July 2021
|
2021-07-30
|
DGL
| :
| Workaround for 3D model glitch
|
2021-07-30
|
GL
| :
| Flush pending draws before switching GL state
|
January 2021
|
2021-01-13
|
Fixed
| :
| Align plane textures with non-64x64 size
|
February 2020
|
2020-02-23
|
Fixed
| :
| Offset for masked middle texture
|
2020-02-23
|
Models
| :
| Per-model FOV for rendering psprite models
|
2020-02-17
|
Gloom
| :
| Setting up a test light/entity
|
2020-02-14
|
Debug
|
Gloom
| :
| Script function to set debug mode
|
2020-02-12
|
Gloom
| :
| Update plane movement animations
|
2020-02-11
|
Gloom
| :
| Brute force plane heights update
|
2020-02-10
|
Fixed
| :
| Gloom coordinates and triangle winding
|
2020-02-10
|
| :
| Loading a Gloom map
|
2020-02-10
|
| :
| Setting up the world renderers
|
January 2020
|
2020-01-16
|
| :
| Better workaround for cubeshot
|
2020-01-16
|
| :
| Workaround for cubeshot issue
|
2020-01-04
|
Added
| :
| Added stubs for world renderer classes
|
December 2019
|
2019-12-30
|
Fixed
| :
| AV MAP15 midbar lava trap
|
2019-12-28
|
Fixed
| :
| Adjust fixed weapon FOV for 4:3 view aspect
|
2019-12-21
|
| :
| Avoid near-clipping player weapon models
|
2019-12-13
|
| :
| Icarus MAP01 force fields not rendered
|
2019-12-13
|
| :
| Working on masked middle textures
|
2019-12-12
|
| :
| TNT MAP09 transparent window
|
2019-12-12
|
Fixed
| :
| TNT MAP02 transparent window grill
|
2019-12-10
|
Fixed
| :
| "texreset" breaks decoration halos
|
2019-12-10
|
Fixed
| :
| Light decorations are not visible
|
November 2019
|
2019-11-25
|
Fixed
| :
| Lower texture alignment in E3M6
|
October 2019
|
2019-10-27
|
Fixed
| :
| Skybox malfunction
|
May 2019
|
2019-05-01
|
Fixed
| :
| Fixed FOV (95°) for player weapon models
|
February 2019
|
2019-02-10
|
Fixed
| :
| Black segments visible in the sky
|
January 2019
|
2019-01-27
|
Fixed
| :
| Missing blending modes in DGL shader
|
November 2018
|
2018-11-19
|
Fixed
| :
| Demons and Spectres get mixed up
|
2018-11-18
|
Fixed
| :
| Improved field of view
|
2018-11-18
|
Fixed
|
VR
| :
| Fixed row-interleaved stereo rendering
|
2018-11-05
|
Fixed
| :
| Weapon psprites always filtered
|
October 2018
|
2018-10-27
|
Resources
| :
| Improved 3D model error checking
|
2018-10-23
|
Fixed
|
World
| :
| Movement smoothing of blocked objects
|
2018-10-14
|
Added
|
Heretic
| :
| Added “rend-ring-effect” cvar
|
2018-10-02
|
Fixed
| :
| Merge typo in DGL shader
|
August 2017
|
2017-08-26
|
Added
|
Model Renderer
| :
| Added "uViewMatrix" and "uWorldMatrix"
|
April 2017
|
2017-04-27
|
DGL
| :
| Use appropriate usage hint on vertex data
|
2017-04-24
|
Cleanup
| :
| Cleanup
|
2017-04-24
|
DGL
| :
| Configure fog via DGL
|
2017-04-24
|
GL
| :
| Multitexturing is always available; removed obsolete options
|
2017-04-24
|
Fixed
|
GL
| :
| Fixed DGL active textures; apply modulation in dgl.draw shader
|
2017-04-23
|
Client
| :
| Updated existing GLSL shaders to version 3.3
|
March 2017
|
2017-03-14
|
Fixed
| :
| Torch light is broken
|
2017-03-07
|
Client
| :
| “cubeshot” chooses a unique output file name
