terrain: fix unused a90 etc. warnings by commenting them out
renamed ERR_TEX_CODEC_CANNOT_HANDLE to INFO_.. (to prevent the kind of
mistake that philip just fixed)
This was SVN commit r3805.
tex: Reverted recent WARN_RETURN(ERR_TEX_CODEC_CANNOT_HANDLE) changes,
since (I think) it shouldn't warn about that being returned (because it
intentionally happens frequently).
XMLWriter: Trivial inconsequential optimisations (avoiding temporary
strings).
This was SVN commit r3801.
- 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.
*added CTerrain::getSlopeAngle[Face]() which returns the angle in
radians of the slope of the terrain. getSlopeAngleFace should be used
for entities because it takes into account which way the entity is
facing, which allows for negative angles.
*the max and min graphical rotation for the slope is under traits.pitch.
This is used so that you can have certain units such as infantry that
don't rotate very far go down steep slopes but not rotate too much.
*JS documentation in docs/JSReg.rtf -- I put in most of the relevant
global functions; still needs entity functions.
This was SVN commit r3794.
# 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.
- color: the sse codepath is now detected and activated from within
color.cpp, which avoids making ia32 dependent on the color header. it's
called from gamesetup!InitRenderer.
- move VFSUtil::EnumDirEnts to vfs.cpp!vfs_dir_enum - allows it to be
used from within lib/ without dependency on ps (annoying for other
projects)
This was SVN commit r3764.
Forced variant names to lowercase. Allowed empty prop model names to
remove inherited props. Removed a little code duplication.
Entity: Changed confusing (and probably incorrect) loop/STL logic, to
use slightly more confusing syntax instead.
This was SVN commit r3761.
* mapreader: increases progress bar update interval (was calling back
10x for 1%, which is an excessive slowdown)
* lib_errors: add ERR_MEM_OVERWRITTEN
* mmgr: replace debug_assert(0) with more specific errors
This was SVN commit r3737.
-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.
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 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.
archive: afile_read bugfix (wasn't returning byte count)
byte_order: add to_leXX, implement read_leXX in terms of that, add
write_leXX (and also big-endian versions)
compression: support 0 length buffers + minor fixes
file: no longer support passing fn_len (that didn't work anyway due to
DynHashTbl find(const char*) interface); add FILE_DONT_SET_FN
optimization that prevents cluttering name cache.
file_cache: add logic to verify load/free/load/free sequence; add
FILE_LONG_LIVED flag to specify exceptions (e.g. XMB files that don't
free their buffer immediately)
vfs_mount/vfs_tree: bugfix (was mixing up portable and VFS paths)
vfs_optimizer: small fixes; creating Zip files now works
vfs_tree: add PathName that stores pointer to path and name component
for efficiency + convenience
zip: bugfixes (wasn't endian safe; incorrect handling of cmethod; forgot
to initialize ZipArchive members)
config: add -buildarchive flag
Xeromyces.cpp, FileUnpacker.cpp: add FILE_LONG_LIVED
mapreader: bump time estimate for ReadXML
This was SVN commit r3446.
GameView- commented out test track in constructor, and commented out
hotkey interface
NUSpline-added bounds checking and corrections
Hotkey-added cinematic hotkey (doesn't work though (see above) )
This was SVN commit r3442.
- remove ScEd hacks and CFont et al macro rename
- fix accursed bug in VFS buffer management that was causing ReadFile to
fail without error (not allocating enough padding)
- vfs_tree: bugfix in tree_lookup
- waio: temporarily disable sector size determination (pending better
approach - need to determine if using DVD drive)
This was SVN commit r3421.
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.
Removed some apparently unnecessary #includes
Merged multiple M_PI definitions into maths/MathUtil.h
Add newline at end of file
This was SVN commit r3384.