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Commits for Divide-Framework/

Revision Author Commited Message
880 IonutCava picture IonutCava Mon 20 Mar, 2017 17:27:13 +0000

[IonutCava]
- New tessellated terrain system based on this: http://victorbush.com/2015/01/tessellated-terrain/
— Work in progress: hardcoded values, new code is in Test namespace
- Split terrain geometry in two:
— tessellated rendering data
— physics verts + indices (used for collisions, vegetation, etc)
- Old Chunk system is used only for culling objects and speeding up collision detection

879 IonutCava picture IonutCava Sun 19 Mar, 2017 19:29:46 +0000

[IonutCava]
- GLSL updates:
— Interface block correction to support tessellation shaders automatically
— Fixed line counting issues with the preprocessor

878 IonutCava picture IonutCava Fri 17 Mar, 2017 17:16:21 +0000

[IonutCava]
- Change AIManager from a thread owning update system to the per-agent task system

877 IonutCava picture IonutCava Thu 16 Mar, 2017 21:55:59 +0000

[IonutCava]
- Reflection updates
- Sky parallax fixes
- Initial support for Tessellation patches (used by the new terrain system – W.I.P.)

876 IonutCava picture IonutCava Wed 15 Mar, 2017 16:59:00 +0000

[IonutCava]
- Cleanup debug build project properties

875 IonutCava picture IonutCava Tue 14 Mar, 2017 16:59:38 +0000

[IonutCava]
- Cleanup and optimizations

874 IonutCava picture IonutCava Mon 13 Mar, 2017 17:29:45 +0000

[IonutCava]
- Fix boundingbox skewing bug.
- Optimise frustum collision checks by adding a plane-cache system.
— ToDo: solve mutable status of _frustPlaneCache
— ToDo: TRIPLE check results to avoid false-positives
- Speedup terrain by not stack-allocating QuadtreeNodes in a QuadtreeChildren container instead of new-ing each one of them.

873 IonutCava picture IonutCava Thu 09 Mar, 2017 16:11:50 +0000

[IonutCava]
- Add support for swapping threadpool implementations
- Add 3 threadpool implementations: boost priority pool, boost fifo pool and CTPL (https://github.com/vit-vit/CTPL)

872 IonutCava picture IonutCava Mon 06 Mar, 2017 23:23:20 +0000

[IonutCava]
- Optimise static casts

871 IonutCava picture IonutCava Sun 05 Mar, 2017 20:13:56 +0000

[IonutCava]
- Terrain LOD system tweaks

870 IonutCava picture IonutCava Mon 27 Feb, 2017 17:25:58 +0000

[IonutCava]
- Fix vec4 SIMD normalization

869 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.

868 IonutCava picture IonutCava Sat 25 Feb, 2017 21:46:55 +0000

[IonutCava]
- Fix buggy SSE Quaternion math
- Fix some typos and naming issues

867 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.

866 IonutCava picture IonutCava Mon 20 Feb, 2017 13:57:52 +0000

[IonutCava]
- Cleanup terrain chunk generation

865 IonutCava picture IonutCava Sun 19 Feb, 2017 21:08:03 +0000

[IonutCava]
- SSE2 optimizations for float variants of mat4 and vec4
- Small bug fixed in refraction and reflection texture debug views

864 IonutCava picture IonutCava Thu 16 Feb, 2017 17:29:19 +0000

[IonutCava]
- Profile guided optimizations

863 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.

862 IonutCava picture IonutCava Tue 14 Feb, 2017 17:13:27 +0000

[IonutCava]
- Experiment with parallel_for updates for particles

861 IonutCava picture IonutCava Tue 14 Feb, 2017 15:53:14 +0000

[IonutCava]
- Fix mouse hover/select system that wasn’t working since the local split-screen feature got implemented.

860 IonutCava picture IonutCava Mon 13 Feb, 2017 21:07:59 +0000

[IonutCava]
- Fix shared_ptr leak in resource loading callbacks

859 IonutCava picture IonutCava Mon 13 Feb, 2017 17:18:06 +0000

[IonutCava]
- Multi-threaded mesh load
- ByteBuffer fixes and unit test

858 IonutCava picture IonutCava Sun 12 Feb, 2017 20:55:05 +0000

[IonutCava]
- More resource loading updates

857 IonutCava picture IonutCava Sun 12 Feb, 2017 15:19:19 +0000

[IonutCava]
- Resource load callback system updates

856 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