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Divide-Framework

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[language]
START_APPLICATION = Starting the application
WARN_APPLICATION_CLOSE = Application will now exit!
STOP_APPLICATION = Application shutdown successfull!
STOP_GUI = Shutting down graphical user interface ...
GUI_EDITOR_INIT = Creating the World Editor user interface ...
GUI_CONSOLE_CREATED = Console window created!
GUI_EDITOR_CREATED = WorldEditor window created!
ERROR_CONSOLE_LAYOUT_FILE = Could not load console from layout file [ %s ]!
ERROR_EDITOR_LAYOUT_FILE = Could not load editor from layout file [ %s ]!
ERROR_CONSOLE_DOUBLE_INIT = Tried to initialize the GUI Console twice!
ERROR_EDITOR_DOUBLE_INIT = Tried to initialize the GUI WorldEditor twice!
ERROR_GUI_DOUBLE_INIT = Tried to initialize the GUI twice!
ERROR_CEGUI_DESTROY = CEGUI system destruction threw an exception!
START_RENDER_INTERFACE = Initializing the rendering interface
CLOSING_RENDERER = Closing the renderer
START_D3D_API = Initializing Direct3D rendering API!
START_OGL_API_OK = OpenGL rendering system initialized!
AVAILABLE_VIDEO_MODES = Available display modes: %d
ERROR_GFX_DEVICE = GFXDevice returned [ %s ] 
ERROR_OPENGL_NOT_SUPPORTED = Your current hardware does not support the OpenGL 3.0 extension set!
ERROR_GFX_DEVICE_API = Invalid Render API selected!
ERROR_GFX_DEVICE_INVALID_FBO_CUBEMAP = [GFXDevice] trying to generate cubemap in invalid FBO type!
ERROR_GFX_DEVICE_INVALID_FBO_CUBEMAP = [CubeShadowMap] trying to generate cubemap in an invalid Depth Map type!
WARN_SWITCH_D3D = Try switching to D3D (version 10.x required) or upgrade hardware.
START_POST_FX = Initializing the post-processing interface
STOP_POST_FX = Closing post-processing interface!
START_SOUND_INTERFACE = Initializing the sound interface
ERROR_SDL_LOAD_SOUND = [SFXDevice] Can't load sound [ %s ] with SDL!
ERROR_SDL_CANT_PLAY = [SFXDevice] Can't play sound [ %s ] with SDL! Error: [ %s ]
START_PHYSICS_INTERFACE = Initializing the physics interface
START_PHYSX_API = Initializing the PhysX engine!
CONNECT_PVD_OK = Connection with the PhysX Visual Debugger returned [ %s ].
STOP_PHYSX_API = Stopping PhysX device!
ERROR_ACTOR_CAST = [PhysX] Tried to add unknown actor type to SceneGraph node [ %s ]!
ERROR_START_PHYSX_API = [PhysX] Error creating PhysX device!
ERROR_EXTENSION_PHYSX_API = [PhysX] PxInitExtensions failed!
ERROR_PHYSX_CREATE_PLANE = [PhysX] error creating plane!
ERROR_PHYSX_CREATE_PLANE_SHAPE = [PhysX] error creating shape for plane!
ERROR_PHYSX_CREATE_BOX = [PhysX] error creating box!
START_PHYSX_API_OK = PhysX engine initialized!
STOP_PHYSX_SCENE_INTERFACE = Shuting down PhysXSceneInterface
ERROR_PHYSX_CLOSE_INVALID_INTERFACE = PhysX: trying to close invalid scene interface!
ERROR_PHYSX_INTERFACE_SDK = [PhysX Scene Interface] SDK not initialized!
ERROR_PHYSX_INTERFACE_CPU_DISPATCH = [PhysX Scene Interface] PxDefaultCpuDispatcherCreate failed!
ERROR_PHYSX_INTERFACE_CREATE_SCENE = [PhysX Scene Interface] error creating scene!
STOP_PHYSICS_INTERFACE = Closing physics interface!
LOAD_DEFAULT_MATERIAL = Loading default material from XML
WARNING_NO_PREV_SCENE_RENDER_STATE = Tried to restore a previous scene render state, but none was found!
ERROR_SCENE_LOAD = There was an error loading scene [ %s ]
ERROR_SCENE_LOAD_NOT_CALLED = Scene::load() was not called by scene [ %s ]
ERROR_SCENE_LOAD_MODEL = [Scene] Error loading model [ %s ]
ERROR_SCENE_UNSUPPORTED_GEOM = [Scene] Error adding unsupported geometry to scene: [ %s ]
ERROR_SCENE_DELETE_NULL_NODE = [Scene] Trying to delete NULL scene node!
