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Summary Period: 2000-06-20 to 2000-06-18 (Commits 2795-2844 of 12744)
Fixed module name when built as static library so that it respects DOS 8.3
convention. (ex. libsft3d.lib for Mingw)
1 lines of code changed in:
Added support for fire in the world file loader.
4 lines of code changed in:
Added 'flame' console command to create a flame. The first
parameter is the texture (default is 'raindrop.png'). The
second argument is the number of particles (default is 50).
58 lines of code changed in:
Fire can now have a flickering light added to it.
47 lines of code changed in:
Fixed more compilation warnings in Dungeon.
14 lines of code changed in:
Small fix.
1 lines of code changed in:
Changed csDynLight::SetColor() so that it will work without
having to call Setup() later. This is MUCH more efficient if you
have a dynamic light that doesn't move but only changes color.
It is also more consistant.
16 lines of code changed in:
Added fire particle system.
168 lines of code changed in:
Eric Sunshine repaired the Dungeon plug-in so that it once again builds
with the NextStep compiler. A recent, large update to the plug-in
triggered several particularly rare NextStep compiler bugs. This is almost
certainly a new record for number of severe compiler bugs triggered by a
single update to a single module. :-)
20 lines of code changed in:
- Changed default halo parameters a bit to more resemble a
cross.
- Added SNOW, RAIN, and FOUNTAIN keywords to the world file format.
For a simple fountain use: FOUNTAIN 'fount1' (ORIGIN (x,y,z)
TEXTURE ('green.gif'))
For snow use: SNOW 'snow' (BOX (x1,y1,z1,x2,y2,z2)
TEXTURE ('snow.jpg'))
There are many more options. See docs/incoming/worldfmt.tex
for a list.
9 lines of code changed in:
Fountain is now faster.
5 lines of code changed in:
Episode 2: The Battle of Fullmoor Hill
You have arrived at the base of Fullmoor Hill. A small stream trickles
past. Slithy toves toss in the wind. To the north you see the entrance
to a dark and foreboding cave. To the east and west is a dark forest.
The stream continues south.
A red dragon is here, flying in the sky.
> Kill dragon with battlesword
The dragon is out of reach.
> Kill dragon with bow
You loose an arrow at the red dragon.
You hit! The dragon loses 10 hit points.
The dragon breathes fire towards you.
> dodge
You evade most of the flames.
You lose 102 hitpoints.
Your clothing catches fire.
Your potion called 'Extra Healing' boils and shatters.
Your scroll of frighten monster burns.
Your book of teleportation burns.
> Kill dragon with bow
Your clothes are on fire! You frantically try to pat it out.
> Kill dragon with bow
Your clothes are on fire! You frantically try to pat it out.
4 lines of code changed in:
Added 'fountain' console command to create a fountain.
The first argument is the texture (default is 'green.gif' until
we find a better splash texture). The second argument is
the number of particles (default is 50).
50 lines of code changed in:
SourceForge's Apache configuration seems to have changed slightly, thus
requiring a slight change here.
3 lines of code changed in:
Welcome to Crystal Adventure, Volume 1
Episode 1: Battle of Eindhoven -- Ik Spreek Geen Nederlands
You find yourself in a small clearing. To the north you see a castle.
To the east and south is a dark and impassable forest. A windmill can
be seen in the distance to the west.
A Dutch dwarf stands nearby holding a picnic basket and humming
tunelessly to himself.
What would you like to do next?
> attack dwarf with soup spoon
You attack the dwarf with a spoon. The dwarf suffers 34 damage points.
The dwarf retaliates and attacks you with a salad fork.
You suffer 61 damage points.
> attack dwarf with butter knife
You attack the dwarf with a knife. The dwarf suffers 83 damage points
and dies.
10 lines of code changed in:
- Enabled extensions in OpenGL renderer.
- Disabled the experimental optimization in DrawPolygon for OpenGL.
It had a bad effect on performance.
- Provided a default extension detection code for operating systems
other than Windows and Unix (with Mesa). Also made the extension
detection safe so that extensions are not used if you have
Mesa 3.0 or older.
- Extend makefies for OpenGL so that OPENGL_PATH is used if
USE_MESA=0 (similar to MESA_PATH).
35 lines of code changed in:
Fixed timing bug. looks much better now.
21 lines of code changed in:
Added Fountain Particle system. Still under construction.
148 lines of code changed in:
Eric Sunshine made the following changes to the Blocks game:
-*- Fixed a nasty memory corruption bug. HandleLoweringPlanes() was
writing one past the end of the States::filled_planes[] array and
clobbering the States::encodedData variable which followed it. This
bug occurred at all times, but only manifested itself when the
network plug-in was available since encodedData is only used by the
networking code.
-*- Fixed a really bone-headed error where States::Init_game_cube() was
accessing 'zone_dim' before it had been initialized, thus it failed to
initialize the playing field in a meaninful manner. This resulted in
all sorts of bizarre problems on platforms where 'game_cube' isn't
filled with NULL by default (and by accident).
-*- Fixed some memory leaks.
-*- Cleaned up the source and header files and removed a bunch of dead
code.
-*- Updated comments for Doc++ compatibility.
-*- Fixed the makefile's 'clean' target.
27 lines of code changed in:
Eric Sunshine made the following changes to csBitSet:
-*- Constructor no longer attempts to allocate zero bytes from heap.
-*- Bits are now 'false' by default in new bitsets as a convenience.
