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        <dc:date>2017-03-20T12:33:28+00:00</dc:date>
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        <title>devel:amethyst</title>
        <link>https://manual.dengine.net/devel/amethyst?rev=1490013208&amp;do=diff</link>
        <description></description>
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        <dc:date>2015-11-08T22:50:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:api_documentation</title>
        <link>https://manual.dengine.net/devel/api_documentation?rev=1447023022&amp;do=diff</link>
        <description>The API documentation is updated at regular intervals. It is automatically generated using Doxygen.

The documentation is available on &lt;http://source.dengine.net&gt;.

Help for Qt Creator

	*   Doomsday SDK documentation for use in Qt Creator (.qch)</description>
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        <dc:date>2017-03-15T07:22:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:autobuilder</title>
        <link>https://manual.dengine.net/devel/autobuilder?rev=1489562545&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/automated_build_system?rev=1503129235&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-08-19T07:53:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:automated_build_system</title>
        <link>https://manual.dengine.net/devel/automated_build_system?rev=1503129235&amp;do=diff</link>
        <description>Automated build system (Autobuilder)

This article describes the automated build system that generates the binary releases for the project.

Overview

Doomsday's automated build system has been set up for daily builds. Every day at 01:00 UTC, the system checks if the master branch has new commits, and if so, tags and builds a new release. The releases become available for download within a couple of hours from the build time. The system also generates an RSS feed with information about each buil…</description>
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        <dc:date>2017-03-20T17:56:18+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:build_number</title>
        <link>https://manual.dengine.net/devel/build_number?rev=1490032578&amp;do=diff</link>
        <description></description>
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        <dc:date>2020-12-22T14:20:05+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:build_tools_for_unix</title>
        <link>https://manual.dengine.net/devel/build_tools_for_unix?rev=1608646805&amp;do=diff</link>
        <description>Build tools for Unix (Doomsday 1.x)

Ubuntu

First, make sure you have the universe and multiverse repositories enabled on your Ubuntu system.

Next make sure you have the toolchain installed to build Doomsday. You will need:
GCC, Python, Git, and Qmake.
Install them like this:
sudo aptitude install build-essential python git qt4-qmake qt-creator</description>
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        <dc:date>2006-08-21T19:51:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:clmobj</title>
        <link>https://manual.dengine.net/devel/clmobj?rev=1156189868&amp;do=diff</link>
        <description>Clmobj is an abbreviation of client map object.

A client-side map object maintained only by the engine. Represents a real map object on the server.</description>
    </item>
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        <dc:date>2015-11-08T22:51:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:codex</title>
        <link>https://manual.dengine.net/devel/codex?rev=1447023115&amp;do=diff</link>
        <description>The Codex is an index of the Git commits, organized by tags: &lt;http://source.dengine.net/codex/&gt;</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/compilation_fedora_22?rev=1489562814&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-15T07:26:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:compilation_fedora_22</title>
        <link>https://manual.dengine.net/devel/compilation_fedora_22?rev=1489562814&amp;do=diff</link>
        <description>Compiling in Fedora 22

This page applies to Doomsday 2.0 or later.

Assuming a clean installation of Fedora Workstation 22, Doomsday can be checked out, built, and installed with the following commands (replace ${my_install_prefix} with the install prefix you wish to use):</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/compilation_in_unix?rev=1297801614&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-02-15T20:26:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:compilation_in_unix</title>
        <link>https://manual.dengine.net/devel/compilation_in_unix?rev=1297801614&amp;do=diff</link>
        <description>*  redirect how_to_compile</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/compilation_with_cmake?rev=1153831072&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2006-07-25T12:37:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:compilation_with_cmake</title>
        <link>https://manual.dengine.net/devel/compilation_with_cmake?rev=1153831072&amp;do=diff</link>
        <description>*  redirect how_to_compile</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/compilation?rev=1608640521&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-12-22T12:35:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:compilation</title>
        <link>https://manual.dengine.net/devel/compilation?rev=1608640521&amp;do=diff</link>
        <description>Compiling

Version 3.0 or later (CMake)

	*  Compiling and running (3.0+, CMake)

Version 2.0 or later (CMake)

	*  Compiling and running (2.0-2.3, CMake)

Version 1.9 - 1.15 (qmake)