STOP_SCENE_MANAGER = Unloading scenes and shutting down the scene manager!
STOP_RESOURCE_CACHE = Emptying the resource cache ...
STOP_ENGINE_OK = Engine resources unloaded successfully!
STOP_HARDWARE = Closing hardware interface(GFX,SFX,PhysX, input,network) engine ...
INITIAL_DATA_LOADED = Initial data loaded ...
CREATE_AI_ENTITIES_START = Creating AI entities ...
CREATE_AI_ENTITIES_END = AI Entities created ...
START_RENDER_LOOP = Entering main rendering loop ...
STOP_KERNEL = Deleting Divide Kernel
CREATE_SKY_RES_OK = Generated sky cubemap and sun OK!
TREE_ADDED = Added tree [ %s ]
ERROR_ADD_TREE = Can't add tree: %s
TERRAIN_INFO = Terrain width: %d and height: %d
UNLOAD_VEGETATION_BEGIN = Destroying vegetation for terrain [ %s ] ...
UNLOAD_VEGETATION_END = ... destruction complete!
CREATE_GRASS_BEGIN = Generating Grass...[ %d ]
CREATE_GRASS_END = Generating Grass OK
ERROR_CREATE_TREE_NO_GEOM = [Vegetation] Insufficient base geometry for tree generation. Skipping!
CREATE_TREE_START = Generating Trees ... [ %d ]
CREATE_TREE_END = Generating Trees OK
WATER_CREATE_DETAILS_1 = Water plane height placement: [ %f ]
WATER_CREATE_DETAILS_2 = Water plane depth level: [ %f ]
LOAD_ANIMATIONS_END = Finished loading animations with [ %d ] bones
LOAD_ANIMATIONS_BEGIN = Extracting Animations ...
LOAD_MESH_TIME  = Model [ %s ] was imported in [ %5.2f ] seconds. Parsing started!
PARSE_MESH_TIME = Model [ %s ] was parsed in [ %5.2f ] seconds.
CREATE_ANIMATION_BEGIN = Creating Animation named: [ %s ]
CREATE_ANIMATION_END = Finished Creating Animation named: [ %s ]
ERROR_BONE_FIND = Did not find the bone node [ %s ]
ERROR_IMPORTER_FILE = DVDFile::load( %s ): %s
ERROR_DOUBLE_IMPORTER_INIT = DVDFile: init() was called twice!
ERROR_NO_INIT_IMPORTER_LOAD = DVDFile: load() was called before init()!
SUBMESH_NO_TANGENT = DVDConverter: SubMesh [ %s ] does not have tangent & biTangent data!
MATERIAL_NO_DIFFUSE = Material [ %s ] does not have a diffuse color
MATERIAL_NO_AMBIENT = Material [ %s ] does not have an ambient color
MATERIAL_NO_SPECULAR = Material [ %s ] does not have a specular color
REPLACE_SHADER = Replacing shader [ %s ] with shader  [ %s ]
REPLACE_MATERIAL = Replacing material [ %s ] with material  [ %s ]
DELETE_SCENEGRAPH = Deleting SceneGraph
SCENEGRAPH_TITLE = SceneGraph: 
REMOVE_SCENEGRAPH_NODE = Removing: %s (%s)
PRINT_SCENEGRAPH_NODE = %s (Resource: %s, Material: %s (Shader: %s , DepthShader: %s) )
INPUT_EFFECT_TEST_FAIL = InputInterface: The device can't play any effect of the test set
INPUT_DEVICE_EFFECT_SUPPORT = InputInterface: Selected device can play the following effects :
INPUT_NO_JOYSTICK_SELECTED = InputInterface: No Joystick selected.
INPUT_NO_PLAYABLE_EFFECTS = InputInterface: No playable effects.
INPUT_PRINT_EFFECT = InputInterface: * #%d : %s
INPUT_CREATE_OK = InputInterface: %s created.
INPUT_CREATE_START = InputInterface: Initializing input system.
INPUT_CREATE_BUFF_JOY = Created buffered joystick # %d '%s' (Id='%d')
INPUT_JOY_NUM_FF_AXES =  * Number of force feedback axes : %d
INPUT_JOY_SUPPORTED_EFFECTS =  * Supported effects :
ERROR_INPUT_CREATE_KB = Exception raised on keyboard creation: %s
ERROR_INPUT_CREATE_JOYSTICK = Exception raised on joystick creation: %s
ERROR_INPUT_CREATE_MOUSE = Exception raised on mouse creation: %s
WARN_INPUT_NO_FORCE_FEEDBACK = InputInterface: No Force Feedback device detected.
WARN_INPUT_NO_SUPPORTED_EFFECTS = Warning: no supported effect found !
ASIO_CLOSE = Closing ASIO
ASIO_PAK_REC_GEOM_APPEND = ASIO: received  [SMSG_GEOMETRY_APPEND]
GL_FBO_GEN_DEPTH = Generating depth buffer of dimmensions [%d x %d]
GL_FBO_GEN_DEPTH_ARRAY = Generating depth buffer with array textures of dimmensions [%d x %d]
