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Summary Period: 2001-08-19 to 2001-08-10 (Commits 5895-5944 of 12744)
Added EAX plugin ientry nto SCF for it's imminent
re-insertion back into CS after being updated by
Peter Nimmervoll - Thanks :-)
2 lines of code changed in:
Added CSTOOL fixing link error.
1 lines of code changed in:
moved the SPR exporter to its plugin, using a subclass of csSpriteBuilder
53 lines of code changed in:
- Added iThingState::GetPortalCount() and GetPortal(int) so you
can query all portals from a thing.
- Added iMeshWrapper::PlaceMesh() function which will take position
the mesh in all relevant sectors. To do that it will use the
bounding sphere of the mesh and ONE sector which should already
be initialized in the movable of the mesh BEFORE calling
PlaceMesh(). Note that this routine is not finished yet.
It only goes one level deep so it will fail to correctly
place meshes that cross several consecutive portals. Also it
doesn't take child mesh objects in consideration yet.
NOTE: The function doesn't do anything useful yet! I have to
continue implementation.
100 lines of code changed in:
Fixed makefile so that it links.
1 lines of code changed in:
made the following changes:
- moved sprite building out of the crossbuilder and into its own 'sprite builder'
class. This makes it possible to create a subclass of the sprite builder which
writes the data to a file (will be used for the SPR exporter)
- moved BuildVertexArray() from the crossbuilder to csModelDataTools
- removed the obsolete pobject.h from csutil
562 lines of code changed in:
This change is in advance of a new winlibs release which
will change the "lib" dir to "libs" and skip the already in cvs
directory "lib" and allow this "cvsingore" to be correctly applied.
1 lines of code changed in:
Reverted my own change here after thinking about it - my bad. :-)
1 lines of code changed in:
Updated to ignore "config.mak"
1 lines of code changed in:
Added a "cvsignore" to ignore "CS\out" directory.
1 lines of code changed in:
Added a "cvsignore" to ingnore ".pyc" files.
2 lines of code changed in:
Removed incorrect ".cvsignore" and added new one in "\lib"
directory to ignore the extracted libs from winlibs package.
0 lines of code changed in:
made the following changes:
- registered all converter plugins in scf.cfg
- added csString::Detach(). This function empties the string without deleting
the contents (which is faster than copying the contents and then delete the
string). The content buffer is also returned.
- moved the POV converter to its plugin
197 lines of code changed in:
Integrated a few patches from Matze Braun <matze@braunis.de>
to make sure that CS compiles cleanly with gcc3.0. To enable
one patch for timing you have to add -DCOMP_GCC3 to the
commandline for compiling or else you have to edit
libs/cssys/unix/utiming.cpp and make the define there.
This should be done automatically by the makefile (configure
time) but I don't know how to do this.
30 lines of code changed in:
Eric Sunshine made the following changes to the Texinfo user's manual:
-*- Repaired the seriously broken navigational structure which resulted
from changes made to the Windows build instructions. The navigational
links were so messed up that links for most other platforms actually
appeared within the documentation for Windows. It was very difficult
to even locate information specific to a particular platform (other
than Windows).
-*- Repaired a lot of Texinfo mark-up errors which were recently
introduced into the documentation; especially into portions of the
Windows build instructions. Also fixed a lot of email addresses in
contrib.txi so that they correctly use `@@' rather than the bare `@'.
-*- Added some missing @menu blocks, the absence of which made navigation
difficult.
-*- Eliminated all of the overfull and underfull `hbox' warnings reported
by TeX.
194 lines of code changed in:
1. Added event handling hook. In your main event handler, you should now call aws->HandleEvent(Event) to allow the windowing system to process events.
2. Updated window draw code, improved window look. Windows can now be resized by grabbing onto the grip.
3. Fixed the mark code a little bit to increase efficiency. The window redraw now checks to see if the window covers the entire dirty area that is being redrawn. If so, no background erasure is performed.
4. Added font handling abilities to the preference manager.
294 lines of code changed in:
Updated interface again for font and event handling.