|
2017-03-07
|
Client
| :
| Rendering a cubemap screenshot (“cubeshot” command)
|
February 2017
|
2017-02-07
|
Refactor
| :
| Safer use of a dynamic array
|
2017-02-06
|
Cleanup
|
World
| :
| Removed obsolete source files
|
2017-02-06
|
Cleanup
|
World
| :
| Disable the bias light grid, bias light sources, and “bledit”
|
January 2017
|
2017-01-28
|
Cleanup
| :
| Removed obsolete VR shader
|
2017-01-21
|
Fixed
| :
| Crash when shutting down with 3D models loaded
|
December 2016
|
2016-12-21
|
Client
| :
| Deserialize internal state when loading a save
|
November 2016
|
2016-11-13
|
UI
| :
| “-pwadtex”, “-nohightex”, “-nohighpat” in Renderer Settings
|
2016-11-01
|
Performance
| :
| Avoid repeated memory allocs during geometry writing
|
October 2016
|
2016-10-31
|
Refactor
| :
| Cleaned up primitive writing in DrawList
|
2016-10-30
|
Performance
| :
| Improved sprite rendering performance
|
2016-10-30
|
Debug
|
Fixed
| :
| Errors in debug build
|
2016-10-30
|
Performance
|
World
| :
| Improved a frequent map data lookup
|
2016-10-30
|
Perforamnce
| :
| Avoid redundant memory allocs when drawing wall shadows
|
2016-10-30
|
Performance
| :
| Avoid redundant texture lookups in MaterialAnimator
|
2016-10-30
|
Cleanup
|
Definitions
|
Refactor
| :
| Record access cleanup, minor optimizations
|
2016-10-30
|
Refactor
| :
| Removing unnecessary memory allocs
|
2016-10-30
|
Performance
| :
| Minor optimization
|
2016-10-29
|
Particles
| :
| Loading particle textures via assets
|
2016-10-07
|
Fixed
|
FX
| :
| Game 3D view multisampling and bloom rendering
|
2016-10-02
|
Cleanup
|
Refactor
| :
| Less complicated view rendering
|
2016-10-01
|
FX
|
Refactor
| :
| Draw camera lens effects
|
September 2016
|
2016-09-30
|
Refactor
|
UI
| :
| Post-processing shader applied during view composition
|
2016-09-28
|
Cleanup
| :
| Calculating a player's view rectangle
|
July 2016
|
2016-07-25
|
Cleanup
|
Client
| :
| Redundant static/inline symbols
|
June 2016
|
2016-06-27
|
Hexen
| :
| More accurate movement alignment for models
|
April 2016
|
2016-04-02
|
| :
| Lumobjs and vector lights include a possible source mobj
|
2016-04-02
|
Fixed
| :
| Missing return value
|
February 2016
|
2016-02-17
|
Environment
| :
| Fall back to "texture.reflect.default"
|
2016-02-17
|
Environment
| :
| Fall back to "texture.reflect.default"
|
December 2015
|
2015-12-29
|
Client
| :
| Environment cube map textures
|
2015-12-28
|
Shaders
| :
| Incorporate reflection map to shaders
|
2015-12-28
|
| :
| Walk bobbing for the new weapon models
|
2015-12-26
|
Added
|
Shaders
| :
| Added a GLSL include file for reflection cube maps
|
2015-12-23
|
Client
|
Refactor
| :
| Use GLState for blending parameters
|
2015-12-22
|
Client
|
GL
|
Refactor
| :
| Control GL alpha testing with de::GLState
|
2015-12-21
|
Client
|
Refactor
| :
| Use GLState to manage depth parameters
|
2015-12-21
|
Fixed
|
GL
| :
| Reset GL state to defaults after rendering a model
|
2015-12-18
|
Shaders
| :
| "model.skeletal.generic" supports uMapTime, custom UV macro