	*  Compiling and running (1.15 or earlier, qmake)

Platform-specific instructions

	*   Fedora 22</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/compile?rev=1493621938&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-05-01T06:58:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:compile</title>
        <link>https://manual.dengine.net/devel/compile?rev=1493621938&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/compiling_and_running_1.15_or_earlier_qmake?rev=1504189937&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-08-31T14:32:17+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:compiling_and_running_1.15_or_earlier_qmake</title>
        <link>https://manual.dengine.net/devel/compiling_and_running_1.15_or_earlier_qmake?rev=1504189937&amp;do=diff</link>
        <description>Compiling and running (1.15 or earlier, qmake)

This article contains compilation instructions for all supported platforms.

Getting started

You should first read the getting_started page.

Regardless of which platform is being used, you'll need to install the Qt libraries and qmake in order to build Doomsday.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-09-01T05:37:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:compiling_and_running_2.0</title>
        <link>https://manual.dengine.net/devel/compiling_and_running_2.0?rev=1630474656&amp;do=diff</link>
        <description>Compiling and running Doomsday 2.0–2.3 with CMake

Doomsday 2 is built with CMake 3.1 (or later).

Get the source

There are a couple of ways to get the source code:

	*  Download a source package. 
	*  Check out the Doomsday-Engine repository from GitHub: 
git clone --recursive https://github.com/skyjake/Doomsday-Engine</description>
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    <item rdf:about="https://manual.dengine.net/devel/compiling_and_running_3.0?rev=1608640921&amp;do=diff">
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        <dc:date>2020-12-22T12:42:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:compiling_and_running_3.0</title>
        <link>https://manual.dengine.net/devel/compiling_and_running_3.0?rev=1608640921&amp;do=diff</link>
        <description>Compiling and running Doomsday 3 with CMake

Doomsday 3 is built with CMake 3.1 (or later).

Short build instructions

	*  Clone the repository.
	*  Run doomsday/build/scripts/build_deps.py build to download and compile the required dependencies.
	*  Create an empty build directory.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/compiling?rev=1489561272&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-15T07:01:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:compiling</title>
        <link>https://manual.dengine.net/devel/compiling?rev=1489561272&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/console_number?rev=1490031651&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T17:40:51+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:console_number</title>
        <link>https://manual.dengine.net/devel/console_number?rev=1490031651&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/console_player?rev=1490031813&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T17:43:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:console_player</title>
        <link>https://manual.dengine.net/devel/console_player?rev=1490031813&amp;do=diff</link>
        <description>Console player

Console player is the term used for referring to players based on the server's player indexing scheme.

In 1.9.7, console player 0 is reserved for the server and is never used for players. This makes console player 1 the first actual player present in the game.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/contributing?rev=1490026222&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T16:10:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:contributing</title>
        <link>https://manual.dengine.net/devel/contributing?rev=1490026222&amp;do=diff</link>
        <description>Contributing

There are several ways you can contribute to the development of the Doomsday Engine:

	*  Submit bug reports and request features.
	*  Contribute code via GitHub pull requests.
	*  Create 3D models, shaders, high-resolution textures, music, sound effects, or other resources.
	*  Donate money to help cover web hosting fees and other running costs.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/ddkey?rev=1340258641&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-06-21T06:04:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:ddkey</title>
        <link>https://manual.dengine.net/devel/ddkey?rev=1340258641&amp;do=diff</link>
        <description>Doomsday's internal key codes are called ddkeys. They correspond partially to ASCII codes.

See also: DDKEYs defined in dd_share.h</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/delta?rev=1156190141&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2006-08-21T19:55:41+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:delta</title>
        <link>https://manual.dengine.net/devel/delta?rev=1156190141&amp;do=diff</link>
        <description>Deltas contain information about map data. Periodically, in a networked game, the server compiles a set of deltas for each client. The 
deltas record the differences in the game world compared to the last time 
deltas were generated, e.g. the movement of map objects and planes, 
and sector light changes. On serverside, each client has a delta pool, 
which contains all the deltas about to be sent. A delta is not removed 
from the pool until the client acknowledges receiving it. Deltas are resent …</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/developer_guidelines?rev=1490013241&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T12:34:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:developer_guidelines</title>
        <link>https://manual.dengine.net/devel/developer_guidelines?rev=1490013241&amp;do=diff</link>
        <description>Developer guidelines

Doomsday Engine is a diverse project that is free and open-source. 
As such, one of many ways to give back to Doomsday is by contributing code.

