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scripting
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Minor JavaScript updates
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2005-03-28 22:13:47 +00:00 |
Camera.cpp
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Fairly major XML/entprop changes; some more minor stuff that fell out as a consequence.
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2004-10-07 19:23:35 +00:00 |
Camera.h
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mouse_x/y => g_mouse_x/y
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2005-01-23 17:35:36 +00:00 |
Color.h
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Added necessary #includes
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2004-07-08 14:44:04 +00:00 |
Frustum.cpp
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Partial support for new actor format. Partialer support for missing actors without crashing.
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2005-03-18 22:30:23 +00:00 |
Frustum.h
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Either moved from terrain directory, or an inital revision, depending on the file. Whole bunch of changes related to props and animation.
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2004-05-29 20:56:24 +00:00 |
GameView.cpp
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all functions called via delay-load mechanism now return int (allows closures that can interrupt themselves when time is up)
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2005-05-03 21:36:57 +00:00 |
GameView.h
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all functions called via delay-load mechanism now return int (allows closures that can interrupt themselves when time is up)
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2005-05-03 21:36:57 +00:00 |
HFTracer.cpp
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fix warning
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2004-07-31 19:46:14 +00:00 |
HFTracer.h
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add ps/Errors.h and/or lib/types.h headers (shouldn't rely on precompiled.h to pull those in).
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2005-01-07 00:47:44 +00:00 |
LightEnv.h
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Alterations to ScEd, so that it almost works (except for saving/loading maps). Change the bottom of premake.lua if you want to build it.
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2004-12-27 23:27:26 +00:00 |
MapIO.h
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Made ScEd output entities into an XML file.
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2005-01-12 14:31:47 +00:00 |
MapReader.cpp
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made UnpackMap interruptible (since it takes up to 1900 ms).
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2005-05-04 23:12:46 +00:00 |
MapReader.h
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made UnpackMap interruptible (since it takes up to 1900 ms).
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2005-05-04 23:12:46 +00:00 |
MapWriter.cpp
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Entities: Removed Tag attribute; it is taken from the filename instead. Made entity XML files be loaded on demand. Probably stopped crash when maps contain non-existent entities. Fixed a few bugs in entity definitions.
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2005-03-29 20:50:04 +00:00 |
MapWriter.h
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Entities: Removed Tag attribute; it is taken from the filename instead. Made entity XML files be loaded on demand. Probably stopped crash when maps contain non-existent entities. Fixed a few bugs in entity definitions.
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2005-03-29 20:50:04 +00:00 |
Material.cpp
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Fixed prop player-colouring. Allowed per-object colours. (Coming soon: data to demonstrate it.)
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2005-04-07 04:29:07 +00:00 |
Material.h
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Fixed prop player-colouring. Allowed per-object colours. (Coming soon: data to demonstrate it.)
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2005-04-07 04:29:07 +00:00 |
MaterialManager.cpp
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Fixed prop player-colouring. Allowed per-object colours. (Coming soon: data to demonstrate it.)
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2005-04-07 04:29:07 +00:00 |
MaterialManager.h
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Minor fixes for Linux/GCC
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2004-09-26 21:21:34 +00:00 |
MeshManager.cpp
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Corrected ICC errors and some warnings. Removed some unnecessarily verbose logging. Did minor things.
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2005-01-13 00:17:31 +00:00 |
MeshManager.h
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Resource leak fixes
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2004-12-16 12:01:47 +00:00 |
MiniPatch.cpp
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Linux/GCC/glibc Compat
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2004-12-18 23:30:28 +00:00 |
MiniPatch.h
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less dependencies on res/res.h in headers (a bad thing) => less recompiles when I change vfs.h :)
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2004-12-07 02:04:38 +00:00 |
Model.cpp
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Put the extra animation event in the struct def, also adding Jan's VFS script wrapper.
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2005-05-03 04:27:07 +00:00 |
Model.h
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Put the extra animation event in the struct def, also adding Jan's VFS script wrapper.
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2005-05-03 04:27:07 +00:00 |
ModelDef.cpp
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Stopped ScEd crashing when loading maps. Avoided crashes from invalid animations. Moved game-specific code out of XMLWriter.
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2005-02-11 12:57:19 +00:00 |
ModelDef.h
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Attempted to minimise dependencies between header files (to make compilation minorly faster)
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2004-12-12 19:43:55 +00:00 |
ObjectBase.cpp
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More efficient actor-loading. Less fatal response to errors.
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2005-05-04 21:12:57 +00:00 |
ObjectBase.h
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Put the extra animation event in the struct def, also adding Jan's VFS script wrapper.
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2005-05-03 04:27:07 +00:00 |
ObjectEntry.cpp
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More efficient actor-loading. Less fatal response to errors.
