Project

General

Profile

Activity

From 2019-12-01 to 2019-12-14

2019-12-14

21:12 Bug #2370 (In Progress): [2.3 Unstable] Render Hack Regressions
With the 2.3 release of Doomsday starting to support render hacks, I decided to do some testing to try out of the new... sonicdoommario
20:52 Bug #2369 (Closed): [Render hack] TNT map31: Arachnotrons hidden inside pillars in the pyramid
With the recent 2.3 unstable releases starting to support render hacks, I decided to test a few maps and test some of... sonicdoommario
19:15 Revision ade57cc6 (github): Cleanup
skyjake
19:14 Revision ddd79e95 (github): UI: Font color tweak
skyjake
11:12 Revision bf8a74db (github): Cleanup
skyjake
11:12 Revision a5e30590 (github): Fixed|BSP: Crash in the BSP builder
skyjake
08:30 Revision 86ba4277 (github): macOS|libgui: Use stbtt for font rendering
Same font rendering on all platforms for consistency. skyjake
08:30 Revision 47e4b768 (github): Cleanup: Post merge
skyjake
08:29 Revision ae9c44ea (github): macOS: Disable OpenAL (deprecated)
skyjake
07:29 Revision 49ea5a97 (github): Cleanup
skyjake

2019-12-13

22:45 Revision 28843a5a (github): Merge branch 'master' of skyjake.fi:doomsday/engine into work/omega
# Conflicts:
# .gitignore
# .travis.yml
# README.md
# doomsday/CMakeLists.txt
# doomsda...
skyjake
14:27 Revision 81bcdfb0 (github): Cleanup
skyjake
14:20 Feature #1603 (Progressed): Support for id Tech 1 map hacks
skyjake
14:15 Bug #2368 (Resolved): [Render hack] Masked wall textures used for see-through walls/windows (e.g., TNT map02)
skyjake
13:41 Bug #2368 (Closed): [Render hack] Masked wall textures used for see-through walls/windows (e.g., TNT map02)
For example, in TNT MAP02 there is a masked window grill where the player can overlook the large room beyond. The win... skyjake
14:15 Bug #1053 (Resolved): [Render hack] Icarus Alien Vanguard: Force-fields (scrolling masked middle texture)
skyjake
14:14 Revision ee94363f (github): Renderer: Icarus MAP01 force fields not rendered
IssueID #1053 skyjake
13:54 Revision fac9f4fc (github): Renderer: Working on masked middle textures
skyjake
12:38 Revision 1960f184 (github): Fixed|Map Importer: Potential crash
skyjake
12:08 Revision 275f69fc (github): Fixed|Map Importer: Potential crash
skyjake
12:07 Revision 42258106 (github): Fixed|Hexen: Duplicate linedef property
skyjake
11:46 Bug #110 (Resolved): [Render hack] TNT map09: Transparent window is not transparent
skyjake
11:46 Revision 0ddc5c7e (github): Map Importer: Detect flat bleeding
IssueID #110 skyjake
03:42 Revision 18223887 (github): Fixed|GCC: Build error with older versions of GCC
skyjake
03:30 Revision f0cb4209 (github): CI: Updated Travis build configuration
skyjake
03:27 Revision 4e6cf6aa (github): CI: Updated Travis build configuration
skyjake
03:20 Revision 6cc97792 (github): CI: Updated Travis build configuration
skyjake

2019-12-12

22:09 Bug #110 (In Progress): [Render hack] TNT map09: Transparent window is not transparent
skyjake
22:08 Revision 2529984c (github): Renderer: TNT MAP09 transparent window
Still need to link the planes? skyjake
21:41 Revision a6949a78 (github): Fixed|Renderer: TNT MAP02 transparent window grill
Don't clip a non-opaque wall. skyjake
17:30 Revision ca6a4098 (github): Fixed: Deep water in TNT map 02
Link visplanes based on the analysis done by the id Tech 1 map importer.
IssueID #2254
skyjake
17:30 Bug #2254 (Resolved): [Render hack] TNT map02: Deep Water not supported
Fixed with a new approach. skyjake
17:17 Revision dcb9cc7b (github): Cleanup
skyjake
14:02 Revision c5dbd705 (github): Map Importer: Detect self-referencing sectors
skyjake
14:01 Revision 9f89f92e (github): libcore|Math: Added 2D cross product
skyjake
06:36 Revision 1c1789ea (github): Map Importer: Cleanup
Don't allocate AutoStrs when importing the map (was 2 per sector and 3 per side). skyjake
06:09 Revision cc8f1fc5 (github): Cleanup|Map Importer: Find polyobj lines more efficiently
skyjake

2019-12-11

11:23 Revision 93d04a09 (github): World|Scripting: Added World.Thing.recoil()
IssueID #2349 skyjake
11:22 Revision f5665711 (github): World|Scripting: Added World.Thing.recoil()
IssueID #2349 skyjake
06:09 Bug #2367 (New): [Unix] If directory "/usr/share/doomsday/data" exists, core packages not found
The Unix builds normally use /usr/share/doomsday as the base directory. If one manually creates a data/ subdirectory ... skyjake

