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Very Low Activity
Commits
: Listings
Analyzed
1 day
ago. based on code collected
1 day
ago.
Feb 07, 2025 — Feb 07, 2026
Showing page 150 of 161
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Rewritten BSP tree. Now used dynamic BSP class for transparency objects rendering. It allows corret rendering of moved / animated objects (with intersections too), but it is slower than static BSP.
Konstantin Zauber
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about 11 years ago
Polygon structure change: added "next" pointer; Changed mesh structure: for transparency and animated polygons used polygons lists; In BSP tree used polygons lists (not arrays); Ready for dynamic BSP creation;
Konstantin Zauber
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about 11 years ago
Little debug renderer additions (uncommented and rewritted debug renderer functions); Opaque animated polygons are rendered separate from transparensy polygons and BSP; todo: maybe create one qBSP dynamic tree and add to one all transparency polygons... slow, but correct in all cases!
Konstantin Zauber
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about 11 years ago
Little code fixes + added real texture frame transformation calculation (paranoid);
Konstantin Zauber
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about 11 years ago
Fixed TR4+ anim textures (the bug was really primitive); Deleted tex frames from polygon structure (great!); Added new structure tex_frame_s {mat[4], move[2], tex_ind} - texture transform + tex_ index;
Konstantin Zauber
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about 11 years ago
Deleted mesh_offset from skeletal model structure (thx. to Lwmte); Little blending fix in opaque animated texture case;
Konstantin Zauber
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about 11 years ago
1) Fixed opaque animated textures (TR4+ too, but water animation does not works in TR4+); 2) Added static transparency entities to BSP; 3) Fixed some condition in ...REACH state;
Konstantin Zauber
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about 11 years ago
Fixed wrong mesh assignment for dublicated mesh indices case.
Anatoly Grishin
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about 11 years ago
Merge with upstream
Anatoly Grishin
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about 11 years ago
Fixed TR4+ translucent meshes (lighting field).
Anatoly Grishin
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about 11 years ago
Fixed epic bugs: 1) BSP rendering funcs: was vec3_dot(), now - vec3_plane_dist(); 2) BSP generation: now bront and back temp polygons frees; no epic: 3) Fixed tr4+ opaque uv rotate texture animation... other TR4+ anim tex. still not work; 4) minor code bugs fixes;
Konstantin Zauber
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about 11 years ago
Structture anim_seq_s was changed: renamed some fields and deleted dublications; TR4+ uvrotate animations does not works, it doesn't called from anim textures coordinates frames calculation.
Konstantin Zauber
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about 11 years ago
Little anim textures fixing (TR4+ still not work) + optimizing OBB rendering;
Konstantin Zauber
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about 11 years ago
Integrate skybox draw flag into renderer style flag field.
Anatoly Grishin
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about 11 years ago
Disable skybox rendering when no skybox rooms are in view.
Anatoly Grishin
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about 11 years ago
Half fixed animated textures animations: TR_IV+ still not work; Todo: add control to textures frame change (fis speed) + fix TR_IV+ versions.
Konstantin Zauber
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about 11 years ago
Rebuild anim textures system, but something wrong - looped only one frame? I think the solution is easy, but I didn't saw it; This time BSP tree splits polygons and anim_textures coordinates correctly;
Konstantin Zauber
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about 11 years ago
Added base BSP tree for static transparency objects rendering; TODO: fix animated textures calculation! How to: prebuild animated textures frames and split it in Polygon_Split function;
Konstantin Zauber
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about 11 years ago
Added new module "bsp_tree.h" and "bsp_tree.cpp" for correct blending polygons rendering; Deleted "zone.cpp" and "zone.h" so that are not used;
Konstantin Zauber
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about 11 years ago
Interrupt slide sound on event.
Anatoly Grishin
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about 11 years ago
Merge with upstream
Anatoly Grishin
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about 11 years ago
Renamed collide flags script to entity flags script. Added traverse flag to entity flags script. Removed unnecessary per-level traverse flag settings. Fixed some invisible collision objects.
Anatoly Grishin
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about 11 years ago
Optimized bullet's debugDrawWorld() function: that function draws only potential visible objects;
Konstantin Zauber
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about 11 years ago
Rewritten engine debug renderer; Reduced gl state changes, but CPU load increased...
Konstantin Zauber
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about 11 years ago
Added flipped rooms/ sectors check to the height calculation function (water level and quicksand level);
Konstantin Zauber
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about 11 years ago
Fixed room's flip crash; TODO: add active room's flip check in get_height_info function and other. Rename Room_GetSector to Room_GetSectorRaw... add new one with active room's flip check;
Konstantin Zauber
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about 11 years ago
1) Added new collision object feature (work in progress); 2) Little change in debug drawing (planned big changes); 3) Fixed SKELETAL_TEST code + added one condition to the character update func (PARANOID); 4) Fixed (work in progress) alternate room test and flip functions; 5) minor bugs fixes, added new =);
Konstantin Zauber
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about 11 years ago
Fix underwater death case.
Anatoly Grishin
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about 11 years ago
Merge with upstream
Anatoly Grishin
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about 11 years ago
Fixed missing landing sound for front slide. Added pushable sounds.
Anatoly Grishin
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about 11 years ago
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