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Summary Period: 2002-11-25 to 2002-11-19 (Commits 9895-9944 of 12744)
Automated Visual-C++ SLN and VCPROJ project file repair.
12 lines of code changed in:
Addition of vertex lighting in hardware if supported.
306 lines of code changed in:
Fixed for the dCollideBP problem
4 lines of code changed in:
* Fixed so that it compiles when CS_USE_NEW_RENDER isn't defined
2 lines of code changed in:
- Added a new CS_POLY_VISCULL flag with which it is possible to
enable/disable visibility culling for individual polygons (thing
mesh only). By default this flag is enabled except in the following
cases:
- Polygon has an <alpha> keyword.
- Image associated with the texture of this polygon has
keycolor.
- Image associated with the texture of this polygon has
an alpha map.
Note that it is the polygon loader in syntax services that
actually provides these defaults. If you manually create polygons
with the API the default is always true.
- Extended syntax services plugin with new <viscull> keyword that
you can use in a polygon to enable/disable visibility culling for
individual polygons. Similar to the <colldet> keyword.
- Renamed iObjectModel->GetSmallerPolygonMesh() to
GetPolygonMeshViscull() as this more closely describes what the
purpose is of this polygon mesh.
- Renamed iObjectModel->GetPolygonMesh() to GetPolygonMeshColldet().
136 lines of code changed in:
small fix
Thanks Eric
1 lines of code changed in:
Fix.
1 lines of code changed in:
i suspect that i fixed some bugs on InsertChunk and DeleteChunk pointed out by sunshineco
im not liable by any bugs introduced in this fix =)
12 lines of code changed in:
- added some doxgen '\file' commands
- added a quirk to getopt.h so the word 'option' doesn't get linked
everywhere
19 lines of code changed in:
- devapi extracts static members as well now
- SCF_VERSION isn't listed as a function in devapi now
6 lines of code changed in:
Thanks to groton I managed to fix the bug that newsky crashes
with recent versions of CS. The reason was that the default
visibility culler was not initialized.
5 lines of code changed in:
fixed the bug in MSVC where cloth doesnt show up. Now the cloth can be seen also compiled with MSVC
Thanks to Groton for the remote debugging
12 lines of code changed in:
Removed the meta manager again. This is a totally unneeded
addition since it is already possible to attach name/value
data to any thing that supports iObject. Just use the following
syntax:
<key name="editor_bla" value="whatever" />
7 lines of code changed in:
- Extended text box functionality:
- Left/right/home/end keys
- Inserting chars and delete key
- Selecting cursor pos with mouse
90 lines of code changed in:
Added Perl interpreter error reporting through iReporter
99 lines of code changed in:
added an "-include mk/local.mak" so developers can leave the user.mak and <system>.mak unaltered.
( i usually end up removing the "<<<<<<" and ">>>>>>" after an update from cvs)
5 lines of code changed in:
Clarification on 0.94 vs cvs.
10 lines of code changed in:
Removed link to ssh package on CS ftp, as SF have updated their software and that version no longer works correctly.
3 lines of code changed in:
Removed a couple of dead links and fixed the BisonFlex links for those who use it.
8 lines of code changed in:
Implemented the start for a new optimization to make recalculating
lighting on huge levels faster (a lot I hope). Not ready yet!
85 lines of code changed in:
Added forgotten 'public' to some inheritance in frustvis and
dynavis. This caused a warning on MSVC.
6 lines of code changed in:
All spr2d instances used to have their own local copy of
G3DPolygonDPFX. Since this structure is more than 4K big I decided
to move this to the factory so that all instances created from
a factory reuse the same structure. For particle systems this
is a huge memory improvement.
11 lines of code changed in:
Fixed a case where glShadeModel was called instead of statecache->SetShadeModel, which broke the state caching.
1 lines of code changed in:
Added support for putting meta-data in map files, for level editors and such.
76 lines of code changed in:
* Fixed MSVC6 bug (hopefully)
3 lines of code changed in:
* Added support for shaderprogram plugins
49 lines of code changed in:
Automated Visual-C++ SLN and VCPROJ project file repair.
0 lines of code changed in:
* Added shaders for the new renderer. A CS shader today is a combination
of vertex and fragment processing instructions.
902 lines of code changed in:
- added csgeom headers to Geometry Utils doc module
- tweaked the doc stylesheet a bit
366 lines of code changed in:
- tweaked the alphabetical index
5 lines of code changed in:
- added some more doc modules
215 lines of code changed in:
- removed call to efed.pl after doxygen run; isn't needed because a
custom footer w/o date is used.
- added some eyecandy to pubapi docs
35 lines of code changed in:
Fixed CastShadows() implementation in Dynavis and Frustvis
so that it shadow casting is now correct (I hope).
211 lines of code changed in:
Automated Visual-C++ SLN and VCPROJ project file repair.
20 lines of code changed in:
Added test for csperl5 plugins existence in build to stop the test app being built if it is not.
20 lines of code changed in:
Removed FTP mirror link until the machines relocation is complete.
1 lines of code changed in:
- Initialized title_bar_height to 0 to stop randomly sized title bars
2 lines of code changed in:
Minor cleanup -- eliminated comments re: "dllwrap" as gcc -shared is now being
used for plugin generation (.dlls) instead of "dllwrap"
2 lines of code changed in:
Some changes to the new renderer API, and work on clipping
166 lines of code changed in:
Now also has special knowledge of -Wmost.
1 lines of code changed in:
Fixed bugs in csperl5.mak
11 lines of code changed in:
Made same changes to libs/cssys/{next,win32}/*conf.sh
as I did to unixconf.sh for the Perl5 plugin.
2 lines of code changed in:
Automated Visual-C++ SLN and VCPROJ project file repair.
32 lines of code changed in:
- Use csRef for storing the images in the texture manager.
- Fixed a pseudo-'memory leak' with images. After registering textures
the original source images are (usually) no longer needed. But CS
was keeping them in memory anyway. This resulted in a big overhead
since those textures can be very big. Now by default the original
image pointers (iImage instances) are removed after registering
a texture wrapper (iTextureWrapper->Register() will release it's
link and iTextureManager->FreeImages() will then release the link
in the renderer).
- Added iTextureWrapper->SetKeepImage() and KeepImage() to control
this new behaviour. If you call SetKeepImage(true) then the
texture wrapper will keep a pointer to the image when Register()
is called.
- Added <keepimage> option for textures so that you can indicate
in a map file that you want to keep the image.
66 lines of code changed in:
Fixed csVfsCacheManager so it no longer tries to use 'scope' if
that is NULL. This has an effect on 'precalc_info' which will now
be placed in that file instead of in '(null)'.
10 lines of code changed in:
Added Perl v5 Scripting Plugin and Test Application
Furthermore:
Changed private member csTimer::pause to csTimer::pausetime to fix case-insensitive conflict with iTimer::Pause()
Perl headers define macros that conflict with names of some things in CS, so added #undef's to ivaria/cs.i
Added a template internal-project sub-makefile
2811 lines of code changed in:
- added a line about the online FAQ in the Wiki
3 lines of code changed in:
- octree and lm_precalc_info now use cache id ~0 as well
- iCacheManager docs mention the possibility of using ~0 as ID
3 lines of code changed in:
Made one of the genmeshes bigger to demonstrate casting shadows.
6 lines of code changed in:
'genmesh' objects now also cast shadows (they don't receive
shadows yet). Generalized the shadow casting system in the engine
so that this is actually possible.
65 lines of code changed in:
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