Activity
From 2020-01-04 to 2020-01-17
2020-01-17
- 19:57 Feature #2403 (New): User-provided particle texture flipbook (atlas)
- Large collections of particle textures (perhaps animated) would be more convenient to provide as a user-prepared atla...
- 19:41 Revision 9a6842e9 (github): Renderer: Adjust fixed weapon FOV for 4:3 view aspect
- IssueID #2379
- 13:54 Feature #2379: HUD Weapon FOV 4:3 adaptation
- tried on 2.3 Unstable [#3302] x64 and it works ok for me
- 13:13 Revision c8bc9e12 (github): Renderer: Better workaround for cubeshot
- Resetting the full GLState for each cube face works, but this still means that somewhere during rendering the frame t...
- 13:13 Revision 0478e816 (github): FIxed|Model Renderer: 3D models only partially visible
- Incorrect clip plane distances for regular 3D models. Caused by an oversight in issue 2373.
IssueID #2400 - 13:13 Revision cd09a054 (github): libcore: Added more Vec typedefs
- # Conflicts:
# doomsday/sdk/libcore/include/de/core/vector.h - 07:27 Bug #2401 (Resolved): "cubeshot" does not render views for all directions
- Marking as resolved, although might be worth finding out later where the GL state is being mismanaged.
- 07:25 Bug #2402 (Closed): [macOS] Doomsday.app notarization failed
- Notarization was not successful because the server and tools executables were not all codesigned.
- 07:24 Bug #2400: Some models are not rendered (invisible) or rendered only partially
- Found a regression due to implementation of #2373.
- 07:23 Revision 4fae7de8 (github): FIxed|Model Renderer: 3D models only partially visible
- Incorrect clip plane distances for regular 3D models. Caused by an oversight in issue 2373.
IssueID #2400
2020-01-16
- 20:29 Revision e2aa0647 (github): Renderer: Better workaround for cubeshot
- Resetting the full GLState for each cube face works, but this still means that somewhere during rendering the frame t...
- 19:53 Bug #2401: "cubeshot" does not render views for all directions
- Got a workaround, but the real cause should be investigated.
- 13:43 Bug #2401 (Closed): "cubeshot" does not render views for all directions
- It appears the "cubeshot" command is broken. Only one of the views is rendered into the output image.
Could be an ... - 17:34 Revision ab815587 (github): Freedesktop: Fixed typo in metainfo release date
- 17:33 Revision 931c557f (github): Renderer: Workaround for cubeshot issue
- Why is it necessary to reinitialize the framebuffer between faces?
IssueID #2401 - 17:33 Revision 97243304 (github): libcore: Added more Vec typedefs
- 13:36 Bug #2400 (In Progress): Some models are not rendered (invisible) or rendered only partially
- I have a hunch about what could be wrong here, let me take a look...
- 05:01 Bug #2400: Some models are not rendered (invisible) or rendered only partially
- > so I will send them via PM
>
> will mark as "ISSUE ID = 2400"
done: https://talk.dengine.net/messages/1737#It... - 04:56 Bug #2400: Some models are not rendered (invisible) or rendered only partially
- > so I will send them via PM
will mark as "ISSUE ID = 2400" - 04:55 Bug #2400 (Closed): Some models are not rendered (invisible) or rendered only partially
- Some models are not rendered (invisible) or rendered only partially
Testmod and cfg/logs are confidential, so I wi... - 12:14 Revision c8cd9fa3 (github): Freedesktop: Fixed typo in metainfo release date
- 12:12 Revision 35a1d668 (github): Freedesktop: Fixed typo in metainfo release date
2020-01-15
- 21:22 Revision 3fa14fdb (github): Broke the world apart
- ClientServerWorld is now split to ClientWorld and ServerWorld, and the common parts are in the libdoomsday base class...
2020-01-14
- 22:25 Revision 2328fa00 (github): Refactor|World: Preparing ClientServerWorld for splitting
- 21:21 Revision ee1a9080 (github): Refactor|libdoomsday: World goes in the "world" namespace
- world::World is the base class in libdoomsday, apps have a World class derived from it.
