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Summary Period: 2001-06-11 to 2001-06-07 (Commits 5145-5194 of 12744)
Interface includes for AWS in ivaria.
0 lines of code changed in:
Fixed a bug in renderstate for interlacing.
13 lines of code changed in:
Oop! Forgot to add these before committing.
80 lines of code changed in:
Made some modifications to AWS so that it can be a plugin. Still doesn't load properly....
111 lines of code changed in:
works again
2 lines of code changed in:
made the variables protected, this will solve the g2dtest problem for now
2 lines of code changed in:
Eliminated a compilation warning in walkcmd.cpp regarding "computed value
not used."
3 lines of code changed in:
Further cleaned up the #include paths.
3 lines of code changed in:
fixed screwed paths
3 lines of code changed in:
Eric Sunshine modified msvcgen.mak so that it now disables makefile NASM
flags, thus preventing NASM assembly files from appearing in generated DSP
files even if the environment which is generating the DSP files has NASM
enabled.
5 lines of code changed in:
Eric Sunshine modified the `msvcgen' template files so that they now
define CS_DEBUG when building in debug mode in order to be consistent with
the Unix build process.
3 lines of code changed in:
Eric Sunshine modified the `msvcgen' template files so that they now
define CS_DEBUG when building in debug mode in order to be consistent with
the Unix build process.
3 lines of code changed in:
Eric Sunshine re-organized the plugins/terrain directory hierarchy to
resemble the new plugins/mesh directory organization. Instead of these
directories:
plugins/terrain/object/terrfunc
plugins/terrain/loader/terrfunc
We now have:
plugins/terrain/function/object
plugins/terrain/function/persist/classic
9 lines of code changed in:
Eric Sunshine re-organized the plugins/motion directory hierarchy to
resemble the new plugins/mesh directory organization. Instead of these
directories:
plugins/motion/object/default
plugins/motion/loader/default
We now have:
plugins/motion/standard/object
plugins/motion/standard/persist/classic
1128 lines of code changed in:
Renamed the SCF class name for the Rapid plugin from
crystalspace.colldet.rapid to crystalspace.collisiondetection.rapid.
11 lines of code changed in:
Renamed plugins/colldet to plugins/collide.
2258 lines of code changed in:
Updated makefiles and #include statements to take re-organization of
plugins/mesh directory into account.
46 lines of code changed in:
Eric Sunshine re-organized the plugins/mesh directory. Whereas, in the
past, components for a single type of mesh were spread across multiple
locations in the mesh directory hierarchy, now each mesh type is
self-contained. For example, in the past, we had:
plugins/mesh/object/ball
plugins/mesh/load/ball
We now have:
plugins/mesh/ball/object
plugins/mesh/ball/persist/classic
The `persist' directory contains plugins which manage object persistence
(such as the loading and archiving of meshes). The `classic' subdirectory
contains code to manage persistence for the so-called classic CS file
format. Other theoretical future subdirectories might include (among
others):
plugins/mesh/ball/persist/xml
plugins/mesh/ball/persist/binary
13787 lines of code changed in:
Moved the contents of plugins/engine to plugins/engine/3d.
Moved plugins/iso to plugins/engine/iso.
4392 lines of code changed in:
Forgot to remove iobject dir.
182 lines of code changed in:
Moved all csObject stuff from csObject library to csUtil library.
This means that the csObject library is now gone.
536 lines of code changed in:
Corrected the makefile DESCRIPTION variables for the MetaBalls plugins.
2 lines of code changed in:
Removed the unused and broken borland.mak. If someone wants to revive this
in the future, it can be resurrected from the CVS Attic.
3 lines of code changed in:
Eliminated a Doxygen warning from clip2d.h.
2 lines of code changed in:
- Extended csObject with an optional 'parent' object (NULL by default).
This can be used to create csObject's with another SCF parent.
- csThing now sets up the SCF parent chain. This is to try to make sure
that csThing will now implement iFactory indirectly. Unfortunatelly
it still doesn't work.
- Gregory Austwick (g.austwick@virgin.net) contributed a few patches
to CS: fix for dungeon plugin, fix for standard output console,
fix for DDraw canvas and a fix in the DirectDetection code
for Windows.