14 lines of code changed in:
fixed a bug in the engine where it was using typed vectors the wrong way
and added a note to typed vectors to prevent others from doing the same
mistake.
10 lines of code changed in:
added the following files to 'cvsignore':
- in "cs/": *.dll
- in "cs/include/cssys/win32/": freetype.h, fterrid.h, ftnameid.h, jconfig.h,
jerror.h, jinclude.h, jmorecfg.h, jpeglib.h, lauxlib.h, lua.h, luadebug.h,
lualib.h, png.h, pngconf.h, zconf.h, zlib.h, divx, lib3ds
- in "cs/libs/cssys/win32": lib
22 lines of code changed in:
updated the list of contributors to CS in the docs
315 lines of code changed in:
Update.
110 lines of code changed in:
Removed cslua plugin from MSVC port.
0 lines of code changed in:
This is the binary resource package for aws. Currently it has only three .png bitmaps for windows. It will eventually serve as the default skin repository and contain a number of other images.
0 lines of code changed in:
Redrawing code works now, updated some stuff. Had to had some reset code into the top-level redraw function. Noticed clunky bug in OpenGL, and odd transparency bug in software mode when you start in fullscreen mode.
44 lines of code changed in:
Fixed a missing variable "i" in for loop.
1 lines of code changed in:
Christopher Nelson made the following changes to AWS:
1. Added a number of new colors to the preference manager:
AC_HIGHLIGHT2: a slightly darker highlight
AC_SHADOW: a slightly lighter highlight
AC_BLACK, AC_WHITE: black and white
AC_RED,AC_GREEN,AC_BLUE: colors that are always midpoint red, green, and blue solid colors.
Note that these colors are, in the case of HIGHLIGHT and SHADOW derived BUT NOT SPECIFIED by the user. The
constant colors, Red, Green, Blue, etc are not user definable. They are intended to be those colors ALWAYS.
I'm contemplating taking the POV-Ray colors definition file and turning it into a symbolic list of colors
that can be specified via the definitions file so that you don't have to figure out what RGB colors you want.
I'm thinking this might be nice for non-programmers who don't have a good grasp on RGB composition.
2. Added a bunch of drawing code for windows, and all the frame_style and frame_options flags. These still need
to be extended into the constant-ref so that they can be looked up. I also need to extend options fields so that
we can make lists of options like:
Window "My Window"
{
...
FrameOptions: Control, Zoom, Minimize, Beveled
}
-={C}=-
203 lines of code changed in:
Fixed the VERY VERY bad bug in the isometric engine which could
cause crashes when using the isometric engine in combination with
the OpenGL renderer. The problem was that the fake iRenderView
which is used by the iso engine didn't correctly implement
the functions CalculateFogPolygon() and CalculateFogMesh(). This
functions are at least supposed to initialize the 'fog' variables
in the polygon/meshes to false. Otherwise the OpenGL renderer
will think fog has to be used.
15 lines of code changed in:
Fixed a potential memory overwrite bug in xwindow.cpp. It
was doing:
new char [strlen (title+1)];
instead of:
new char [strlen (title)+1];
6 lines of code changed in:
Fixed a bug with the software renderer where flat rendering
(without texture) would not correctly check which z-buffer
mode (NONE, FILL, TEST, or USE) to use.
4 lines of code changed in:
Fixed a bug with the software renderer where an alpha texture
was used together with a non-COPY mixmode. This caused the
blend tables not to be set up correctly. This bug causes
the partsys level to crash in the room at the far left (software
renderer only).
37 lines of code changed in:
- Update
11 lines of code changed in:
HitBeam updates:
Fleshed out HitBeam interface. HitBeamBBox
now does exactly that and returns the face number
hit. The HitBeamOutline and HitBeamObject methods
now line up with their names. Hitting the outline
of a mesh object will return upon the first hit.
HitBeamObject still returns the nearest hit, which
means that it scans through all triangles looking
for the closest hit. csSector::HitBeam() now uses
the outline for faster processing.