- 19:32 Revision cc6773d6 (github): Fixed|World: Plane heights not initialized
- 18:29 Revision eb927d78 (github): Fixed|Map: Crash when changing map
- Delete specialized map elements before the specialized Map is destroyed, destroying some of them may require function...
- 16:38 Revision 4ad51fc1 (github): World: Constructing map elements
- 14:32 Revision dfa09820 (github): Bumped version number to 2.2.2 (RC)
- 14:23 Revision 54d5d531 (github): Freedesktop: Added 2.2.1 to releases
- 14:22 Revision eaa297d1 (github): Freedesktop: Added 2.2.1 to releases
- 13:58 Revision 9696cbfb (github): macOS: Codesign all executables in Doomsday.app
- 13:56 Revision 27ccd58e (github): macOS: Codesign all executables in Doomsday.app
2020-01-13
- 22:30 Revision 42df5b5e (github): Fixed|macOS: Python 3 compatibility in deps deployment
- 22:21 Revision 0d607b5e (github): Refactor|Cleanup: Map data divided to server/client specific classes
- Next up: ClientServerWorld itself.
- 07:10 Bug #2399 (New): [Render hack] TNT map21: Transparent doors
- Submitting this separately since I don't believe this was ever properly displayed in Doomsday.
Map21 of TNT has do...
2020-01-12
- 22:33 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Did some testing in Plutonia, in Map07, the cages in the central courtyard (in the map's starting area) no longer ren...
- 13:02 Revision 8c0bf8d9 (github): Refactor|Cleanup: libdoomsday is cleared of app-specific code
- 08:39 Revision dd505cf0 (github): Continuing to break the world apart
- Client now builds and links. Added missing exports in libdoomsday.
2020-01-11
- 21:50 Revision 970815a1 (github): Continuing to break the world apart
- Client now compiles but doesn't link yet. Some app code remains in libdoomsday and needs to be refactored out. Server...
2020-01-10
- 13:02 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Thanks! Edited the formatting a bit to remove the boxes, and added the remaining PL2 issues.
- 08:04 Bug #2370: [2.3 Unstable] Render Hack Regressions
- I was able to edit the description and get all of the resolved issues added in. Only problem is that some of the issu...
- 07:29 Bug #2386: [Render hack] Alien Vendetta map09: Arched upper textures (facing an unclosed sector)
- Here's a hack from Map23 of AV. Is this based off the same hack listed here from Map09? This is at -200, 1600, along ...
2020-01-09
- 21:21 Revision fd7adef5 (github): Continuing to break the world apart
- Moved the BSP builder to libdoomsday. Added more types to world::Factory. Split clientside code out of Sky.
- 14:45 Revision 77392fb7 (github): Continuing to break the world apart
- Most of the world classes belong in libdoomsday, with some specialized functionality for the client. The server needs...
- 14:44 Revision 86868f53 (github): Cleanup
- 14:43 Revision 759bb667 (github): Cleanup
- 14:42 Revision ee8d707f (github): Cleanup
- 14:42 Revision 3349f3ff (github): Cleanup
- 14:41 Revision 42b823ae (github): Cleanup
- 14:41 Revision 65a87733 (github): Refactor|libcore: Renamed Map to KeyMap
- Avoid confusion with game maps.
- 14:40 Revision 6e2997ab (github): Updated ClangFormat configuration
- 09:23 Revision b77c52cd (github): Moving world classes to libdoomsday; splitting for client
- Work in progress.
2020-01-08
- 19:08 Bug #2370: [2.3 Unstable] Render Hack Regressions
- @sonicdoommario: You should be able to edit the issue description. Could you add all the remaining cases to the main ...
- 19:06 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Next build has a significantly improved missing texture detection for render hacks, so it works in all the cases of f...
