# OpenRaider Developer Branch ChangeLog ## OpenRaider (0.1.4) xythobuz [ 20150326 ] * No longer including gl.h globally, now only using gl33.h where needed. * No longer including all of glm globally, only the vec2/3/4 and mat4x4. * No longer re-defining our own assert(), now called orAssert(). [ 20150318 ] * Updated imgui to version 1.36 * Can now display all compiled/linked library versions * GLFW windowing interface now supports proper text input [ 20150313 ] * Renderer now limits room list size * Updated Doxyfile template to current Doxygen version * Improved documentation ## OpenRaider (0.1.3) xythobuz [ 20150312 ] * Now including imguifilesystem dependency * Completely re-wrote Main menu, now reading TOMBPC.DAT scripts * Main menu is now just a full-screen ImGui window [ 20150310 ] * Tried to fix moveable loading. Fixed TR1 angle parser, but still not working better. [ 20150309 ] * Removed (unused) SSE support script * Added level loading notification in main menu * Can now start/stop individual SoundSources * Added SoundDetail debug UI, improved SoundSources debug UI * Updated imgui to version 1.35 [ 20150307 ] * Can now load all TR3 levels without crashing * Sound Sources now working, with (more or less) proper 3D Sound * Fixed bug that caused entities to display the wrong object * Improved Debug UI * Updated imgui [ 20150306 ] * Fixed LoaderTR1, can now also open the Unfinished Business levels * Walk key can now be used to increase free-camera movement speed * Removed color definitions in global.h * Font interface now using glm::vec4 float colors * Hard-coded controller mapping now supports all available ActionEvents * Fixed TR3 level loading. Only some levels with invalid SoundSources still crash. [ 20150305 ] * SoundAL now has more useful error message output. * Fixed TR1 color map parsing, now textures have the proper color values. * Fixed TR1 sound sample parsing. Can now load all TR1 levels without crashing. * Improved parsing and summaries in binspector level reading script. [ 20150304 ] * Added (more or less working) support for loading TR1 levels * Updated imgui [ 20150222 ] * Updated imgui to version 1.33 [ 20150219 ] * Started implementing ability to render into textures (mainly for debugging) * Started implementing camera movement room tracking * Started implementing camera look-at target overlay UI [ 20150213 ] * The menu can be navigated using a controller * Vertical camera rotation is now also clamped when using a controller * Worked on rendering SkeletalModels, not yet working correctly * Implemented level loader for TR3, but tries to access invalid textiles [ 20150211 ] * Updated imgui to version 1.32 * Included some SDL game controller configurations * Camera movement speed is now clamped when moving in multiple directions * Slightly increased controller dead-zone, now 0.2 [ 20150204 ] * Return of textile, animated textile and sprite viewer, in TextureManager [ 20150203 ] * Updated imgui to newest version, supporting Images * Texture viewer is back, using imgui Images [ 20150124 ] * Started working on Entity system. [ 20150118 ] * Added ability to visualize font _outline_. * Updated imgui to newest version, now with its own TTF support. * Fixed drawing of camera view frustum. * Added support for imgui/SDLs IME text input rectangle. [ 20150117 ] * Updated imgui, fix for Logging to Clipboard included. * Sprites and SpriteSequences are now stored independently in World. * Added support for Room Sprites displaying. * Can now toggle display of Room geometry, models and sprites. * Room list is now displayed in reverse. This _fixes_ some transparency issues. * Fixed a bug that sometimes caused distorted Screenshots. [ 20150111 ] * Enabled back face culling --> triangles now oriented correctly * Game is now completely static * Shaders drawGL methods can now be given a specific Shader instance. * Log now manages different log levels. Console displays them colored. * Console can now log to the TTY, the clipboard or a file. * Added system clipboard support for imgui in both WindowSDL and WindowGLFW. [ 20150109 ] * Display of Bounding Boxes can be individually toggled for Rooms/StaticMeshes * Tightened imgui Style and changed colors to match the _OpenRaider-blue_ [ 20150108 ] * FPS and Camera position now displayed in imgui Overlay * Removed many unnecessary