|
2015-12-18
|
| :
| Load/unload shaders as packages are loaded/unloaded
|
November 2015
|
2015-11-29
|
Client
|
Fixed
| :
| Segfault during ambient occlusion drawing (Hexen map02)
|
2015-11-10
|
Fixed
| :
| Configuring all fog parameters from Map Info
|
2015-11-06
|
Cleanup
|
Client
|
Debug
| :
| Cleanup label generation for sound emitter debug visual
|
2015-11-06
|
Cleanup
|
Client
|
Debug
|
GL
| :
| Cleanup GL state management when drawing labels for debug visuals
|
2015-11-01
|
Added
|
Refactor
| :
| Added tangentspace.glsl; moved lighting functions
|
October 2015
|
2015-10-29
|
Refactor
| :
| Moved general purpose shader functions to GLSL files
|
2015-10-15
|
Added
|
Client
| :
| Added a native Doomsday Script module called "Render"
|
July 2015
|
2015-07-03
|
Cleanup
|
Client
| :
| Cleanup
|
2015-07-03
|
Client
|
Fixed
| :
| Build errors (missing changes in previous commit)
|
2015-07-03
|
Client
|
Fixed
| :
| Build error (missing change in previous commit)
|
2015-07-02
|
Client
|
Refactor
| :
| Moved FakeRadio neighbor scanning into Line::Side
|
June 2015
|
2015-06-30
|
Client
|
Refactor
| :
| Moved FakeRadio shadow line initialization into de::Map
|
2015-06-25
|
Added
| :
| Added vissprite type for GL2 HUD models
|
2015-06-24
|
Client
|
Refactor
| :
| Write FakeRadio wall shadow geometry directly to the backing store
|
2015-06-21
|
Client
|
Refactor
| :
| Write sky-mask flat geometry directly to the backing store
|
2015-06-14
|
Debug
| :
| Simplified drawing of FakeRadio shadow points
|
2015-06-14
|
Cleanup
|
Client
| :
| Cleanup
|
2015-06-14
|
Client
|
Refactor
| :
| Write FakeRadio flat shadow geometry directly to the backing store
|
2015-06-13
|
Client
|
Documentation
|
DrawList
| :
| Improved API doc for DrawList
|
2015-06-13
|
Cleanup
|
Client
|
DrawList
| :
| Cleanup
|
2015-06-10
|
Client
|
Refactor
| :
| Moved map geometry buffer writes out of DrawList
|
2015-06-01
|
Cleanup
|
Line
|
Plane
|
Refactor
| :
| Moved FakeRadio shadow caster checking into Line/Plane, cleanup
|
2015-06-01
|
Cleanup
|
Refactor
|
Vertex
| :
| Moved vertex shadow offset updates into Vertex, cleanup
|
May 2015
|
2015-05-29
|
Cleanup
| :
| Skip texture modulation prep for full-bright surfaces, cleanup
|
2015-05-29
|
Refactor
| :
| Reformatted map surface (shine) geometry generation
|
2015-05-26
|
Cleanup
| :
| Cleanup
|
2015-05-26
|
| :
| Copy world geometry position coords
|
2015-05-26
|
Refactor
| :
| Organized vertex data for world surface geometries
|
2015-05-26
|
Refactor
| :
| Reformatted light/shadow geometry generation
|
2015-05-16
|
Defaults
| :
| Increased dynamic light brightness and size
|
2015-05-04
|
Client
|
Fixed
| :
| Sprite rotation selection (typo)
|
2015-05-03
|
Cleanup
|
Client
| :
| Cleanup
|
2015-05-02
|
Cleanup
|
Client
| :
| Cleanup
|
2015-05-02
|
Refactor
| :
| Restructured vector light generation Revised the high-level model for the generation of vector lights, making use of C++11 lambdas to improve SoC and better locality. RenderSystem now has ownership of the vector light lists.