- 08:16 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Thanks again for testing. Looks like many of these black spots are actually floors that appear at the incorrect heigh...
- 03:52 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Did some testing with the latest build. Mostly looking into Plutonia 2, but there were a couple of things remaining f...
- 19:03 Revision b07555ea (github): Map Importer: Improved render hack detection
- If a sector has self-referencing lines, they do not interfere with missing texture detection in the regular lines.
I... - 18:54 Revision 8acc3bcc (github): Map Importer|World: Improved missing texture render hacks
- Plane linking due to missing textures is now checked dynamically with regard to plane heights at any given time.
The... - 18:43 Revision 0b504519 (github): libcore: Future-proofing
- 18:43 Revision a3e36483 (github): Updaed ClangFormat configuration
2020-01-07
- 15:57 Bug #2398 (New): Incorrect texture mapping
- If the wall has a middle and upper texture, and the upper texture has transparency and the ceiling is a sky texture, ...
- 14:31 Bug #2396: TGA images have red and blue channels swapped (3D model skin)
- wand-splash0.tga
wand-splash1.tga
wand-splash2.tga
gwand0.tga
gwandpuff1.tga
gwandpuff2.tga
gwandpuff3.tga
gwa... - 12:33 Bug #2396 (Resolved): TGA images have red and blue channels swapped (3D model skin)
- The reported Wight texture is now fixed. Let me know if you see other incorrectly loaded TGA images.
- 05:02 Bug #2396 (In Progress): TGA images have red and blue channels swapped (3D model skin)
- 12:39 Feature #1553 (Rejected): Align crosshair with actual line of fire
- 12:24 Revision 6526d31c (github): Fixed|libgui: Red/blue channel swapping in TGA loader
- IssueID #2396
- 07:46 Bug #2397 (Resolved): Setting "no monsters" in custom profile is not saved
- The "noMonsters" variable became "nomonsters" when reading the profile from disk, and was no longer recognized.
- 07:44 Revision bceb72da (github): Fixed|libcore|Info: Retain original element names
- When converting an Info block to a Record, the created variables use the unmodified letter case of the Info element n...
- 07:44 Revision 975a1137 (github): Fixed|libcore|Info: Retain original element names
- When converting an Info block to a Record, the created variables use the unmodified letter case of the Info element n...
2020-01-06
- 22:27 Bug #2397 (In Progress): Setting "no monsters" in custom profile is not saved
- I can reproduce this. Probably the variable is being written or restored incorrectly (or has been omitted).
- 19:55 Bug #2397 (Closed): Setting "no monsters" in custom profile is not saved
- When you close doomsday and then open it, this setting is turned off
- 18:43 Bug #2396: TGA images have red and blue channels swapped (3D model skin)
- I changed TGA files to PNG in the wand flash model. It has become normal. Is it time to abandon this vintage TGA
- 18:04 Bug #2396: TGA images have red and blue channels swapped (3D model skin)
- Thanks. Could be the TGA image loader swapping or not swapping the R/B channels as needed.
- 17:17 Bug #2396: TGA images have red and blue channels swapped (3D model skin)
- The color of the cloak of the undead warrior has become blue, the body also has a bluish tint. The color of the elven...
- 16:55 Bug #2396: TGA images have red and blue channels swapped (3D model skin)
- Please add some more details, I'm not sure what I'm looking at here.
- 16:53 Bug #2396 (Closed): TGA images have red and blue channels swapped (3D model skin)
- In doomsday version 2.3.0 (3287)
- 17:07 Bug #2370: [2.3 Unstable] Render Hack Regressions
- I addressed the Hexen map01 issue by disabling self-referencing line detection in case the lines have middle textures...
- 16:46 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Noticed a new regression in Hexen map01, where the portal is leaking out... ☑️
- 17:05 Revision 9eca1f44 (github): Map Importer: Detecting self-referencing lines
- Check for the use of middle textures.
