messing around a little more...
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Just screwin' around with water... Maybe something cool will come of it.
165 lines of code changed in:
Tweak -- set the mouse's position to WindowX+200,WindowY+200
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some more vector->MVector stuff... but this brings up a deeper question about where that get channel info command is...
1 lines of code changed in:
shift around windows.h; speeds up compile by about 2 seconds
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Remove unneeded includes
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We should be trying to use MStrings and avoid string as much as we can.
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Fix 2k3 build
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Fix: in .net2k5 the compiler doesn't know how to do place new on unsigned int's unless you add in new.h :(
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Apparently VC.net2k5 and MAYBE GCC4 have change the order they do assignment operations.
1 lines of code changed in:
Fix VC2k5 compile
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Update vector to prevent overwriting of modified stuff.
&
Update skybox
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Oops, put this back in order
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Update linux build, it still crashes when resizing, then deleting vectors.
21 lines of code changed in:
Use pre-processed object commands for the FPS camera.
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MASSIVE commit. It may need to be reverted. It is not tested under all architectures.
It's done right after midnight on 10/23/2006 so it can be easily reverted.
(fingers crossed)
149 lines of code changed in:
Move MercuryUtil below the class definition of MVector, since MercuryUtil uses MVector now.
Also, convert all construct's to place new's. and destruct to ->~T()'s
51 lines of code changed in:
Use 0 instead of NULL. Some files global.h gets included in dont define NULL to be 0 by the time global.h gets included
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eradicate the STL Lists's use in Mercury
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Use another MDeque
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Just use pointers, instead of new and delete, this saves a lot of time (I have profiler proof)
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add things fot trying to generate a shadow map
269 lines of code changed in:
Fix
2 lines of code changed in:
Use a hash for the object register; this looks like it sped up object creation/deletion by a factor of 1.5
61 lines of code changed in:
Super optimize MercuryLoadableModel, even use hash tables instead of maps.
27 lines of code changed in:
add .empty() to mvector, and make the default hash table size a not-so-collision-creating-number
2 lines of code changed in:
Convert to new system
3 lines of code changed in:
fix linux compile
27 lines of code changed in:
Fix crash from screen's destructor removing the screen from the manager
1 lines of code changed in:
*** empty log message ***
2 lines of code changed in:
*** empty log message ***
17 lines of code changed in:
Map editor is converted
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m_camera stuff
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deque is a STL class
8 lines of code changed in:
forgot this
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don't automatically change settings
1 lines of code changed in:
fix sorting in screen
14 lines of code changed in:
remove
0 lines of code changed in:
Update
14 lines of code changed in:
Fix text scaling
1 lines of code changed in:
Fix sprites
12 lines of code changed in:
Fix spawn for screen
18 lines of code changed in:
seperate orthographic and perspective projection objects in the screen
99 lines of code changed in:
comment out ortho/sprite stuff for now
3 lines of code changed in:
Template the draw sort and make some fucntions virtual and give custom render function
74 lines of code changed in:
comparisons
4 lines of code changed in:
Objects no longer control their projection.
(anything that is sprite based still needs a lot of work)
22 lines of code changed in:
update the doxygen configuration
5 lines of code changed in:
commenting
37 lines of code changed in:
comment the deque/hash
47 lines of code changed in:
FINALLY! Fix the damn screen deletion issue!
19 lines of code changed in:
Fix object sorting.
69 lines of code changed in:
8bit stencil
1 lines of code changed in:
Add functions
119 lines of code changed in:
Update project file
8 lines of code changed in:
Don't make directX includes use MercuryMemory
2 lines of code changed in:
Fix circular issue, since we won't be missing this leaked data, it's not a big worry.
8 lines of code changed in:
Fix ambiguous ! operator, in favor of FAIL, so we actually get a clear reason for failure.