|
2015-05-01
|
Cleanup
|
Client
| :
| Cleanup
|
2015-05-01
|
Client
|
Refactor
| :
| Use Map::forAllSectorsTouchingMobj() in R_ProjectSprite()
|
2015-05-01
|
Cleanup
|
Client
| :
| Cleanup
|
April 2015
|
2015-04-30
|
Refactor
| :
| Restructured texture => surface projection
|
2015-04-15
|
AngleClipper
|
Refactor
| :
| Further revised AngleClipper's clip/occlusion structs
|
2015-04-13
|
Refactor
| :
| Use an object-oriented model for AngleClipper
|
March 2015
|
2015-03-02
|
Fixed
| :
| Don't try to correct the FOV angle in a very wide window
|
2015-03-02
|
Fixed
| :
| Don't try to correct the FOV angle in a very wide window
|
December 2014
|
2014-12-20
|
Fixed
| :
| Z-buffering of sky models
|
2014-12-08
|
Fixed
|
FX
| :
| Post-processing causes splitscreen views to go blank
|
2014-12-03
|
Fixed
| :
| Apply "shadowRadius" when one is defined for a model
|
October 2014
|
2014-10-25
|
Client
| :
| "Pixel Doubling" replaces the "Pixel Density" setting
|
2014-10-19
|
Added
|
LensFX
| :
| Added a resizing filter (pixel density)
|
2014-10-06
|
Fixed
|
LensFlares
| :
| Failed (viewPlayer - ddPlayers == displayPlayer) assertion
|
2014-10-05
|
Fixed
|
SkyDrawable
| :
| SIGSEGV when SkyDrawable has no Sky configured
|
2014-10-03
|
| :
| Log about missing particle textures with pretty NativePaths
|
September 2014
|
2014-09-14
|
SkyDrawable
| :
| Fix sky sphere layer fadeout
|
2014-09-13
|
Fixed
|
SkyDrawable
| :
| Attempt to animate undefined sky models
|
2014-09-09
|
Cleanup
|
SkyDrawable
| :
| Cleanup
|
2014-09-08
|
Refactor
|
SkyDrawable
| :
| SkyDrawable's layer and model data now private
|
2014-09-08
|
SkyDrawable
| :
| Reimplemented sky layer scrolling
|
2014-09-07
|
Cleanup
|
SkyDrawable
| :
| Cleanup
|
2014-09-07
|
Refactor
|
SkyDrawable
| :
| Moved sky model animation state to SkyDrawable::Animator
|
2014-09-07
|
SkyDrawable
| :
| Fix interpretation of sky layer fade out limit
|
2014-09-07
|
Refactor
|
SkyDrawable
| :
| Moved sky layer animation state to SkyDrawable::Animator
|
2014-09-07
|
Refactor
|
SkyDrawable
| :
| SkyDrawable stores LayerData (animation state)
|
2014-09-06
|
Cleanup
|
SkyDrawable
| :
| Cleanup
|
2014-09-05
|
Cleanup
|
Refactor
|
SkyDrawable
| :
| Internalized SkyDrawable draw state, cleanup
|
2014-09-01
|
Client
|
Refactor
|
SkyDrawable
| :
| Encapsulate SkyDrawable's hemisphere geometry in a class
|
2014-09-01
|
Cleanup
|
Client
|
SkyDrawable
| :
| Cleanup
|
August 2014
|
2014-08-30
|
Refactor
|
Sky
| :
| Sky layers and models use 0-based indices
|
2014-08-29
|
Refactor
|
Sky
| :
| Introduced an animator abstraction for the sky
|
2014-08-24
|
Oculus Rift
| :
| Prevent cheating by peeking through surfaces
|
2014-08-24
|
VR
| :
| Eye offset applied to the eye origin (for clipping etc.)
|
2014-08-23
|
VR
| :
| Apply actual head position when clipping etc.
|
2014-08-23
|
Client
|
Fixed
| :
| Out-of-bounds Vector3f access during sky model init
|
2014-08-23
|
Fixed
| :
| Objects not appearing until after first tick
|
2014-08-22
|
Client
| :
| Don't load the test model
|
2014-08-12
|
Refactor
| :
| Renamed obscure 'gzt' parameter
|
2014-08-10
|
Refactor
| :
| Prepare common MVP matrix for the frame
|
2014-08-10
|
Refactor
| :
| Use C++11 for iterating contacted lights list
|
2014-08-06
|
Client
| :
| Preparing mobjs with GL2 models for rendering
|
2014-08-06
|
Client
|
Refactor
| :
| Common parameters of vissprites
|
July 2014
|
2014-07-28
|
Client
|
Doom
|
Refactor
| :