includes * Camera now using combination of quaternion and X/Y angle. * Fixes strange bug that sometimes rotated Camera on Z Axis. [ 20150107 ] * Fixed problems with FontTTFs Glyph Baseline * No longer using wrong assert() when glm is included * Updated imgui, now Version 1.20 * Every imgui window is displayed separately and with close button * Added consoleAction, defaulting to backquoteKey [ 20150106 ] * Removed SDL2-TTF Font implementation * Added new Font implementation using stb_truetype [ 20150104 ] * FontImGui has started to be useful (larger text, proper size calculation). [ 20150103 ] * Fixed bug in WindowSDL where resizing only worked after calling it two times. * Fixed bug in Console that caused its window to get bigger after each launch. * Added ShaderBuffer class. * Level geometry now stored in GL buffers at level load. * Greatly improved level load times, more FPS. * TextureManager is now completely static. [ 20141231 ] * No longer using Exceptions. * Moved OpenGL related code from Window into Shader, imguiShader in UI. [ 20141230 ] * Added random number generation utility * Added file name searching utilities * Finally made file name comparisons case-insensitive * Splash screen now chosen randomly from all PCX images in pak folder [ 20141229 ] * Removed utils/png, utils/tga image readers * Included current stb_image, stb_image_write and stb_textedit * Now using stb_image for all image loading (except pcx format) * Now storing screenshots in PNG format * Updated imgui * Fixed StaticMesh Y-offset (position Y needed to be flipped) * Draw Camera position along with view frustum * _Fixed_ Camera position Y offset * Window resizing working properly again [ 20141228 ] * Room Bounding Boxes are now visualized in Wireframe mode (again). * Window/WindowSDL/WindowGLFW are now completely static. * Shader class got some helper methods. Now in own file, system/Shader. * Tried to limit camera vertical rotation. * RunTime is now completely static. * StaticMeshes store both (?) of their bounding boxes. Displayed in Wireframe mode. [ 20141227 ] * Added rudimentary SDL2 Game Controller support. * Camera now using Quaternion for rotation. * Movement now done using speed and frame time delta. [ 20141223 ] * View frustum calculation now working [ 20141222 ] * Added basic (not yet working) view frustum culling [ 20141220 ] * Fixed Room StaticModel rotation [ 20141217 ] * Introduced texel-offset in getUV() in an attempt to fix the texture-bleeding * Mesh is now called RoomMesh * Removed non-functional GLUT windowing implementation * Created new windowing implementation using GLFW3 * World Meshes are loaded properly * StaticModel/StaticMesh in Rooms are displayed (albeit not properly) [ 20141216 ] * Allow navigation with a free-floating Camera * Room Meshes are displayed more or less correctly [ 20141215 ] * Rewrote GL code for the Font implementations, ImGUI and the Main Menu [ 20141214 ] * Removed math, Matrix, Quaternion, Vec3, ViewVolume [ 20141213 ] * Completely removed old TombRaider level reader (so only unfinished TR2 compatibility now) * Now creating OpenGL 3.3 Core Profile Context, so absolutely _nothing_ works right now! * Now depending on GLM lib [ 20141207 ] * LoaderTR2 now also loads all important parts of the Room structures * Started work on new Mesh implementation used with LoaderTR2 [ 20141206 ] * LoaderTR2 now tries to load Moveables and Entities * Added Meshes to World, taking role of StaticMeshes * LoaderTR2 tries to load Meshes and StaticMeshes [ 20141203 ] * Renamed Vector3d to Vec3, small cleanup * Added preliminary math unit test * Updated ImGui to version 1.18 wip * Console now has support for auto-completion * Fixed Consoles command history behavior thanks to new ImGui features [ 20141202 ] * No longer crashing when LoaderTR2 does not find an SFX file * LoaderTR2 now loads level-wide Sprites (no Room Sprites yet) * Added Sprite Viewer Debug UI [ 20141201 ] * Moved Font, Sound, Window modules into system subfolder * Rewrote OpenAL sound implementation, separated sourcing and buffering * LoaderTR2 loads all sound-related data into SoundManager [ 20141129 ] * LoaderTR2 now supports loading animated textiles * Clearing textures and textiles before loading a new level * Added SoundManager [ 20141128 ] * Added FPS Histogram Debug UI * Added RunTime Settings Debug UI [ 