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3419 Commits

Author SHA1 Message Date
1a8cb85e08 Some water-related bug fixes:
- 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.
2006-05-29 00:49:09 +00:00
7ac2fc94a9 Updates to the water shaders and a fix to stamina bar display on ships.
This was SVN commit r3903.
2006-05-28 22:00:01 +00:00
67ede785d5 Updates to water and a fix for a rendering bug with bar textures
This was SVN commit r3902.
2006-05-28 21:58:56 +00:00
b6055f891b This was SVN commit r3901. 2006-05-28 10:34:50 +00:00
f8de293512 Water manager will now load uncompressed TGA's rather than DDS'es.
This was SVN commit r3900.
2006-05-28 09:55:44 +00:00
36533151d6 Small water tweaks, and TGA (lossless) versions of the water textures.
This was SVN commit r3899.
2006-05-28 09:52:34 +00:00
106f59c5c7 # Added fancy water.
This was SVN commit r3897.
2006-05-28 02:13:32 +00:00
27c38e2fc8 Full fancy water shaders.
This was SVN commit r3896.
2006-05-28 02:10:23 +00:00
0b4ab29dc2 This was SVN commit r3895. 2006-05-26 21:40:30 +00:00
f0615df318 # Initial work on fancy water.
Also, horizon height (skybox vertical offset) can now be set from the
console with renderer.horizonHeight.

This was SVN commit r3893.
2006-05-25 05:46:17 +00:00
965b4c9f92 Some water shaders, with per-pixel fresnel and lighting but no reflection and refraction yet.
This was SVN commit r3892.
2006-05-25 05:43:32 +00:00
e02d42b746 # Loading screen now uses dynamic textures for random backgrounds.
Thanks, Philip. (y)

This was SVN commit r3891.
2006-05-25 03:05:06 +00:00
9ecd5e8a25 # Horses now walk as well as galloping
Fixed other actor speed issues, upgraded appropriate Greek actors to do
citizen soldier functions

This was SVN commit r3890.
2006-05-23 08:51:26 +00:00
a3b9d7d946 Fixed path of terrains.xml - was ".../types/grass//terrains.xml", which caused it to not be found, which caused terrain textures without their own .xml to be ignored.
Removed GetRandomTexture, since it's never used.

This was SVN commit r3888.
2006-05-21 23:22:55 +00:00
e2ce59292d # bugfix in archive generator: avoid assert triggered for uncachable files
problem was FILE_CACHED_AT_HIGHER_LEVEL flag preventing a buffer from
being added to cache, which was causing trace_entry_causes_io to leak a
buffer it allocated. documented the entire problem thoroughly.

wdbg_sym: no longer complain if stack trace generation just ended up
returning a warning

This was SVN commit r3886.
2006-05-21 01:16:38 +00:00
6cf040b325 Made the water normalmaps bluer (so the blue component represents "outwards") and also increased the number of water frames to 60.
This was SVN commit r3885.
2006-05-20 20:05:19 +00:00
4978c2f4d3 # Created some animated water normalmaps.
Also copied the existing colour maps to textures/animated/water. Stuart
and I decided this is a better place for them then terrain
textures/terrain/types/water.

This was SVN commit r3884.
2006-05-19 18:54:13 +00:00
0444cee877 This was SVN commit r3883. 2006-05-18 07:16:15 +00:00
56b592e1b4 This was SVN commit r3882. 2006-05-18 07:15:45 +00:00
ff95075dd2 #Committed a super-secret new map to create uber-cool screenshots.
This was SVN commit r3881.
2006-05-18 06:49:48 +00:00
e557d99eb3 One test with larger (512x512) dxt1 texture
This was SVN commit r3880.
2006-05-18 06:47:45 +00:00
Dnas
376e6815a0 # Updated Spartan helmet textures
This was SVN commit r3878.
2006-05-18 00:00:03 +00:00
2610dbdec6 undo inadvertent commit of timing scaffolding
This was SVN commit r3877.
2006-05-17 16:51:12 +00:00
2db8963039 # big VFS update: laid groundwork for running as non-admin; move XMB files into separate directory tree
^ 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 #79
closes #80

This was SVN commit r3876.
2006-05-17 16:47:49 +00:00
e6be7e36d2 FILE_WRITE_TO_MOD is now FILE_WRITE_TO_TARGET
ERR_(FILE|PATH)_NOT_FOUND -> ERR_TNODE_NOT_FOUND, ERR_NOT_(FILE|DIR) ->
ERR_TNODE_WRONG TYPE
path_util:
- path_append: bugfix (no more extraneous /); add support for appending
slash
- path_replace: bugfix (no more warnings for expected error)
- add path_last_component, path_foreach_component
- move some defs to the header that belong there from vfs.h/path.h

file: add dir_create; move PosixFile definition here and provide
accessor for fileio
vfs: no longer automatically append slash; instead, make sure caller
does
vfs_mount:
- mount_realpath: bugfix (strip trailing /), interface improvement
- document write_target; clarify MULTIPLE_MOUNTINGS; add support for
creating real dirs
vfs_tree:
- refactor TDir::add into find, add, find_and_add
- fix TDir and TNode for dir-ends-with-slash requirement
- split up lookup into lookup_cb and path_foreach_component
- add support for inserting dirs with given mount point: tree_add_path
(needed when mounting)

wposix: get rid of weird PATH_MAX = 260 (Win32 weirdness)