| Updated DED, MapInfo/Sky access (now Records)
|
2014-07-17
|
Added
|
Client
| :
| Added ModelRenderer to oversee GL2 model rendering
|
2014-07-15
|
Client
| :
| Load shaders in package order
|
2014-07-08
|
Cleanup
| :
| Bloom shader definition
|
June 2014
|
2014-06-27
|
Client
|
Fixed
| :
| Benign compiler warning (value used before initialization)
|
May 2014
|
2014-05-06
|
Refactor
| :
| Use a subspacesVisible QBitArray
|
2014-05-05
|
Cleanup
| :
| Cleanup
|
2014-05-05
|
| :
| ContactSpreader and VLight APIs use ConvexSubspace
|
2014-05-04
|
| :
| Switched various APIs to work with ConvexSubspace
|
2014-05-04
|
| :
| Current ConvexSubspace is now a draw state variable
|
2014-05-02
|
SectorCluster
|
Shard
| :
| Improving SoC between SectorCluster/Shard
|
2014-05-02
|
Cleanup
|
Shard
| :
| Cleanup
|
2014-05-01
|
Fixed
|
LensFlares
| :
| Handling error when lensflares.pack is missing
|
April 2014
|
2014-04-29
|
Shard
| :
| Defined SectorCluster/Shard relationship
|
2014-04-29
|
Shard
| :
| Made Shard internal data private, applied pimpl
|
2014-04-29
|
BiasIllum
| :
| Simplified BiasIllum (no need for copy/assignment)
|
2014-04-29
|
BiasTracker
| :
| Simplified BiasTracker (no need for copy/assignment)
|
2014-04-29
|
| :
| Shard is now a public class (was SectorCluster-internal)
|
2014-04-29
|
BspLeaf
|
Line
|
SectorCluster
| :
| SectorCluster is responsible for BiasIllum management
|
2014-04-28
|
BspLeaf
|
SectorCluster
| :
| SectorCluster routes BiasDigests to surfaces
|
2014-04-28
|
Cleanup
|
Light Grid
| :
| Cleanup
|
2014-04-25
|
Light Grid
|
Refactor
| :
| Reimplemented LightGrid
|
2014-04-24
|
Light Grid
| :
| Smoothed sector lighting now works with SectorCluster granularity
|
2014-04-21
|
Fixed
| :
| Moving planes need decoration update on every frame
|
2014-04-21
|
Fixed
|
Models
| :
| df_brightshadow2 and transparency
|
2014-04-21
|
Fixed
|
Particles
| :
| Particle generators disappear unexpectedly
|
2014-04-15
|
BiasTracker
|
Fixed
| :
| Complier warnings (missing explicit init in copy-ctor)
|
2014-04-10
|
FX
| :
| Reduce halo brightness as bloom intensity grows
|
2014-04-10
|
Added
|
FX
| :
| Added a method to query if bloom is enabled
|
2014-04-04
|
Client
|
Fixed
| :
| Drawing of sky domes with multiple layers
|
March 2014
|
2014-03-30
|
Fixed
|
FX
| :
| Bloom leaking from UI layer
|
2014-03-30
|
FX
| :
| Improved bloom shader quality
|
2014-03-30
|
Cleanup
|
FX
| :
| Cleanup
|
2014-03-30
|
FX
| :
| Apply vignetting after bloom
|
2014-03-16
|
FX
| :
| Moved color filter later in the FX stack
|
2014-03-15
|
Added
|
FX
| :
| Added bloom to appearance profiles
|
2014-03-15
|
FX
| :
| Bloom tweaks
|
2014-03-15
|
Added
|
FX
| :
| Added a bloom post-processing effect
|
January 2014
|
2014-01-16
|
Cleanup
|
Fixed
| :
| Model particles not affected by dynamic lights, plus cleanup
|
2014-01-13
|
| :
| Relocated generator visibility flags to viewports.cpp, use QBitArray
|
2014-01-13
|
Cleanup
| :
| Cleanup
|
2014-01-09
|
Cleanup
|
Light Grid
| :
| Cleanup
|
2014-01-07
|
Oculus Rift
| :
| Separately configurable Oculus Rift multisampling
|
2014-01-07
|
Oculus Rift
| :
| Separately configurable Oculus Rift multisampling
|
2014-01-03
|
Fixed
|
Refactor
|
Sky
| :
| Sky rendering issues/HOM in Hexen (refactoring oversight)
|
2014-01-03
|
Particles
| :
| Don’t warn needlessly about missing particle textures
|
2014-01-02
|
Added
|
Debug
| :
| Added assertion
|
2014-01-01
|
Client
|
