Last week I was working on UI improvements, Doom invulnerability effect, and Oculus Rift support.
The Doom invulnerability effect is now similar to vanilla Doom (inverted monochrome). This has only recently become possible thanks to the frame buffer improvements
that allow shaders to be applied on the drawn graphics. All in all, the old rendering code is now quite fully wrapped in new GL2 code that allows us to be more flexible with the rendered view even though we are not yet able to apply shaders or other improved techniques in the game world or on objects.
As noted in the tracker
, Doomsday's new UI dialogs and menus have been somewhat clunky to use as popups have required a full mouse click to close. I applied a significant change to the popup behavior so that one can now click on widgets outside the popup — the popup will still close, but one doesn't need two clicks to access something outside it. This makes the experience much more fluid when using the task bar, menus, and dialogs.
The rest of my time I spent on improving the 3D video and Oculus Rift support.
There is now a dialog for changing 3D mode, VR, and Oculus Rift settings. If you have a Rift connected, I've also included a button for easily configuring all relevant settings with suitable values.
As I now have an Oculus Rift to personally test Doomsday on, I've managed to apply several usability and rendering improvements
. Most importantly, I managed to reduce head tracking latency for an improved experience. I also fixed some discrepancies between the left and right eye views when it comes to the automap and partially transparent graphics. Also, with the sidebar open the automap is now clipped properly (although in Oculus Rift mode the sidebar will take up pretty much the entire view).
Quad-buffering was briefly broken by the frame buffer changes, however now it should be working again. It can be enabled in the new 3D & VR dialog by switching to "Hardware stereo" mode, however currently you may encounter a crash if your video card doesn't actually support 3D in hardware.
As per project tradition, the original plan was to release the stable 1.13 just before the holiday break (i.e., tomorrow), however due to the number of changes still going on I'm not comfortable with calling it stable quite yet. Fortunately, as unstable builds are being made available throughout the week, the tradition is still upheld after a fashion.
The Candidate phase is still continuing. Please submit any issues you notice into the Tracker
. The upcoming holidays will likely keep us away from the keyboard for a while, though.