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Entry Size Revision Updated
Scenes 745 Wed 29 Jun, 2016 20:14:50 +0000
config.xml 2.6K 723 Fri 10 Jun, 2016 08:08:59 +0000
defaultMaterial.xml 508 bytes 264 Tue 27 May, 2014 13:04:38 +0000
keyBindings.xml 4.6K 703 Wed 11 May, 2016 15:44:57 +0000
scenes.xml 44 bytes 704 Thu 12 May, 2016 16:24:17 +0000

Commits for Divide-Framework/trunk/XML

Revision Author Commited Message
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

723 IonutCava picture IonutCava Fri 10 Jun, 2016 08:08:59 +0000

[IonutCava]
- Small bug fix in new RenderTarget code (drawMask enabled check comparison operator for colours was wrong)
- Race condition fix for multithreaded GPU dependent callbacks (context creation wasn’t thread safe)

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

716 IonutCava picture IonutCava Tue 31 May, 2016 16:08:29 +0000

[IonutCava]
- Multithreaded scene load/unload fixes:
— Added postLoadMainThread call for scenes for thread sensitive loading steps
— GUI element adding is a thread sensitive loading step (a fast one) because CEGUI doesn’t handle threading
- Added REALTIME_WITH_CALLBACK task priority for tasks that need an immediate callback when they complete instead of using the flushCallbackQueue system.
- Some work on shadow mapping for getting it to work again
- ShaderPrograms that fail to load can cause a LockManager infinite wait. Delete the lockManager if the shader didn’t load to avoid waiting on commands that never get called.

704 IonutCava picture IonutCava Thu 12 May, 2016 16:24:17 +0000

[IonutCava]
- More work on the DefaultScene:
— Automatically list each available scene as a button that will load the actual desired scene

703 IonutCava picture IonutCava Wed 11 May, 2016 15:44:57 +0000

[IonutCava]
- Finish XML-based control bindings:
— Allow per bind input params (key id, mouse button index, joystick control data, etc)
— Allow mouse binding (with up to 7 buttons)
— Allow up to 4 joysticks (for now) with 120+ button, POV, Axis, Slider and Vector binding support for each
- Change all hashes in code from U32 to size_t for compatibility with STL/Boost

700 IonutCava picture IonutCava Tue 10 May, 2016 22:13:05 +0000

[IonutCava]
- More work on rebindable keys:
— Key events loaded from XML finished
— Mouse and Joystick control binding from XML still not finished

699 IonutCava picture IonutCava Tue 10 May, 2016 16:16:57 +0000

[IonutCava]
- Initial key binding code with external XML support
— Allow separation of actions and keys
— Specify actions in code by id
— Specify action id for each Key state
— Allow key modifiers: Left/Right Alt, Left/Right Ctrl

- Initial default scene code

654 IonutCava picture IonutCava Tue 01 Mar, 2016 17:22:09 +0000

[Ionut]
- Moved window related code from rendering API code into proper classes:
— DisplayWindow handles SDL based window management
— WindowManager handles multiple DisplayWindow instances
— Code still needs proper extensive testing
- Small performance optimizations

642 IonutCava picture IonutCava Thu 11 Feb, 2016 17:01:30 +0000

[IonutCava]
- Initial Octree-based collision system code
— Nodes can now define a on “onCollision” callback
- Shader text-based cache is now a build-time configurable option
— Disabled in DEBUG builds by default