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Summary Period: 2000-07-18 to 2000-07-07 (Commits 2995-3044 of 12744)
- Renamed cmd_Door to entity_Door in WalkTest.
- Added entity_Light and entity_Rotate entities. With entity_Light
you can control the animation for a light at activation time.
With entity_Rotate you can have an object that rotates all
the time or one that rotates at activation time.
entity_Rotate has the following syntax:
KEY ("entity_Rotate", "x,y,z")
(with x,y,z the x, y, and z angles in degrees).
These angles represent the rotation in one second.
entity_Light has the following syntax:
KEY ("entity_Light", "sector,light,r1,g1,b1,r2,g2,b2,time")
Sector and light are the name of the sector and light to find
the light that is controlled by this entity. The two given
colors are the start and end color (start is at activation time).
'time' is the time (in miliseconds) to go from start to end.
- Fixed explosion bounding box (partsys) so that it isn't updated
every frame. This makes it faster but slightly less accurate.
It is possible (but not very likely) that the partsys will
not be drawn even if it is visible.
- Added a bounding box to csPolyTreeObject. This bounding box
is used to fix a bug that when the camera is inside the bounding
box of a dynamic object, the object cannot be seen.
- Moved updating of the dynamic object to csPolyTreeBBox.
Makes the code for csSprite, csThing, and csParticleSystem simpler.
Note that visibility culling for particle systems still doesn't
work correctly at the moment. I'm investigating.
- Removed support for LIGHTX in worlds. The parser will still
recognize the keyword and say that it is obsolete.
- Removed support for SCRIPT, ACTIVATE, and TRIGGER in the world file
(keywords still recognized). The scripting system is now obsolete
and replaced with the new entity system in WalkTest.
- Added support for named lights in the world file parser.
- Completely removed support for the obsolete csscript from CS.
This is a significant change with lots of small effects at various
places.
- 'activate' console command is now completely obsolete and
doesn't work anymore. Use 'action' instead which fires the
new entity system.
- Fixed a bug in csengine which caused the new csQuadTree3D
optimization not to work at all. Note that this optimization
still doesn't work at the moment.
- Removed an assert in map2cs to make converting some badly
formed levels easier :-)
327 lines of code changed in:
- Fixed another bug in csFrustum::Classify() where it would
misclassify adjacent frustum/polygon as covered instead of
outside.
- Fixed another bug in csFrustum::Classify() where it would
misclassify overlapping frustum/polygon as outside instead
of partial. In this case the bug was that the edges either
fully cover each other or intersect at corners.
13 lines of code changed in:
added bounding boxes
40 lines of code changed in:
The limitation of 1000000 texels for lighting has now moved
from the engine to the software renderer. This means that for
OpenGL, D3D, and Glide, this limitation is gone and you can have
bigger lighted polygons. Note that there is still a limitation
though. If the lightmap is bigger than 256x256 it will not
be used. This is to avoid problems with some cards that have
this texture size limitation.
30 lines of code changed in:
Added visibility culling system to particle systems. This
will make them visible even if you turn on the c-buffer.
Note that this will probably not work in all cases now because
the bbox calculation in particle systems is not completely
ok at the moment.
125 lines of code changed in:
Fixed a third bug in csFrustum::Classify which fixes lighting
again :-)
4 lines of code changed in:
- Fixed a bug in the parser with SKY and SKYDOME commands.
- Fixed two bugs in csFrustum::Classify. Fixing these bugs has
the unfortunate side-effect of breaking lighting a bit (not
completely, but shadow calculation has more errors now). But
we will fix those later.
12 lines of code changed in:
Mingw Make Update
Some documentation added
2 lines of code changed in:
Extended the fix from Samuel (to dtmesh.cpp) to some other
places in the same code.
8 lines of code changed in:
- Added LGPL notice to a few .inc files.
- Change to OpenGL renderer so that lightmaps are only cached
when lighting is enabled. This speeds up rendering considerably
when you disable lighting. This speed increase suggests that
sending over new lightmaps to the hardware is slow. So combining
lightmaps makes sense probably.
230 lines of code changed in:
Mingw Static Library Update
Modified to fully accomodate Working Static Library Build
12 lines of code changed in:
- Fixed perftest so that it exits after finishing tests
- dtmesh.cpp (I think) didnt take into account mesh.use_vertex_color = false;
and so segfaulted in perftest..I have fixed it I think :)
6 lines of code changed in:
- Added two new procedural textures to dtsimple. This is to complete
dtsimple as a test suite for all the current procedural texture
implementations and flags. If you enable both test1 and test2 then
all the procedural textures get printed to the screen with DrawPixmap
as this uses a different rendering pathway than DrawPixmap to the
texture. These changes highlighted a fundamental bug in the
implementations within the software driver.
- Fixed all known bugs in the software and opengl implementations of
procedural textures. Cleaned up the code, things are looking much
better now, and I don't anticipate needing any further overhauls.
Three features remain to be done: mip mapping and the ability to
update sub rectangles of the texture buffer. These changes will be
propagated up into the mip map as subrectangles also. Lastly the
flag CS_TEXTURE_PROC_MIPMAP_ON_SYNC needs to be implemented.
Then a few optimisations...
- Changed the metaball texture so instead of clearing the screen, it
prints the bot_view texture as a background...this gives an
unexpected but IMHO seriously cool effect. Check it out :)
- Removed the opengl 16bit procedural texture pathway for now. As its
very slow on my machine.
- Added some emacs fontification friendly comments to .inc files
513 lines of code changed in:
More files needed for python rewrite.
3 lines of code changed in:
improved spiral, moves and looks a little bit nicer. Not real nice yet though.
2 lines of code changed in:
- Tried to use csQuadTree3D for doing 3D visibility culling
(in contrast with c-buffer which does 2D culling). It doesn't
work yet though.
- Added 'quad3d' console command to enable the new culling system.
- Extended the Dumper class with a set of Memory() functions that
are useful to estimate how much memory some geometry uses.
It only calculates the static memory (i.e. no runtime information
like light patches, or transformed coordinates, ...). And it
only gives an estimate.
- Extended csHashSet so that you can give the size of the hashmap
that is used. Also added a few example primes that can be used
for good sizes.
- The number of estimated bytes for all world geometry and all
bsp/octrees is calculated and displayed at startup.
In addition the number of texels (not bytes) of all loaded
textures is also displayed.
- Optimized csRAPIDCollider so that it only considers unsplit
polygons (i.e. the original polygon and not the ones that are
caused by a BSP or octree split). This speeds up CD init, speeds
up CD itself and also reduces memory consumption somewhat.
For the large level that I'm creating this reduced the number
of triangles in the CD data from 47871 to 19294.
400 lines of code changed in:
Got a networking update to Blocks from Rene Dudfield.
- New Server=yes/no option in blocks.cfg.
- Blocks can now be either a server or a client.
- Check out apps/blocks/todo.txt for more information.
Note that this is work in progress. Currently you cannot really
do a network game yet.
2 lines of code changed in:
- Tried to use csQuadTree3D for doing 3D visibility culling
(in contrast with c-buffer which does 2D culling). It doesn't
work yet though.
- Added 'quad3d' console command to enable the new culling system.
139 lines of code changed in:
Update.
11 lines of code changed in:
Yes Jorrit, I am restarting my Crystal Script work :)
New layout is interface based, which allows for more dynamicism
and lower runtime memory requirements.
398 lines of code changed in:
improved foutain command. Now uses spark texture and has 400 particles, nice color and rotation; which looks nice.
5 lines of code changed in:
Added spark.png, a sparkly texture.
0 lines of code changed in:
Update.
3 lines of code changed in:
fixed rain so that the texture should no longer be upside down, snow had the same problem and should be fixed too.
4 lines of code changed in:
Adding csMaterial class. Is now used by polygons. The API is backwards compatible though, only resulting in a seperate material for each polygon if used the old way.
157 lines of code changed in:
- Added SetMainFrustum to csQuadTree3D to change the frustum for an
already created csQuadTree3D.
- Started work on using csQuadTree3D as a 3D visibility culler.
