): Toggle command for non-boolean cvars
skyjake
15:21 Feature #1221 (Rejected): Movies playing on world surfaces (monitors, etc.)
skyjake
15:20 Feature #1250 (Rejected): Improved flying suggestions for Hexen/Heretic
skyjake
15:18 Feature #1152 (Rejected): Support for Wolfenstein Spear of Destiny
skyjake
13:15 Feature #1198 (Rejected): Support for Rise of the Triad
skyjake
12:57 Feature #1312 (Rejected): Stereo sound effects
skyjake
12:57 Feature #1594 (Rejected): [Audio] Default number of sound channels should be "max"
skyjake
12:56 Feature #1469 (Rejected): Changing the blood sprite's color
skyjake
12:55 Feature #1558 (Rejected): [Hexen] Smooth Reivers Z movement
skyjake
12:55 Feature #1738 (Rejected): xBR for graphics upscaling
skyjake
12:54 Feature #1161 (Rejected): Stealth mode cheat
skyjake
12:53 Feature #1405 (Rejected): Crouch
skyjake
12:53 Feature #1442 (Rejected): PC Speaker Sounds/Emulation
skyjake
12:52 Feature #1561 (Rejected): Send MIDI data to external GM synth
skyjake
12:52 Bug #1026 (Closed): Load console command music oversight
skyjake
12:50 Feature #1343 (Rejected): Chaingunner/chaingun sounds
skyjake
12:49 Feature #1458 (Closed): Handling obsolete IWADs
skyjake
12:49 Feature #1619 (Rejected): Adaptive LOD for models
skyjake
12:32 Feature #1788 (Rejected): Command line options should take native paths relative to cwd
skyjake

2019-11-28

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...
skyjake
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. skyjake
06:20 Bug #2300: [Doom] Secret exit switch in E3M6 placed too low
Great, thanks! skyjake
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! sonicdoommario

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...
skyjake

2019-11-26

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...
skyjake
21:34 Bug #814 (Resolved): [XG] Cooperative and Deathmatch flags only check for MP
skyjake
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...
skyjake
16:30 Bug #1875 (Resolved): [XG] Colored sector lighting does not affect the transition frame
skyjake
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... skyjake
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...
skyjake
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...
skyjake
09:14 Bug #1822 (Resolved): [XG] Line class "teleport" can't find teleport destination mobj
skyjake
08:24 Bug #2255 (Resolved): Line teleport (XG class) - "No Flash" parameter inverted
skyjake

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... skyjake
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... skyjake
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 ...
skyjake
 

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