Greek basket texture
# New Greek vases
# housekeeping
documentation fix: trailing / in directory names is mandatory
# Atlas: Sky texture selection; save with maps
Atlas code tidying: Slightly nicer syntax for defining command handlers,
and some explanation of how it works
Automated build.
This was SVN commit r4008.
# Attempted to make compilation faster
by including as little as possible in some .h files, and moving it into
.cpp.
Fixed BaseTechCollection memory leak.
This was SVN commit r3992.
* now splits everything up into independent static libraries.
* fixed a great deal of incorrect #include statements. all headers must
now be specified with their full path relative to source. exception: if
file being included and including file are in the same directory, no
path needed.
use <> when relying on the build system's include path (e.g. for system
headers and external libraries, e.g. boost), otherwise "".
* temporarily renamed maths/Vector2D to Vector2D_Maths to avoid
conflict. these should be merged.
* hacked around VC linker stupidness when building static libs; texture
codecs must now be registered manually.
This was SVN commit r3931.
- Underwater tiles will be tested against the frustum with a bounding
box including the water surface, so the water gets drawn even if the
terrain is off-screen.
- Transparent objects (e.g. trees) should now interact with water
properly. I did this by rendering them twice, first before the water, so
it overlaps the underwater pieces, then after, so the above-water pieces
overlap the water (the water now writes Z as well as colour to allow
this). Before, only the first pass was done, so the tops of trees were
covered by water. There might be more efficient ways of doing this - the
best could be for the transparent objects to be drawn with a shader that
always either discards a pixel or writes alpha of 1.0 instead of using
2-pass depth write then colour write.
This was SVN commit r3904.
^ actually that was last revision, but forgot this there :P
housekeeping/cleanup of smaller issues I noticed while working:
lib: add NO_COPY_CTOR macro
lib_errors: fix descriptions, rename
INFO_ALREADY_PRESENT->INFO_ALREADY_EXISTS
* refactor "is valid VFS dir" to VFS_PATH_IS_DIR macro
* remove some scaffolding
* update docs
* scour all VFS APIs, make sure they receive valid VFS dir paths
second try for Trac notification:
closes#79closes#80
This was SVN commit r3876.
- 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.