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Divide-Framework

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Entry Size Revision Updated
CEGUIAddons 648 Sun 21 Feb, 2016 16:32:52 +0000
GUIEditor 713 Wed 25 May, 2016 15:43:38 +0000
Headers 762 Thu 11 Aug, 2016 16:18:35 +0000
GUI.cpp 15.2K 760 Tue 09 Aug, 2016 16:30:12 +0000
GUIButton.cpp 3.3K 745 Wed 29 Jun, 2016 20:14:50 +0000
GUIConsole.cpp 7.7K 762 Thu 11 Aug, 2016 16:18:35 +0000
GUIConsoleCommandParser.cpp 10.9K 715 Fri 27 May, 2016 16:19:22 +0000
GUIElement.cpp 724 bytes 764 Mon 22 Aug, 2016 15:38:11 +0000
GuiFlash.cpp 334 bytes 745 Wed 29 Jun, 2016 20:14:50 +0000
GUIInterface.cpp 6K 745 Wed 29 Jun, 2016 20:14:50 +0000
GUIMessageBox.cpp 2.9K 745 Wed 29 Jun, 2016 20:14:50 +0000
GUISplash.cpp 2K 725 Fri 10 Jun, 2016 12:44:46 +0000
GUIText.cpp 1.1K 745 Wed 29 Jun, 2016 20:14:50 +0000
SceneGUIElements.cpp 1.2K 715 Fri 27 May, 2016 16:19:22 +0000

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

Revision Author Commited Message
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

762 IonutCava picture IonutCava Thu 11 Aug, 2016 16:18:35 +0000

[IonutCava]
- Removed a lot of high level GFX state and merged it back on a lower level:
— depth mask is now a framebuffer specific toggle controlled by the RenderPolicy
— rasterization is now a per-buffer draw switch toggled by a rendering flag in GenericDrawCommand
- Replaced old style GL texture binding code with DSA style glBindTextures and glBindSamplers even for single textures
— completely removed the concept of a active texture unit in the GL code
- Fixed some draw policy settings that were clearing the depth buffer in the PostFX passes
- More build type flag replacement of macros
- Render pass system bug fixing
- Add option to skip occlusion culling for certain nodes

760 IonutCava picture IonutCava Tue 09 Aug, 2016 16:30:12 +0000

[IonutCava]
- Complete rewrite of RenderPass system:
— Allow every rendering pass (reflection, environment, etc) to use the same rendering system: occlusion culling, light culling, etc
— Define render passes by a param based token similar to modern API systems (DX12/Vulkan)
— W.I.P.: Depth rendering slightly wrong; Environment Mapping ,reflection and refraction rendering currently disabled
- Add compile time variables for DEBUG/PROFILE/RELEASE builds to validate all code for every build

745 IonutCava picture IonutCava Wed 29 Jun, 2016 20:14:50 +0000

[IonutCava]
- Added on click sounds for buttons
- Added music playlist options for scenes (configurable via XML)
- Cache sound chunks and music files in SDLWrapper.cpp

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

732 IonutCava picture IonutCava Fri 17 Jun, 2016 14:46:33 +0000

[IonutCava]
- Fixed visibility issues with empty GUIText elements.
- Update GLSL copyright notice
- Small corrections to selection code

725 IonutCava picture IonutCava Fri 10 Jun, 2016 12:44:46 +0000

[IonutCava]
- Removed GFX drawPoints and drawTriangle calls and replaced them with a single draw command that takes a GenericDrawCommand parameter.
- Updated CSM code. Shadows now render in the correct position again. Still has issues.

722 IonutCava picture IonutCava Thu 09 Jun, 2016 16:15:33 +0000

[IonutCava]
- Restructure RenderTarget system:
— Separate attachments, use an attachment pool, use draw descriptors, require explicit information for RT calls, etc

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)