20141127 ] * Started work on loading the object texture mapping, with debug UI * Textiles debug UI also draws triangles “properly” * Removed Sound command, added Sound Debug UI [ 20141126 ] * Reduced code duplication for BinaryFile/BinaryMemory * LoaderTR2 tries to load an external SFX file [ 20141124 ] * LoaderTR2 is starting to populate Room structures * Added BinaryMemory reader [ 20141123 ] * Added texture viewer debug UI [ 20141122 ] * TextureManager now knows the difference between level and system textures. * LoaderTR2 tries to load textures [ 20141116 ] * Fixed background color of wireframe mode [ 20141110 ] * Added [Binspector](https://github.com/binspector/binspector) binary file format template that can be used to parse and analyze TR2 and TR3 script files. * Minor changes suggested by cppcheck [ 20141031 ] * Added get command [ 20141018 ] * Added target to auto-indent code using astyle and used it. [ 20141016 ] * ImGuis Font can now be used if no other is available * Added [Binspector](https://github.com/binspector/binspector) binary file format template that can be used to parse and analyze TR1-TR3 level files. [ 20141015 ] * Added rudimentary command history support for Console [ 20141011 ] * Added simple level loader unit test driver * Fixed the parsing bug in the new loader that sometimes caused strange hangs on level load [ 20141010 ] * Added CPack packaging to the CMake script * Added suitable install target for the Mac App Bundle * Now also trying to load config from ${DESTDIR}/etc/OpenRaider.ini if all else fails * Added suitable install target for Linux that does not need a setup script [ 20141008 ] * Added freeGLUT windowing system to use if SDL2 is not available. Not yet working 100%. * Moved unnecessarily duplicated code to Window base class * Fixed Bug in new GLUT implementation: Console now working properly * Fixed Bug where the debug overlay was flashing for a frame if it’s key is used in combination with a modifier (in this case CMD + Q to quit) * All Font interfaces are now static-methods only * The used Font can now be changed on the fly (even between different Font types) * Removed FontManager, moved functionality into Font [ 20141007 ] * Set all RunTime vars to sensible defaults, so OpenRaider can try to start without a config file (a font is still required!) [ 20140930 ] * Updated imgui to version 1.14 wip * Console input keeps keyboard focus after command input [ 20140920 ] * Updated imgui (fix for resource leak) [ 20140909 ] * utils/time now using std::chrono (C++11) for single cross-plattform implementation * Updated imgui (my pull request was merged) [ 20140908 ] * Moved imgui Console into own (static) class * Added FPS display [ 20140905 ] * Recreated working console using imgui [ 20140904 ] * Fixed imgui colors * World now using smart pointers * Removed atexit handler, now breaking out of main loop on quit * Added calculate and shutdown calls to UI interface, properly shutting down imgui * Created Log class holding logging infos, used by others instead of Console. * Removed Console, Debug * Removed new fancy UI handling system * Properly integrated imgui into UI system [ 20140903 ] * Finishing imgui integration, but now as UI layer and not on top of everything * All global objects are now explicitly allocated in main and stored in shared_ptrs * Created RunTime class for run time settings/options storage * Completely removed OpenRaider class [ 20140901 ] * Created abstract UI class handling “windows” like menu and console. Windows can be stacked arbitrarily. The top most gets keyboard/mouse/action events. * Removed old C-String handling utility methods, now using std::string * Moved getX() methods from main into their respective cpp file * Started work on integrating imgui [ 20140831 ] * Moved command specific code from OpenRaider to static Command methods [ 20140829 ] * Moved key/action/string comparison functions into CommandBind * Added Renderflag command to toggle all flags in Render * Reimplemented pigtail and ponypos commands. Now all commands that were commented-out are back. [ 20140827 ] * Rewrote command system. Each command is now a unique class. [ 20140817 ] * Completed the file reading part of the new TR2 level loader [ 20140816 ] * Greatly extended LoaderTR2s reading code, but now seeing very strange behavior in new Loader... [ 