Be it a bugfix, new feature, or even just cleanup, your work can help make Doomsday the most
technically advanced Doom engine available today.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/directory_structure?rev=1247415844&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-07-12T16:24:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:directory_structure</title>
        <link>https://manual.dengine.net/devel/directory_structure?rev=1247415844&amp;do=diff</link>
        <description>This article describes the standard directory structures used in the project: source code directories, runtime directories on various platforms.

⇒ “Source Directory Structure Proposal” by skyjake on April 14, 2006 at 13:56 on dengDevs

Now that we are using</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/dmu?rev=1247321161&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-07-11T14:06:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:dmu</title>
        <link>https://manual.dengine.net/devel/dmu?rev=1247321161&amp;do=diff</link>
        <description>dmu stands for Doomsday Map Update. It is a set of API functions that allow plugins to query and change the state of the world stored within the engine.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/doomsday_2_core_library?rev=1490012022&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T12:13:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:doomsday_2_core_library</title>
        <link>https://manual.dengine.net/devel/doomsday_2_core_library?rev=1490012022&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/engine-internal?rev=1153728935&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2006-07-24T08:15:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:engine-internal</title>
        <link>https://manual.dengine.net/devel/engine-internal?rev=1153728935&amp;do=diff</link>
        <description>When a feature is engine-internal it means that is it not visible or even accessible through the doomsday public_api.

Plugins may still be able to access engine-internal features via the console interfaces, for example by executing console commands from their source code.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/event?rev=1156190341&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2006-08-21T19:59:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:event</title>
        <link>https://manual.dengine.net/devel/event?rev=1156190341&amp;do=diff</link>
        <description>Events (event_t) are generated by the input routines. They contain information about pressed and released keys, mouse movement, 
mouse buttons, game controller axis positions and game controller buttons. 

Events are handled by responders.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/file_system?rev=1490040534&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T20:08:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:file_system</title>
        <link>https://manual.dengine.net/devel/file_system?rev=1490040534&amp;do=diff</link>
        <description>Internal file system

The de::FS class is the main interface to the Doomsday 2 internal file system. It maintains a tree of files and folders. It provides a way to quickly and efficiently locate files anywhere in the tree. It also contains semantic information about the structure and content of the tree, allowing others to know how to treat the files and folders.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/fluid_synth_plugin?rev=1447606751&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-11-15T16:59:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:fluid_synth_plugin</title>
        <link>https://manual.dengine.net/devel/fluid_synth_plugin?rev=1447606751&amp;do=diff</link>
        <description>Portable software MIDI output with SF2 soundfonts using the open source FluidSynth.

The FluidSynth audio plugin implements a Doomsday Music interface that synthesizes MIDI music into a raw PCM samples using libfluidsynth. However, because the PCM data's length is not known beforehand, it needs to be played in streaming mode.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/game_component?rev=1326897222&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-18T14:33:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:game_component</title>
        <link>https://manual.dengine.net/devel/game_component?rev=1326897222&amp;do=diff</link>
        <description>A game component implements the data and logic for one or more modes of a game playable with the doomsday_engine.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/game_session?rev=1364574314&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2013-03-29T16:25:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:game_session</title>
        <link>https://manual.dengine.net/devel/game_session?rev=1364574314&amp;do=diff</link>
        <description>A game session is a new concept introduced for version_1_9.7 which collects together the functionality of the -game, -iwad, -file and -def command line arguments and combines them into a “session”.

Game sessions specify the game being played and the list of resources to be used (and more) which collectively</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/getting_started_1.15_or_earlier?rev=1448747412&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-11-28T21:50:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:getting_started_1.15_or_earlier</title>
        <link>https://manual.dengine.net/devel/getting_started_1.15_or_earlier?rev=1448747412&amp;do=diff</link>
        <description>This article helps you to get started on software development with the Doomsday Engine.

Before you begin

It is important to understand, that Doomsday is an open source project.  Doomsday is licensed under the GNU GPL v2 or later license.

