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changelog « Tools - github.com/WolfireGames/overgrowth.git - Unnamed repository; edit this file 'description' to name the repository.
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- Fixes a bug where openAL break from NaN value in camera.

- Disable the FAQ button in the main menu.

- Adds extra check for null when printing object overwrite warning

- Adds -l flag for quickloading a level.

- Fix so that lipsync searches for files based on relative path.

- Improved debug output for incorrect ref counting.

- Update windows crash message to contain more instructions

- Changes so that instead of deduplication of object in the same position we give the user a warning when saving a level

- Adding callback for JavaScript console messages to the log.

- Moves graphics warning to log instead of popupdialog

- Adds Log() function in AS (with file and line info)

- Makes map_id_ clear on dispose to prevent Get of invalid object pointers.

- Make inherited class constructor virtual to ensure correct execution

- Make unbind explicit to prevent accidental skip for rebind on reused id.
* This fixes a crash issue when opening the menu in the arena level.

- Strips project from alut libraries

- Removes alut dependency by replacing wav loading in filters.

- Fix OpenAL crash on exit (for linux atleast).

- Adds print warning for NONE volume request in skeleton

- JSON support for c++ and AngelScript.

- Converted all previous prints to logging system output

- Adds a logging utility with support for multiplexing and different debug levels.

- Adds mod folder support

- Adds routine to check for particular model loading error presented in FB #4289

- Fixes IEEE NaN generation in terrain normal FB #4303

- Adds a half-fix for bloodsurface texture binding crash by checking id.

- Adds --version flag to game binary

- Makes lack of extra_data_path a non fatal error.

- Adds max test level used for mod integration.

- Makes the FindFilePath more leanient regarding the trailing slash

- Removes version.xml use in crashbugreport for win32
* Replaced with internal version string.

- Moves away from version.xml file in main menu.

- Exposes git version number and build timestamp to AS.
The following functions were added to AS.
GetBuildVersion()
GetBuildTimestamp()

- Adds DebugDrawPoint to AS interface

- Repairs DebugDrawPoint by GL 2.1 -> GL 3.2

- Adds additional control to debug draw text (screenspace and scale)

- Replace old billboard with new generated geom version.

- Adds clip space size locked billboard rendering (for text)

- Adds DebugDrawCircle in AS.

- Fixes DebugDrawWireMesh rendering

- Simple shadow map is updated when objects are added or deleted

- Make sure as_context is valid before updating in Hotspot

- Reduce drawing for debug cylinder, box and sphere to single codepath.

- Adds cylinder debug drawing.

- Adds git version code generation for windows.

- Adds git revision to build (UNIX only atm)

- Adds rain and snow particle systems as hotspots

- Can load dds files if tga is missing

- Terrain uses averagecolor class

- Correctly catch 'missing font' errors

- Improved nav mesh rendering
* The geometry has a brown fill light from the camera instead of being
the normal of the surface.
* The nav mesh surface is stippled in different patterns depending on
distance from camera to give a sense of distance and the ability to more
clearly see through parts of the nav mesh.
* Nav mesh surface has a distance-based linear interpolation between two
colors to make distant parts of the nave mesh less visually prominent.

- Adds finer control of nav mesh in editor settings.

- Adds thick lines for navmesh edges.

- Adds edge rendering and stipple

- Adds basic rendering of nav mesh

- Fixes rendering loaded navmesh, and missing Levels folder issue.
* Levels folder missing was causing navmesh saving to failed.
* Shifts into rendering InputGeom mesh rather than NavMesh mesh to allow
  loaded mesh to render correctly.
* Shifts nav mesh loading into the Draw call as NavMesh loading can be
  threaded sometimes, causing a secondary thread to call opengl.

- - Fixes for multiple script loading/parsing/execution bugs in the engine. - Modular arena spawn control. - Battle instance logic.

- Remove fast inverse square root that violates the C++ standard--it was almost unused already Add compile flag to prevent Boost errors from variadic templates

- Only grab mouse if window has focus

- "Simple shadow" toggle stored in config and moved to graphics tab

- Adds support for Geomtry shaders in the shader loader.

- Update Overlay to use Textures. Affects Textures.
* Adds functions in Textures to modify the data of the texture after and
  when creating.
* Changes Overlay to user a Textures texture rather then a pure OpenGL
  texture. This means that it can be passed to DrawBillboard.

- Add a SIGSEV handler for linux, stacktrace in debug.
* Limited to only compile into Linux and GCC compiled programs.

- Adds available video device listing.
* Program now lists available SDL video renderers, was needed for
        debugging on Linux.

- Fix Linux compile flags.
* Added -03 for Release and RelWithDebInfo
* Added -DNO_GL_ERORR_CHECKING for Release and RelWithDebInfo

- Adding the ability to execute scripts (i.e. script fragments) in arbitrarily specified files from within scripts (attached to the Level object).

