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Divide-Framework

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Entry Size Revision Updated
AI 794 Tue 22 Nov, 2016 16:44:26 +0000
Core 795 Wed 23 Nov, 2016 17:14:33 +0000
Dynamics 794 Tue 22 Nov, 2016 16:44:26 +0000
Environment 795 Wed 23 Nov, 2016 17:14:33 +0000
Geometry 795 Wed 23 Nov, 2016 17:14:33 +0000
Graphs 795 Wed 23 Nov, 2016 17:14:33 +0000
GUI 795 Wed 23 Nov, 2016 17:14:33 +0000
HotReloading 768 Fri 09 Sep, 2016 14:38:51 +0000
Libs 795 Wed 23 Nov, 2016 17:14:33 +0000
Managers 795 Wed 23 Nov, 2016 17:14:33 +0000
Networking 758 Tue 02 Aug, 2016 16:05:09 +0000
Physics 760 Tue 09 Aug, 2016 16:30:12 +0000
Platform 795 Wed 23 Nov, 2016 17:14:33 +0000
Rendering 795 Wed 23 Nov, 2016 17:14:33 +0000
Scenes 795 Wed 23 Nov, 2016 17:14:33 +0000
Server 721 Wed 08 Jun, 2016 15:47:49 +0000
UnitTests 750 Thu 07 Jul, 2016 16:02:03 +0000
Utility 795 Wed 23 Nov, 2016 17:14:33 +0000
config.h 11.5K 785 Tue 18 Oct, 2016 16:14:27 +0000
engineMain.cpp 2.1K 768 Fri 09 Sep, 2016 14:38:51 +0000
engineMain.h 1.8K 768 Fri 09 Sep, 2016 14:38:51 +0000
main.cpp 421 bytes 768 Fri 09 Sep, 2016 14:38:51 +0000
readme.h 2.5K 721 Wed 08 Jun, 2016 15:47:49 +0000
SceneList.h 3.6K 719 Fri 03 Jun, 2016 16:20:08 +0000
ToDo.h 4.7K 755 Thu 28 Jul, 2016 16:17:25 +0000

Commits for Divide-Framework/trunk/Source Code

Revision Author Commited Message
795 IonutCava picture IonutCava Wed 23 Nov, 2016 17:14:33 +0000

[IonutCava]
- Remove ULL. Use U64 instead
- Various small bug fixes and typos.

794 IonutCava picture IonutCava Tue 22 Nov, 2016 16:44:26 +0000

[IonutCava]
- Change SDL_GL_Context management from a pool-based system to a thread_local variable type System
- Reworked SceneGraphNode child access for safer and faster iteration.
— Added a forEachChild with multiple overloads to apply a lambda expression over every child of the target SGN
- Slight optimization to Text rendering by batching all labels due for rendering and submitting them at all at once

793 IonutCava picture IonutCava Sat 19 Nov, 2016 19:02:19 +0000

[IonutCava]
- Improve attachment count for RTAttachmentPool
- Improve shader compilation error message system
- First part of adding RenderDoc integration (add render doc files to the “RenderDoc” folder

792 IonutCava picture IonutCava Fri 18 Nov, 2016 16:08:45 +0000

[IonutCava]
- Allow RenderTarget attachments to keep the previous frame’s rendering result automatically. Specify if history should be saved via a bool flag on addition to the RenderTarget.

791 IonutCava picture IonutCava Thu 17 Nov, 2016 16:46:19 +0000

[IonutCava]
- Reworked PostFX filter list to allow multiple enable calls to the same effect (stack based)
- Added noise, vignette and underwater effects to the filter list available for PostFX
- Added better underwater camera detection

790 IonutCava picture IonutCava Wed 02 Nov, 2016 17:06:20 +0000

[IonutCava]
- Fix a few crashes:
— Missing language file during startup causes crash instead of log + exit
— Closing application causes crash due to RenderTarget cleanup of the GPU Object arena
-— Still not fully fixed: leaking graphics resources on shutdown
- Make mat and vec constructors and assignment operators “noexcept” (helps with usage in containers)
- Add a “NonMovable” class, similar to the “NonCopyable” class to help with readability in certain situations

788 IonutCava picture IonutCava Fri 21 Oct, 2016 16:11:37 +0000

[IonutCava]
- Added support for the Arena Allocator by Mamasha Knows (http://www.codeproject.com/Articles/44850/Arena-Allocator-DTOR-and-Embedded-Preallocated-Buf)
— Used for GFX Related objects: Textures, shaders, etc

787 IonutCava picture IonutCava Wed 19 Oct, 2016 16:13:09 +0000

[IonutCava]
- Added a Frustum debug rendering system

786 IonutCava picture IonutCava Tue 18 Oct, 2016 19:42:56 +0000

[IonutCava]
- Initial code for overriding the default camera. Added as part of the scene state.

785 IonutCava picture IonutCava Tue 18 Oct, 2016 16:14:27 +0000

[IonutCava]
- Added better rendering debugging functionality (named render targets. Helps with GPU Profiling tools)
- Limit clip planes to the number of frustum planes (that should be enough and it also simplifies the code)