20140813 ] * Added LoaderTR1, LoaderTR3 stubs [ 20140812 ] * Started implementing new level file loader, currently TR2 only * Trigger new Loader when possible, but fallback to old TombRaider [ 20140811 ] * New Font API, allows drawing strings with line-wrapping * Added ability to Menu to show info dialogs * Split Menu into interface and implementations, like Sound/Window/Font * Menu now interface and dialog code, MenuFolder is file browser [ 20140810 ] * Removed recursive Folder access method implementations into their own file * Menu now acts like a file-manager, only showing one folder, and has the ability to go to the parent folder, and do mouse scrolling * Added API to Font to draw strings centered * Folder sorts its items alphabetically * Press dot key in Menu to see hidden files and folders * Console is now using std::string instead of char * * Added utf8-cpp dependency to allow Console to delete multi-byte chars * Added stream-style printing to Console * Using Console like Stream everywhere, removed old print method * Added Screenshot command back [ 20140809 ] * Script Unit Test brings it’s own scripts to test * Fixed binary Unit Test not deleting it’s tmp file in case of error * Removed Menu play button [ 20140808 ] * Added unit test for file-system utils * Moved Menu to Folder/File API [ 20140807 ] * Script parser successfully loading level scripts * Can also read TR3 script now * Also working with TR2/TR3 PSX Script (TOMBPSX.DAT) * Using getenv() instead of wordexp() for tilde expansion * Started implementing file-system handling utilities [ 20140806 ] * Improved Script reader and its Unit Test * Successfully parsing the TR2 Script strings! * Now using assertEqual globally [ 20140804 ] * Added preliminary Tomb Raider Script parser * Moved Unit Test folder * Compiling main.cpp into the unit tests [ 20140729 ] * Unit Tests are back, currently only for the binary reader * Some cmake build system improvements: - deps/math/utils libs are now so-called object libraries - added ctest unit testing [ 20140728 ] * Implemented binary file reading utility in preparation of TombRaider.cpp/h rewrite * Added clibs/commander dependency used for command line argument parsing [ 20140714 ] * Fixed a bug where std::sort did not use the objects operator< method, but instead sorted based on the objects address in memory [ 20140706 ] * Use cmake to check for sys/time.h availability * Use long nearly everywhere where STL containers are interfaced, thereby fixing most 64 to 32 bit conversion warnings [ 20140705 ] * Added basic Travis CI support * Removed global object, using lazy initialization [ 20140704 ] * Removed unnecessary #include dependencies * Removed vecX_t typedefs [ 20140703 ] * Removed SDL_GL_LoadLibrary() call and corresponding config file entry [ 20140702 ] * Compiled successfully in Windows 7 using MinGW * Added Windows setup script * FontTRLE lps parser no longer using std::stoi [ 20140626 ] * ColorMode enum now global * Entities setAngles now sets all three angles * Added loadPNG to TextureManager * Added loadImage to TextureManager, _detecting_ the file type * Re-Implemented the move command * Prevent crash (segfault) when resizing window while console is not fully scrolled to the bottom * Removed Render flags fUsePortals, fAllRooms, fOneRoom, fViewModel and fUpdateRoomListPerFrame [ 20140624 ] * Some changes to allow compilation with Ubuntu 14.04 / gcc * Modified utils/png to allow compilation with different integer sizes Thanks to Christian for his help and his Linux machine :) * Removed TextureManagers fUseMipmaps flag, now always used * TextureManager now using vector for GL texture IDs * TextureManager now global object, no longer part of Render [ 20140623 ] * Use unsigned char instead of float for colors [ 20140622 ] * Wrote simple image reader/writer utilizing libpng * Created utils/pixels for pixel handling utilities * Renamed Texture to TextureManager * Added support for BGR(A) color types in TextureManager * Added pngCheck() and pcxCheck() methods * Added ColorMode and bpp info to pcx/png API * Modified tga to match png/pcx API * scaleBuffer() no longer stops at 256x256 [ 20140621 ] * Created StaticMesh class replacing model_mesh_t stuff * Simplified StaticMesh’s data storage * Added support for fourth & fifth mouse keys [ 20140617 ] * Finally fixed SkeletalModel