GL_FBO_GEN_COLOR = Generating frame buffer of dimmensions [%d x %d]
GL_FBO_GEN_COLOR_ARRAY = Generating frame buffer with array textures of dimmensions [%d x %d]
GL_FBO_GEN_COLOR_MS = Generating multisampled frame buffer of dimmensions [%d x %d]
GL_FBO_GEN_DEFERRED = Generating deferred buffer of dimmensions [%d x %d]
GL_PBO_GEN = Generating pixelbuffer of dimmensions [%d x %d]
ERROR_FBO_ATTACHEMENT_DIFFERENT = FBO: Attachement [ %d ] has an unsupported texture type for this FBO!
ERROR_PBO_INVALID_TYPE = Invalid texture type received on PBO creation
GL_MAX_UNIFORM = Max GLSL fragment uniform components supported: %d
GL_MAX_FRAG_VARYING = Max GLSL fragment varying floats supported: %d
GL_MAX_VERT_UNIFORM = Max GLSL vertex uniform components supported: %d
GL_MAX_VERT_ATTRIB = Max GLSL vertex attributes supported: %d
GL_MAX_TEX_UNITS = Max Combined Texture Units supported: %d
GL_MAX_VERSION = Hardware acceleration up to OpenGL %d.%d supported!
GL_GLSL_SUPPORT = GLSL version supported: [ %s ]
GL_VENDOR_STRING = Video hardware vendor: [ %s ]. Rendering platform: [ %s ]
GL_MULTI_SAMPLE_INFO = Multisampling information: Samples: [ %d ] Buffers: [ %d ]
GL_UBO_INFO = Max uniform buffer bindings [ %d ]. Max UBO block size [ %d ]
ERROR_GL_NO_TEXTURE_ARRAY = [glDepthArrayBufferObject] No Texture Array Support!
ERROR_GENERIC_GLFW = An internal GLFW call failed [ %s ].
ERROR_GENERIC_GL = An internal OpenGL call failed on call [ %s ]: [ %s ]
ERROR_GENERIC_GL_ARB = [Source:%s][Type:%s][ID:%d][Severity:%s][Message:%s]
ERROR_GENERIC_GL_AMD = [Source:%s][ID:%d][Severity:%][Message:%s]
ERROR_GL_INVALID_OBJECT_TYPE = [GLWrapper] Invalid Object3D type received for object: [ %s ]
ERROR_D3D_INVALID_OBJECT_TYPE = [DXWrapper] Invalid Object3D type received for object: [ %s ]
GLSL_VALIDATING_SHADER = [GLSL] Validating shader [ %s ]: %s
GLSL_VALIDATING_PROGRAM = [GLSL Manager] Validating program [ %s ]: %s
GLSL_LINK_PROGRAM = [GLSL] Linking program [ %s ] id [ %d ]
GLSL_LINK_PROGRAM_LOG = [GLSL] Program [ %s ] linked: %s
WARN_GLSL_NO_TESSELATION = [GLSL] Tesselation not yet implemented
ERROR_GLSL_OPTIMISE = [GLSL] Optimisation on shader [ %s ] failed with error: %s 
ERROR_GLSL_INCLUD_LIMIT = [GLSL] Header inclusion depth limit reached, might be caused by cyclic header inclusion
ERROR_GLSL_SHADER_NOT_FOUND = [GLSL] Shader [ %s ] not found!
ERROR_GLSL_UNKNOWN_ShaderType = [GLSL] Unknown shader type received: %d
ERROR_GLSL_NO_INCLUDE_FILE = [GLSL] %s (%d): fatal error: cannot open include file [ %s ]
ERROR_GLSL_SHADER_LOAD = [GLSL] Could not load shader [ %s ]
ERROR_GLSL_SHADER_COMPILE = [GLSL] Could not compile shader [ %d ]
SHADER_DELETE = Deleting Shader  [ %s ]
SHADER_PROGRAM_REMOVE = Removing shader program [ %s ]
ERROR_INVALID_SHADER_DEFINE_DELETE = [ShaderManager] Tried to remove invalid define [ %s ] for current program [ %s ].
ERROR_INVALID_SHADER_UNIFORM_DELETE = [ShaderManager] Tried to remove invalid uniform [ %s ] from the %s shader of program [ %s ]
ERROR_SHADER_RECOMPILE_NOT_FOUND = [ShaderManager] Could not find shader program [ %s ] for recompile command.
ERROR_SHADER_RECOMPILE_NOT_FOUND_ATOM = [ShaderManager] Could not find shader atom [ %s ] for recompile command.
ERROR_SHADER_REMOVE_NOT_FOUND = [ShaderManager] Shader program [ %s ] could not be removed from the cache.
CAMERA_MANAGER_DELETE = Deleting Camera Pool ...
CAMERA_MANAGER_REMOVE_CAMERAS = Removing all cameras and destroying the camera pool ...
ERROR_CAMERA_MANAGER_CREATION = [CameraManager] Camera [ %s ] creation failed!
SCENE_MANAGER_DELETE = Deleting Scene Manager ...
