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Entry Size Revision Updated
Scene.h 15.8K 847 Sun 05 Feb, 2017 21:16:24 +0000
SceneComponent.h 1.7K 836 Fri 27 Jan, 2017 14:59:56 +0000
SceneEnvironmentProbePool.h 2K 836 Fri 27 Jan, 2017 14:59:56 +0000
SceneInput.h 7.5K 842 Wed 01 Feb, 2017 17:25:15 +0000
SceneInputActions.h 4K 842 Wed 01 Feb, 2017 17:25:15 +0000
ScenePool.h 2.3K 836 Fri 27 Jan, 2017 14:59:56 +0000
SceneShaderData.h 3.3K 836 Fri 27 Jan, 2017 14:59:56 +0000
SceneState.h 11.1K 836 Fri 27 Jan, 2017 14:59:56 +0000

Commits for Divide-Framework/trunk/Source Code/Scenes/Headers

Revision Author Commited Message
847 IonutCava picture IonutCava Sun 05 Feb, 2017 21:16:24 +0000

[IonutCava]
- Code rot fixes:
— Terrain loading (8 bit heightmap only for now)
— Terrain rendering
— Water Plane loading and rendering
— Reflection and Refraction rendering passes (hack for now: need environment cubemaps as separate from reflect/refract maps for planar rendering)
-— ToDo: Separate Reflection / Refraction render targets to Planar R/R and Cube R/R. Environment probes should use Cube Reflections, Water should use planar reflection targets.
- Added a way to register debug views: texture, shader and params. Viewports get automatically scaled and positioned
— ToDo: Add a hover-preview feature
— ToDo: Add a click-lock preview feature

842 IonutCava picture IonutCava Wed 01 Feb, 2017 17:25:15 +0000

[IonutCava]
- Start to implement scripting support via ChaiScript: http://chaiscript.com/
- Cleanup DELEGATE_CBK alias

836 IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

[IonutCava]
- Update copyright notice

830 IonutCava picture IonutCava Wed 25 Jan, 2017 17:29:44 +0000

[IonutCava]
- Add a new Platform element: File
— Move all predefined paths to FileManagement System
- Split MathHelper into MathHelper and StringHelper

827 IonutCava picture IonutCava Sun 22 Jan, 2017 21:59:36 +0000

[IonutCava]
- ShaderBuffers now decide heuristically if they get persistently mapped or not (depends on size. Current limit is 512Kb for subData calls.
- Separate visible node command generation into 2 steps: onRender and getDrawPackage. onRender allows the creation of parallel tasks that should finish by the time the second call, getDrawPackage reaches the same node
- Update ParticleEmitter to take into account multiple players and increase parallelism at the cost of memory consumption and complexity.
- Add a default bounding box for Players (add extents to SceneTransform nodes)
- All buffers (ShaderBuffer, d3dConstantBuffer, glUniformBuffer, glBufferImpl, glGenericBuffer, etc) use BufferParams for creation.
— Constructor and create calls have been merged together

817 IonutCava picture IonutCava Sun 15 Jan, 2017 21:29:59 +0000

[IonutCava]
- Add a new Unit component to SGNs that holds NPC/Player/etc. objects
- Add support for multiple keyboard+mouse combos and joysticks and add mapping between these and players

816 IonutCava picture IonutCava Fri 13 Jan, 2017 17:05:20 +0000

[IonutCava]
- Allow per player scene state and input source
— Add SceneStatePerPlayer class
— Add device index to InputParams objects.
— ToDo: map players to devide indices

815 IonutCava picture IonutCava Thu 12 Jan, 2017 23:33:01 +0000

[IonutCava]
- Fixed viewport alignment issue
- Added per-player RenderTargets (added index support to GFXRTPool)
- Initial implementation of per-player cameras
— Removed defaultCamera
— Scenes now use a baseCamera as a template for new player cameras

813 IonutCava picture IonutCava Thu 12 Jan, 2017 17:18:55 +0000

[IonutCava]
- Initial split screen support:
— Add support for multiple Player objects per scene
— Compute viewport alignment for every player
— Render scene once for every viewport
- ToDo:
— Bind each player to an input method
— Add per-player camera
— Per player render pass: set player camera as default camera

807 IonutCava picture IonutCava Mon 09 Jan, 2017 17:06:26 +0000

[IonutCava]
- Split PlatformDefines.h into 2. Move data type defines to PlatformDataTypes.h
- Continue to improve velocity map calculation
- Remove “destroy()” calls from most classes. Attempt to move as many classes to the RAII system.