bugs introduced a month ago (animations and rotations are *mostly* correct now) * Reimplemented *animate* command [ 20140615 ] * Added FontManager, selecting Font library to use depending on the file extension of the font file specified in the config. * Fixed menu heading not visible when using FontSDL * Font::drawText now only implemented in Font * TRLE Fonts can now be properly colored [ 20140614 ] * Implemented TRLE Font loader [ 20140613 ] * Changed strange delete-guards * Moved some methods from World into the proper classes [ 20140605 ] * Split Font/Text-Rendering Subsystem from Windowing System * Slight improvements on Window Interface/Implementation differences * Window width/height finally private too * Created methods to convert strings of names to ActionEvents and KeyboardButtons. * Simplified bind commands * Simplified expandDirectoryNames() * Only show debug info if menu is not visible [ 20140601 ] * Started removing C-style I/O, now using Strings and Streams * set size now takes two ints instead of a string [ 20140520 ] * cmake script checks for presence of functions needed for recursive folder traversal [ 20140519 ] * No longer crashes simply by walking in the wrong place * Added walk Action, supposed to switch to slow walking/sidesteps * Removed unused Camera functionality (side and up vector) * Wrote simple PCX image reading library with proof-of-concept code to load the TR2 menu background as splash screen [ 20140517 ] * Wrote new assert() implementation for Unix that prints a call stack * Service provider methods (getCamera(), etc...) are now prototyped in the header of the service they provide, making main.h useless * Also some more work on the way to making OR compilable under Windows * Not using glu.h anywhere anymore * No longer segfaults on exit [ 20140516 ] * Finished moving the Entity/SkeletalModel logic into classes * Currently seems as if wrong SkeletalModels are used for entities? [ 20140515 ] * Slight cmake script improvements * Created Entity class that will also get animation state from SkeletalModel * Removed some unused old code parts [ 20140507 ] * Prepared for Windows support using Visual C++ - Wrote utils/time implementation for Windows - Audio output optional, added Null Sound implementation - Added support for getting home folder location in Windows - Added support for recursively looking for level paks in Windows * Removed unused BoundingVolume, Box, Sphere from ViewVolume, split double used Box class into Box and BoundingBox. [ 20140505 ] * Moved setup of Room, Portal, Box, Sector, ... into their Constructors. * Fixed menu play button * Removed Render flags fSprite, fRoomModel, fPortals * Room BoundingBox now using Box object [ 20140504 ] * Forcing use of new Room and Sprite classes in World. * Rewrote Sprite loading code in Game * Rewrote Room loading code in Game * Rewrote Render handling of Sprites, Rooms, Static Models, ... * No longer using second list of RenderRooms * Sprites and Static Models draw themselves [ 20140503 ] * Started big World-Data refactoring. - Created Sprite class with drawing code from Render - Created Room, Portal, Box, Sector, StaticModel classes [ 20140501 ] * Fix compiling with gcc on Arch Linux - carstene1ns [ 20140418 ] * Moved command code into own file [ 20140416 ] * Map list now stored in Menu [ 20140405 ] * "Ported" all commands from old source * Slimmed down Camera considerably * Removed Emitter & Particle [ 20140403 ] * Now using "service locator" pattern for global singleton objects: http://gameprogrammingpatterns.com/service-locator.html * Made abstract sound interface to provide different implementations in the future (eg. for Windows) * "Backported" more commands from old source [ 20140330 ] * Fixed some segfaults relating to missing upper-bound-checks while accessing std::vectors in World/Render * Added animation test command, FPS display [ 20140329 ] * Proper fix for texture offset bug * Added more asserts [ 20140327 ] * Started reimplementing game/render commands * Using only colors defined for renderer [ 20140326 ] * Fixed Sound segfault * Added basic camera and entity movement [ 20140324 ] * Hacked Texture Offset fix [ 20140323 ] * Try to load external sound effect files * Added Renderer * Moved gWorld, LARA into Game * Moved Camera sensitivity into OpenRaider * Re-Added LoadScreen