SCENE_MANAGER_REMOVE_SCENES = Removing all scenes and destroying scene manager ...
SCENE_MANAGER_LOAD_SCENE_DATA = Loading scene data ...
SCENE_ADD_DEFAULT_CAMERA = Adding default camera to scene [ %s ] ...
SHADER_MANAGER_GET_SHADER_INC = ShaderManager: returning shader [ %s ]. New ref count [ %d ]
WARNING_SHADER_MANAGER_DOUBLE_INIT = ShaderManager: init() called twice!
ERROR_LIGHT_INVALID_FLOAT_PROPERTY_REQUEST = Tried to get invalid float property for light id [%d]
ERROR_LIGHT_INVALID_VEC_PROPERTY_REQUEST = Tried to get invalid vec property for light id [%d]
ERROR_LIGHT_INVALID_SHADOW_CALLBACK = Setting invalid shadow casting callback for light id [ %d ]
ERROR_LIGHT_INVALID_SPLIT_COUNT = Invalid number of split planes requested for PSSM system [ %d ]
ERROR_LIGHT_MANAGER_DUPLICATE = [LightManager] Light with ID: %d already exists in light map
ERROR_LIGHT_MANAGER_REMOVE_LIGHT = [LightManager] Could not remove light with ID: %d
WARNING_INVALID_PROPERTY_SET = Tried to set invalid property for light id [ %d ]
WARNING_INVALID_PROPERTY_GET = Tried to get invalid property for light id [ %d ]
WARNING_ILLEGAL_PROPERTY = Tried to set illegal property for light id [ %d ] of type [ %s ]. Property: [ %s ]
LIGHT_CREATE_SHADOW_FBO = Creating the Frame Buffer Objects for Shadow Mapping for Light [ %d ] using technique [ %s ]
LIGHT_INIT_SHADOW_FBO = Initializing the Frame Buffer Objects for Shadow Mapping for Light [ %d ]
REFLECTOR_INIT_FBO = Creating FBO [ %d x %d ] for reflector
ERROR_REFLECTOR_INIT_FBO = Could not create reflection FBO!
FRAMERATE_FPS_OUTPUT = Average FPS: %3.2f - Max FPS: %3.2f - Min FPS: %3.2f - Average Frame Time: %3.2f ms
DEFERRED_RT_DELETE = Deleting Deferred Rendering RenderTarget!
ERROR_MISSING_TERRAIN = Could not find terrain [ %s ] in scene graph!
AWAITING_FILE = Waiting for file ...
STOP_SCENE_TASKS = Stopping all tasks ...
TOGGLE_SCENE_SKELETONS = Toggling Skeleton Visibility
TOGGLE_SCENE_BOUNDING_BOXES = Toggling Bounding Boxes
TASK_DELETE_THREAD = TaskManager: Deleting thread: %d
TASK_DELETE_ACTIVE = TaskManager: Tried to delete an active thread! Stop the thread first!
TASK_START_THREAD = TaskManager: Starting thread: %d
TASK_SCHEDULE_FAIL = TaskManager: The current task could not be registered with the threadpool specified!
XML_LOAD_SCRIPTS = [XML] Loading Scripts!
XML_LOAD_CONFIG = [XML] Loading Configuration settings file: [ %s ]
XML_LOAD_SCENE = [XML] Loading scene [ %s ]
XML_LOAD_TERRAIN = [XML] Loading terrain: [ %s ]
XML_LOAD_GEOMETRY = [XML] Loading Geometry: [ %s ]
XML_LOAD_MATERIAL = [XML] Loading material from XML file [ %s ]
XML_TERRAIN_COUNT = [XML] Number of terrains to load: %d
ERROR_XML_INVALID_SCENE = [XML] Invalid Scene!. Could not find [ %s ]
ERROR_XML_LOAD_INVALID_SCENE = [XML] XML: Trying to load unsupported scene! Exiting ...
ERROR_XML_INVALID_U_PARAM = [XML] Invalid U-map parameter for [ %s ]
ERROR_XML_INVALID_V_PARAM = [XML] Invalid V-map parameter for [ %s ]
ERROR_XML_INVALID_W_PARAM = [XML] Invalid W-map parameter for [ %s ]
ERROR_XML_INVALID_MIN_FILTER = Invalid min filter parameter for [ %s ]
ERROR_XML_INVALID_MAG_FILTER = Invalid mag filter parameter for [ %s ]
NAV_MESH_GENERATION_START = [NavMeshLoader] Started creating nav mesh from [ %s ].
NAV_MESH_GENERATION_COMPLETE = [NavMeshLoader] Nav mesh creation completed in %5.2f seconds.
NAV_MESH_GENERATION_INCOMPLETE = [NavMeshLoader] Nav mesh creation failed. Elapsed time: %5.2f seconds.
NAV_MESH_CONFIG_NOT_FOUND = [NavMeshLoader] Nav mesh ini configuration file not found for the current scene.
NAV_MESH_ADD_NODE = [NavMeshLoader] Added [ %s ].
NAV_MESH_BOUNDS = [NavMeshLoader] Nav mesh bounds are MAX [ %5.2f | %5.2f | %5.2f ] MIN [ %5.2f | %5.2f | %5.2f ].