26 lines of code changed in:
- Created a new 'bugplug' plugin. This plugin will give debugging
functionality to any CS app. To use it just add the following
line to your config:
System.PlugIns.BugPlug = crystalspace.utilities.bugplug
or load the plugin from the code with:
LOAD_PLUGIN (System, "crystalspace.utilities.bugplug",
"BugPlug", iPlugIn);
That's all you have to do. The plugin will nest itself in the
application event loop and listens to keys. In
data/config/bugplug.cfg you can control to what keys it listens.
The most important key is assigned to the 'debugenter' key.
When this key is pressed (by default it is ctrl-d) the next key
will be given to BugPlug which will perform the associated
command. The other keys and commands are also defined in
bugplug.cfg.
- Added 'bugplug' to the WalkTest config file (commented) and also
added new 'bugplug' console command. The best way to get
BugPlug working in all your apps automatically is to add the
following line to data/config/user.cfg:
Global.System.PlugIns.BugPlug = crystalspace.utilities.bugplug
- Removed 'edges', 'cacheclear', 'cachedump', 'texture', 'lighting',
'bilinear', 'trilinear', 'ilace', 'mmx', 'gouraud', 'transp',
'mipmap', 'inter', and 'fclear' debug commands from walktest
since BugPlug can do those now.
977 lines of code changed in:
Fixed a crash at exit.
1 lines of code changed in:
Fixed a bug in csRenderView::ClipBBox() with regards to clipping
to the near plane in combination with mirroring. This would
result in meshes not being culled away when seen through a mirror
when they should have been culled away.
60 lines of code changed in:
Clear now releases all collected objects via ObjRemoveAll (this will assure for instance soundwrappers are decref'd correctly)
3 lines of code changed in:
soundsources parent is the originating soundhandle instead of soundrender - this prevents circular dependency with IncRef/DecRef
1 lines of code changed in:
play returns a soundsource for looping sounds
4 lines of code changed in:
made Play returning a soundsource for looping sounds
5 lines of code changed in:
added missing Engine->DecRef ()
1 lines of code changed in:
same, interfaceid has been determined for every plugin
8 lines of code changed in:
interface id has been requested for every plugin loaded when querying an interface
2 lines of code changed in:
Update.
3 lines of code changed in:
unreleased instance bug squelched
1 lines of code changed in:
Codewarrior is very picky with the floating point constants passed to templated routines. Making sure they all are floats.
1 lines of code changed in:
changed format directives
2 lines of code changed in:
Eric Sunshine made the following changes to the project:
-*- Fixed a crasher in the metaball plugin which he introduced the day
before. Also made the G3DTriangleMesh a simple instance variable of
csMetaBall rather than specially allocating it from the heap.
-*- Removed the binary meta.zip file from CVS and re-added the `world' as
a simple text file in CS/data/metaball/world. Updated vfs.cfg to
point at this new location.
8 lines of code changed in:
- Added callback functionality to iRenderView (copy from csRenderView).
Reduce the number of callbacks to 4: CALLBACK_SECTOR,
CALLBACK_SECTOREXIT, CALLBACK_MESH, and CALLBACK_VISMESH.
iEngine::DrawFunc() is now working again but will no longer fire
callbacks for every individual polygon. It will stop at the
mesh level.
- Removed 'frustum' command from WalkTest. It was never very useful
and was broken anyway.
- Removed 'dumpvis' command from WalkTest. It was also broken.
133 lines of code changed in:
Removed an out-of-date reference to the old MetaBall plugin from user.mak.
2 lines of code changed in:
Repaired an outdated reference to the metaball plugin in metaball.cfg which
prevented the plugin from loading.
2 lines of code changed in:
Fixed an EXTREMELY stupid bug in OpenGL renderer which caused
all polygons to be rendered twice :-)
2 lines of code changed in:
Eric Sunshine changed the prototype of iSCF::QueryClassList() so that it
now returns matches via an iStrVector object rather than a (char const**)
which was free()'d by the caller. It was necessary to return a
reference-counted object in order to avoid the problem of allocating
memory from one heap (the application's) and freeing it into another (a
plugin's, for instance). I am not terribly happy about using an SCF
interface (iStrVector) in the declaration of the core SCF since it
introduces a sort of circular dependency, however SCF was already polluted
in this fashion by use of iConfigFile. In the future, in order to address
this chicken-and-egg problem, I think that we should eliminate both
iConfigFile and iStrVector from the core scf.h interface.