261 lines of code changed in:
Fixed a bug with the ball mesh not clipping correctly to the
screen boundaries. It appeared that the transformed bounding
box was not calculated correctly.
17 lines of code changed in:
Fixed a bug in the lighting code which prevented the falling
blocks in Blocks to be lit correctly.
3 lines of code changed in:
Beginings of a optimization schedule.
- Loop optimization.
- Removed over-use and bad use of variables in some code.
- Altered some code code to use bitwise shifting for "if ( var == 1)" etc.
testing. This is an optimization which eliminates assembler level
CMP in speed critical code. Some may not like this and can be removed
if it makes people un-comfortable.
- Did some altering of code to bring within CS coding style.
Work in progress. The benefits of changes can been seen in Windows port
with faster apps starts (by-product), more efficient proc textures i.e. animation
speed of certain elements improved. e.g demosky and screen FX (F4 - F6)
keys when running walktest. General FPS is also up a fraction...
27 lines of code changed in:
Beginings of a optimization schedule.
- Loop optimization.
- Removed over-use and bad use of variables in some code.
- Altered some code code to use bitwise shifting for "if ( var == 1)" etc.
testing. This is an optimization which eliminates assembler level
CMP in speed critical code. Some may not like this and can be removed
if it makes people un-comfortable.
- Did some altering of code to bring within CS coding style.
Work in progress. The benefits of changes can been seen in Windows port
with faster apps starts (by-product), more efficient proc textures i.e. animation
speed of certain elements improved. e.g demosky and screen FX (F4 - F6)
keys when running walktest. General FPS is also up a fraction...
156 lines of code changed in:
Beginings of a optimization schedule.
- Loop optimization.
- Removed over-use and bad use of variables in some code.
- Altered some code code to use bitwise shifting for "if ( var == 1)" etc.
testing. This is an optimization which eliminates assembler level
CMP in speed critical code. Some may not like this and can be removed
if it makes people un-comfortable.
- Did some altering of code to bring within CS coding style.
Work in progress. The benefits of changes can been seen in Windows port
with faster apps starts (by-product), more efficient proc textures i.e. animation
speed of certain elements improved. e.g demosky and screen FX (F4 - F6)
keys when running walktest. General FPS is also up a fraction...
953 lines of code changed in:
Modifications to interfaces, fixed SetupPalette and added SetTextureManager
8 lines of code changed in:
Finally! Got all the bugs straightened out.
1. There was a circular dependency which I accidentally introduced in some test code. Previously, the palette setup was in the SetDefaultContext code. It's now inside the SetDefaultSkin code, which makes more sense, since the palette is dependent on the skin anyway.
2. Some miscellaneous blunders were fixed, and a lot of debug code was added. Modules which have a const bool DEBUG_xxx at the top contain debug code which can be activating by setting the DEBUG_xxx switches to true. All modern compilers can eliminate this dead code in release builds, so it doesn't slow down an optimized system. This was recommended in last months C/C++ Programmers Journal vs. #ifdef's because it keeps you from maintaining two or three separate programs, as is the case when using #ifdef debugging. I mention it in case anyone wonders why, and the rational in case anyone would like to use this technique as well.
-={C}=-
171 lines of code changed in:
* Fixed csLua for recent engine interface changes
* Removed junk from both csPython and csLua
* Changed iScript::Store interface to handle both csPython and csLua and hopefully and new languages
* Made both csPython and csLua store their object_reg ptrs throught Store()
* Fixed cslua.mak for luaswig-1.2.1
3071 lines of code changed in:
Did a pedantic change to PI and PI / 2 :-)
Removed over use of variables in "for" loops within fuctions. This is well illustrated
by the amount of "int i"'s there were in "protex2d.cpp" :-)
Did a little bit of loop optimization.
Bug to be verified:
In csvid->opengl, are videos palying upside down for others are they are for me?
