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Commits for Divide-Framework/trunk/Source Code/Scenes/FlashScene/FlashScene.cpp

Diff revisions: vs.
Revision Author Commited Message
1004 Diff Diff IonutCava picture IonutCava Wed 20 Dec, 2017 17:16:32 +0000

[Ionut]
- More GUI cleanup (added multiple GUIButton events)
- Typedef vec4<U8> and vec4<F32> to UColour and FColour respectively for easier to read code.

1003 Diff Diff IonutCava picture IonutCava Tue 19 Dec, 2017 17:08:06 +0000

[Ionut]
- GUI cleanup

979 Diff Diff IonutCava picture IonutCava Tue 21 Nov, 2017 23:24:57 +0000

[Ionut]
- W.I.P. Rework GUI element positioning and scaling
- Update ImGUI and IMGUI_ADDONS

968 Diff Diff IonutCava picture IonutCava Tue 07 Nov, 2017 17:32:31 +0000

[Ionut]
- Consistent naming between timing variables

957 Diff Diff IonutCava picture IonutCava Tue 31 Oct, 2017 17:15:51 +0000

[Ionut]
- Some SGN node search refactoring
- typedef PlayerIndex

890 Diff Diff IonutCava picture IonutCava Sun 14 May, 2017 20:54:59 +0000

[Ionut]
- Add pre-compiled header support
- Initial code for per-stage tessellation computation

867 Diff Diff IonutCava picture IonutCava Mon 20 Feb, 2017 17:01:12 +0000

[IonutCava]
- Rename to_XNN and to_const_XNN functions to reflect the target data type they are converting to.
- Cleanup Angle namespace and remove all “inDegrees” parameters from rotation functions. Use aliases to differentiate between Degree and Radian parameters.
- Profile guided optimizations.

831 Diff Diff IonutCava picture IonutCava Wed 25 Jan, 2017 23:52:34 +0000

[IonutCava]
- More path related updates

816 Diff Diff 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

721 Diff Diff 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 Diff Diff 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.

714 Diff Diff IonutCava picture IonutCava Thu 26 May, 2016 16:26:23 +0000

[IonutCava]
- Initial code for multithreaded scene load:
— Tasks can have a “sync with gpu” flag that will cause them to use a shared context (so they can call GL functions)
- Added per scene GUI lists that get passed to the main GUI class (still need a base class to hold the map and accessors to avoid code duplication)
- Re-enabled threading unit tests

705 Diff Diff IonutCava picture IonutCava Thu 12 May, 2016 20:27:20 +0000

[IonutCava]
- Decouple asset loading from the active scene
— completely remove GET_ACTIVE_SCENE() method

699 Diff Diff 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

693 Diff Diff IonutCava picture IonutCava Thu 28 Apr, 2016 16:19:35 +0000

[IonutCava]
- Cleanup Time and Profiling code

687 Diff Diff IonutCava picture IonutCava Thu 21 Apr, 2016 20:44:41 +0000

[IonutCava]
- Fix stack overflow issue with SGN relationship cache invalidation
- Code cleanup

686 Diff Diff IonutCava picture IonutCava Thu 21 Apr, 2016 16:24:19 +0000

[IonutCava]
- Refactor the scene self-registering system to prevent linker related issues
- Add a SGNRelationshipCache class that can quickly verify if any 2 given nodes are related in any way
— This should speed up Octree updates by a lot

note: The template refactoring code has significantly slowed down performance for reasons yet unknown. Investigating.

680 Diff Diff IonutCava picture IonutCava Thu 14 Apr, 2016 16:15:38 +0000

[IonutCava]
- Added a mat2 class (untested)
- Added static asserts to matrices, vectors and quaternions to allow only arithmetic (sans bool) data types
- Added more vector unit tests
- Added unit tests for matrices
- D32 finally renamed to D64 as the VC++ compiler is considered as the reference compiler

670 Diff Diff IonutCava picture IonutCava Wed 06 Apr, 2016 16:21:35 +0000

[IonutCava]
- getInstance() renamed to instance() for simplicity (should really go away altogether, but that’s a different issue)
- some particle emitter threading updates

658 Diff Diff IonutCava picture IonutCava Tue 15 Mar, 2016 21:51:58 +0000

[IonutCava]
- Unify variable argument string formatting (GUI now uses the Util::StringFormat method)
— Console does not use the general purpose formatting for performance reasons (uses internally statically allocated buffer instead)
- Re-enabled allocation tracking in debug builds
— Added (and enabled) option to log all memory allocations, not just leaks.
- Added a macro that returns the current function signature (on all platforms)
- Fixed minor 3 memory leaks

589 Diff Diff IonutCava picture IonutCava Tue 01 Dec, 2015 13:51:59 +0000

[IonutCava]
- Cleanup some indirections to improve cache locality

442 Diff Diff IonutCava picture IonutCava Wed 20 May, 2015 15:25:02 +0000

[Ionut]
- Better platform handling:
— All platform specific code moved in 3 separate files: PlatformDefinesWindows / PlatformDefinesUnix / PlatformDefinesApple
— Added CPU and RAM check at startup to make sure we meet minimum requirements to run properly
- Smart pointers should never used MemoryManager_NEW for allocating memory (MemoryManager_NEW tracks allocations but must be matched with a DELETE call in order to no report leaks). Corrected.
- Zombification of Singletons is only enabled in Debug builds
- Fixed a bug in Task.cpp (nowTime check) that prevented some tasks to run on the first call (changed a ‘>’ check to a ‘>=’)
— This also fixed bounding box computations for skinned submeshes
- Improved dead zone handling for joysticks

438 Diff Diff IonutCava picture IonutCava Fri 15 May, 2015 15:46:43 +0000

[Ionut]
- SceneGraphNodes are now stored as shared pointers and Units/AI entities reference them with std::weak_ptr
— ToDo: Make constructor/destructor private again. (made public as a temporary hack to make it work with std::shared_ptr)
- SceneGraphNode’s children map is now read/updated with proper locking mechanism to avoid threading issues (e.g. AI tries to delete a node and rendering thread tries to read material data from it at the same time)
- GL_API does not need to store the previous shader program, just the previous shader program handle.
— Previous responsibilities shifted to glShaderProgram

413 Diff Diff IonutCava picture IonutCava Mon 27 Apr, 2015 21:14:34 +0000

[Ionut]
- Fixed some shadowmapping issues
- Cleaned up light and lightmanager classes

366 IonutCava picture IonutCava Tue 10 Mar, 2015 16:56:30 +0000

[Ionut]
- More type safe enum replacement