46 lines of code changed in:
- Added clip_z_plane to G3DTriangleMesh. Clipping to the z-plane
or to the (optional) near plane should be considered seperate.
It is possible for an object to go beyond both planes independently.
- Extended csRenderView/iRenderView::ClipBBox() with a new
clip_z_plane parameter.
- Fixed all mesh plugins to correctly fill the triangle mesh
with the new clip_z_plane parameter from ClipBBox().
- The OpenGL renderer will now correctly look at the new clip_z_plane
flag and handle it accordingly. The software renderer still ignores
plane clipping though.
- Fixed a bug in OpenGL edge drawing. It was not disabling GL_BLEND
before drawing the line.
- The OpenGL renderer will now always clip geometry to the z=0
plane if needed (for DrawTriangleMesh). It appears that with this
feature the need for screen clipping is no longer there. The
flag is still in opengl.cfg though in case it IS still needed
but it may be that everything is ok now.
138 lines of code changed in:
- Added iMeshObjectType::GetFeatures(), also added iMeshObject
GetLODFeatures(), SetLODFeatures(), GetLOD(), SetLOD(), and
GetLODPolygonCount(). These are all functions that have to do
with LOD (both on polygon count and enabling/disabling features).
In the future we'll be able to make a LOD manager in the engine
using these new calls.
- Extended all existing mesh objects with these new features. Note
that the implementations are empty at the moment. The calls
will work but don't do anything useful yet.
- Did a fundamental change in how the engine manages mesh wrappers.
engine::CreateMeshObject() used to make a new mesh wrapper and
then call IncRef() on it (resulting in a ref-count of 2). The
explicit IncRef() is removed (the engine only has one ref to the
mesh wrapper and not two). In addition engine::UnlinkMesh() is
removed. Instead you have to use engine::RemoveMesh(). If you
want to keep a mesh (but still want to remove it from the engine)
you should make sure you did IncRef() on the mesh as well.
- Also modified engine::NextFrame() to call RemoveMesh(). This
means the mesh will be unlinked from the engine and all sectors
and also removed IF the engine was the only one with a reference
to that mesh.
- Added iEngine::RemoveMesh().
- Also removed engine::UnlinkTerrain() and added
iEngine::RemoveTerrain(). Also removed the additional IncRef() that
was happening in CreateTerrainObject().
- Removed the non-const version of csMeshWrapper::GetChildren().
This is no longer safe to use. The method AddChild() take care of
correctly managing ref counts.
- Added iMeshWrapper::RemoveChild() to remove a child in a
hierarchical mesh setup.
- Added iMeshWrapper::GetParentContainer() to get the parent
(either iEngine or iMeshWrapper) from a mesh wrapper.
253 lines of code changed in:
Added experimental AWS plugin. AWS is the experimental alternate window system, which aims to create a lightweight window manager that doesn't take over the software, supports definition files, and implements slots and signals. This plugin has not been added to the global make. It is still in it's initial stages, but is committed so that people can look at it. Eric and I discussed a number of changes that we'd like to make to csws, but they would require too much modification of the existing code. That would be both difficult, and would break a lot of other peoples code. All the existing CSWS components will be "ported" over to the new code.
I would like to emphasize that this is completely experimental, and is not meant to replace anything. (yet.)
-={C}=-
2083 lines of code changed in:
Fixed the new meta.cpp so that it compiles on NextStep.
1 lines of code changed in:
Fixed a bad bug in the bsp traversal code with regards to object
visibility testing. In the Front2Back code the bounding box polygons
have to be traversed BEFORE the real polygons because they
really are in front of the polygons of the node itself. When
bounding box polygons are inserted in a bsp tree they will not
cause bsp leafs to be split further. So perfect sorting is not
guaranteed. Normally this does not matter as this is only used
for visibility testing but we have to make sure that at least
the real polygons are traversed after the bounding box polygons
because the real polygons update the c-buffer and the bounding
box polygons test against it.
26 lines of code changed in:
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