1 lines of code changed in:
Make the screen deletion thing actually work and not leak on .net2k5 and others
8 lines of code changed in:
fix uninitialized variable
1 lines of code changed in:
Revert, see comment in .h
1 lines of code changed in:
Fix memory leak when making a windows-based thread
1 lines of code changed in:
Add: Fail macro, to forcively fail, it's done this way to mimic the way ASSERT is written.
1 lines of code changed in:
Add: MHash table
72 lines of code changed in:
Make string be able to be straight casted to an int, for hashing purposes.
1 lines of code changed in:
add file
4 lines of code changed in:
change formatting of hash, to lowercase, like the rest of string
3 lines of code changed in:
floating point warning
2 lines of code changed in:
Add hash function
15 lines of code changed in:
Try to clean up, and log to info file.
22 lines of code changed in:
Move compiler into own function
70 lines of code changed in:
*** empty log message ***
390 lines of code changed in:
Quaternion rotations
12 lines of code changed in:
Use quaternion
2 lines of code changed in:
flaot* constructor
1 lines of code changed in:
Pixelshaders NYW
168 lines of code changed in:
Update & Make ASSERT() actually write a crash log with all important info.
10 lines of code changed in:
max lights
3 lines of code changed in:
only slow down for the first one
1 lines of code changed in:
make it bright
2 lines of code changed in:
update
1 lines of code changed in:
Light for coke cans too
13 lines of code changed in:
notes
3 lines of code changed in:
Update project + Add ability to do pre-cycle updates
12 lines of code changed in:
new target thingy
0 lines of code changed in:
light tween
1 lines of code changed in:
Update targeting sprite and use dynamic lights
15 lines of code changed in:
Make lights use more of mercury object
18 lines of code changed in:
Use material for lights
4 lines of code changed in:
comment
2 lines of code changed in:
move a can
5 lines of code changed in:
update for screen
8 lines of code changed in:
Shift light & More viewing angle
19 lines of code changed in:
Correct angle
1 lines of code changed in:
update marble
5 lines of code changed in:
Position the light correctly
3 lines of code changed in:
FIx jitter. Also we don't need to scale the box.
1 lines of code changed in:
add screen
8 lines of code changed in:
Update
15 lines of code changed in:
add camera
19 lines of code changed in:
set camera
4 lines of code changed in:
pointer
1 lines of code changed in:
Update -- remove the visibility of the sides and marblize the balls
3 lines of code changed in:
Marble and Explosion Textures.
25 lines of code changed in:
Outdoors Screen!
111 lines of code changed in:
Update project (and use skybox)
15 lines of code changed in:
ASSERT now actually says the file and line number the problem occured on.
3 lines of code changed in:
New metrics for outdoor world
62 lines of code changed in:
toggle z buffer writing
3 lines of code changed in:
toggle zbuffer writing
10 lines of code changed in:
construct from previous values
2 lines of code changed in:
const
1 lines of code changed in:
common light processing function
39 lines of code changed in:
*sigh* Make different types of lights work for dynamic lights too.
8 lines of code changed in:
And that would explain the crappy normal calculations
1 lines of code changed in:
Add point lighting
20 lines of code changed in:
only move camera on first explosion
33 lines of code changed in:
show robot
1 lines of code changed in:
don't freeze camera when in 3rd person and blowing something up
1 lines of code changed in:
Tweak bullet time
51 lines of code changed in:
eXtreamly kick ass bullet time
20 lines of code changed in:
fade out cans
1 lines of code changed in:
up the gravity some
1 lines of code changed in:
Version 3
13 lines of code changed in:
Grass
5 lines of code changed in:
always use matrix from the texture stack
7 lines of code changed in:
compile without d3d
88 lines of code changed in:
#USE_D3D
2 lines of code changed in:
header cleanup
1 lines of code changed in:
null on destruction just to be safe
1 lines of code changed in:
Skip unessiary step
0 lines of code changed in:
OOps... we really have to say the new head's previous is null!