Not finished.
- Added csCamera::Perspective() which calculates the perspective
projection for a 3D point given a camera.
- Added csCamera::InvPerspective() which calculates the inverse
perspective projection for a 2D point (with a given Z).
- Removed the csPolygon2D::AddPerspective... versions that take x,y,z
parameter and only kept the csVector3 ones.
- Added PROCEDURAL and PERSISTENT keywords to textures in the world
file. With these you can make a texture procedural. If you make a
texture PERSISTENT as well as PROCEDURAL you can render on parts
of the texture and the previous contents will still be there.
140 lines of code changed in:
Removed 'solidbsp' command.
0 lines of code changed in:
- Added new csHashSet class. This is a class that you can use
to add objects and to test if some object is already in the
set. It uses csHashMap so it should be fairly quick.
- Use the new thing visibility system for lighting too. This
should speed up the calculation of static lighting a lot
(and dynamic lighting if things cast shadows). This new system
uses the csHashSet class from above.
- Greatly cleaned up the csSector::RealCheckFrustum() code and
added some comments.
- Fixed a small bug in engine/Dumper where it crashes for polygons
having no name.
229 lines of code changed in:
Re-commited with CR/LF line ends as binary files
0 lines of code changed in:
Mingw make update -- [NT4/Win98]
----
[USE.SHARED.PLUGINS=yes/.dll update]
New support for creating .def files complete
[make depend/DO_DEPEND=yes]
Adds beginning of modifications for proper
generation of csengine dependencies
(Win32 gnuMake)
102 lines of code changed in:
- Changed csPolygonSet::GetBoundingBox() to fill in a csBox3
instead of two vectors.
- Implemented support for dynamic bounding boxes in polygon trees
(octrees and BSP trees) for moveable and detail things.
- Added is_visible flag for a thing.
- Addd GetNumSkyThings() and GetNumThings() to csSector to get
the number of sky and normal things.
- Removed 'home' and 'other' pointers in csThing because they
were not used and obsolete.
- Detail and moveable things are now only drawn when visible
through the c-buffer. This greatly speeds up rendering big
levels with lots of small detail objects.
- Removed support for 'solidbsp' for rendering. It wasn't properly
working in any case. Also removed 'solidbsp' console command.
- The 'thing' toggle to render things (console command) now doesn't
affect the static thing anymore. This means that on a level using
an octree only detail and moveable things will not be rendered
when this flag is set.
- Cleaned up the very important csSector::Draw() a little and added
more comments to make it clearer.
- Fixed a bug in the derived iterator change from yesterday (in
csObject). It was not actually iterating over derived types
but doing something completely bogus instead. This fixes the
crash bug that I had in the new WalkTest entity system.
- Renamed csBusyList to csEntityList.
- Fixed a bug with flat-shading. This could cause crashes
with for example funky.zip (recent bug).
- Made csPolygonSet::GetBoundingBox() more efficient.
- Fixed csPolygonSet::GetBoundingBox() and CreateBoundingBox()
for polygon sets that contained nothing but curved surfaces.
These fixes visibility algorithm using c-buffer and curved
surfaces.
430 lines of code changed in:
somehow the CR/LF stuff was wacked in only this batch file.
0 lines of code changed in:
Indention is back.
Added a message to dosconf.bat telling what tools you should have installed.
0 lines of code changed in:
- Fixed bug in software drivers where if the viewing rectangle was
set to the window co-ordinates, polys where being unnecessarily
clipped. When the clipper clips to x=0,y=0 double precision
calculations on occasion gave slight negative values. The software
drivers silently rejected these polys. I have added an EPSILON
fuzz so vertex +/- EPSILON is tested instead. I notice that the
draw fog polygon member doesnt test at all for the cases where
vertices exceed screen dimensions, perhaps its safe now to do away
with these tests altogether?
36 lines of code changed in:
- Extended csObject::GetIterator() with a new parameter that indicates
if you want to iterate over derived objects as well. Normally
the iterator that is returned only iterates over the objects of
exactly that type. The parameter is defaulted to false so normally
no code should be modified for this change.