NAV_MESH_CURRENT_NODE = Parsing node [ %s ] with detail %d.
WARN_NAV_UNSUPPORTED = WARNING: Node [ %s ] is not of type [ TERRAIN | WATER | OBJECT3D ]. Skipped;
WARN_NAV_INCOMPLETE = WARNING! NavigationMesh Generation is not yet implemented!
WARN_WAYPOINT_NOT_FOUND = WARNING! Waypoint [ %d ] not found in graph [ %d ]
ERROR_RECAST_DETAIL_LEVEL = [NavigationMesh Generation] Unknown detail level [ %d ]
ERROR_NAV_UNKNOWN_NODE_FOR_ABSOLUTE = [NavigationMesh Generation] Absolute detail level requires either OBJECT3D type or TERRAINTYPE. Received type id [ %d ].
ERROR_NAV_PARSE_FAILED = [NavigationMesh Generation] Navigation Mesh creation starting from node [ %s ] failed.
ERROR_NAV_HEIGHTFIELD = Could not generate rcHeightField for NavigationMesh [ %s ]
ERROR_NAV_OUT_OF_MEMORY = Out of memory [ %s ] for NavigationMesh [ %s ]
ERROR_NAV_COMPACT_HEIGHTFIELD = Could not generate rcCompactHeightField for NavigationMesh [ %s ]
ERROR_NAV_WALKABLE = Could not erode walkable area for NavigationMesh [ %s ]
ERROR_NAV_REGIONS = Could not build regions for NavigationMesh [ %s ]
ERROR_NAV_COUNTOUR = Could not construct rcContourSet for NavigationMesh [ %s ]
ERROR_NAV_POLY_MESH = Could not construct rcPolyMesh for NavigationMesh [ %s ]
ERROR_NAV_POLY_MESH_DETAIL = Could not construct rcPolyMeshDetail for NavigationMesh [ %s ]
ERROR_NAV_MESH_DATA = Could not construct NavMeshData for NavigationMesh [ %s ]
ERROR_NAV_DT_OUT_OF_MEMORY = Out of memory allocating dtNavMesh for NavigationMesh [ %s ]
ERROR_NAV_DT_INIT = Could not initialise dtNavMesh for NavigationMesh [ %s ]
ERROR_NAV_NO_POLY_NEAR_POINTS = No NavMesh polygon near visit point (%g, %g, %g) of NavPath
RECAST_CONTEXT_LOG_PROGRESS = [ReCast] %s
RECAST_CONTEXT_LOG_WARNING = [ReCast Warning] %s
RECAST_CONTEXT_LOG_ERROR = [ReCast Error] %s
ERROR_PARAM_CAST = [ParamHandler] error casting [ %s ] to %s
PARAM_REMOVE = [ParamHandler] Removed saved parameter [ %s ]
ERROR_PARAM_REMOVE = [ParamHandler] Tried to remove invalid parameter [ %s ]
TERRAIN_LOAD_START = Loading terrain [ %s ]
TERRAIN_LOAD_END = Loading Terrain [ %s ] OK
ERROR_TERRAIN_LOAD = Error loading terrain [ %s ]
ERROR_TERRAIN_DESCRIPTOR_MISSING_VAR = [TerrainDescriptor] Accessing inexistent variable [ %s ]
RESOURCE_CACHE_DELETE = Deleting resource cache ...
RESOURCE_CACHE_GET_RES_INC = [ResourceCache] returning resource [ %s ]. Ref count: %d
RESOURCE_CACHE_GET_RES = [ResourceCache] loading resource [ %s ]
RESOURCE_CACHE_REM_RES_DEC = [ResourceCache] Removing resource: [ %s ]. New ref count: [ %d ]
RESOURCE_CACHE_REM_RES = [ResourceCache] Removing resource: [ %s ]
ERROR_RESOURCE_CACHE_LOAD_RES = [ResourceCache] Resource [ %s ] creation failed!
ERROR_RESOURCE_CACHE_INVALID_NAME = [ResourceCache] Trying to remove resource with invalid name!
ERROR_RESOURCE_REM = [ResourceCache] Resource [ %s ] not unloaded succesfully!
ERROR_RESOURCE_REM_NOT_FOUND = [ResourceCache] ResourceCache: resource [ %s ] not found in database!
ERROR_TEXTURE_LOADER_CUBMAP_INIT_COUNT = [TextureLoader] wrong number of files for cubemap texture: [ %s ]
ERROR_NO_ANISO_SUPPORT = [TextureLoader] Anistropic Filtering is enabled but not supported by the GPU/Driver
ERROR_NO_S3TC_SUPPORT = [TextureLoader] Texture Compression (S3TC) is not supported by the GPU/Driver
ERROR_NO_SAMPLER_SUPPORT = [TextureLoader] Sampler Objects are not supported by the GPU/Driver
ERROR_NO_MIP_MAPS = [TextureLoader] MipMap generation using "glGenerateMipmap" is not supported by the GPU/Driver
ERROR_TEXTURE_LOADER_FILE = [TextureLoader] could not load texture file [ (%s)%s ]
ERROR_TEXTURE_LOAD = [Texture] Unable to load texture [ %s ]