- Added simple shadows toggle in settings

- Added Depth Prepass option which is true by default

- Fixed z-prepass location

- Using Bullet for tetrahedron/aabb collision checks

- Super-initial first pass of multi-arena.

- Adding: - Main menu option to start Arena campaign - Persistent support for arena progress - Started seperating functionality for including in all arena levels - Additions to ScriptableUI - GUI to start and restart Arena campaign

- Progress on better light probe grid selection

- Add case sensitivity back (only through FindFilePath, and currently not for write dirs)

- Slightly cleaner way to load without editor

- Tiny fixes (fail whale error and correctly starting in rabbot mode if "Start level in editor" is disabled)

- Completely stop all playing sounds when exiting a level. This fixes two annoying issues: music continuing when loading a level with no music (such as the arena) and sudden bursts of sound while loading a level.

- Clamp the player skill before producing win and loss texts, to avoid displaying an incorrect level

- Tet mesh grid lookup acceleration

- Fixed problem with levels that have no terrain

- Testing out two-bounce global illumination

- Finished simple shadow toggle

- Fixed another 'bug' on Intel cards by unrolling another loop

- Unrolled a shader loop to fix error in Intel card

- Fixed problem with getting size of uniform buffer blocks; ignored an Intel GL warning

- Testing static shadow map

- use SDL2 message box API instead of FLTK

- update linux libs and headers
- now uses static ogg, vorbis, theora, png, and jpeg
- drop fltk for linux port (use SDL2 dialogs)
- update openal
- drop SDL1.2 libs

- Finished shadow view frustum culling

- Updated Dialog::readFile to use FindFilePath

- Adding a new script for super charged arena, option in the editor to set the script for the currently edited level (and support for the later).

- Terrain patches are frustum culled when drawing to depth map

- Patrol paths are hidden during gameplay

- Fixed rounding issue on ATI cards (need to check if it still works on other vendors)

- Exposing support for dictionaries in Angelscript.

- No longer check for availability of occlusion query -- it has been core since OpenGL 1.5

- Very distant pixels have no shadow, instead of wrapping from other shadows

- Improved shadow cache texel alignment

- Shadow cache renders are snapped to texel

- Fixed some shadow cache issues

- Progress on GPU shadow cache analysis

- Fixed more mac shader warnings

- Fixed envobject shader issue on windows

- Fixed warnings on mac when linking envobject shader

- Fixed slash direction for Mac

- More robust uniform buffer index lookups

- Create parent dir when saving config

- Testing out software depth map rasterization

- Progress removing backfaces from shadow cache

- Testing z-prepass

- More progress on cascade shadows

- Progress on envobject depth_only pass

- Voxelization works with plants

- Tetmesh lighting on detail objects

- Terrain receives tet mesh lighting

- Cubemapalpha shader merged into envobject

- Make sure models have normalized normals; cubemap and cubemapobj shaders just use envobject

- Ensure fur_tex_coord is set

- Update OpenGL calls and constants to 3.x core

- Characters are affected by light probe tet mesh

- Applying ambient tet mesh lighting to more shaders

- Scene can be drawn with post effects or without

- Updated Physics::GetWind

- Fixed problem with terrain detail texture weights

- Fixed cubemap shader

- Fixed plant shader

- More instancing progress

- Progress making more shaders work with instancing

- Progress on instanced env object rendering

- One path for rendering env objects

- Draw light probes in batches of 128

- Switched to edward rudd glew branch

- Added edward rudd glew branch

- Mac path fixes

- Mac fixes

- Smoother shadow map filtering; fixed shader live update; engine allocated on stack allocator

- Fixed script live update; saving camera location/rotation

- Ignore useless GL debug warning

- ItemObject has depth only variant

- Fixed problem with item shadow receiving

- Added "Extra data path"

- Added ARB debug messages

- New FileExists check

- New write path

- Fixed problem with sound paths

- Testing out ATI debug output

- Unconscious characters close their eyes more

- Included mac libraries in normal libraries folder

- Fixed memory alignment problem in BulletObject::GetTransform

- Fixed problem with allocating too many terrain framebuffers

- Fixed VBOContainer bug

- Removed some unused shaders and 'parallax scene' code

- Removed fixed size for blood surface points

- Merged in fix for asset reference counting and syncedanimationgroup disposal

- Ambient sound object makes sure scenegraph exists before changing sound position

- Fixed box selector

- Item attachments hidden in-game

- Bloom progress

- Progress on color grading

- Simplifying mapeditor
- Removed unused transform tools
- More mapeditor simplification
- More mapeditor cleanup
- Further simplifying map editor state
- Simplifying map editor state

- Simplifying transformable entity

- Draw() then Update() then Swap() instead of Update() then Draw() then Swap().