render mode * Added level data processing code [ 20140322 ] * Added Game class, TombRaider level loader, Camera, Emitter, Mesh, Particle, ViewVolume, Texture * Added SkeletalModel, now using std::vector * Added World, now using std::vector and std::list [ 20140321 ] * Added help command * Added proper command history for console * Added mouse scrolling support * Can bind mouse actions [ 20140316 ] * Added mouse support, also for menu * Added Console * Fixed system timer for BSDs (like Mac OS X) [ 20140315 ] * Added Window interface and WindowSDL implementation * Prepared cmake to make SDL optional in the future * Added event handling and font support * Started implementing command system * Config file now has .ini extension * Added transparent menu overlay * Implemented key bindings [ 20140314 ] * Started more or less complete re-write... * Sound now uses std::vector, volume setting, clear() * Moved math, Matrix, Quaternion and Vector3d into new math lib * Added main.h/cpp with OpenRaider global * Rewrote time lib using ctime ## OpenRaider (0.1.2) xythobuz [ 20140313 ] * Removed unit tests. No unit tests are better then some half-assed non working ones... [ 20140312 ] * Resizing the window works properly (except for fixed string positions) * Removed FullScreen config command and flag that had no effect * Set cursor visible when disabling mousegrab [ 20140311 ] * Removed empty Camera, Matrix, Particle, Quaternion, Vector3d and ViewVolume destructors * Removed unneeded Quaternion assignment operator * Added Vector3d copy constructor [ 20140307 ] * Removed duplicated GL initialization code * Removed duplicated TGA writing code from Texture * Moved system_timer into time utilities, changed its API * Fixed a bug that prevented input of console commands using the shift key for eg. uppercase letters or symbols * Removed (totally unfinished) networking support [ 20140306 ] * Created utility library * Rewrote bufferString() * Rewrote and fixed fullPath(), it worked more or less by accident [ 20140305 ] * Now using cmake build system * Pak file extensions are checked to see if they could be valid * Bugfix: String was used after being deleted in OpenRaider.cpp [ 20140304 ] * Removed memory test [ 20140303 ] * Removed Map.h & Tree.h, using std::map instead... [ 20140221 ] * Removed the `Map` command. Now the PakDir command causes a recursive search of the specified directory. Every file found is added to the map list if it validates. * The menu map list can now be stepped per folder with the right and left arrows. * Methods wrapping printf-style functions now get compiler warnings * Reenabled some warnings and fixed them [ 20140216 ] * Removed the FastCard option. Not necessary on todays hardware?! * Removed UNICODE_SUPPORT, not working this way with SDL2 [ 20140215 ] * Enabled previously disabled polygon smoothing & color material when setting fastcard to true * Fixed bug in system timer millisecond conversion * Extended rc_get_bool to also accept 0 or 1 besides true and false [ 20140210 ] * Finished the Tomb Raider 1 Item/State definitions * Ported to SDL2 and SDL2-TTF using the Migration Guide: https://wiki.libsdl.org/MigrationGuide [ 20140209 ] * Renamed OpenGLMesh to Mesh * Removed unused flags, enums, ... [ 20140202 ] * Fixed more cppcheck warnings * Removed unnecessary defines (USING_xxx) [ 20140201 ] * Rewrote Memory Unit Test using greatest * Used C++ static analysis tool cppcheck and tried to fix its warnings [ 20140131 ] * All unit tests buildable again and no more warnings [ 20140129 ] * Removed unused libferit stuff * Changed code to generate much less warnings * Using relative epsilon for float comparison [ 20140124 ] * Fixed some TombRaider.cpp warnings [ 20140120 ] * Removed HAVE_SDL & HAVE_SDL_TTF flags. SDL & TTF always required! * Converted all tabs to spaces (4 spaces per tab) * Auto indented all cpp files [ 20140119 ] * Enabled linear texture filtering for fonts, resulting in nicer looking down scaling * Removed unused TGA font parts of GLString with slight API changes * Modified GLString Unit Test to work with new GLString * Removed unused glDrawGrid, glDrawAxis, glPrintf2d, glPrintf3d from SDLSystem * Silenced many more warnings [ 20140118 ] * Removed unused (and pretty empty) Entity class [ 20140117 ] * Reenabled room hopping on launch * Now using C++11 standard. * Turned on many more warnings and silenced some of them. * Removed empty Quaternion Unit Test [ 20140111 ] * Rewrote GLString Unit Test, now using TTF Font * Removed included TGA font and loading code * Rewrote Matrix Unit Test now using greatest * Documented MatMath, fixed bug in helRandomNum(), added better Unit Test * Only one way of conversion between Deg and Rad in MatMath * Use the same style of include guards in all headers * Added memory test to SkeletalModel. Adding to OpenGLMesh causes a segfault on launch [ 20140110 ] * Removed endian.