To further that goal, we ask that all contributions use the following license:</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/getting_started?rev=1490467146&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-25T18:39:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:getting_started</title>
        <link>https://manual.dengine.net/devel/getting_started?rev=1490467146&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/git?rev=1249040738&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-07-31T11:45:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:git</title>
        <link>https://manual.dengine.net/devel/git?rev=1249040738&amp;do=diff</link>
        <description>*  REDIRECT git_repository</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/guidelines?rev=1490447455&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-03-25T13:10:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:guidelines</title>
        <link>https://manual.dengine.net/devel/guidelines?rev=1490447455&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/issue_tracker?rev=1447023660&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-11-08T23:01:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:issue_tracker</title>
        <link>https://manual.dengine.net/devel/issue_tracker?rev=1447023660&amp;do=diff</link>
        <description>The project's issue tracker is located at &lt;http://tracker.dengine.net&gt;.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/libcore?rev=1447532552&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-11-14T20:22:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:libcore</title>
        <link>https://manual.dengine.net/devel/libcore?rev=1447532552&amp;do=diff</link>
        <description>[Note|You should also see the [[api_documentation]] for more in-depth information.]

libcore is the name of the shared library that contains the core of the doomsday_engine version 2.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/libdeng2_code_guidelines?rev=1332999745&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-03-29T05:42:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:libdeng2_code_guidelines</title>
        <link>https://manual.dengine.net/devel/libdeng2_code_guidelines?rev=1332999745&amp;do=diff</link>
        <description>This article summarizes the coding conventions and practices used in Doomsday 2.0 (libdeng2 library).

	*   more modular: core, legacy, data, network already present, more to come
	*   everything in “include/de” is the public API
	*   non-public headers go to the module's src dir</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/manual_build?rev=1544961041&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-16T11:50:41+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:manual_build</title>
        <link>https://manual.dengine.net/devel/manual_build?rev=1544961041&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/map_geometry?rev=1380606763&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2013-10-01T05:52:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:map_geometry</title>
        <link>https://manual.dengine.net/devel/map_geometry?rev=1380606763&amp;do=diff</link>
        <description>Doomsday converts all maps into it's own internal map format. While loosely comparable to the id_tech_1 map format, various new components are introduced and several key design changes are made to simplify the task of rendering the map with a hardware accelerated graphics library (</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/master_branch?rev=1317202622&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-09-28T09:37:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:master_branch</title>
        <link>https://manual.dengine.net/devel/master_branch?rev=1317202622&amp;do=diff</link>
        <description>The project's git_repository contains many branches. The primary one is called “master”, and it is the one using which the automated_build_system creates regular binary releases.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/network_protocol?rev=1250148251&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T07:24:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:network_protocol</title>
        <link>https://manual.dengine.net/devel/network_protocol?rev=1250148251&amp;do=diff</link>
        <description>This article describes the network packets used by libdeng2, dengsv, and dengcl.

CommandPackets

All CommandPackets will receive a reply in the form of a RecordPacket.

status

Client sends this to query the server's status.

Reply from server (server.status):

	*   Array of Numbers</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/player_controls?rev=1574008149&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2019-11-17T16:29:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:player_controls</title>
        <link>https://manual.dengine.net/devel/player_controls?rev=1574008149&amp;do=diff</link>
        <description>Player controls

This article describes the system of how input events are used for controlling players, and how this works in the client/server architecture that Doomsday is using.

Motivation

Why are player controls being reworked?

	*   Engine-side control management. Games just have to query the control state.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/plugin?rev=1433281368&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-06-02T21:42:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:plugin</title>
        <link>https://manual.dengine.net/devel/plugin?rev=1433281368&amp;do=diff</link>
        <description>Plugins are automatically detected by Doomsday. Each plugin is given a chance to hook onto tasks to perform various functions, including audio playback, translation of data/definition resources and provide game mechanics/simulations.