TextureManager: remove no longer needed SupportedTextureFormats
GameSetup, Xeromyces: setup XMB location to data/cache/mods/official/xmb
Util: HardcodedErrorString now uses error_description_r
VFSUtil, i18n: fixes for dir slash issue

Closes #79, #80

This was SVN commit r3874.
2006-05-17 14:48:18 +00:00
58bed083ba Sky texture format changes, and deletion of the bottom side which is now unneeded
This was SVN commit r3873.
2006-05-17 09:52:57 +00:00
da3834abd2 Corrected spelling of twilight.
This was SVN commit r3872.
2006-05-17 04:01:38 +00:00
18eb72a25a Added Perlin noise class, which will be useful for water.
This was SVN commit r3871.
2006-05-17 03:53:54 +00:00
4879b98fc7 # Sky set can now be changed through the console.
This was SVN commit r3869.
2006-05-17 02:24:17 +00:00
3cb34fb311 Removed the "day1" skyset since it was the same as Jason's "default".
This was SVN commit r3868.
2006-05-17 02:22:54 +00:00
8b5834aba7 # 10 new skyboxes
This was SVN commit r3867.
2006-05-16 09:02:25 +00:00
6bf7f2c4eb Jason's skybox as well as entity changes for the new heal, trample and repair actions and fixes for the per-player templates.
This was SVN commit r3866.
2006-05-16 04:43:11 +00:00
275a73851c # Added sky box as well as repair, heal and trample actions.
Closes #31, #32, #37. Refs  #46.

This was SVN commit r3865.
2006-05-16 04:41:37 +00:00
4af9cd2dce Entity script changes for per-player templates and an extra sanity check on prepareorder for build.
This was SVN commit r3864.
2006-05-13 22:12:57 +00:00
1e3f5f5d3e # Added some groundwork for technologies and fixed some small bugs.
- Entity templates are now per-player, along with an unowned
"unmodified" version of each template that should be used to find the
original values of the stats. This can be accessed in the scripts as
<template>.unmodified.

- Fixed a pathfinder crash when the last path from the engine had 0
elements (just ignoring this for now).

- Units should no longer become purple when they upgrade in rank.

Refs #3.

This was SVN commit r3863.
2006-05-13 22:11:46 +00:00
kevmo
68644fb42b # Updated pathfinding to improve speed and ignore allied unit collisions
- Pulled out the A* implementation to a separate class to support reuse
of code for the high level pathfinder
- Cached the the open/closed status of nodes to improve speed
- Added a maximum node limit before the search is cut off
(DEFAULT_SEARCH_LIMIT in AStarEngine.cpp for now)
- Allied unit collisions are now ignored

This was SVN commit r3861.
2006-05-13 18:50:58 +00:00
03f21c772f Made the gather animation start slightly faster after a unit starts gathering, though it's still not perfect.
This was SVN commit r3860.
2006-05-13 06:21:06 +00:00
0af22ec50f # Fixed a bug which was causing the gather action to not actually gather resources.
This was SVN commit r3859.
2006-05-13 05:54:01 +00:00
dcbd118356 # Winter items
This was SVN commit r3858.
2006-05-13 04:56:03 +00:00
7d39e03831 Correcting the drunken units walking over uneven terrain
This was SVN commit r3857.
2006-05-13 04:57:40 +00:00
06d6528bee # Updated celt actors to grant the ability to collect resources
This was SVN commit r3856.
2006-05-13 04:50:38 +00:00
90f5dbed15 # Updated Spartan units
This was SVN commit r3855.
2006-05-13 04:41:50 +00:00
404c4221df XML and script fixes for running and pass-through-allies attribute.
This was SVN commit r3854.
2006-05-13 04:08:41 +00:00
f40b90570c # Fixed a bug with the run action.
Also added a pass-through-allies attribute in CEntity as
m_passThroughAllies (actions.move.pass_through_allies).

This was SVN commit r3853.
2006-05-13 04:07:42 +00:00
08ec780f17 Enable main menu music.
This was SVN commit r3852.
2006-05-05 17:01:02 +00:00
a35ee9894d # add strict VSrc validation in OpenAL interface to track down bug
- required adding C99 insnan() implementation, along with fpclassify

This was SVN commit r3850.
2006-05-05 05:54:00 +00:00
6a4816a512 # avoid complaining if console history file doesn't exist
This was SVN commit r3848.
2006-05-04 15:27:06 +00:00
086418993d Undid config change
This was SVN commit r3847.
2006-05-04 14:45:44 +00:00
6df8229a3a Script changes for the updated construction system.
This was SVN commit r3846.
2006-05-04 07:41:06 +00:00
2a2d115f4d # Updates to construction: Added a start construction net message and made the selected units start working on a newly placed building after you place it.
This was SVN commit r3845.
2006-05-04 07:40:31 +00:00