(h/cpp) as it shouldn't be needed. See: http://commandcenter.blogspot.de/2012/04/byte-order-fallacy.html * Removed empty Light.cpp * All Unit Tests build without warning * Converted many FIXME comments to be in the doxygen documentation * Removed hel & mstl folders, moved into parent directory * mtk_tga Unit Test uses greatest * Moved remaining Unit Tests (Network & TombRaider) * memory_test Unit Test no longer produces warnings * Building a memory test build no longer produces warnings [ 20140109 ] * Added greatest Test Framework, rewrote Sound Test * Renamed all memeory references to memory * Moved headers into include/ * Put Unit Tests into test/ [ 20140107 ] * Removed hel/Mass. There was an object of this class in World, but it was never used! * Removed even more unused files (mstl/Vector.cpp, hel/BoundingVolume.cpp, hel/Entity.cpp, hel/ParticleMass.h, mstl/Stack.h) * Completely removed hel/Simulation, as it depends on missing files (hel/CollisionObject) * Improved Makefile portability [ 20140106 ] * Hel Simulation Test builds, but doesn't work! [ 20140105 ] * Fixed the TR2 & TR3 SFX file loading to read the original MAIN.SFX * Fixed strange Mouse Y-Axis Overflow bug * Cleanup of Makefile [ 20140104 ] * Hel Unit Test build & passes * Spring & Simulation Tests unbuildable, missing files? * GLString Unit Test builds, works not every time? * TombRaider Unit & Regression Test working [ 20140103 ] * Removed more (unused?) code, PSKModel & UTPackage * Removed unused MD3, mtk3d, MtkImage stuff! [ 20140102 ] * Improved the Mac build steps... Freealut now in /usr/local so we don't need to call install_name_tool on the built binary * Removed the old & unused GLUTSystem * Replaced the (unknown) included sample sound file * Removed some redundant build config defines [ 20140101 ] * Fixed Wavebuffer loading of Sound subsystem, as well as making the Sound Unit Test buildable on Mac. Added new argument to loadWav, length of buffer. * Changed (unknown) included Font to Droid Sans Mono * Fixed Render bug, now console is visible again * Implemented CMD + Q shortcut on Mac to quit * Added bool mFirstMouseEvent to SDLSystem used to ignore the first received mouse event, because its faulty, thanks to an SDL bug: http://gamedev.stackexchange.com/questions/33519/trap-mouse-in-sdl#comment56642_33554 * Fixed incredibly slow mouse/camera movements * Fixed mouse grabbing in fullscreen mode. Also make mouse invisible and grab it in windowed mode [ 20131231 ] * Added bool mFullscreen to SDLSystem, tried to fix Fullscreen mode on Mac, still not working correctly, but better :) [ 20131227 ] * Moved included documents into GitHub Repo wiki (https://github.com/xythobuz/OpenRaider/wiki) * Reduced start up time by increasing animation speed [ 20131221 ] * Reimplemented deprecated gluLookAt() * Reimplemented deprecated gluPerspective() * Reimplemented deprecated gluBuild2DMipmaps() * Reimplemented alutLoadWAVFile(), seems not to be working * Moved mac distribution logic from makefile into scripts [ 20131219 ] * Bundle now contains dynamic libraries not included with Mac OS X * Bundle now runs setup if needed * Fixed memory test builds not running on OS X [ 20131218 ] * Enabled ALUT on Mac OS X * Silenced many warnings regarding non-writable string constants * Fixed issues with linked libraries on Mac OS X * Implemented support for bundling OpenRaider as Mac App * Removed Microsoft Visual Studio Project files * Removed Screenshot Script [ 20131217 ] * No longer segfaults on launch in Mac OS X [ 20131215 ] * Wrote new README file * Added stub for missing hel/CollisionObject ## OpenRaider (0.1.1) Mongoose [ 20030713 ] * UTPackage class forked from PSKModel class * System class gets download, dir backports * libferit usage in public CVS * mtk_tga gets filename parm save