2019-12-10

21:27 Revision 63c21813 (github): Fixed|GL: Texture reset is busymode agnostic
skyjake
21:26 Revision 03f7ddf3 (github): Fixed|GL: Texture reset is busymode agnostic
skyjake
21:21 Revision 66191dde (github): Fixed|Renderer: Light decorations are not visible
IssueID #2365 skyjake
21:21 Revision f10c8e5d (github): Fixed|Renderer: "texreset" breaks decoration halos
IssueID #2366 skyjake
21:20 Bug #2366 (Resolved): "texreset" breaks halo textures
skyjake
20:19 Bug #2366: "texreset" breaks halo textures
Looks like the obsolete texture IDs are cached somewhere and then used for drawing halos after the texreset. skyjake
19:42 Bug #2366 (Closed): "texreset" breaks halo textures
The "texreset" command breaks halo textures and causes GL errors (presumably due to use invalid GL texture IDs).
T...
skyjake
21:20 Revision 143e236a (github): Fixed|Renderer: "texreset" breaks decoration halos
IssueID #2366 skyjake
18:51 Revision 8aea6048 (github): Fixed|Renderer: Light decorations are not visible
IssueID #2365 skyjake
18:50 Bug #2365 (Resolved): Halos from Light decorations not visible
The problem was that surfaces with decorated materials weren't correctly registered in their subsectors, so they were... skyjake
16:18 Bug #2365 (Closed): Halos from Light decorations not visible
Halos from any of the defined Light decorations are not visible. This includes the built-in ones from libdoom.pk3.
...
skyjake
14:44 Revision 7008a6c7 (github): FS|Resources: Don't re-add built-in data folders
If a data folder is one of the built-in directories, it should not be added again to the file system under a differen... skyjake
14:26 Revision d951c622 (github): FS|Resources: Don't re-add built-in data folders
If a data folder is one of the built-in directories, it should not be added again to the file system under a differen... skyjake

2019-12-09

14:41 Revision 5cca3e10 (github): Performance: Disable visplane remapping
Plane remapping is used to render map hacks correctly.
However, this plane remapping algorithm can be extremely slow...
skyjake
14:25 Revision 72e1a2ca (github): Performance: Handling of missing materials
If a map had many missing wall textures, it could take a very long time for the material fixer's algorithm to get thr... skyjake
13:29 Bug #2364: Single color transparancy background edges
Is there an upsampled image/sprite/texture I could use for testing? skyjake

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
07:59 Revision da3a1cba (github): Fixed|Definitions|Deh Reader: Conflicting MAPINFO and DeHackEd music
If there is both a DEH that overrides music lump names and a custom MAPINFO that sets map music, prefer to use only t... skyjake
07:59 Revision 549c090e (github): Fixed|Definitions|Deh Reader: Conflicting MAPINFO and DeHackEd music
If there is both a DEH that overrides music lump names and a custom MAPINFO that sets map music, prefer to use only t... 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

10:29 Revision 91a52e25 (github): Fixed|UI: Changing just the letter case of a profile name
IssueID #2362 skyjake
10:28 Revision ecd7f0bf (github): Fixed|UI: Changing just the letter case of a profile name
IssueID #2362 skyjake
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

22:54 Revision 77891d47 (github): Cleanup
skyjake
22:20 Revision 4d70c382 (github): UI|GameProfiles: Upgrade some profile packages automatically
IssueID #2361 skyjake
22:19 Revision 9c6e9461 (github): UI|GameProfiles: Upgrade some profile packages automatically
IssueID #2361 skyjake
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
19:29 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... skyjake
19:27 Bug #2319 (Resolved): [Infine] Screen filters don't fully fill the screen unless the window has 4:3 aspect ratio
skyjake
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... skyjake
18:01 Revision 5f4b16c0 (github): Fixed|Hexen: Workaround for warping while dead
IssueID #2357 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
17:53 Revision 92f3df8f (github): Fixed|Hexen: Workaround for warping while dead
IssueID #2357 skyjake
17:53 Revision 7ae4d61b (github): Cleanup
skyjake
12:02 Revision cf3b12b9 (github): UI|Home: Tweaked profile metadata color
skyjake
12:02 Revision b0257434 (github): Fixed|libdoomsday: Comparing package IDs with alternatives
IssueID #2360 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
12:00 Revision 5e9b1817 (github): Fixed|libdoomsday: Comparing package IDs with alternatives
IssueID #2360 skyjake
08:28 Revision b75b2bd6 (github): UI|Home: Tweaked profile metadata color
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

22:16 Revision 73ebb5ab (github): CMake: Root-level project name
skyjake
22:15 Revision 6827702c (github): Builder|Flatpak: AppStream metadata XML file
skyjake
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
skyjake
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
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
skyjake
12:06 Revision 00b57324 (github): Builder|Flatpak: AppStream metadata XML file
skyjake

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
18:18 Revision e9e73aeb (github): Fixed|Documentation: Links to the Manual
skyjake
18:14 Revision dc98b569 (github): Fixed|Documentation: Links to the Manual
skyjake
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
 

Also available in: Atom