Official plugins</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/qmake?rev=1317202882&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-09-28T09:41:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:qmake</title>
        <link>https://manual.dengine.net/devel/qmake?rev=1317202882&amp;do=diff</link>
        <description>qmake is one of the Qt build tools.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/quick_guide_to_amethyst?rev=1447588610&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-11-15T11:56:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:quick_guide_to_amethyst</title>
        <link>https://manual.dengine.net/devel/quick_guide_to_amethyst?rev=1447588610&amp;do=diff</link>
        <description>Introduction

Amethyst is a macro-based text document processor that allows you to write documents using a simple, generic syntax and convert them to plain text, HTML, rich text, Unix manual page, or Mediawiki source format. It has been implemented as a Unix-style command line tool.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/release_packaging?rev=1299429400&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-03-06T16:36:40+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:release_packaging</title>
        <link>https://manual.dengine.net/devel/release_packaging?rev=1299429400&amp;do=diff</link>
        <description>This article explains the process used for creating release packages of the doomsday_engine on various platforms.

To create a release, you will need to check out the appropriate version/branch out of the deng svn_repository. At a minimum, the distrib, doomsday and snowberry directories are needed.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/roadmap?rev=1544633036&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-12T16:43:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:roadmap</title>
        <link>https://manual.dengine.net/devel/roadmap?rev=1544633036&amp;do=diff</link>
        <description>Project roadmap

See: Project roadmap

Conventions

Doomsday's release cycle is designed around stable releases at fixed dates and a balance between feature work, productization, and bug fixing. This is intended to result in high-quality code and a decreasing known bug count in the long term.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/savegame_converter?rev=1433281767&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-06-02T21:49:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:savegame_converter</title>
        <link>https://manual.dengine.net/devel/savegame_converter?rev=1433281767&amp;do=diff</link>
        <description>This Doomsday plugin performs the task of translating legacy savegame formats to their Doomsday-native .save file equivalent by wrapping the Savegame Tool console application.

Usage

Doomsday will automatically make use of this plugin to translate supported savegame formats as needed.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/source_prefixes?rev=1153585067&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2006-07-22T16:17:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:source_prefixes</title>
        <link>https://manual.dengine.net/devel/source_prefixes?rev=1153585067&amp;do=diff</link>
        <description>This article lists the name prefixes used in the doomsday source code.
The most abstract class in each category is marked with an asterisk (*).

Base-level
 Prefix Meaning  CP Control Panel  DD (*) Base-level/general (Doom to the 2nd power)  DED ded file handling</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/svn_repository?rev=1249040498&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2009-07-31T11:41:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:svn_repository</title>
        <link>https://manual.dengine.net/devel/svn_repository?rev=1249040498&amp;do=diff</link>
        <description>*  REDIRECT git_repository</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/svn?rev=1297801643&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-02-15T20:27:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:svn</title>
        <link>https://manual.dengine.net/devel/svn?rev=1297801643&amp;do=diff</link>
        <description>*  REDIRECT git_repository</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/tracker?rev=1484131437&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-01-11T10:43:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:tracker</title>
        <link>https://manual.dengine.net/devel/tracker?rev=1484131437&amp;do=diff</link>
        <description>The doomsday_engine_tracker is located at &lt;http://tracker.dengine.net/&gt;.

It is used for bug reports, feature requests, and project planning.</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/turbo_mode_build_option?rev=1469618266&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-07-27T11:17:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:turbo_mode_build_option</title>
        <link>https://manual.dengine.net/devel/turbo_mode_build_option?rev=1469618266&amp;do=diff</link>
        <description>turbo_mode is a build option that speeds up compile times significantly.

As the one-class-per-file convention is becoming more common in the project, compile times have become uncomfortably long. However, because the preferred code conventions also encourage keeping the global namespace clean, it is possible to merge multiple source files together and build them as one. This is much faster than compiling the files separately because the thousands of lines of C++ headers only need to be processe…</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/turbo_mode?rev=1469599009&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-07-27T05:56:49+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:turbo_mode</title>
        <link>https://manual.dengine.net/devel/turbo_mode?rev=1469599009&amp;do=diff</link>
        <description>*  REDIRECT turbo_mode_build_option_</description>
    </item>
    <item rdf:about="https://manual.dengine.net/devel/ui_framework?rev=1397555678&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-04-15T09:54:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>devel:ui_framework</title>
        <link>https://manual.dengine.net/devel/ui_framework?rev=1397555678&amp;do=diff</link>
        <description>The Doomsday 2 ui_framework was first introduced in version_1.11. To the end user it  provides an animated, modern-looking UI with full Unicode support for text and advanced graphical effects like background blurring.



From a technical point of view the UI framework is a C++ class hierarchy found in the</description>
    </item>
</rdf:RDF>