Fixed
| :
| Crash with Vanilla profile in multiplayer
|
December 2013
|
2013-12-31
|
Sky
| :
| Reimplemented sky renderer with an OO design in C++
|
2013-12-20
|
Oculus Rift
| :
| Apply multisampling in unwarped frame buffer
|
2013-12-18
|
Doom
| :
| Use postfx for invulnerability effect
|
2013-12-17
|
| :
| Clamp lightlevels applied uniformly to a chunk of map geometry
|
2013-12-16
|
| :
| Use the left/right stereo swap mode in VR mode 13 (quad-buffered)
|
2013-12-14
|
Refactor
|
Viewport
| :
| Represent viewport and viewwindow geometry as de::Rectanglei
|
2013-12-14
|
Fixed
|
Refactor
| :
| Fatal error drawing a lit, shiny surface (refactoring oversight)
|
2013-12-11
|
Performance
|
Refactor
| :
| Retain constness in APIs; avoid redundant memory allocs
|
2013-12-10
|
| :
| Call Viewports_Register() from RenderSystem
|
2013-12-10
|
Cleanup
| :
| Use de::Vector3<>::xzy(); cleanup
|
2013-12-09
|
Fixed
| :
| Non-functional "texreset raw"
|
2013-12-09
|
Cleanup
| :
| Cleanup
|
2013-12-08
|
Refactor
| :
| Represent viewer origin points and vectors with de::Vector<>
|
2013-12-08
|
Fixed
|
FX
| :
| Drawing the post-processed result frame
|
2013-12-08
|
| :
| Re-enabled old flare/halo rendering code
|
2013-12-07
|
Fixed
|
Refactor
| :
| Use GLState for color mask, fixed drawing issues
|
2013-12-04
|
Fixed
|
FX
|
GL
| :
| Update GL viewports for post-processing shader
|
2013-12-03
|
Added
|
FX
| :
| Added API and todos for light source visibility marking
|
2013-12-03
|
FX
| :
| Disabled the test light
|
2013-12-03
|
Added
|
libgui
|
Refactor
| :
| Added GLTarget::AlternativeBuffer
|
2013-12-03
|
Models
| :
| Use an alternative depth buffer for 3D psprites
|
2013-12-03
|
FX
|
Refactor
| :
| Use GLFramebuffer for post-processing
|
2013-12-03
|
Cleanup
|
Client
| :
| Cleanup
|
2013-12-02
|
Cleanup
| :
| Cleanup
|
2013-12-02
|
Cleanup
|
Model
| :
| Cleanup
|
2013-12-02
|
FX
| :
| Apply active rectangle correctly when checking depth values
|
November 2013
|
2013-11-29
|
FX
|
libgui
| :
| Apply target’s active rectangle when accessing depth values
|
2013-11-29
|
FX
| :
| Check 5 depth points for partial occlusion of a light
|
2013-11-29
|
FX
| :
| Use depth buffer to occlude lens flares
|
2013-11-29
|
Fixed
| :
| BspLeaf::MissingClusterError drawing a particle model
|
2013-11-28
|
FX
|
libgui
| :
| Working on accessing the depth buffer from a shader
|
2013-11-28
|
FX
| :
| Revised “star” flare iamge
|
2013-11-27
|
FX
| :
| Revised the “burst” flare image, improved arrangement
|
2013-11-27
|
FX
| :
| Individual flare colors
|
2013-11-27
|
FX
| :
| Using the “testlight” command to adjust test light params
|
2013-11-26
|
Added
|
FX
| :
| Working on lens flare arrangement; added angle condition
|
2013-11-25
|
FX
| :
| Working on the arrangement of flares
|
2013-11-25
|
FX
| :
| Adding multiple flares, determining mirroring in shader
|
2013-11-24
|
FX
| :
| Use the KD-tree allocator for flare atlas
|
2013-11-23
|
Added
|
FX
| :
| Added a basic set of lens flare textures
|
2013-11-21
|
Cleanup
| :
| Cleanup
|
2013-11-21
|
Billboard
|
Cleanup
| :
| Cleanup
|
2013-11-21
|
Refactor
| :
| Moved billboard drawing parameter structs to billboard.h
|
2013-11-21
|
Cleanup
| :
| Cleanup
|
2013-11-21
|
Billboard
|
Cleanup
| :
| Cleanup
|
2013-11-21
|
Refactor
| :
| Relocated all code which doesn't belong in billboard.cpp/h
|
2013-11-18
|
FX
|
LensFlares
| :
| Drawing a white quad
|
2013-11-18
|
FX
|
LensFlares
| :
