Subversion Repository Public Repository

Divide-Framework

This repository has no backups
This repository's network speed is throttled to 100KB/sec

Entry Size Revision Updated
Headers 648 Sun 21 Feb, 2016 16:32:52 +0000
CEGUIFormattedListBox.cpp 5.6K 350 Tue 10 Feb, 2015 16:25:39 +0000
CEGUIInput.cpp 4.3K 519 Mon 05 Oct, 2015 16:04:47 +0000

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

Revision Author Commited Message
648 IonutCava picture IonutCava Sun 21 Feb, 2016 16:32:52 +0000

[IonutCava]
- Update copyright notice
- Move BoundingBox and BoundingSphere to a new BoundsComponent
— Add a temp hack in SceneGraphNode to update these

519 IonutCava picture IonutCava Mon 05 Oct, 2015 16:04:47 +0000

[IonutCava]
- More separation between DVDConverter and MeshImporter:
— DVDConverter is no longer a singleton. Multiple converters can be used at the same time
— More sanity checks added to MeshImporter
- Performance tweak: faster animated bounding box calculations
- Don’t pass input to application if it got processed by CEGUI (helped in removing editor/console visibility check hack)

444 IonutCava picture IonutCava Thu 21 May, 2015 16:06:53 +0000

[Ionut]
- More platform independent code cleanup:
— Moved platform specific defines to their respective header files (e.g. THREAD_LOCAL)
— Moved most preprocessor defines from the VisualC++ projects into source code
— Removed compiler specific code (e.g. warning disables) and fixed most warning resulting from this

410 IonutCava picture IonutCava Fri 24 Apr, 2015 16:14:03 +0000

[Ionut]
- Added an experimental new input system (map based. Key <-> lamda to allow rebinding of keys on the fly)
— Still has some bugs: e.g. chaning cameras doesn’t work properly
- Cleaned up more hacks (e.g. shadow map pass count)
- Merged similar depth pass vertex shader code

390 IonutCava picture IonutCava Thu 26 Mar, 2015 22:41:09 +0000

[Ionut]
- Renamed most enum values to shorter names (possible due to enum-class type safety)
- Removed to redundant state change cases (glCullFace when CULL_MODE_NONE was used, and glLineWidth that didn’t have redundancy checks)
- Added a hacky SceneGraphNode render call count to skip the first 3 draw calls so that the data buffers have time to update properly (solves flickering and erroneous rendering when moving camera to include a new node)

353 IonutCava picture IonutCava Tue 17 Feb, 2015 17:08:27 +0000

[Ionut]
- Compatibility updates for Boost 1.57 (some warnings still exist for now)
- Fixed some non-conforming code
- Added ALL OF THE MISSING FILES FROM THE LAST 15 commits ...........

350 IonutCava picture IonutCava Tue 10 Feb, 2015 16:25:39 +0000

[Ionut]
- Simplified some Util-namespace level functions by using STL algorithms where possible
- Formatted the entire codebase using clang-format with the following style: "{BasedOnStyle: Google, IndentWidth: 4}"
- Attempted to make ProfileTimer thread-safe (temp fix until std::chrono works properly in Visual Studio)

343 IonutCava picture IonutCava Thu 15 Jan, 2015 17:30:12 +0000

[Ionut]
- Refactored 2 singletons into static classes (Console and TerrainLoader)
- Changed some C-casts to static_casts
- Updated copyright notices

334 IonutCava picture IonutCava Wed 10 Dec, 2014 17:21:22 +0000

[Ionut]
- Reorganized the Hardware project and renamed to "Platform"
- Reorganized the Server project

318 IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)