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Divide-Framework

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Entry Size Revision Updated
ActionInterface 720 Mon 06 Jun, 2016 15:51:06 +0000
Headers 777 Fri 07 Oct, 2016 16:14:48 +0000
PathFinding 777 Fri 07 Oct, 2016 16:14:48 +0000
Sensors 710 Fri 20 May, 2016 16:24:40 +0000
AIEntity.cpp 12.7K 726 Fri 10 Jun, 2016 16:13:52 +0000
AIManager.cpp 6.9K 777 Fri 07 Oct, 2016 16:14:48 +0000

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

Revision Author Commited Message
777 IonutCava picture IonutCava Fri 07 Oct, 2016 16:14:48 +0000

[IonutCava]
- Continue to implement CommandBuffer / RenderPass / RenderSubPass system.
— Rendering artefacts are still present.

764 IonutCava picture IonutCava Mon 22 Aug, 2016 15:38:11 +0000

[IonutCava]
- Add some explicit include for RenderStateBlock as it will be removed from the RenderAPIWrapper.h file

750 IonutCava picture IonutCava Thu 07 Jul, 2016 16:02:03 +0000

[IonutCava]
- Static analysis based fixes and improvements

740 IonutCava picture IonutCava Sat 25 Jun, 2016 17:09:50 +0000

[IonutCava]
- More scene changing related fixes
- GUIDWrapper is now a core feature instead of a utility

727 IonutCava picture IonutCava Tue 14 Jun, 2016 16:01:38 +0000

[IonutCava]
- Remove node and cmd buffers from GFXDevice and add them as a new BufferData struct to RenderPass class.
— Each render pass holds its own buffers
- Improvements / fixes to the CSM code
- Added a global toggle to enable/disable custom memory allocators

726 IonutCava picture IonutCava Fri 10 Jun, 2016 16:13:52 +0000

[IonutCava]
- More static analysis based corrections
- Added initial stub code for a command pool system for GenericDrawCommands

721 IonutCava picture IonutCava Wed 08 Jun, 2016 15:47:49 +0000

[IonutCava]
- Spelling: change all references from our code of “color” to the PROPER British version of “colour” because it sounds 100x better

720 IonutCava picture IonutCava Mon 06 Jun, 2016 15:51:06 +0000

[IonutCava]
- PVS-Studio guided static analysis fixes and optimizations
- Added a flag to SceneState to bypass the Save/Load system not needed for certain types of scenes (menus, cinematics, etc)

719 IonutCava picture IonutCava Fri 03 Jun, 2016 16:20:08 +0000

[IonutCava]
- More SceneManager – ScenePool splitting of responsibilities
- DefaultScene will be the first scene loaded by the application. If nothing is specified in XML, it will default to "DefaultScene"

713 IonutCava picture IonutCava Wed 25 May, 2016 15:43:38 +0000

[IonutCava]
- Removed all unique_ptr’s from the code with classic new/delete pairs. They were seriously not needed.
- Added the concept of SceneComponent to scene specific classes: aiManager, lightPool, sceneGraph, physicsInterface etc
— This allowed the removal of the global GET_ACTIVE_SCENEGRAPH call;