add the sub-project license information
finished with the billboard bug
updated physics framework
emergency backup
First Commit - Stage 1: Landscape, Ocean, and Sky. Terrain Collision.
Added some foliage
First Commit - Stage 1: Landscape, Ocean, and Sky. Terrain Collision.
Added rudimentary physics framework
added OgrianRenderer
added the crescent map
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fleshed out the PhysicalEntities and collisions
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Dropped unnecessary Ogrian class name prefixes
Switched to Nature terrain, still playing with billboards, got a nicer mana sprite
Added RollingEntity
Playable:
First Commit - Stage 1: Landscape, Ocean, and Sky. Terrain Collision.
Changed to Sprites, found too-thin bug in Ogre::Billboards
Exploring the billboard bug, no real changes
added more Media
First Commit - Stage 1: Landscape, Ocean, and Sky. Terrain Collision.
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added rudimentary Physical Entity rendering
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Finished the changeover to the NatureSceneManager. Framerates Galore.
added the proper mX prefix to Things member variables
I removed the Ocean because I'm having trouble getting it to work with reloading the map. I've also added "loading..." to the menu. I've also added unload() to Renderer.
Added a safety to prevent the crash bug from re-emerging
Moved foliage into Things.
Added a smoothing constant to the heightmap, set it to four
Basic Audio system added, and some files moved around.
Added GPL header and header comments
moved OgrianMedia directory
FloatyCam! I think its ready for a Graphics tech demo.
added Thing::_updateVisibility(), which makes sure thrings that are too far away are not rendered. This is the Graphics Tech Demo
no more crashes, but I dont handle external things yet
Finished the Audio system, added music and moving sounds. mana buzzes and trees boom when they die. M and N play music from Wikipedia - Flamenco
Added audio culling to Thing
Added Y Inversion toggle to the menu, widened the buttons
set it at a 100x100 grid, and got good framerates
I think I fixed the crash bug
I'm close to a Graphics Tech Demo, but the mana has highlighted a problem with the heightmap. It's too jagged. I can't figure out why.
pulled out Thing::_addToRenderer and Thing;:_removeFromRenderer
set smoothing back to 4 and made it an int
Made it so Things can be either cubical, cylindrical, or spherical for collision detection
I've found a bug with the collision detection
I've fixed collision detection. I've also made destroy() work. Foliage dies when it touches mana. Manas combine when they touch.
Refactored Physical Entity to 'Thing'
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Moving physics to use a grid - not finished
I've made mana into a floatingthing. I also made Hcrescent_big_smooth.png
Audio Tech Demo
I fixed the ocean, but the landscape texture is still broken.
Display the sample Overlay
1 and 2 load maps from the menu, but only once
added a patch file
set the smoothing to 2, also added Thing::getGroundY(), also put trees 10% below the ground
Added all of the edge case code. Physics should now be complete.
changed Ccrescent_big to a jpeg to save space (lots of space)
Put the patches for Ogre and NatureSceneManager into CVS
Changed Real x, Real y, Real z to Vector3() for pos and vel.
Commenting, other minor tweaks
still working on grid physics - crashes when deleting a thing
Esc shows/hides the menu, Q quits. I pulled the game-related key input out into the Input class. The Menu class handles menu-related key input.
added some comments
Extracted the Sprite class out of Thing
fixed "config file (null) not found" bug
added the arabian sprites
readded OgrianMedia
added islands.cfg and crescent.cfg
added WizardThing as a superclass of CameraThing
eureka. I got the sorting fixed. No more duplicate things. Now I just need to figure out why some are never showing up on the client at all.
added netcode for WizardThings to be updated across the network
fixed the bug where manathings sent from the client started on the ground. Also discovered that ALL things are being duplicated on the client, regargless of source, and that they are not being removed when the server destroyes them.
added removal code and switched to sorting things with bubblesort. Removal seems to work, and theres no add failures, but the client still has too many things! arg.
now updates for any given thing are only sent periodically rather then every frame. This fixed the jitteryness. I'm seeing two things created on the client when the server makes one, but only seeng one on the server. Should be a simple logic fix. Other then that, it seems to work.
improved the logging a bit
success. The client and server match perfectly as far as I can tell.
added the option of sending unreliable packets, useful for thing updates.
I added some wizard interpolation code. There is as a bug where, on the server, the client wizard's sprite flashes randomly to the position of another thing.
Managed to display a cursor
updated the wizard sprites
added the PlayerList overlay
added a disconnect button, also made the server load the map before accepting connections.
fixed it so the server doesn't send a client its own wizard, but still not showing the server's wiz on the client
got the client's name (as defined in the ogrian.cfg file) onto the servers scoreboard. This is the first successfull nontrivial packet. whee. I also re-arranged packet handling a bit.
removed wizard.png, since it's just a template
tweaked the loading screens
still fleshing out the networking, added some buttons to the menu, nothing really works yet.
successfully sent packet. yay.
the client's wizard shows up on the server, but not vice versa
added several helper methods to Multiplayer
I found the bug: a bad binary search. it sort of works now.
fixed the binary search. There's still some strange behavior on the client, but nothing crashy. I just need to sort out some logic.
fixed some confusion regarding uids. now the client is showing things, but they're several seconds late and jittery. And some duplicates are showing up.
made the quit button work using the cursor
made the load button and invert mouse button work
when the client connects, now the server sends a list of players