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2005-05-04 21:12:57 +00:00 |
ObjectEntry.h
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Gathering and unit training (engine-side); also other minor improvements
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2005-04-15 04:23:33 +00:00 |
ObjectManager.cpp
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all functions called via delay-load mechanism now return int (allows closures that can interrupt themselves when time is up)
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2005-05-03 21:36:57 +00:00 |
ObjectManager.h
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all functions called via delay-load mechanism now return int (allows closures that can interrupt themselves when time is up)
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2005-05-03 21:36:57 +00:00 |
Particle.cpp
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added precompiled.h everywhere
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2004-06-03 18:38:14 +00:00 |
Particle.h
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newline stomper and fixed warnings
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2004-06-11 02:14:18 +00:00 |
ParticleEmitter.cpp
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gcc warning fixes
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2004-07-11 12:49:44 +00:00 |
ParticleEmitter.h
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Either moved from terrain directory, or an inital revision, depending on the file. Whole bunch of changes related to props and animation.
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2004-05-29 20:56:24 +00:00 |
Patch.cpp
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Optimised game-loading, by not reading terrain textures or calculating bounding boxes when not necessary; maps load about twenty seconds faster (at least in Debug mode). Also fixed possible minor bug (FLT_MIN vs -FLT_MAX) and other trivial things.
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2005-02-09 23:19:48 +00:00 |
Patch.h
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ran newline stomper; no real changes
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2004-06-08 12:10:51 +00:00 |
RenderableObject.h
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Optimised game-loading, by not reading terrain textures or calculating bounding boxes when not necessary; maps load about twenty seconds faster (at least in Debug mode). Also fixed possible minor bug (FLT_MIN vs -FLT_MAX) and other trivial things.
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2005-02-09 23:19:48 +00:00 |
SkeletonAnim.h
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Put the extra animation event in the struct def, also adding Jan's VFS script wrapper.
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2005-05-03 04:27:07 +00:00 |
SkeletonAnimDef.cpp
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CFilePacker now takes version+magic string in the ctor (allows writing data in one go, so vfs_store can be used).
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2004-12-15 14:26:21 +00:00 |
SkeletonAnimDef.h
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Removed unnecessary #includes
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2004-07-08 14:43:16 +00:00 |
SkeletonAnimManager.cpp
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A few log categories
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2004-08-15 20:57:31 +00:00 |
SkeletonAnimManager.h
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Minor changes for linux
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2004-06-02 15:03:17 +00:00 |
Sprite.cpp
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fix headers: ogl_tex.h is user-level texture stuff, tex.h is only the texture loader.
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2004-09-19 11:57:51 +00:00 |
Sprite.h
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newline stomper and fixed warnings
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2004-06-11 02:14:18 +00:00 |
Terrain.cpp
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Optimised game-loading, by not reading terrain textures or calculating bounding boxes when not necessary; maps load about twenty seconds faster (at least in Debug mode). Also fixed possible minor bug (FLT_MIN vs -FLT_MAX) and other trivial things.
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2005-02-09 23:19:48 +00:00 |
Terrain.h
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Fairly major XML/entprop changes; some more minor stuff that fell out as a consequence.
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2004-10-07 19:23:35 +00:00 |
Texture.h
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less dependencies on res/res.h in headers (a bad thing) => less recompiles when I change vfs.h :)
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2004-12-07 02:04:38 +00:00 |
TextureEntry.cpp
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Resource leak fixes
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2004-12-16 12:01:47 +00:00 |
TextureEntry.h
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Optimised game-loading, by not reading terrain textures or calculating bounding boxes when not necessary; maps load about twenty seconds faster (at least in Debug mode). Also fixed possible minor bug (FLT_MIN vs -FLT_MAX) and other trivial things.
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2005-02-09 23:19:48 +00:00 |
TextureManager.cpp
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all functions called via delay-load mechanism now return int (allows closures that can interrupt themselves when time is up)
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2005-05-03 21:36:57 +00:00 |
TextureManager.h
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all functions called via delay-load mechanism now return int (allows closures that can interrupt themselves when time is up)
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2005-05-03 21:36:57 +00:00 |
Unit.cpp
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Attempted to minimise dependencies between header files (to make compilation minorly faster)
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2004-12-12 19:43:55 +00:00 |
Unit.h
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ScEd: Added unit deletion. Made zoom less frustrating. Let >2 players work.
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2005-04-03 05:02:00 +00:00 |
UnitManager.cpp
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Hacked up ScEd a bit, to disable its actor editor and to let users place entities (rather than actors) on the map.
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2005-03-22 23:31:30 +00:00 |
UnitManager.h
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On-demand loading of actors (sort of)
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2005-03-19 11:55:27 +00:00 |