Subversion Repository Public Repository

Divide-Framework

This repository has no backups
This repository's network speed is throttled to 100KB/sec

Entry Size Revision Updated
ActionInterface 968 Tue 07 Nov, 2017 17:32:31 +0000
Headers 993 Sun 10 Dec, 2017 20:07:57 +0000
PathFinding 996 Tue 12 Dec, 2017 17:16:54 +0000
Sensors 996 Tue 12 Dec, 2017 17:16:54 +0000
AIEntity.cpp 12.6K 996 Tue 12 Dec, 2017 17:16:54 +0000
AIManager.cpp 6.8K 968 Tue 07 Nov, 2017 17:32:31 +0000

Commits for Divide-Framework/trunk/Source Code/AI

Revision Author Commited Message
996 IonutCava picture IonutCava Tue 12 Dec, 2017 17:16:54 +0000

[Ionut]
- Update and improve SGN creation and destruction
- Fix cleanup issues
- Fix GPU object memory leaks
- Fix duplicate GUID values being generated
- Misc cleanups and optimizations

993 IonutCava picture IonutCava Sun 10 Dec, 2017 20:07:57 +0000

[Ionut]
- Finished initial port of the old scene graph system to the new ECS based system.
- Finished converting 2 components to the new ECS system: Transform and RigidBody
- Fixed the “Deploy” build error with the CEGUI OpenGL renderer.
- Compilation now needs C++14 support (it’s sufficiently wide-spread now)

992 IonutCava picture IonutCava Thu 07 Dec, 2017 18:01:51 +0000

[Ionut]
- Split PhysicsComponent into 2, ECS-based, components: TransformComponent and RigidBodyComponent
UNTESTED

969 IonutCava picture IonutCava Mon 13 Nov, 2017 00:15:57 +0000

[Ionut]
- Further improve DisplayWindow <-> Input relationship
- Add Flip-Y 2D camera (D3D style projection)
- Fix IMGUI rendering
- Add IMGUI sample and IMWINDOW sample rendering at the same time
- Improve IMWINDOW multi-window support
— Bug: nothing rendering in child platform windows
- Add draw command to move render context from one window to another

968 IonutCava picture IonutCava Tue 07 Nov, 2017 17:32:31 +0000

[Ionut]
- Consistent naming between timing variables

943 IonutCava picture IonutCava Tue 12 Sep, 2017 11:38:52 +0000

[IonutCava]
- Rework ThreadPool/Task system for clearer parent<->child relationship between tasks
— Disable Prio pool since it doesn’t work properly with the newest boost libraries
— Modify the C++11 threadpool to remove the boost dependency
- Reduce memory usage by allocating command buffers on use instead of on creation

933 IonutCava picture IonutCava Tue 15 Aug, 2017 00:02:05 +0000

[Ionut]
- CommandBuffer Part 2/3: code compiles and splash screen renders and application doesn’t crash (still has drawing issues)

932 IonutCava picture IonutCava Mon 14 Aug, 2017 16:17:59 +0000

[Ionut]
- Transition every GPU call to the new GFX::CommandBuffer system.
- Part 1/3: Infrastructure. Does not compile yet; (ToDo: part 2/3: transition commands to new infrastructure. part 3/3: debug and optimize)

Currently supported commands:
BEGIN_RENDER_PASS
END_RENDER_PASS
BEGIN_RENDER_SUB_PASS
END_RENDER_SUB_PASS
SET_VIEWPORT
SET_SCISSOR
BIND_PIPELINE
BIND_DESCRIPTOR_SETS
SEND_PUSH_CONSTANTS
DRAW_COMMANDS
DRAW_TEXT
DISPATCH_COMPUTE

929 IonutCava picture IonutCava Sat 12 Aug, 2017 17:34:44 +0000

[Ionut]
- More work on finishing up new PushConstant / Command buffer rendering system:
— Everything compiles and runs but with graphical and performance issues

923 IonutCava picture IonutCava Tue 01 Aug, 2017 22:23:24 +0000

[Ionut]
- Add (hack) new GL 4.6 KHR_NO_ERROR flag for non-GPU validated builds
- Disable GPU debug messages by default. Re-enabled only via a command line argument: “--enableGPUMessageGroups”.
- Cleanup GL texture and sampler binding
- Rework hash map insert and emplace
- Update SDL to 2.0.5