ERROR_IMAGETOOLS_INVALID_IMAGE_FILE = [ImageLoader] The specified file [ %s ] is not a valid image file.
ERROR_IMAGETOOLS_DEVIL = [ImageLoader] Detected DevIL error: [ %s ]
ERROR_FBO_ATTACHMENT_INCOMPLETE = Framebuffer incomplete: Attachment is NOT complete.
ERROR_FBO_NO_IMAGE = Framebuffer incomplete: No image is attached to FBO.
ERROR_FBO_DIMENSIONS = Framebuffer incomplete: Attached images have different dimensions.
ERROR_FBO_FORMAT = Framebuffer incomplete: Color attached images have different internal formats.
ERROR_FBO_INCOMPLETE_DRAW_BUFFER = Framebuffer incomplete: Draw buffer.
ERROR_FBO_INCOMPLETE_READ_BUFFER = Framebuffer incomplete: Read buffer.
ERROR_FBO_UNSUPPORTED = Unsupported by FBO implementation.
ERROR_FBO_INCOMPLETE_MULTISAMPLE = Incomplete multisample buffer.
ERROR_FBO_DOUBLE_BIND = Detected double bind request on FBO with same texture and unit without unbind
ERROR_FBO_INVALID_UNBIND = Detected unbind call without previous bind
DISPLAY_VBO_METRICS = VBO size: [ %d  / %d ] Bytes | Geometry count: [ %d / %d ] Triangles
ERROR_VBO_DEPTH_INIT = Init depth-only VBO failed!
ERROR_VAO_DEPTH_INIT = Init depth-only VAO failed!
ERROR_VBO_INIT = Init VBO failed!
ERROR_VAO_INIT = Init VAO failed!
ERROR_IBO_INIT = Init IBO failed!
ERROR_VBO_POSITION = No position data!
ERROR_VAO_SHADER = Invalid shader used for VAO rendering!
ERROR_VAO_SHADER_USER = Invalid shader suggested by user for VAO rendering!
ERROR_UBO_INVALID_LOCATION = Invalid location for current UBO found for shader [ %d ].
ERROR_FRAME_LISTENER_REMOVE = [FrameListener] Trying to remove non-existant listener [ %s ].
ERROR_BLOOM_INPUT_FBO = Bloom Operator - no input FBO.
ERROR_DOF_INPUT_FBO = DoF Operator - no input FBO.
ERROR_INVALID_RENDER_BIN_SORT_ORDER = RenderBin [%s]: Invalid rendering order!
ERROR_INVALID_RENDER_BIN_CREATION = RenderQueue: Tried to create an invalid render bin!
ERROR_FONT_FILE =  FTGL: Unable to open font file %s.
ERROR_FONT_HEIGHT = FTGL: Unable to set font face size %d.
ERROR_UNKNOWN = Unknow error.
CONSOLE_SAY_NAME_TAG = You: %s.
CONSOLE_INVALID_COMMAND = [ %s ] is an invalid command.
CONSOLE_INVALID_NUMBER = The specified argument is not a valid number.
CONSOLE_QUIT_COMMAND_ARGUMENT = Quit command argument: %s.
CONSOLE_INVALID_HELP_ARGUMENT = Command not found. See list below.
HELP_CONSOLE_COMMAND = Available console commands:
CONSOLE_SAY_COMMAND_HELP = Outputs text in the format [name]: [text].
CONSOLE_QUIT_COMMAND_HELP = Exits the application. Any argument passed will be printed as a quit reason.
CONSOLE_HELP_COMMAND_HELP = Displays a list of available commands or information about the command used as argument.
CONSOLE_EDITPARAM_COMMAND_HELP = Edits a parameter from the ParamHandler storage singleton.
CONSOLE_PLAYSOUND_COMMAND_HELP = Plays the specified sound file. Root directory is the "assets" folder location.
CONSOLE_NAVMESH_COMMAND_HELP = Recursively creates a navmesh based on scene geometry. Additional parameter: the root SceneGraphNode to start from.
CONSOLE_SHADER_RECOMPILE_COMMAND_HELP = Recompile the specified shader or all shaders that have names starting with the specified string.
CONSOLE_CHANGE_FOV_COMMAND_HELP = Change the horizontal FoV in the range 40 - 140.
CONSOLE_EDITPARAM_FOUND = Editing [ %s | Type: %s ] of value [ %s ] to value [ %s ].
CONSOLE_EDITPARAM_NOT_FOUND = Param [ %s ] not found.
CONSOLE_PLAY_SOUND_INVALID_FORMAT = Specified audio file does not have a valid format for playback.
CONSOLE_PLAY_SOUND_INVALID_FILE = Specified audio file does not exist.
CONSOLE_NAVMESH_NO_NODE = Specified SceneGraphNode [ %s ] not found. NavMesh creation stopped.

