Activity
From 2020-11-12 to 2020-11-25
2020-11-25
- 11:08 Bug #2436: Incompatibility with the new M1
- I feel you... Being an early adopter does have it downsides. :/
Hmm, a full Metal port is a significant undertakin...
2020-11-24
- 14:16 Bug #2436: Incompatibility with the new M1
- > In the slightly longer term, switching to Metal for the rendering would be advantageous on the Mac.
I hope this ... - 13:18 Bug #2436: Incompatibility with the new M1
- Sounds like Rosetta 2 is running the CPU code fine but the OpenGL rendering side is having some hiccups. The M1 has A...
- 12:51 Bug #2436 (In Progress): Incompatibility with the new M1
- Just upgraded to the new Mac Mini (M1) 8GB/512GB HDD.
Re-downloaded Doomsday (both for stable and then unstable) but...
2020-11-22
- 14:20 Revision 57ae720c (github): Scripting: Added Player.setHealth()
- Method for changing player health without limitations.
IssueID #2375
2020-11-19
2020-11-17
- 18:49 Bug #2435: Plutonia: invisible bridges: wrong floor texture placement
- Not sure if this is related, but here's another render problem in evilution: on map21 many doors are invisible while ...
- 18:25 Bug #2435: Plutonia: invisible bridges: wrong floor texture placement
- I tested this with the latest git (6f166cc).
- 18:21 Bug #2435: Plutonia: invisible bridges: wrong floor texture placement
- There have been a "bunch":https://tracker.dengine.net/versions/82 of invisible bridge fixes in the 2.3 builds. Have y...
- 12:42 Bug #2435 (New): Plutonia: invisible bridges: wrong floor texture placement
- This can be observed on map02, where at the end there should be an invisible bridge. However, floor texture is render...
2020-11-15
- 14:16 Revision 6f166ccf (github): Fixed|Heretic: Timing of ambient sound sequences
- The delay set in `afxcmd_end` was being ignored.
2020-11-12
- 18:07 Revision 0a7bb77a (github): Heretic|Audio: Redefining an ambient sequence
- When redefining the current sequence, wait a random time before restarting it.
- 15:23 Revision 103dd7e1 (github): Heretic|Scripting: Defining ambient sfx via scripts
- Audio.setAmbientSequence() is the user-facing API that translates the argument list to afxcmds and numeric parameters...
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