Activity
From 2019-12-06 to 2019-12-19
2019-12-19
- 21:09 Bug #2369 (Resolved): [Render hack] TNT map31: Arachnotrons hidden inside pillars in the pyramid
- The untextured upper walls are now invisible as they should.
- 21:06 Revision 4bce960d (github): Map Importer: Improved detection of flat bleeding
- MapImporter now chooses visplane links separately for the floor and the ceiling of a sector.
Cleaned up the MPE API ...
2019-12-18
- 22:45 Bug #2372 (Resolved): [macOS] Monospaced font text lines are clipped at line ends
- 18:58 Bug #2372 (Closed): [macOS] Monospaced font text lines are clipped at line ends
- There is a font rendering issue in the package info popup when viewing the associated readme of a PWAD. At least (onl...
- 22:44 Revision 4a651395 (github): macOS|libdoomsday|UI: Monospace font clipped at the end
- Carriage return characters were confusing the Qt font renderer.
IssueID #2372 - 22:42 Revision b173c536 (github): macOS: Cleanup
- Removed the native font mapping for Core Text, since that has been removed.
- 22:06 Revision 0bfe4b4c (github): Resources|libdoomsday: Parsing author from readme file
- Use the first match for the Author pattern.
- 21:46 Feature #1666: [Dehacked] Support for sprite renaming
- @vermil: Please test and see if this works as expected. Patched sprites in TNT Revilution and D2TWiD at least seem to...
- 21:03 Feature #1666 (In Progress): [Dehacked] Support for sprite renaming
- I've enabled sprite renaming. The DEH reader changes the names of the defined Sprites, and updates State definitions ...
- 21:44 Revision 3fb21178 (github): DeHackEd: Apply sprite name patches
- Sprite names are changed in the Sprite and State definitions.
IssueID #1666 - 21:42 Revision a70f3b88 (github): UI|Client: Package info mentions DEH patch in WAD
- 21:41 Bug #2354 (In Progress): Compatibility with TNT: Revilution (MAP30)
- The patched sprites should now be working.
2019-12-17
- 11:18 Bug #2360 (Closed): [UI] Savegames from Deathkings are not showing up in Home
- 11:18 Bug #2362 (Closed): [UI] Game profile name cannot be changed
- 11:18 Bug #2365 (Closed): Halos from Light decorations not visible
- 11:18 Bug #2366 (Closed): "texreset" breaks halo textures
- 11:18 Bug #2327 (Closed): [Heretic] Linetype 98 is nonfunctional
- 11:18 Bug #2343 (Closed): Player weapon opacity doesn't affect psprite 3D models
- 11:18 Bug #2353 (Closed): Bugs in Doomsday Script parsing and execution
- 11:18 Bug #2356 (Closed): Compatibility issues with Sigil v1.21
- 11:18 Bug #2357 (Closed): [Hexen] Warping while player is dead leads to inoperable player weapon
- 11:18 Bug #2359 (Closed): [Hexen] No music on Desolate Garden (MAP26)
- 11:18 Bug #1983 (Closed): [Doom] "Finished" graphic placed too low
- 11:18 Bug #2300 (Closed): [Doom] Secret exit switch in E3M6 placed too low
- 11:18 Bug #2303 (Closed): Plutonia 2: Incorrect music; "unknown" map author (with embedded DEHACKED lump)
- 11:18 Bug #2319 (Closed): [Infine] Screen filters don't fully fill the screen unless the window has 4:3 aspect ratio
- 11:17 Bug #1875 (Closed): [XG] Colored sector lighting does not affect the transition frame
- 11:17 Bug #2255 (Closed): Line teleport (XG class) - "No Flash" parameter inverted
- 11:17 Bug #814 (Closed): [XG] Cooperative and Deathmatch flags only check for MP
- 11:17 Bug #1822 (Closed): [XG] Line class "teleport" can't find teleport destination mobj
- 11:17 Feature #2371 (Closed): [macOS] Update Qt framework to 5.12 LTS
- 11:17 Feature #2267 (Closed): Detect future Freedoom IWADs
- 11:17 Feature #2316 (Closed): Scriptable custom state action functions
- 11:17 Feature #2349 (Closed): [Heretic] Various improvements and modding features
- 11:17 Feature #2352 (Closed): [Heretic] Scripted touch action for special things
- 11:17 Feature #2358 (Closed): Fixed FOV for rendering weapon models
- 11:17 Feature #2361 (Closed): Upgrade profile PWADs (and certain other packages) to later version automatically
- 11:17 Feature #1505 (Closed): [Heretic] Boss drop off physics (never instantly drop down)
- 08:32 Revision 9386ebbd (github): Changed release type to "Stable" for 2.2.0
- 04:29 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Probably related to the AV Map23 deep water, but the deep water in a part of Map11 in Alien Vendetta no longer displa...