IssueID #2370
2020-01-05
- 22:34 Revision 1d92846d (github): libgui|Font: Workaround for vertical metrics
- The fonts' vertical spacing seems excessive, scaling it seems sufficient for now. This could be a parameter in fonts....
- 21:51 Bug #2364 (Resolved): Single color transparancy background edges
- 21:30 Bug #2364 (In Progress): Single color transparancy background edges
- I noticed that the outlines disappear if you set "rend-tex-filter-sprite" to zero.
This means it's the alpha blend... - 09:10 Bug #2364: Single color transparancy background edges
- Thanks. Yeah I can see the outlines, will have to investigate exactly what is causing them.
- 21:51 Revision 11bdcc38 (github): Fixed|GL|Textures: Outline visible on external images
- External images did not undergo bilinear filtering outline reduction. Now the RGB values of transparent pixels is set...
- 18:10 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Made some tweaks again, the Plutonia 2 map11 issues should be resolved.
- 18:09 Revision 341ddc22 (github): Map Importer: Adjusted self-referencing loop detection
- IssueID #2370
- 17:19 Bug #2386: [Render hack] Alien Vendetta map09: Arched upper textures (facing an unclosed sector)
- Haven't investigated this yet, but it could also be an issue in Doomsday's BSP builder. Another possibility is that s...
- 17:12 Bug #2384: [FluidSynth] Music volume setting has no effect
- Latency issue addressed by commit:a2525878.
- 13:09 Revision aa14c21c (github): Fixed|FluidSynth|Audio: Excessive lag on music volume setting
- Apply changes to music volume immediately if possible.
IssueID #2384 - 13:09 Revision 92d8a28d (github): Cleanup: Naming of vector types
- 13:08 Revision a2525878 (github): Fixed|FluidSynth|Audio: Excessive lag on music volume setting
- Apply changes to music volume immediately if possible.
IssueID #2384 - 12:52 Feature #2394: Episodes defined in game profile
- In practice, having Episode definitions in the game profile means that those will have to be dumped to a temporary DE...
- 09:00 Feature #2394 (New): Episodes defined in game profile
- @Drako:
> There should be an easy way to organize PWAD files as episodes in profiles. The PWAD files in such profile... - 12:48 Feature #2393: Map selection UI for Master Levels for Doom II (Episode with additional packages)
- Drako wrote:
> It seems to me that it is worth to implement something slightly more general.
Added #2394 and #2395 ... - 09:07 Feature #2395 (New): Exporting and importing game profiles (files and dengine.net)
- Custom game profiles should be exportable/importable. The exported profile could simply be a .dei file with just one ...
- 08:29 Revision a9a67020 (github): libgui|DialogWidget: Minimum width for buttons
- The "OK" button has been a bit too narrow, especially usually being the default button.
- 08:28 Revision 132a79f2 (github): Fixed|UI: List of maps not shown in package info
- 08:28 Revision 0866503f (github): Cleanup: Post merge
- 07:26 Revision 0c040b58 (github): Cleanup: Post merge
2020-01-04
- 22:02 Revision bb999dec (github): Cleanup
- 21:53 Revision b54c09dd (github): Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine into work/omega
- # Conflicts:
# appveyor.yml
# doomsday/apps/api/api_mapedit.h
# doomsday/apps/client/include/render... - 17:34 Feature #2393: Map selection UI for Master Levels for Doom II (Episode with additional packages)
- It seems to me that it is worth to implement something slightly more general. Namely, there should be an easy way to ...
- 16:01 Bug #2364: Single color transparancy background edges
- Here's the Neural Upscale pack I use; it's the one you can download from doomworld but someone graciously modified it...
- 12:21 Revision 651ea202 (github): Renderer: Added stubs for world renderer classes
- 12:19 Revision 91533907 (github): CMake: Avoid failure when buildpackage.py produces no output
- 11:15 Bug #2107: [Heretic] [Hexen] Line attacks produce no sound on impact
- I believe I meant that HeXen's line attack weapons aren't making their impact sounds when they hit a wall/floor (i.e ...
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