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Divide-Framework

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[language]
START_APPLICATION = Starting the application
START_APPLICATION_CMD_ARGUMENTS = Specified command line arguments:
WARN_APPLICATION_CLOSE = Application will now exit!
STOP_APPLICATION = Application shutdown successful!
STOP_GUI = Shutting down graphical user interface ...
GUI_EDITOR_INIT = Creating the World Editor user interface ...
GUI_CONSOLE_CREATED = Console window created!
GUI_EDITOR_CREATED = WorldEditor window created!
SDL_ERROR = SDL encountered and error [ %s ]!
ERROR_CONSOLE_LAYOUT_FILE = Could not load console from layout file [ %s ]!
ERROR_EDITOR_LAYOUT_FILE = Could not load editor from layout file [ %s ]!
ERROR_CONSOLE_DOUBLE_INIT = Tried to initialize the GUI Console twice!
ERROR_EDITOR_DOUBLE_INIT = Tried to initialize the GUI WorldEditor twice!
ERROR_GUI_DOUBLE_INIT = Tried to initialize the GUI twice!
ERROR_CEGUI_DESTROY = CEGUI system destruction threw an exception!
START_RENDER_INTERFACE = Initializing the rendering interface
CLOSING_RENDERER = Closing the renderer
START_D3D_API = Initializing Direct3D rendering API!
START_OGL_API_OK = OpenGL rendering system initialized!
AVAILABLE_VIDEO_MODES = Display [ %d ]. Available display modes: %d (resolution: [width x height] - bit depth: [ bpp - format ] - refresh rates - [Hz,Hz,...] )
CURRENT_DISPLAY_MODE = Display mode: [ %d x %d ] - [ %d - '%s'] - [ %s ]
ERROR_GL_OLD_VERSION = The OpenGL version supported by the current GPU is too old!
ERROR_GFX_DEVICE = GFXDevice returned [ %s ]
ERROR_SDL_WINDOW = SDL failed to create valid windows
ERROR_OPENGL_NOT_SUPPORTED = Your current hardware does not support the OpenGL 3.0 extension set!
ERROR_GFX_DEVICE_API = Invalid Render API selected!
ERROR_SFX_DEVICE_API = Invalid Audio API selected!
ERROR_PFX_DEVICE_API = Invalid Physics API selected!
ERROR_PFX_DEVICE_NO_INIT = [PXDevice] closePhysicsAPI called without init!
ERROR_GFX_DEVICE_INVALID_FB_CUBEMAP = [GFXDevice] trying to generate cubemap in invalid FB type!
ERROR_GFX_DEVICE_INVALID_FB_DP = [GFXDevice] trying to generate dual paraboloid mapping with invalid FB type!
ERROR_GFX_LEAKED_RESOURCES = [GFXDevice] device leaked %d resources during shutdown!
WARN_SWITCH_D3D = Try switching to D3D (version 10.x required) or upgrade hardware.
START_POST_FX = Initializing the post-processing interface
STOP_POST_FX = Closing post-processing interface!
START_OPENCL_BEGIN = Initializing OpenCL interface! Platform details:
START_OPENCL_END = OpenCL interface initialized!
STOP_OPENCL = Closing OpenCL interface!
START_SOUND_INTERFACE = Initializing the sound interface
ERROR_SDL_LOAD_SOUND = [SFXDevice] Can't load sound [ %s ] with SDL!
ERROR_SDL_CANT_PLAY = [SFXDevice] Can't play sound [ %s ] with SDL! Error: [ %s ]
START_PHYSICS_INTERFACE = Initializing the physics interface
START_PHYSX_API = Initializing the PhysX engine!
CONNECT_PVD_OK = Connection with the PhysX Visual Debugger returned [ %s ].
STOP_PHYSX_API = Stopping PhysX device!
ERROR_ACTOR_CAST = [PhysX] Tried to add unknown actor type to SceneGraph node [ %s ]!
ERROR_START_PHYSX_API = [PhysX] Error creating PhysX device!
ERROR_EXTENSION_PHYSX_API = [PhysX] PxInitExtensions failed!
ERROR_PHYSX_CREATE_PLANE = [PhysX] error creating plane!
ERROR_PHYSX_CREATE_PLANE_SHAPE = [PhysX] error creating shape for plane!
ERROR_PHYSX_CREATE_BOX = [PhysX] error creating box!
ERROR_COOK_TRIANGLE_MESH = [PhysX] error cooking triangle mesh!
ERROR_CREATE_TRIANGLE_MESH = [PhysX] error creating triangle mesh!
COLLISION_MESH_LOADED_FROM_FILE = [PhysX] loading collision mesh from cached file [ %s ]
COLLISION_MESH_LOADED_FROM_RAM = [PhysX] loading collision mesh from ram cache [ %s ]
START_PHYSX_API_OK = PhysX engine initialized!
STOP_PHYSX_SCENE_INTERFACE = Shutting down PhysXSceneInterface
ERROR_PHYSX_INTERFACE_SDK = [PhysX Scene Interface] SDK not initialized!
ERROR_PHYSX_INTERFACE_CPU_DISPATCH = [PhysX Scene Interface] PxDefaultCpuDispatcherCreate failed!
ERROR_PHYSX_INTERFACE_CREATE_SCENE = [PhysX Scene Interface] error creating scene!
STOP_PHYSICS_INTERFACE = Closing physics interface!
LOAD_DEFAULT_MATERIAL = Loading default material from XML
WARNING_NO_PREV_SCENE_RENDER_STATE = Tried to restore a previous scene render state, but none was found!
ERROR_SCENE_LOAD = There was an error loading scene [ %s ]
ERROR_SCENE_LOAD_NOT_CALLED = Scene::load() was not called by scene [ %s ]
ERROR_SCENE_LOAD_MODEL = [Scene] Error loading model [ %s ]
ERROR_SCENE_UNSUPPORTED_GEOM = [Scene] Error adding unsupported geometry to scene: [ %s ]
ERROR_SCENE_DELETE_NULL_NODE = [Scene] Trying to delete NULL scene node!
STOP_SCENE_MANAGER = Unloading scenes and shutting down the scene manager!
SCENE_LOAD_TASKS = [Scene] Loading tasks remaining: [ %d ]
STOP_RESOURCE_CACHE = Emptying the resource cache ...
STOP_ENGINE_OK = Engine resources unloaded successfully!
ERROR_MEMORY_NEW_DELETE_MISMATCH = <<<MULTILINE_TAG
Unhandled memory left at shutdown [ %d KB ]. 
This may indicate a mismatch between new and delete calls!
MULTILINE_TAG
STOP_HARDWARE = Closing hardware interface(GFX,SFX,PhysX, input,network) engine ...
INITIAL_DATA_LOADED = Initial data loaded ...
CREATE_AI_ENTITIES_START = Creating AI entities ...
CREATE_AI_ENTITIES_END = AI Entities created ...
START_RENDER_LOOP = Preparing rendering loop ...
START_MAIN_LOOP = Starting main render loop ...
STOP_KERNEL = Deleting Divide Kernel
BYTE_BUFFER_ERROR = [ByteBuffer] Error: Operation: %s , Crt Position: %d, Requuested Size: %d, Total BufferSize: %d
CREATE_SKY_RES_OK = Generated sky cubemap and sun OK!
TREE_ADDED = Added tree [ %s ]
ERROR_ADD_TREE = Can't add tree: %s
TERRAIN_INFO = Terrain width: %d and height: %d
UNLOAD_VEGETATION_BEGIN = Destroying vegetation for terrain [ %s ] ...
UNLOAD_VEGETATION_END = ... destruction complete!
CREATE_GRASS_BEGIN = Generating Grass...[ %d ]
CREATE_GRASS_END = Generating Grass OK
ERROR_CREATE_TREE_NO_GEOM = [Vegetation] Insufficient base geometry for tree generation. Skipping!
CREATE_TREE_START = Generating Trees ... [ %d ]
CREATE_TREE_END = Generating Trees OK
WATER_CREATE_DETAILS_1 = Water plane height placement: [ %f ]
WATER_CREATE_DETAILS_2 = Water plane depth level: [ %f ]
LOAD_ANIMATIONS_END = Finished loading animations with [ %d ] bones
LOAD_ANIMATIONS_BEGIN = Extracting Animations ...
LOAD_MESH_TIME  = Model [ %s ] was imported in [ %5.2f ] seconds. Parsing started!
MESH_LOADED_FROM_FILE = Model [ %s ] was successfully imported from file!
MESH_NOT_LOADED_FROM_FILE = Model [ %s ] was not successfully imported from file! Using ASSIMP based import;
MESH_SAVED_TO_FILE = Model [ %s ] was successfully saved to file!
MESH_NOT_SAVED_TO_FILE = Model [ %s ] was not successfully saved to file!
PARSE_MESH_TIME = Model [ %s ] was parsed in [ %5.2f ] seconds.
CREATE_ANIMATION_BEGIN = Creating Animation named: [ %s ]
CREATE_ANIMATION_END = Finished Creating Animation named: [ %s ]
ERROR_BONE_FIND = Did not find the bone node [ %s ]
ERROR_IMPORTER_FILE = DVDConverter::load( %s ): %s
SUBMESH_NO_TANGENT = DVDConverter: SubMesh [ %s ] does not have tangent data!
MATERIAL_NO_DIFFUSE = Material [ %s ] does not have a diffuse colour
MATERIAL_NO_SPECULAR = Material [ %s ] does not have a specular colour
REPLACE_SHADER = Replacing shader [ %s ] with shader  [ %s ]
REPLACE_MATERIAL = Replacing material [ %s ] with material  [ %s ]
ERROR_SCENE_GRAPH_REMOVE_NODE = Failed to remove node [ %s ]
DELETE_SCENEGRAPH = Deleting SceneGraph
SCENEGRAPH_TITLE = SceneGraph: 
REMOVE_SCENEGRAPH_NODE = Removing SGN: %s (%s)
PRINT_SCENEGRAPH_NODE = %s (Resource: %s, Material: %s (Shader: %s , DepthShader: %s) )
INPUT_EFFECT_TEST_FAIL = InputInterface: The device can't play any effect of the test set
INPUT_DEVICE_EFFECT_SUPPORT = InputInterface: Selected device can play the following effects :
INPUT_NO_JOYSTICK_SELECTED = InputInterface: No Joystick selected.
INPUT_NO_PLAYABLE_EFFECTS = InputInterface: No playable effects.
INPUT_PRINT_EFFECT = InputInterface: * #%d : %s
INPUT_CREATE_OK = InputInterface: %s created.
INPUT_CREATE_START = InputInterface: Initializing input system.
INPUT_CREATE_BUFF_JOY = Created buffered joystick # %d '%s' (Id='%d')
INPUT_JOY_NUM_FF_AXES =  * Number of force feedback axes : %d
INPUT_JOY_SUPPORTED_EFFECTS =  * Supported effects :
ERROR_INPUT_CREATE_KB = Exception raised on keyboard creation: %s
ERROR_INPUT_CREATE_JOYSTICK = Exception raised on joystick creation: %s
ERROR_INPUT_CREATE_MOUSE = Exception raised on mouse creation: %s
WARN_INPUT_NO_FORCE_FEEDBACK = InputInterface: No Force Feedback device detected.
WARN_INPUT_NO_SUPPORTED_EFFECTS = Warning: no supported effect found !
WARN_INPUT_NO_FF_EFFECTS = Warning: no force feedback effect found !
ASIO_CLOSE = Closing ASIO
ASIO_PAK_REC_GEOM_APPEND = ASIO: received  [SMSG_GEOMETRY_APPEND]
GL_FB_GEN_DEPTH = Generating depth buffer of dimensions [%d x %d]
GL_FB_GEN_DEPTH_ARRAY = Generating depth buffer with array textures of dimensions [%d x %d]
GL_FB_GEN_COLOR = Generating frame buffer of dimensions [%d x %d]
GL_FB_GEN_COLOR_ARRAY = Generating frame buffer with array textures of dimensions [%d x %d]
GL_FB_GEN_DEFERRED = Generating deferred buffer of dimensions [%d x %d]
GL_PB_GEN = Generating pixelbuffer of dimensions [%d x %d]
ERROR_RT_ATTACHMENT_DIFFERENT = RenderTarget: Attachment [ %d ] has an unsupported texture type for this FB!
ERROR_PB_INVALID_TYPE = Invalid texture type received on PB creation
GL_MAX_UNIFORM = Max GLSL fragment uniform components supported: %d
GL_MAX_VERT_UNIFORM = Max GLSL vertex uniform components supported: %d
GL_MAX_VERT_ATTRIB = Max GLSL vertex attributes supported: %d
GL_MAX_TEX_UNITS = Max Combined Texture Units supported: %d. Max texture units per stage: %d
GL_MAX_TEX_UNITS_FRAG = Max Texture Units supported in frag shader: %d
GL_MAX_VERSION = Hardware acceleration for OpenGL %d.%d supported!
GL_GLSL_SUPPORT = GLSL version supported: [ %s ]
GL_VENDOR_STRING = Video hardware vendor: [ %s ]. Rendering platform: [ %s ]. Version [ %s ]
GL_MULTI_SAMPLE_INFO = Multisampling information: Samples: [ %d ] Buffers: [ %d ]
GL_UBO_INFO = Max uniform buffer bindings [ %d ]. Max UBO block size [ %d Kb ]. Offset alignment [ %d ]
GL_SSBO_INFO = Max shader storage buffer bindings [ %d ]. Max SSBO block size [ %d Mb ]. Max SSBO combined blocks [ %d ]. Offset alignment [ %d ]
GL_SUBROUTINE_INFO = Max Subroutines: [ %d ]. Max Subroutine Uniforms: [ %d ]
ERROR_TEXTURE_DATA_CONTAINER_CONFLICT = [TextureData] Multiple textures for the same bind slot specified in the container. Please split render sub passes to correct this!
ERROR_GL_NO_TEXTURE_ARRAY = [glDepthArrayBuffer] No Texture Array Support!
ERROR_GENERIC_GL = An internal OpenGL call failed on call [ %s ]: [ %s ]
ERROR_GENERIC_GL_DEBUG = %s [Source:%s][Type:%s][ID:%d][Severity:%s][Message:%s]
ERROR_GFX_INVALID_OBJECT_TYPE = [GFXDevice] Invalid Object3D type received for object: [ %s ]
ERROR_NO_SAMPLER_OBJECT_FOUND = [GLWrapper] No sampler object available for specified hash value [ %zu ]
ERROR_TEXTURE_MATRIX_ACCESS = [GFXDevice] Texture matrix requested but unsupported yet!
GLSL_VALIDATING_SHADER = [GLSL] Validating shader [ %d ][ %s ]: %s
GLSL_VALIDATING_PROGRAM = [GLSL Manager] Validating program [ %d ][ %s ]: %s
GLSL_LINK_PROGRAM = [GLSL] Linking program [ %s ] id [ %d ]
GLSL_LINK_PROGRAM_LOG = [GLSL] Program [ %s ] linked: %s
WARN_GLSL_NO_TESSELATION = [GLSL] Tessellation not yet implemented
ERROR_GLSL_INCLUD_LIMIT = [GLSL] Header inclusion depth limit reached, might be caused by cyclic header inclusion
ERROR_GLSL_NOT_FOUND = [GLSL] Shader [ %s ] not found!
ERROR_GLSL_UNKNOWN_ShaderType = [GLSL] Unknown shader type received: %d
ERROR_GLSL_NO_INCLUDE_FILE = [GLSL] %s (%d): fatal error: cannot open include file [ %s ]
WARN_GLSL_LOAD = [GLSL] Shader not found or used [ %s ]
ERROR_GLSL_COMPILE = [GLSL] Could not compile shader [ %d ] [ %s ]
SHADER_DELETE = Deleting Shader  [ %s ]
SHADER_PROGRAM_REMOVE = Removing shader program [ %s ]
ERROR_TEXTURE_MULTI_BIND = [ShaderProgram] Tried to bind multiple samplres to same texture unit!
ERROR_INVALID_DEFINE_ADD = [ShaderProgram] Tried to add the same define twice [ %s ] for current program [ %s ]
ERROR_INVALID_DEFINE_DELETE = [ShaderProgram] Tried to remove invalid define [ %s ] for current program [ %s ].
ERROR_INVALID_UNIFORM_ADD = [ShaderProgram] Tried to add the same uniform twice [ %s ] from shader of type [ %d ] of program [ %s ]
ERROR_INVALID_UNIFORM_DELETE = [ShaderProgram] Tried to remove invalid uniform [ %s ] from shader of type [ %d ] of program [ %s ]
ERROR_RECOMPILE_NOT_FOUND = [ShaderProgram] Could not find shader program [ %s ] for recompile command.
CAMERA_MANAGER_DELETE = Deleting Camera Pool ...
CAMERA_MANAGER_REMOVE_CAMERAS = Removing all cameras and destroying the camera pool ...
ERROR_CAMERA_MANAGER_CREATION = [CameraManager] Camera creation failed!
SCENE_MANAGER_DELETE = Deleting Scene Manager ...
SCENE_MANAGER_REMOVE_SCENES = Removing all scenes and destroying scene manager ...
SCENE_MANAGER_LOAD_SCENE_DATA = Loading scene data ...
SCENE_ADD_DEFAULT_CAMERA = Adding default camera ...
SHADER_MANAGER_GET_INC = Shader: returning shader [ %s ]. New ref count [ %d ]
WARNING_MANAGER_DOUBLE_INIT = ShaderProgram: init() called twice!
ERROR_LIGHT_INVALID_FLOAT_PROPERTY_REQUEST = Tried to get invalid float property for light id [%d]
ERROR_LIGHT_INVALID_VEC_PROPERTY_REQUEST = Tried to get invalid vector property for light id [%d]
ERROR_LIGHT_INVALID_SPLIT_COUNT = Invalid number of split planes requested for CSM system [ %d ]
ERROR_LIGHT_POOL_DUPLICATE = [LightPool] Light with ID: %d already exists in light map
ERROR_LIGHT_POOL_REMOVE_LIGHT = [LightPool] Could not remove light with ID: %d
WARNING_INVALID_PROPERTY_SET = Tried to set invalid property for light id [ %d ]
WARNING_INVALID_PROPERTY_GET = Tried to get invalid property for light id [ %d ]
WARNING_ILLEGAL_PROPERTY = Tried to set illegal property for light id [ %d ] of type [ %s ]. Property: [ %s ]
WARNING_REPLACING_RT_ATTACHMENT = Replacing Render Target [ %d ] attachment (%s - %d)
LIGHT_CREATE_SHADOW_FB = Creating the Frame Buffer Objects for Shadow Mapping for Light [ %d ] using technique [ %s ]
LIGHT_INIT_SHADOW_FB = Initializing the Frame Buffer Objects for Shadow Mapping for Light [ %d ]
REFRACTION_INIT_FB = Creating FB [ %d x %d ] for refraction texture
ERROR_REFRACTION_INIT_FB = Could not create refraction FB!
FRAMERATE_FPS_OUTPUT = <<<MULTILINE_TAG
FPS - Avg: %3.2f / Max: %3.2f / Min: %3.2f
Average Frame Time: %3.2f ms
MULTILINE_TAG
DEFERRED_RT_DELETE = Deleting Deferred Rendering RenderTarget!
AWAITING_FILE = Waiting for file ...
STOP_SCENE_TASKS = Stopping all tasks ...
TOGGLE_SCENE_SKELETONS = Toggling Skeleton Visibility: %s
TOGGLE_SCENE_BOUNDING_BOXES = Toggling Bounding Boxes: %s
TOGGLE_SCENE_AXIS_GIZMO = Toggling Axis Gizmo
TASK_COMPLETE_IN_THREAD = TaskManager: Finished task [ %d ] on thread [ %d ]
TASK_DELETE_ACTIVE = TaskManager: Tried to delete an active thread! Stop the thread first!
TASK_RUN_IN_THREAD = TaskManager: Starting task [ %d ] on thread [ %d ]
TASK_SCHEDULE_FAIL = TaskManager: The current task could not be registered with the threadpool specified on the first try! Retry count: %d
XML_LOAD_SCRIPTS = [XML] Loading Scripts!
XML_LOAD_CONFIG = [XML] Loading Configuration settings file: [ %s ]
XML_LOAD_SCENE = [XML] Loading scene [ %s ]
XML_LOAD_TERRAIN = [XML] Loading terrain: [ %s ]
XML_LOAD_MUSIC = [XML] Loading music: [ %s ]
XML_LOAD_GEOMETRY = [XML] Loading Geometry: [ %s ]
XML_LOAD_MATERIAL = [XML] Loading material from XML file [ %s ]
XML_TERRAIN_COUNT = [XML] Number of terrains to load: %d
XML_LOAD_DEFAULT_KEY_BINDINGS = [XML] Loading default key bindings from file: [ %s ]
ERROR_XML_INVALID_SCENE = [XML] Invalid Scene!. Could not find [ %s ]
ERROR_XML_LOAD_INVALID_SCENE = [XML] XML: Trying to load unsupported scene! Exiting ...
ERROR_XML_INVALID_U_PARAM = [XML] Invalid U-map parameter for [ %s ]
ERROR_XML_INVALID_V_PARAM = [XML] Invalid V-map parameter for [ %s ]
ERROR_XML_INVALID_W_PARAM = [XML] Invalid W-map parameter for [ %s ]
ERROR_XML_INVALID_MIN_FILTER = Invalid min filter parameter for [ %s ]
ERROR_XML_INVALID_MAG_FILTER = Invalid mag filter parameter for [ %s ]
NAV_MESH_GENERATION_START = [NavMeshLoader] Started creating nav mesh from [ %s ].
NAV_MESH_GENERATION_COMPLETE = [NavMeshLoader] Nav mesh creation completed in %5.2f seconds.
NAV_MESH_GENERATION_INCOMPLETE = [NavMeshLoader] Nav mesh creation failed. Elapsed time: %5.2f seconds.
NAV_MESH_CONFIG_NOT_FOUND = [NavMeshLoader] Nav mesh ini configuration file not found for the current scene.
NAV_MESH_ADD_NODE = [NavMeshLoader] Added [ %s ].
NAV_MESH_BOUNDS = [NavMeshLoader] Nav mesh bounds are MAX [ %5.2f | %5.2f | %5.2f ] MIN [ %5.2f | %5.2f | %5.2f ].
NAV_MESH_CURRENT_NODE = Parsing node [ %s ] with detail %d.
WARN_NAV_UNSUPPORTED = WARNING: Node [ %s ] is not of type [ TERRAIN | WATER | OBJECT3D ]. Skipped;
WARN_NAV_INCOMPLETE = WARNING! NavigationMesh Generation is not yet implemented!
WARN_WAYPOINT_NOT_FOUND = WARNING! Waypoint [ %d ] not found in graph [ %d ]
ERROR_DETOUR_CROWD_INSTANCE = [DetourCrowd] Could not allocate dtCrowd instance!
ERROR_RECAST_LEVEL = [NavigationMesh Generation] Unknown detail level [ %d ]
ERROR_NAV_UNKNOWN_NODE_FOR_ABSOLUTE = [NavigationMesh Generation] Absolute detail level requires either OBJECT3D type or TERRAINTYPE. Received type id [ %d ].
ERROR_NAV_PARSE_FAILED = [NavigationMesh Generation] Navigation Mesh creation starting from node [ %s ] failed.
ERROR_NAV_HEIGHTFIELD = Could not generate rcHeightField for NavigationMesh [ %s ]
ERROR_NAV_OUT_OF_MEMORY = Out of memory [ %s ] for NavigationMesh [ %s ]
ERROR_NAV_COMPACT_HEIGHTFIELD = Could not generate rcCompactHeightField for NavigationMesh [ %s ]
ERROR_NAV_WALKABLE = Could not erode walkable area for NavigationMesh [ %s ]
ERROR_NAV_REGIONS = Could not build regions for NavigationMesh [ %s ]
ERROR_NAV_COUNTOUR = Could not construct rcContourSet for NavigationMesh [ %s ]
ERROR_NAV_POLY_MESH = Could not construct rcPolyMesh for NavigationMesh [ %s ]
ERROR_NAV_POLY_MESH_DETAIL = Could not construct rcPolyMeshDetail for NavigationMesh [ %s ]
ERROR_NAV_MESH_DATA = Could not construct NavMeshData for NavigationMesh [ %s ]
ERROR_NAV_DT_OUT_OF_MEMORY = Out of memory allocating dtNavMesh for NavigationMesh [ %s ]
ERROR_NAV_DT_INIT = Could not initialize dtNavMesh for NavigationMesh [ %s ]
ERROR_NAV_NO_POLY_NEAR_POINTS = No NavMesh polygon near visit point (%g, %g, %g) of NavPath
RECAST_CTX_LOG_PROGRESS = [ReCast] %s
RECAST_CTX_LOG_WARNING = [ReCast Warning] %s
RECAST_CTX_LOG_ERROR = [ReCast Error] %s
ERROR_PARAM_CAST = [ParamHandler] error casting [ %d ] to requested type
ERROR_PARAM_GET = [ParamHandler] error finding param [ %d ]
PARAM_REMOVE = [ParamHandler] Removed saved parameter [ %d ]
ERROR_PARAM_REMOVE = [ParamHandler] Tried to remove invalid parameter [ %d ]
TERRAIN_LOAD_START = Loading terrain [ %s ]
TERRAIN_LOAD_END = Loading Terrain [ %s ] OK
ERROR_TERRAIN_LOAD = Error loading terrain [ %s ]
ERROR_TERRAIN_DESCRIPTOR_MISSING_VAR = [TerrainDescriptor] Accessing inexistent variable [ %s ]
RESOURCE_CACHE_ADD = [ResourceCache] Caching resource [%s]   [%zu]
RESOURCE_CACHE_DELETE = [ResourceCache] Deleting resource cache ...
RESOURCE_CACHE_REMOVE_NO_DB = [ResourceCache] RemoveResource called on object [ %s ] but the resource database is empty!
RESOURCE_CACHE_GET_RES_INC = [ResourceCache] returning resource [ %s ]. Ref count: %d
RESOURCE_CACHE_GET_RES = [ResourceCache] loading resource [ %s ] [%zu]
RESOURCE_CACHE_REM_RES = [ResourceCache] Removing resource: [ %s ] [%zu]
ERROR_RESOURCE_CACHE_LOAD_RES = [ResourceCache] Resource creation failed!
ERROR_RESOURCE_CACHE_INVALID_NAME = [ResourceCache] Trying to remove resource with invalid name!
ERROR_RESOURCE_CACHE_UNKNOWN_RESOURCE = [ResourceCache] Trying to remove a resource that wasn't loaded with the ResourceCache!
ERROR_RESOURCE_REM = [ResourceCache] Resource [ %s ] not unloaded successfully!
ERROR_RESOURCE_REM_NOT_FOUND = [ResourceCache] ResourceCache: resource [ %s ] not found in database!
ERROR_TEXTURE_LOADER_ARRAY_INIT_COUNT = [TextureLoader] wrong number of texture layers for array texture: [ %s ]
TEXTURE_HAS_TRANSPARENCY = [TextureLoader] Texture [ %s ] has translucent pixels: [ %s ]
ERROR_TEXTURE_LOADER_CUBMAP_INIT_COUNT = [TextureLoader] wrong number of files for cubemap texture: [ %s ]
ERROR_NO_ANISO_SUPPORT = [TextureLoader] Anisotropic Filtering is enabled but not supported by the GPU/Driver
ERROR_NO_S3TC_SUPPORT = [TextureLoader] Texture Compression (S3TC) is not supported by the GPU/Driver
ERROR_NO_SAMPLER_SUPPORT = [TextureLoader] Sampler Objects are not supported by the GPU/Driver
ERROR_TEXTURE_LOADER_FILE = [TextureLoader] could not load texture file [ (%s)%s ]
ERROR_TEXTURE_LOAD = [Texture] Unable to load texture [ %s ]
ERROR_TEXTURE_LAYER_LOAD = [Texture] Unable to load texture layer [ %s ]. Missing texture can't be applied!
ERROR_IMAGETOOLS_INVALID_IMAGE_FILE = [ImageLoader] The specified file [ %s ] is not a valid image file.
ERROR_RT_ATTACHMENT_INCOMPLETE = RenderTarget incomplete: Attachment is NOT complete.
ERROR_RT_NO_IMAGE = RenderTarget incomplete: No image is attached to FB.
ERROR_RT_DIMENSIONS = RenderTarget incomplete: Attached images have different dimensions.
ERROR_RT_FORMAT = RenderTarget incomplete: Colour attached images have different internal formats.
ERROR_RT_INCOMPLETE_DRAW_BUFFER = RenderTarget incomplete: Draw buffer.
ERROR_RT_INCOMPLETE_READ_BUFFER = RenderTarget incomplete: Read buffer.
ERROR_RT_UNSUPPORTED = RenderTarget incomplete: Unsupported by FB implementation.
ERROR_RT_INCOMPLETE_MULTISAMPLE = RenderTarget incomplete: Incomplete multisample buffer.
ERROR_RT_INCOMPLETE_LAYER_TARGETS = RenderTarget incomplete: Incomplete layer targets;
ERROR_RT_DOUBLE_BIND = Detected double bind request on FB with same texture and unit without unbind
ERROR_RT_INVALID_UNBIND = Detected unbind call without previous bind
DISPLAY_VB_METRICS = VB [%d] entry size: [ %d  / %d ] bytes. VB total used size [ %d ]. Total VBs allocated [ %d ]
ERROR_VB_INIT = Init VB failed!
ERROR_VAO_INIT = Init VAO failed!
ERROR_IB_INIT = Init IB failed!
ERROR_VB_POSITION = No position data!
ERROR_FRAME_LISTENER_REMOVE = [FrameListener] Trying to remove nonexistant listener [ %s ].
ERROR_BLOOM_INPUT_FB = Bloom Operator - no input FB.
ERROR_DOF_INPUT_FB = DoF Operator - no input FB.
ERROR_INVALID_RENDER_BIN_SORT_ORDER = RenderBin [%s]: Invalid rendering order!
ERROR_INVALID_RENDER_BIN_CREATION = RenderQueue: Tried to create an invalid render bin!
ERROR_FONT_FILE =  FONT-STASH: Unable to open font file %s.
ERROR_FONT_HEIGHT = FONT-STASH: Unable to set font face size %d.
ERROR_FONT_INIT = FONT-STASH: Unable to create a valid context;
ERROR_UNKNOWN = Unknown error.
CONSOLE_SAY_NAME_TAG = You: %s.
CONSOLE_INVALID_COMMAND = [ %s ] is an invalid command.
CONSOLE_INVALID_NUMBER = The specified argument is not a valid number.
CONSOLE_QUIT_COMMAND_ARGUMENT = Quit command argument: %s.
CONSOLE_INVALID_HELP_ARGUMENT = Command not found. See list below.
HELP_CONSOLE_COMMAND = Available console commands:
CONSOLE_SAY_COMMAND_HELP = Outputs text in the format [name]: [text].
CONSOLE_QUIT_COMMAND_HELP = Exits the application. Any argument passed will be printed as a quit reason.
CONSOLE_HELP_COMMAND_HELP = Displays a list of available commands or information about the command used as argument.
CONSOLE_EDITPARAM_COMMAND_HELP = Edits a parameter from the ParamHandler storage singleton.
CONSOLE_PLAYSOUND_COMMAND_HELP = Plays the specified sound file. Root directory is the "assets" folder location.
CONSOLE_NAVMESH_COMMAND_HELP = Recursively creates a navmesh based on scene geometry. Additional parameter: the root SceneGraphNode to start from.
CONSOLE_SHADER_RECOMPILE_COMMAND_HELP = Recompile the specified shader or all shaders that have names starting with the specified string.
CONSOLE_CHANGE_FOV_COMMAND_HELP = Change the horizontal FoV in the range 40 - 140.
CONSOLE_ADD_OBJECT_COMMAND_HELP = Add the specified object, either a predefined type such as Box3D, Sphere3D,etc or a mesh file from the "models" subfolder, copying the camera's location and orientation. Specify a radius / size / scale as the second argument (comma separated).
CONSOLE_EDITPARAM_FOUND = Editing [ %s | Type: [ %s ] of value [ %s ] to value [ %s ].
CONSOLE_EDITPARAM_NOT_FOUND = Parameter [ %s ] not found.
CONSOLE_PLAY_SOUND_INVALID_FORMAT = Specified audio file does not have a valid format for playback.
CONSOLE_PLAY_SOUND_INVALID_FILE = Specified audio file does not exist.
CONSOLE_NAVMESH_NO_NODE = Specified SceneGraphNode [ %s ] not found. NavMesh creation stopped.
ERROR_SCRIPT_INCLUD_LIMIT = [Script] Header inclusion depth limit reached, might be caused by cyclic header inclusion
CONSOLE_SCRIPT_OUTPUT = Script: [ %s ]