- Added a new entity model to WalkTest. csWalkEntity is the main
abstract superclass. You can attach a csWalkEntity subclass to
any sector or thing in CS. In WalkTest there is a function
called ActivateObject() which will activate all entities that
are attached to some object. The main WalkTest loop (NextFrame)
will also call NextFrame() on all 'busy' entities. By default
entities are not busy but an entity can push itself on that list
at activation time (and release itself later when it is no longer
active).
- Added 'action' command to WalkTest which will replace the old
'activate' command (for the obsolete scripting system). This
'action' command will trigger ActivateObject() in the parent
of the first polygon it can find in front of the camera (less
than 3 units away). Bound 'a' to this new command (meaning
'activate' is unbound now). WARNING! This new system is not
operational yet and crashes still.
- Added first subclass of csWalkEntity: csDoor. This entity
represents a door that can be opened or closed. To use
this in world files add a key/value KEY ("cmd_Door", "X,Y,Z") to
the thing that you want to let act as a door. The x,y,z location
is the location of the hinge.
316 lines of code changed in:
- Added messages to distinguish between backbuffer and software GL
implementations
- Cleared out debugging junk I left in.
- Adjusted Zbuffer clear...
28 lines of code changed in:
- Added new Clear (RGBPixel &colour) function to csImageMemory. This
clears the image to the specified colour.
- Implemented new procedural texture flag: CS_TEXTURE_PROC_PERSISTENT
This has been implemented for opengl backbuffer & software versions
aswell as the pure software drivers...see documentation for further
details. Only mip-mapping to deal with now.
- Fixed the software 32bit RGB transpositions problem, I think :)
32bit software procedural clours should now be correct. Please
people on big endian machines check this!!
- Optimised the GL back buffer implementation so it now clears Zbuffer
and/or screen with QUADS rather than the whole screen ;).
- Fixed the garbling which occured on the first frame in opengl.
- Various changes to dtsimple. Currently the meta balls texture is
set to be persistent over the top of the squawk background, so the
metaballs smear over the texture rather than being cleared each frame
226 lines of code changed in:
- Fixed the opengl back buffer procedural texture so it now displays
curves and sprites non-inverted. The back buffer uses a non-inverted
orthographic projection matrix, which was being overwritten by the
DrawTriangleMesh routine.
18 lines of code changed in:
removed indentation - just in case
0 lines of code changed in:
Un-indented these batch files, because I've heard some people have trouble with that.
0 lines of code changed in:
- update
6 lines of code changed in:
- Added emacs friendly comments that these .inc files are really C++
files.
- Fixed a bug in the shared initialisation and open routines in the
opengl renderer, the backbuffer proc texture looks much better.
- Cleaned up a little the shared initialisation and open routines
in the software renderer
16 lines of code changed in:
update
8 lines of code changed in:
- Upped the res on the level_texture, and changed the start position to look at it
- The shared open code now properly sets the z_buf_mode variable
- Cleaned out all the csCamera->SetPerspective calls from the engine...its now
the app writers responsibility to update the camera on context resize events.
10 lines of code changed in:
- presumed to add myself to the copyright :)
1 lines of code changed in:
- Added preliminary documentation for the procedural texture subsystem.
6 lines of code changed in:
- Small corrections to some txi files.
- Added new flags to itxtmgr which I have written documentation for. Now all I need to do is write the code for it :)
39 lines of code changed in:
Fixed Map2CS so that it works on big endian machines and also
works on processors that don't allow writing short/long on
odd addresses.
3 lines of code changed in:
Moved alpha setting from portals to polygons. In most cases this
setting only makes sense for portals but you can use it on a thing
as well (and for a second skybox for example). Extended
csPortal::CheckFrustum() so that it has the alpha as a parameter
now because it needs it.
38 lines of code changed in:
- Removed indentation from bin/dosupd.bat..hope the unix eol stuff
doesnt break it entirely.
- Added the last procedural texture. Now you can watch levels on the
wall. Just execute 'dtsimple flarge' to see flarge. To navigate
hold down the control key while cursoring around.
7 lines of code changed in:
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