Commits for Divide-Framework/trunk/localisation/enGB.ini

Diff revisions: vs.
Revision Author Commited Message
168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

162 Diff Diff k1ngp1n picture k1ngp1n Mon 15 Jul, 2013 19:14:45 +0000

[Ionut] [[BR]]
- Improved terrain rendering a lot by using OpenGL’s primitive restart feature. Now terrain is rendered in n-draw calls where n is the number of terrain chunks in the quadtree (main scene has 4 chunks per terrain). [[BR]]
- Some terrain nav mesh generation code fixed. Still not 100% working [[BR]]

161 Diff Diff k1ngp1n picture k1ngp1n Fri 12 Jul, 2013 19:51:50 +0000

[Ionut] [[BR]]
- Solved Navigation Mesh creation from Object3D nodes [[BR]]

158 Diff Diff k1ngp1n picture k1ngp1n Sun 07 Jul, 2013 17:52:10 +0000

[Ionut] [[BR]]
- Fixed a bug with NavMesh generation : triangles were using decremented indices (the original code used OBJ meshes as input, and those use ‘1’ as the first index instead of ‘0’) [[BR]]
- Fixed NavMesh debug draw (BeginBatch/EndBatch was called with every ‘Begin/End’ command from NavMeshDebugDraw thus reseting the IMEmulation primitive data) [[BR]]

156 Diff Diff k1ngp1n picture k1ngp1n Thu 04 Jul, 2013 21:50:54 +0000

[Ionut] [[BR]]
- More work on Navigation Mesh creation [[BR]]
- IMEmulation primitives were not recycled properly (old, unused primitives were saved, new ones were deleted and recreated – behavior reversed ) [[BR]]