Commits for Divide-Framework/trunk/localisation/enGB.ini

Diff revisions: vs.
Revision Author Commited Message
909 Diff Diff IonutCava picture IonutCava Thu 29 Jun, 2017 23:57:18 +0000

[Ionut]
- Rework RenderTarget class
— RTAttachment now deal with textures directly
— RT size needs to be specified upfront
- Application class is no longer a Singleton but passed around in the PlatformContext

908 Diff Diff IonutCava picture IonutCava Thu 29 Jun, 2017 15:56:53 +0000

[Ionut]
- Texture’s MSAA sample count is now a property of the TextureDescriptor
- Add extra SDL validation as well as fallback for too high MSAA sample count specified

907 Diff Diff IonutCava picture IonutCava Wed 28 Jun, 2017 23:16:40 +0000

[Ionut]
- Rework texture loading, mip map generation, sampler usage, etc
- ResourceDescriptor for textures now ONLY takes a TextureDescriptor as a property descriptor. Sampler must be assigned to the tex descriptor:
— ToDo: Separate samplers completely from textures and assign them from a pool to textures at bind time

906 Diff Diff IonutCava picture IonutCava Mon 26 Jun, 2017 20:58:19 +0000

[Ionut]
- Fix small issues with the previous commit

869 Diff Diff IonutCava picture IonutCava Sun 26 Feb, 2017 23:25:54 +0000

[IonutCava]
- Reduce loading time using profile guided optimizations
- Camera/Quaternion work in an attempt to fix a weird Yaw-rotation bug.

863 Diff Diff IonutCava picture IonutCava Wed 15 Feb, 2017 16:27:26 +0000

[IonutCava]
- Split Resource class into Resource and CachedResource
— CachedResource is the only resource held in a ResourceCache and loaded from a ResourceDescriptor
— CachedResource is mapped by its creation descriptor’s hash value, instead of the resource name
-— Multiple cached resources can now exist with the same name if the have different properties, for example.

856 Diff Diff IonutCava picture IonutCava Fri 10 Feb, 2017 17:19:06 +0000

[IonutCava]
- Attempt to improve resource creation mechanism by adding a callback for when the resource finishes loading
— This is useful for multi-threaded loading: shaders, textures, terrain, etc

855 Diff Diff IonutCava picture IonutCava Thu 09 Feb, 2017 17:21:35 +0000

[IonutCava]
- Cleanup and optimize ByteBuffer class (native support for vector and array read/writes)
- Cleanup file read/write functions
- Promote ByteBuffer class from a platform specific feature to a core feature

849 Diff Diff IonutCava picture IonutCava Mon 06 Feb, 2017 13:04:17 +0000

[IonutCava]
- Add a debug message push/pop system to make frame analysis in external apps easier (e.g. in RenderDoc)

846 IonutCava picture IonutCava Fri 03 Feb, 2017 22:41:05 +0000

[IonutCava]
- More scripting work