2019-12-16
- 19:44 Revision 7fb8957c (github): Shell: Updated link to the Manual
- 19:44 Revision cdf5b231 (github): Shell: Updated link to the Manual
- 19:40 Revision 23cfbf45 (github): Shell: About dialog copyright year
- 19:40 Revision 87d476fb (github): Shell: About dialog copyright year
2019-12-15
- 22:09 Revision 2c70755b (github): Fixed|UI: Check for PNG/JPG game title pictures
- 18:42 Revision 0f655c15 (github): Scripting: Added World.Thing.player()
- 18:41 Revision 327eadae (github): Scripting: Added World.Thing.player()
- 18:18 Revision 4531127d (github): Scripting|Audio: Added Audio.localSound()
- 18:17 Revision 08aee147 (github): Scripting|Audio: Added Audio.localSound()
- 17:26 Revision 5e637b89 (github): Scripting: Bindings for the player
- Added the built-in class `App.Player`. This allows scripts to access player information such as health, armor, and po...
- 15:28 Revision abe3a574 (github): Scripting: Bindings for the player
- Added the built-in class `App.Player`. This allows scripts to access player information such as health, armor, and po...
- 15:13 Revision 55e4359a (github): Fixed|Heretic|Map Importer: Misdetected render hack in Heretic E1M1
- IssueID #2370
- 15:13 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Another regression in Heretic E1M1:
* Secret door to the right of the start. The triangular lighting-only sector in ... - 09:17 Revision fcc99ab5 (github): macOS|Cleanup: Removed CoreText font renderer
- No need to use a platform-specific implementation for macOS, when there is a portable TrueType renderer available.
- 09:16 Revision c3a065d9 (github): libgui: Updated fonts to latest version
- The latest versions of Source Sans Pro and Source Code Pro support more Unicode characters.
- 08:09 Feature #2371 (Closed): [macOS] Update Qt framework to 5.12 LTS
- The macOS build has been using a rather outdated version of the Qt framework, it should be updated to the LTS version.
- 07:43 Feature #1668: Support id Tech 1 map hacks with sector lightlevels outside expected [0..255] range
- The proposed solution is to not clamp sector lighting values until render time, so that any modifications to the ligh...
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...
- 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...
- 19:15 Revision ade57cc6 (github): Cleanup
- 19:14 Revision ddd79e95 (github): UI: Font color tweak
- 11:12 Revision bf8a74db (github): Cleanup
- 11:12 Revision a5e30590 (github): Fixed|BSP: Crash in the BSP builder
- 08:30 Revision 86ba4277 (github): macOS|libgui: Use stbtt for font rendering
- Same font rendering on all platforms for consistency.