| Aspect correction in view space
|
2013-11-18
|
Added
|
FX
| :
| Added missing model-view transformation in fx::LensFlares
|
2013-11-17
|
FX
| :
| Working on basic lens flare shader rendering
|
2013-11-17
|
Added
|
FX
| :
| Added a convenience method for accessing GLShaderBank
|
2013-11-15
|
Added
|
FX
| :
| Added some API documentation
|
2013-11-15
|
Added
| :
| Added an interface for point light sources
|
2013-11-15
|
Console
|
FX
| :
| Animation duration is optional for “postfx”
|
2013-11-15
|
FX
| :
| Monochrome shaders for frame post-processing
|
2013-11-15
|
Added
|
Console
|
FX
| :
| Added cmd ‘postfx’ for setting the post-processing shader
|
2013-11-15
|
FX
| :
| Post-processing animations
|
2013-11-14
|
Refactor
| :
| Post-processing is now a console effect
|
2013-11-12
|
Added
| :
| Added console effect for lens flares
|
2013-11-12
|
Refactor
| :
| Object-oriented camera lens effects
|
2013-11-12
|
Added
| :
| Added stub for camera lens effects
|
2013-11-12
|
Refactor
| :
| Separated view border from player 3D view layer
|
2013-11-10
|
Refactor
| :
| Draw HUD layer as a separate pass
|
2013-11-03
|
Client
|
Oculus Rift
|
Stereo 3D
| :
| Modify TODO comment
|
2013-11-03
|
| :
| Disabled old code for halo/flare rendering completely
|
2013-11-02
|
Client
|
Head Tracking
| :
| Improve Yaw late scheduling by comparing to uninterpolated target angle, and by minding circularity of angle differences.
|
October 2013
|
2013-10-27
|
Client
|
Stereo 3D
| :
| Remove global VR::mode variable, in favor of Con_GetInteger("rend-vr-mode") Adjust link libraries for Win32 Oculus Rift SDK Adjust comments in vr.h
|
2013-10-26
|
Client
|
Stereo 3D
| :
| Add build rule for linking Oculus Rift SDK
|
2013-10-26
|
Client
|
Stereo 3D
| :
| Updated stereo 3d related TODO comments.
|
2013-10-26
|
Client
|
Stereo 3D
| :
| Rename VR::MODE_MAX_3D_MODE to VR::MODE_MAX_3D_MODE_PLUS_ONE
|
September 2013
|
2013-09-21
|
| :
| Fine-tuned lighting and halo default settings
|
2013-09-21
|
| :
| Fine-tuned lighting and halo default settings
|
2013-09-19
|
Added
|
UI
| :
| Moved HUD mirroring option, added "Behavior" subtitle
|
2013-09-05
|
| :
| Adjusted the automatic widescreen FOV adjustment
|
2013-09-04
|
| :
| Automatically adjust FOV for view aspect ratio
|
August 2013
|
2013-08-07
|
Clang
|
Fixed
| :
| Build error (ambiguous cast)
|
2013-08-01
|
| :
| Increased particle texture maximum from 32 to 300
|
July 2013
|
2013-07-09
|
Fixed
|
Resources
| :
| Illegal access of submodel particle offsets
|
2013-07-09
|
Fixed
| :
| Crash when drawing particles (jXCCP)
|
2013-07-06
|
Fixed
|
Refactor
|
Resources
| :
| Removing assumptions about submodel count
|
2013-07-03
|
Fixed
|
Resources
| :
| Out-of-bounds access related to submodel flags
|
May 2013
|
2013-05-02
|
| :
| Never use fog when drawing 3D player sprites
|
April 2013
|
2013-04-09
|
Fixed
| :
| Sky fog
|
2013-04-09
|
Fixed
| :
| Sky fog
|
March 2013
|
2013-03-29
|
Fixed
|
Heretic
| :
| Torch timeout and rendering with no attenuation
|
July 2012
|
2012-07-09
|
| :
| Adjusted default vignettte
|
2012-07-09
|
Added
| :
| Added a camera vignette effect
|
February 2012
|
2012-02-17
|
| :
| Calculate percentage of late frames
|
2012-02-06
|
| :
| Factor a sprite's alpha average and coverage on shadow strength
|
January 2012
|
2012-01-27
|
| :
| Render lists module is now aware of "managed" textures
|
2012-01-21
|
| :
| Tweaks; larger halos and dimmer dynlights
|