152 Diff Diff k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]

151 Diff Diff k1ngp1n picture k1ngp1n Tue 07 May, 2013 00:00:52 +0000

[Ionut] [[BR]]
- Better ReCast integration [[BR]]
— Any entity can be used as an obstacle in the NavMesh if that’s specified in each scene’s assets.xml file for said entity [[BR]]
— New console command, “createNavMesh”, that passes geometry data to ReCast [[BR]]
-— NavMesh generation is not yet complete [[BR]]
- Better PhysX integration [[BR]]
— Each scene passes data to and gets data from the Physics API better and safer[[BR]]
- Multi-threaded support extended: [[BR]]
— Event class replaced with Task [[BR]]
— Kernel uses a threadpool for scene tasks [[BR]]
— Each task can be added to a different threadpool if needed [[BR]]
— Most critical sections use the new boost::atomic wrapper for thread safety [[BR]]
- Rendering system updated [[BR]]
— VBO’s keep track of the geometry type internally [[BR]]
— Rendering by specific element list is internal to the VBO [[BR]]
— VBO’s can draw a “lite” version that doesn’t send Tangent, BiTangent and TexCoord data for depth rendering (disabled) [[BR]]
- Reflectors now offer a preview of the generated reflective texture if needed [[BR]]
- Buttons are now added and rendered by CEGUI [[BR]]
[[BR]]
Deprecation: [[BR]]
- Removed fixed pipeline material system [[BR]]
- Removed BoundingBox late update system [[BR]]
- Shadow references in the material system are now depth references [[BR]]
[[BR]]
Bug fixes: [[BR]]
- Problematic FBO double bind check removed [[BR]]
- Faster terrain rendering via chunk size selection through each scene’s terrain.xml[[BR]]
- Rendering is paused when the window is minimized [[BR]]
- CEGUI and impostors now render properly in deferred rendering mode [[BR]]
- Fixed various level 4 (VS2008) warnings [[BR]]
- Better state management and cleaning [[BR]]
- Better SceneGraph node management and trasformation/AABB update calls [[BR]]
- AITenisScene has proper collisions now [[BR]]

150 Diff Diff k1ngp1n picture k1ngp1n Mon 22 Apr, 2013 21:45:43 +0000

[Ionut] [[BR]]
- Fixed AudioDescriptor class (used ResourceDescriptor’s name instead of location for file lookup) [[BR]]
- Added a GUIConsoleCommandParser that stores a function pointer for each command [[BR]]
- Added console command history navigation with the Up and Down arrow keys [[BR]]
- Added playSound (sounds or music) console command [[BR]]
- Added help command argument support (show help for a specific command) [[BR]]
- Added quit command argument that will print a message before exiting the application [[BR]]
- Initial code for ParamHandler type storage (memorize each param’s type and allow it to be looked up) [[BR]]

149 Diff Diff k1ngp1n picture k1ngp1n Sun 21 Apr, 2013 21:38:05 +0000

[Ionut] [[BR]]
- Major GUI revamp: [[BR]]
— Fixed CEGUI rendering (invalid state reset after VBO/VAO unbind) [[BR]]
— Added a working Console window with a basic command parser [[BR]]
— GUI inputs take priority over scene (e.g. pressing a key in the console, does not affect the scene)[[BR]]
— Added AutoKey repeat [[BR]]
— Added config options for the GUI [[BR]]
- Revamped OpenGL Vertex Array Object class [[BR]]
— VBO’s without a shader attached will not use VAO’s [[BR]]
— VAO’s and VBO’s cleanup all states after them [[BR]]
- Added multiple Joystick support [[BR]]
- FrameBufferObject take in account the combination of texture id and bind slot when checking for double binds [[BR]]
- Upgraded Framerate/timing system [[BR]]
- Fixed Deferred rendering (typo in normal buffer creation) [[BR]]
- Fixed initial camera placement via scene config (RotateX(Y) replace with setAngleX(Y)) on camera init) [[BR]]
- Added better thread deletion in Event class [[BR]]
- Major mutex/semaphore/shared_lock rework in threaded classes [[BR]]
- Better A.I. initialization/destruction [[BR]]
- Fixed a typo in window positioning [[BR]]
- Better Unit movement code [[BR]]

146 k1ngp1n picture k1ngp1n Wed 10 Apr, 2013 13:20:15 +0000

[Ionut] [[BR]]
*Final LightBranch updates 2/3 : Main trunk merge and build test (VC90, VC100, gDebugger) [[BR]]
-Merged light branch with trunk [[BR]]
-Deleted light branch [[BR]]