Activity
From 2020-01-16 to 2020-01-29
2020-01-28
- 15:39 Revision 5eee4d39 (github): UI: Update copyright year
- 15:27 Revision 5509b612 (github): Freedesktop: Added version 2.2.2 to the metainfo
- 09:39 Revision 648c6bb2 (github): Changed release type to "Stable" for 2.2.2
- 01:23 Feature #2407 (New): "follow / no follow" in the automap settings
- Add the option "follow / no follow" to the automap settings
2020-01-26
- 09:20 Bug #2406 (Closed): [Windows] Color adjustments are not being applied
- The color adjustment settings (gamma, brightness, contrast) have no effect.
2020-01-22
- 20:32 Feature #2405 (Closed): Per-model FOV for rendering psprite models
- Instead of the default fixed FOV for psprites, there should be an option for the model asset definition to override t...
- 06:48 Bug #2370: [2.3 Unstable] Render Hack Regressions
- sonicdoommario wrote:
> Looking at the map, the areas where the Chaingunners are enclosed with block monster lines a... - 06:41 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Encountered this one in Map12 in Plutonia, diagonally across from the exit (at 800, -3200). The area that the Chaingu...
- 06:32 Bug #2404 (New): REKKR compatibility issues
- There is a number of problems with "REKKR.":https://www.doomworld.com/idgames/levels/doom/megawads/rekkr
* Some ma... - 06:20 Revision 6c9ff26e (github): Fixed|libgui: Recognizing TGA image data
- Zero-area images are invalid.
2020-01-20
- 22:38 Revision 062de727 (github): Client: Importing a Gloom map
- 22:37 Revision 9e4c69f1 (github): Cleanup
- 06:26 Bug #2370: [2.3 Unstable] Render Hack Regressions
- Wanted to throw in another regression I encountered, this one in Map24 of Plutonia. This map has cages with Revenants...
2020-01-18
- 12:52 Revision a5d1e5ca (github): Merge branch 'master' of skyjake.fi:doomsday/engine into work/omega
- # Conflicts:
# doomsday/apps/client/include/client/clientsubsector.h
# doomsday/apps/client/include/world... - 11:57 Revision 49761781 (github): Cleanup
- 11:43 Feature #2379 (Resolved): HUD Weapon FOV 4:3 adaptation
- 07:33 Revision e1e8d5ba (github): Scripting|World: Querying and changing thing flags
- IssueID #2375
- 07:33 Revision 22947ec4 (github): libcore|Scripting: Converting a number to uint32
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
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