45 lines of code changed in:
-*- Removed some unnecessary and incorrectly used `-F' directives from
CFLAGS in the MacOS/X, MacOS/X Server 1.0, and OpenStep makefiles.
-*- Repaired a few comments and other minor problems elsewhere.
3 lines of code changed in:
Eric Sunshine made the following changes to the project:
-*- Converted the Apple/NeXT ports over to the new platform-specific
shared `helper' object paradigm as much as possible at this time. The
changes include:
* Added iNeXTAssistant interface which declares methods for use by
canvases, the AppKit delegate object, and the C++ to Objective-C
bridging code.
* Added NeXTAssistant which implements iNeXTAssistant. This object
lives within CS/libs/cssys/next and has inherited much of the
functionality performed in the past by NeXTSystemDriver.
Unfortunately, this object still has some reliance upon the system
driver since some system driver functionality has not yet been
relocated to stand-alone utility modules.
* Removed almost all functionality from NeXTSystemDriver. This class
is now relatively tiny.
* Updated NeXTDelegate, the Objective-C AppKit delegation object, to
work via iNeXTAssistant rather than iSystem::PerformExtension().
* Updated NeXTDriver2D, the AppKit-based software canvas, to work via
iNeXTAssistant rather than iSystem::PerformExtension().
-*- Fixed a bug in CheckActionConflict() from mdltool.cpp where the
Action2 object was being accessed after DecRef() was called on it.
-*- Eliminated several compilation warnings in mdltool.cpp.
-*- Modified garray.h to work around a really bone-headed bug in the
OpenStep C++ compiler. Specifically, with this type of code:
class A {
private:
CS_DECLARE_GROWING_ARRAY(Vertices, csVector3);
};
class B {
private:
CS_DECLARE_GROWING_ARRAY(Vertices, int);
};
The compiler would claim that the typedef of __Vertices::ga_type in
class A (csVector3) conflicted with the one in class B (int) even
though the typedefs are both scoped _and_ private to their own class.
-*- Eliminated several compiler warnings from csNamedObjectVector where it
was trying to implicity convert (void*) to (iObject*). The problem is
that not all compilers recognize `NULL' specially, and the definition
of NULL in some system headers is (void*). Therefore, returning NULL
from a method which is declared as returning a specific type results
in this warning message.
-*- Eliminated a compiler warning from polytext.cpp where it was trying to
implicitly convert (void*) to (iLight*).
74 lines of code changed in:
added the model importers to the build process
6 lines of code changed in:
added the plugin framework for all model importers
840 lines of code changed in:
- csengine/material.cpp and texture.cpp:
Started addressing outstanding memory leaks,
starting with the ones caused by myself. Some
of the texture and material handles should start
deleteing automatically now.
- csws/cswstex.cpp:
Started addressing outstanding memory leaks,
starting with the ones caused by myself. The
texture manager will now clean up correctly
and completely under csfedit and some
csws based applications.
14 lines of code changed in:
made the following changes:
- changed the way the model converters give information about supported
formats. GetFormat(index) no longer returns the name of the format, but a
struct which contains the name and additional information, such as
supported features.
- Removed SupportsFormat() from the converters
- Removed the 'converter test' in the initialization of Walktest. This test
seemed to do nothing, and the old converter is to be removed anyway.
- Walktest now queries the model converter and the crossbuilder and uses
them in load_meshobj() if the old converter fails.
92 lines of code changed in:
did the following:
- added the model converter and crossbuilder plugins to walktest
- did some minor changes to the mdltest level to make it look better
- disabled the old 3ds importer (it is no more invoked automatically when the
.3ds extension is found).
22 lines of code changed in:
Received a patch from Jonathan Hudson
<nathanoj@realmail.2ndmail.com> to implement quick visibility
testing for particle systems (i.e. the DrawTest() method). This
means that putting a lot of particle systems in a sector will
now be more efficient as only the ones that need to be drawn
will be considered for drawing.
62 lines of code changed in:
fixed a bug in the sprite crossbuilder
1 lines of code changed in:
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