Module CS/data/flarge/

back to main page

Summary Period: 2001-03-05 to 2003-06-16

Modules

[root]/CS/data/flarge

Lines Of Code


Total Lines Of Code: 23320 (2003-07-11 20:29)

Authors

Author Changes Lines of code Lines per change
Totals 96 (100.0%) 36096 (100.0%) 376.0
jorrit 65 (67.7%) 27257 (75.5%) 419.3
sunshine 1 (1.0%) 8403 (23.3%) 8403.0
res2002 10 (10.4%) 175 (0.5%) 17.5
vengeance2001 7 (7.3%) 174 (0.5%) 24.8
wouter 5 (5.2%) 44 (0.1%) 8.8
miklby 3 (3.1%) 35 (0.1%) 11.6
matzebraun 1 (1.0%) 4 (0.0%) 4.0
uid30344 1 (1.0%) 2 (0.0%) 2.0
philwyett 2 (2.1%) 1 (0.0%) 0.5
micahjd 1 (1.0%) 1 (0.0%) 1.0

Most Recent Commits

jorrit 2003-06-16 09:09

Forgot to commit.

0 lines of code changed in:

res2002 2003-05-15 20:31

- changed the GL renderer to flip procedural textures vertically,
so that up/down have the same coordinates as normal textures
(previously, the texture coordinated had to be flipped manually.)
- fixed the flarge for above change.
- removed the MNG from flarge due to warnings caused on most
systems.
- changed the software renderer to not flip procedural textures
any more.

3 lines of code changed in:

res2002 2003-05-13 20:39

- made the following changes:
- To the map loader:
- Procedural textures and normal textures are parsed from
the same tag, <texture>.
- Both kinds of textures are loaded in the same manner,
through plugin interfaces ('normal' images are handled by
a loader built into csloader.)
- A 'texture loading context' is passed to a loader,
containing some info such as the image specified in <file>
and texture flags.
- Built a checkerboard texture loader into csloader (this
one is used in case a texture couldn't be loaded
otherwise.)
- Animated images are detected and the ptanimimg plugin is
tried for loading.
- Changed the ClassIDs of the standard PT & animation texture
plugins.
- Fixed the JNG/MNG plugin to better recognize animated real-world
MNGs.
- Augmented csCreateXORPatternImage() to accept an optional color.
- Changed flarge according to the loader changes and added a
yellow checkerboard texture.
- Updated the API mod docs.

27 lines of code changed in:

res2002 2003-05-13 02:32

- made the following changes:
- fixed the stupid mistake of having swapped two operands in a
difference in the animated proctex plugin
- improved error handling in the animated proctex plugin
- added iAnimatedImage::IsAnimated()
- updated the JNG plugin to properly handle animated MNGs
- removed the "circular ref" comments from flarge as there aren't
leaks any more
- added a spinning cube animation to stdtex.zip and used it in
flarge (on the street).

36 lines of code changed in:

res2002 2003-05-08 16:21

- made the following changes related to proctexes:
- PT loader plugins are now expected to return a texture wrapper,
not material wrapper.
- adjusted stdpt plugin to this behaviour.
- the callback for procedural textures now keeps a reference to
the PT.
- like normal textures, proctexes now don't create a material of the
same name at load time.
- adjusted flarge to specify materials for the PTs.

12 lines of code changed in:

res2002 2003-05-07 18:25

- changed the proctex loader to support plugins. Specifying a
proctex the 'old' style will result in a notification.
- wrote a plugin wrapping the four built-in proctexes.
- also moved the <plugins> block in flarge since they are needed
before the textures now.

21 lines of code changed in:

micahjd 2003-04-20 09:14

Updated the .cvsignore files to include flarge's cache and the completed binaries without a special extension.

1 lines of code changed in:

jorrit 2003-04-15 17:48

- Additionally implemented <mesh> inside <polymesh>.
<polymesh>
<mesh>
<v x="-1" y="-1" z="-1" />
<v x="1" y="-1" z="-1" />
<v x="0" y="4" z="-1" />
<t v1="0" v2="1" v3="2" />
</mesh>
<colldet />
</polymesh>

11 lines of code changed in:

jorrit 2003-04-15 17:24

- It is now possible to specify alternative polygon meshes for
objects in the map file. Here is an example:
<polymesh>
<box>
<min x="-1" y="-1" z="-1" />
<max x="1" y="4" z="1" />
</box>
<colldet />
</polymesh>
Add this inside a 'meshfact' or 'meshobj'. It will make a box
mesh for the object at the given object-space coordinates.
The mesh will be used for collision detection. If you want to use
this mesh for visibility occlusion you can use the <viscull />
keyword instead (or both). Check out data/flarge/world for an
example.

7 lines of code changed in:

jorrit 2003-04-11 10:36

- Removed iThingFactoryState->MergeTemplate() and ReplaceMaterials().
These don't work correctly and are no longer needed.
- Removed broken support for material sets ('materialselect' and
'matset' keywords).
- Added new 'replacematerial' keyword which you can use in a thing
instance to replace the material used in the factory with another one.
Using this feature you can still reuse a factory even if the
materials are different. Note that the materials MUST have the
same size! i.e. if the factory uses a 64x64 material then you can
only replace it with another 64x64 material.
Currently unimplemented!!!
- Fixed a bug with collision detection and HardTransform of a thing
mesh object. This is a new bug introduced with my changes yesterday
and it was visible in the partsys level (when traversing a portal).

1 lines of code changed in:

jorrit 2003-04-10 14:34

Thing changes:
- Removed obsolete csThingBBox bounding box in csThing.
- Split bezier curves in seperate mesh object plugin (bezier
plugin).
- Greatly cleaned up the csThingStatic stuff and moved all static
stuff to that.
- Updated API modification document.
- Also updated various other parts in the documentation for these
changes.
- Fixed map2cs to export curves using the new bezier plugin.
- Changed the way thing factories and objects work. A thing factory
and a mesh object no longer are the same object. So first you
have to make a factory and then the object. This also allows
sharing of factories between objects.
- As a consequence of all these changes the lightmap format has
changed again.
- Doing a HardTransform() on a thing mesh object will automatically
cause the factory of that thing to be cloned so that other
things sharing that factory will not be transformed.
Doing a HardTransform() on a thing factory will have an
effect on all instances created from that.
- Used csBlockAllocator<T> for a lot of polygon objects in the
thing mesh plugin. This speeds up loading/unloading and also
improves memory usage.
- Merged csPolyTexLightMap into csPolyTexture. This improved
both speed, memory usage, and source code readability.
- Thing now uses ClipBSphere() instead of ClipBBox(). This is
faster.

6 lines of code changed in:

matzebraun 2003-04-08 20:22

added the Jamfiles

4 lines of code changed in:

jorrit 2003-04-08 09:09

Fixed two bugs in dynamic ambient for things:
- Overflow wasn't checked so if you used a value that was too
high it would wrap instead of clamp.
- Dynamic ambient is now multiplied with 128 instead of 255. This
brings the dynamic ambient color range in the same range as
the rest of CS with 1 meaning full bright and 2 meaning
double brightness.

2 lines of code changed in:

jorrit 2003-03-27 13:22

- Removed -splitpoly and -analyzep from levtool since those are not
useful.
- Added -planes option to levtool to convert a map file that uses
the plane addon so that the planes are integrated with the
polygon itself.

577 lines of code changed in:

jorrit 2003-03-26 10:21

Fixed flarge so that the door now uses zuse. This is now possible
due to the fix above.

1 lines of code changed in:

jorrit 2003-03-25 14:33

Forgot to commit.

9 lines of code changed in:

jorrit 2003-03-06 09:41

- Reworked the notion of curve templates. The iCurveTemplate has
been removed and it's functionality has moved to iCurve itself.
The notion of curve templates has always been a bit curious
as a curve template is just a list of nine vertex indices. So
it didn't make sense to seperate it. As a consequence of this
change the bezier addon loader has been removed. A curve like this
in the past:
<addon>
<plugin>crystalspace.mesh.loader.thing.bezier</plugin>
<params>
<name>b1</name>
<material>mosaic</material>
<v>0</v> <v>1</v> <v>2</v>
<v>3</v> <v>4</v> <v>5</v>
<v>6</v> <v>7</v> <v>8</v>
</params>
</addon>
<meshfact name="tunnel">
<plugin>crystalspace.mesh.loader.factory.thing</plugin>
<params>
<curvecenter x="0" y="0" z="0" />
<curvescale>80</curvescale>
<curvecontrol x="5" y="2" z="0" u="1" v="0" />
...
<curve name="bez">b1</curve>
</params>
</meshfact>
should now become:
<meshfact name="tunnel">
<plugin>crystalspace.mesh.loader.factory.thing</plugin>
<params>
<curvecenter x="0" y="0" z="0" />
<curvescale>80</curvescale>
<curvecontrol x="5" y="2" z="0" u="1" v="0" />
...
<curve name="b1">
<material>mosaic</material>
<v>0</v> <v>1</v> <v>2</v>
<v>3</v> <v>4</v> <v>5</v>
<v>6</v> <v>7</v> <v>8</v>
</curve>
</params>
</meshfact>

48 lines of code changed in:

jorrit 2003-02-13 22:09

When you specify the <localshadows/> tag with a genmesh object
it will no longer use the DeferUpdateLighting() system but instead
it will be lit using the same system that is used for things.
This means that lighting will be calculated during -relight
and cached just like with things. At this moment there is no
shadow information yet. So if a light touches a genmesh it will
be fully lit by that light. So the cache on disk basically involves
a list of all lights that affect the mesh and nothing more. In
future we will cast real shadows on genmeshes.
Using this system also ensures that the genmesh lighting will be
automatically updated when a light changes (pseudo-dynamic or
dynamic) even without having to call DeferUpdateLighting().

11 lines of code changed in:

jorrit 2003-02-11 10:47

- Fixed lightning command in walktest to also work if there is no
light called 'l1'.
- Fixed lightning sequence in flarge a bit.
- Added iSequenceManager->GetDeltaTime(). This time should be added
to GetMainTime() if you want to know the current main time when
NOT in an operation callback! If you are in an operation callback
then you should use the delta time that is given to you as a
parameter instead.
- The sequence manager now fires in the 'final' stage
(cscmdFinalProcess) instead of cscmdPostProcess. The engine
sequence manager now fires in the cscmdPostProcess stage instead
of cscmdPreProcess. This is to ensure that the following order
of execution is guaranteed for every frame:
1. Frame is rendered.
2. Engine sequence manager fires and performs remaining
timed operations.
3. Sequence manager fires and performs operations.
We REALLY need a better event priority system so that we don't
have to depend on those ugly 'pre', 'final', and 'post' things.

2 lines of code changed in:

philwyett 2003-02-10 03:42

- Philip Wyett moved the flicker-note texture into 'stdtex.zip', updated the
world accordingly and removed the texture from the 'data/flarge' directory.

1 lines of code changed in:

(74 more)


Generated by StatCvs v0.2-dev