- 08:30 Revision 47e4b768 (github): Cleanup: Post merge
- 08:29 Revision ae9c44ea (github): macOS: Disable OpenAL (deprecated)
- 07:29 Revision 49ea5a97 (github): Cleanup
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... - 14:27 Revision 81bcdfb0 (github): Cleanup
- 14:20 Feature #1603 (Progressed): Support for id Tech 1 map hacks
- 14:15 Bug #2368 (Resolved): [Render hack] Masked wall textures used for see-through walls/windows (e.g., TNT map02)
- 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...
- 14:15 Bug #1053 (Resolved): [Render hack] Icarus Alien Vanguard: Force-fields (scrolling masked middle texture)
- 14:14 Revision ee94363f (github): Renderer: Icarus MAP01 force fields not rendered
- IssueID #1053
- 13:54 Revision fac9f4fc (github): Renderer: Working on masked middle textures
- 12:38 Revision 1960f184 (github): Fixed|Map Importer: Potential crash
- 12:08 Revision 275f69fc (github): Fixed|Map Importer: Potential crash
- 12:07 Revision 42258106 (github): Fixed|Hexen: Duplicate linedef property
- 11:46 Bug #110 (Resolved): [Render hack] TNT map09: Transparent window is not transparent
- 11:46 Revision 0ddc5c7e (github): Map Importer: Detect flat bleeding
- IssueID #110
- 03:42 Revision 18223887 (github): Fixed|GCC: Build error with older versions of GCC
- 03:30 Revision f0cb4209 (github): CI: Updated Travis build configuration
- 03:27 Revision 4e6cf6aa (github): CI: Updated Travis build configuration
- 03:20 Revision 6cc97792 (github): CI: Updated Travis build configuration
2019-12-12
- 22:09 Bug #110 (In Progress): [Render hack] TNT map09: Transparent window is not transparent
- 22:08 Revision 2529984c (github): Renderer: TNT MAP09 transparent window
- Still need to link the planes?
- 21:41 Revision a6949a78 (github): Fixed|Renderer: TNT MAP02 transparent window grill
- Don't clip a non-opaque wall.
- 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 - 17:30 Bug #2254 (Resolved): [Render hack] TNT map02: Deep Water not supported
- Fixed with a new approach.
- 17:17 Revision dcb9cc7b (github): Cleanup
- 14:02 Revision c5dbd705 (github): Map Importer: Detect self-referencing sectors
- 14:01 Revision 9f89f92e (github): libcore|Math: Added 2D cross product
- 06:36 Revision 1c1789ea (github): Map Importer: Cleanup
- Don't allocate AutoStrs when importing the map (was 2 per sector and 3 per side).
- 06:09 Revision cc8f1fc5 (github): Cleanup|Map Importer: Find polyobj lines more efficiently
2019-12-11
- 11:23 Revision 93d04a09 (github): World|Scripting: Added World.Thing.recoil()
- IssueID #2349
- 11:22 Revision f5665711 (github): World|Scripting: Added World.Thing.recoil()
- IssueID #2349
- 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 ...
2019-12-10
- 21:27 Revision 63c21813 (github): Fixed|GL: Texture reset is busymode agnostic
- 21:26 Revision 03f7ddf3 (github): Fixed|GL: Texture reset is busymode agnostic
- 21:21 Revision 66191dde (github): Fixed|Renderer: Light decorations are not visible
- IssueID #2365
- 21:21 Revision f10c8e5d (github): Fixed|Renderer: "texreset" breaks decoration halos
- IssueID #2366
- 21:20 Bug #2366 (Resolved): "texreset" breaks halo textures
- 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.
- 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... - 21:20 Revision 143e236a (github): Fixed|Renderer: "texreset" breaks decoration halos
- IssueID #2366
- 18:51 Revision 8aea6048 (github): Fixed|Renderer: Light decorations are not visible
- IssueID #2365
- 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...
- 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.
... - 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...
- 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...
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... - 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...
- 13:29 Bug #2364: Single color transparancy background edges
- Is there an upsampled image/sprite/texture I could use for testing?
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 ...
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...
- 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...
- 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...
- 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.
- 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 ...
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