6 lines of code changed in:
Oops that shouldn't have been committed
0 lines of code changed in:
MDeque
3 lines of code changed in:
revert, thanks for reading
3 lines of code changed in:
Cleanup, Fix Deque, and use Deque more places ... then also speed deque up a little, and stop using (dequeiterator++ in favor of ++de in a place)
15 lines of code changed in:
UPDATE: Use MDeque
70 lines of code changed in:
use SSE not SSE2
20 lines of code changed in:
Fix warning
1 lines of code changed in:
Matrix multiplication in SSE
160 lines of code changed in:
Fix Linux Compile
5 lines of code changed in:
Fix Linux warnings
3 lines of code changed in:
Update for game
60 lines of code changed in:
update world for game
44 lines of code changed in:
update
31 lines of code changed in:
Update! for game
108 lines of code changed in:
util: function for synchronizing animation states.
1 lines of code changed in:
Projectiles now have tracers
54 lines of code changed in:
Fix ray
4 lines of code changed in:
Fix debug mode in VC6
1 lines of code changed in:
OOPS! Wrong way for multiplication
2 lines of code changed in:
Add MDeque
104 lines of code changed in:
Convert to C style (easier for ASM)
36 lines of code changed in:
inline
2 lines of code changed in:
unneeded variable
0 lines of code changed in:
More direct work on matrix
44 lines of code changed in:
operate directly on the data, bypass [] [] mercury matrix operators
27 lines of code changed in:
Only send projection data when we apply the projection settings (which is only done when we have to
20 lines of code changed in:
Update to game... now it actually works... EXPLODING coke cans and all!
50 lines of code changed in:
Add public function to get an object's parent
1 lines of code changed in:
virtualize add and removal functions
2 lines of code changed in:
Many updates regarding general usability and features.
55 lines of code changed in:
update metrics for project
6 lines of code changed in:
updated metrics
7 lines of code changed in:
Fix compile
2 lines of code changed in:
Update World
34 lines of code changed in:
Update, speed some stuff up
30 lines of code changed in:
Matrix: Only pass in float *'s, this prevents calls to []
6 lines of code changed in:
OOPS! You need these for the new screen
222 lines of code changed in:
The new ODE FPS screen! Totally doesn't work yet!
147 lines of code changed in:
F3 does Z now
2 lines of code changed in:
move building
4 lines of code changed in:
update terrain
4 lines of code changed in:
More blending modes
9 lines of code changed in:
Resize the vector after we clear it.
1 lines of code changed in:
If we are changing to a projection that is the same as the previous, don't do anything
23 lines of code changed in:
New Project Commit... Can't wait to actually get it done!
613 lines of code changed in:
Fix the map editor
22 lines of code changed in:
Use no image when failed to find image
1 lines of code changed in:
Warn users on windows about asserts.
3 lines of code changed in:
metric out
2 lines of code changed in:
Don't change top of stack, just use it
2 lines of code changed in:
wrapUV
1 lines of code changed in:
Call MercuryObject::Update() last
5 lines of code changed in:
demo tweenable textures
2 lines of code changed in:
Call material's update
16 lines of code changed in:
Manually update materials since materials are not objects so they can not be automatically added using AddObject
10 lines of code changed in:
Update function that updates textures
8 lines of code changed in:
automatically set texture matrix stack for each texture
10 lines of code changed in:
replace
3 lines of code changed in:
fix headers
5 lines of code changed in:
Blending modes
13 lines of code changed in:
make tweenable via mercury object
23 lines of code changed in:
Texture stack
10 lines of code changed in:
project update
11 lines of code changed in:
small updates
8 lines of code changed in:
some optional stuff
3 lines of code changed in:
Add 2k5
4974 lines of code changed in:
Fix ending crash on 2k5
6 lines of code changed in:
Fix constant crash on VC.net 2k5
3 lines of code changed in: