- replace all hardcoded strrchr functions (used to get extension / file
name only) with path helper functions (found a few bugs in the process)
- split VFS-independent path helper functions into lib/path_util (allows
including by other files without pulling in entire VFS)
- renamed pp_* functions path_package_*
- split remaining path helper functions into lib/res/file/path
- vfs: split should-reload logic out of vfs_reload_changed_files
- lib: add comments to rand/xrand
This was SVN commit r3796.
# Removed more ancient unused code
# Partial VC2005 compatibility for Atlas editor / AoE3Ed
# Terrain overlay rendering system; used to implemented Atlas brush
display
# Renamed 'right' to 'left'
This was SVN commit r3771.
-Added functionality for "casting" and creating net messages (without
JS)
-Rank textures-specified in XML
-Formations-currently don't attack correctly (i.e. travel like mobs) and
don't switch to their movement formations when tasked to go somewhere
(the pathfinder doesn't give any heads up about destination reached, so
there's no way to change back to the original). Also, base switching is
untested so no garuntees for next and prior formation things.
This was SVN commit r3710.
and a fix for the auto-build: #define enums from EXT_framebuffer_object
* clip shadow bounds to frustum
* add CBrush, a class representing a convex object
This was SVN commit r3695.
* noframebufferobject configuration in system.cfg can be used to
disable EXT_fbo (in case drivers are flaky etc.)
* shadow texture size now honours the OpenGL maximum texture size as
reported
by the implementation
This was SVN commit r3693.
This is a huge patch, including:
* add a LitRenderModifier abstract base class for RenderModifiers with
shadow+light
* add LitRenderModifiers for all types of models
* add STREAM_TEXGENTOUV1 to request generation of shadow map texcoords
for models
* create facilities to pass the texture matrix from the
RenderModifier (fragment stage) to the ModelRenderer (vertex stage)
* split ambient and diffuse terms of lighting until further down in the
pipeline; this is necessary since shadowed regions receive only
ambient light
* small improvement in how RenderPathVertexShader scales to a greater
number of vertex shaders
This was SVN commit r3690.
Map XML: Store camera position. Stopped using DTDs (because they make it
too hard to change the XML structure without breaking all the old XML
files).
Game.h: Include fewer files, to make compilation sometimes faster.
World: Changed some things to not be singletons, since they were
(ab)used as CWorld members.
This was SVN commit r3670.
* add CLightEnv::m_TerrainShadowTransparency
* shadows will let a fraction of diffuse light through
* added JS LightEnv objects, so the lighting environment can be changed
from the console
* new element TerrainShadowTransparency supported in the scenario .xml
format,
changed cantabrian_generated with an example
This was SVN commit r3513.
- explicitly enable blending in the ProfileViewer (fixes display bug)
- adjust luminance map based shadows to look roughly the same as depth
texture
shadows (minus self-shadows, obviously)
- default depth texture path will not touch TexParameters any longer
This was SVN commit r3511.
- explicitly split ambient and diffuse
- add renderer.shadowZBias to bias depths in the depth texture
and avoid flickering artifacts caused by Z fighting
- cantabrian_generated uses new light values so that shadows aren't
pitch
black
This was SVN commit r3508.
self-shadowing and shadows on models in general.
Usage of depth textures can be toggled using
?renderer.useDepthTexture = true/false in the JavaScript console.
This was SVN commit r3495.
calculations) internally. Use ?gameView.lockCullCamera = true in the
console
to move around while the CullCamera stays in place
- add CCamera::Render to visualize a camera's frustum
- use ?renderer.debugFrustum = true in the console to visualize the
frustum
of the CullCamera
This was SVN commit r3405.
- debug_warn_err now takes LibError
- lib_error.cpp: revise error code -> string (only support liberror
now); add function to set errno from LibError
- unifont, CFont: parameter made a simple wchar_t from const wchar_t&
- mmap now sets errno
- Loader and VfsUtil function now return LibError as well
- Profile.cpp, ProfileViewer.cpp: fix int/uint/size_t warnings
- Renderer.cpp: fix cannot-generate-assignment-operator warning
This was SVN commit r3235.
Interact: Answered comment. Fixed calculation of map edge.
Renderer: Fixed unloading of water textures. Removed some redundant
state-setting in water renderer. Avoided potential problems with
floating point accuracy.
This was SVN commit r3182.
data model.
Profile.cpp implements AbstractProfileTable so the original
functionality
of the profiling display remains.
CRenderer also contains an AbstractProfileTable implementation that
displays
the rendering stats. Switch through different profile views using F11.
This was SVN commit r3154.
cursor: fix definition of ALLOW_SYS_CURSOR and use DDS instead of PNG
ogl_tex: add ogl_tex_transform_to for convenience
tex: fix issue with transform code (might not flip image if it was DDS)
win: decompress cursor texture if it was DDS
renderer: use DDS instead of PNG for alpha maps
This was SVN commit r3148.
frame for LOD (in the long run, try splitting them into dynamic and
non-dynamic parts).
Also, using TIMER_ACCRUE in an inner loop isn't such a good idea ;)
This was SVN commit r3104.
minimap, PatchRData, renderer: fix ELOSState comparison vs & and use
SAFE_DELETE
ia32: add rounding control constants (for FISTP)
premake: set /QIfist compiler setting which causes float->int casts to
go through FISTP instruction instead of _ftol2() (much faster, but
requires CPU state to have been set)
LOSManager.cpp: cache m_TilesPerSize; use MIN/MAX; use
CTerrain::CalcFromPosition; clean up GetUnitState a bit. now runs at
203ns, down from 222
This was SVN commit r3099.