Same applies to bits added when a bitset is grown with Resize().
-*- Resize() no longer tries to allocate zero bytes.
-*- Resize() no longer calls realloc() with a null pointer since doing so
crashes on some systems though it works on others.
-*- Resize() now frees byte array if resized down to zero.
24 lines of code changed in:
Fixed csRandomGen so that it works with compilers which do not provide a
native 'bool' type.
6 lines of code changed in:
fixed some compiler warnings
4 lines of code changed in:
fixed some compiler warnings
3 lines of code changed in:
Update.
4 lines of code changed in:
fixed some compiler warnings
3 lines of code changed in:
Did another optimization but this is more a quick hack. In order
to avoid unneeded glBindTexture calls I now created a csglBindTexture
which remembers the old glBindTexture. I'm not sure that this
approach is totally safe and it is not tested well. Also it might
not work well with multi-texture extension. This is something
we need to test. I let it in for now so that it will actually
get tested :-)
41 lines of code changed in:
fixed some compiler warnings
8 lines of code changed in:
Fixed a couple bugs in the Dungeon plug-in:
-*- Was applying delete[] to the middle rather than the beginning of a
character array in yywrap().
-*- Was leaking the 'filename' string when "including" a dungeon file.
4 lines of code changed in:
Did another optimization in addition to the above one by using
glVertex4fv instead of glVertex4f (similar to glTexCoord2). According
to the same FAQ this should also improve matters.
19 lines of code changed in:
fix for border style drawing (still not work, but getting closer)
4 lines of code changed in:
Eliminated several compilation warnings from the Dungeon plug-in.
2 lines of code changed in:
Eliminated several compilation warnings about variables being used
uninitialized.
12 lines of code changed in:
Corrected several errors (spelling, informational, etc.) including Noah
Gibbs' email address which was entirely incorrect. Added some missing
Texinfo mark-up.
11 lines of code changed in:
Extra authors.
28 lines of code changed in:
Eliminated (apparently bogus) compilation warning about uninitialized
'success' variable. Eliminated complained about passing (void*) to
stex->Prepare(). (The constant NULL is defined differently on different
platforms, and in this case resulted in a conflict.)
2 lines of code changed in:
Several fixes for OpenStep.
41 lines of code changed in:
Now works on OpenStep where run-time construction of global BSP-polygon
pool was being botched.
7 lines of code changed in:
Got a new patch from Travis McIntosh. This patch finished
pseudo-dynamic lighting for curved surfaces. Works nicely now.
54 lines of code changed in:
-*- Fixed the titlebar title that someone has broken for software renderer
(the window heading used to be empty last week)
-*- (Finally! :-) fixed the polygon clipper routines so that 2D sprites
(and 3D sprites as well) are clipped in 2D correctly. The problem
was not with the CS_VERTEX_INSIDE case, but with the fact that sometimes
for some CS_VERTEX_ONEDGE vertices it used to generate incorrectly
the 't' parametric value. More specifically, it happened when an edge
was clipped more than once (against several clipper edges).
-*- Fixed a bug in software renderer - all polygons were drawn one pixel up.
E.g. with the default renderer view with a 2 pixel border on each side
it worked like 3 pixels border at bottom and 1 pixel border at top.
-*- Implemented polygon drawing (clipped against other windows!) in CSWS.
This is the first step towards implementing the solid view window.
-*- Implemented a little bit of solid view window in MazeD. It is very
limited and buggy for now, but thats a start. Texture mapping doesn't
work (all vertices get u/v == 0) thus you will see strange colors
for textured polygons. Flat-shaded polygons work.
-*- Added a new random number generator class to csutil library. Currently
it is unused but I'm going to use it in future, besides we cam switch
existing code from rand() to it.
627 lines of code changed in:
Eliminated "signed vs. unsigned" compilation warning.
1 lines of code changed in:
Fixed a bug in csString as reported by George Yohng
<yohng@drivex.dosware.8m.com>.
3 lines of code changed in:
Update.
6 lines of code changed in:
Tried an experimental change to OpenGL to minimize the amount
of processing between glBegin/glEnd. There is an OpenGL performance
FAQ which says you should do almost nothing except glVertex,glNormal,
glTexCoords, ... calls between glBegin/glEnd. So I changed DrawPolygon
so that it first calculates and copies the results in a few arrays.
42 lines of code changed in:
Fixed a bug in 'rain' and 'snow' commands with speeds other
than the default. Also made raindrop.png and snow.jpg default
so you can type just 'rain' or 'snow'. Default number of particles
is now 500.
20 lines of code changed in:
Added 'snow' console command that works almost the same as
the 'rain' console command.
95 lines of code changed in:
New snow.jpg.
0 lines of code changed in:
Added snow particle systen, try 0.20 for dwarrel.
122 lines of code changed in:
- Added two new tests to 'perftest' to test how grouping of
textures in the 3D rasterizer might benefit performance.
It seems that this would give a great benefit indeed.
- Got a new patch from Travis McIntosh to start work for
supporting pseudo-dynamic lights and curved surfaces.
Not finished yet.
508 lines of code changed in:
tree is now no longer up or down. To ease understanding of Belgian and Dutch readers ;)
10 lines of code changed in:
Repaired the particle system so that it once again works on NextStep.
Recent changes to the class hierarchy managed to trigger a NextStep
multiple-inheritance compiler bug which caused particle systems to crash.
75 lines of code changed in:
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