and drops color swaping [ 20030704 ] * Tested PSKModel with models from: http://udn.epicgames.com/pub/Content/UnrealDemoModels/ * On the fly resolution change like in unit tests * GLString obsoleted, undefining HAVE_SDL_TTF will cause OR to use font.tga texture fallback * Merged GLString and SDL_TTF utils Texture usage * TTF renderer replaces texture font system * Font system using new ortho projection * Requirements file now in cvs * Fixed all known level loading issues from new codebase * Loadlevel command using mapname string * Maps are validated on rc load * Experimental TTF support in OpenRaider, Look in RC file * Removed Console, MtkImage classes from private tree [ 20030701 ] * Removing OpenRaider Map use for level/music string storage ( This means if you set a map to a certain number in rc, then you can no longer call it by 'load #' ) * Fixed PSKModel unit test build * Fixed Hel Simulation, Spring unit test builds [ 20030630 ] * EXPERIMENTAL on the fly colored -> textured polygon code ( It's not even funny how bad the colors match currently ) * API changes in Texture class to make it easier to upgrade * Screeshots stored in ~/.OpenRaider/sshots/ * Fixed broke new multitexture support in Texture class * Texture class gets color texture generator * Texture class gets SDL_TTF support from SDLSystem * Update to OR Texture class ( backports from UnRaider ) * Fixed matrix multiplcation issues with fixed code generator * Reworking broken Matrix changes into rollback fix * Fixes for Matrix based math breakage ( just rolled it rollback ) [ 20030618 ] * Redone a lot of hel and it's use, broke a lot of things * UTF-8 and TTF font texture generation support * Camera broken, Matrix broken, Quaternion broken? * About finished mtk3d and hel converging * Phyiscs system base work done [ 20030604 ] * Console/command rollover not finished, but working * BUG portals/walk block too often with current collision * BUG room sprites have wrong texture ID? * Unicode key support? * Some more user definable keys using 'bind' command * System gets old resource system, new resource system based on it with dynamic modes and command parsing [ 20030602 ] * Mouse grab command * New key input design, currently using ASCII to be compatible with old code * SDL mouse grab toggle back in SDLSystem * SDL_TTF support starts in SDLSystem * Made printf string buffering part of System * Simulation fixes, GL unit test * Removed main.* from CVS * Removed Raider.*, gl_util.* from local tree * Added Mass, ParticleMass, Simulation to CVS * More stat commands for debugging * Fix for console command marker strip * Updates to Hel, mass simulator, more vector operators [ 20030528 ] * RC file now allows imports of another RC file ( If you want to be a jackass you *can make it loop ) * RC file now interprets spaces ( User request ) * RC file allows trailing comments now * Room hopping disabled by default now ( command hop to enable ) * Swimming movement added to stop-gap movement system [ 20030526 ] * Removed some test code from TombRaider * Fix for TR4 loading using TRC loader * Fix for solid mode rendering debug ( solid, r_light 1 ) * Fix for wall crash segfault ( Vector.h [] out of bounds ) * Finished up element API, some TRC support for faces * Stopping work on array renderer until the element system is back up ( possible backport for 0.1.0? ) * Cleaning up OpenGLMesh prototype API [ 20030524 ] * New OpenGLMesh array renderer * Fix for Vector collection empty handling * Fix for the 20030519 segfault/lock on exit bug * More API unification coding, and OpenRaider usage for room loading * Watch for a lot of new bugs, this is a lot of coding changing around [ 20030522 ] * More unification, including TRC room translation support starts ( convert from TRC to OR ) * Handle TRC loading in OpenRaider CVS builds * TR5 loading tweaking to work for demo paks as well * Room sprite processing factored out [ 20030521 ] * TR5/TRC Sound ripping/in game loading finished * More TombRaider format unification * Testing of 0.1.0 and 0.1.1 builds on a GeForce4ti * TR5/TRC loader finished - loads only nondemo map I have [ 20030519 ] * More work on TR5/TRC support now using doc std * Refactored skeletal class structure * BUG seems to be leak fix related world clear lock * Fix: Skeletal animation memory leak * New rendering routine for new temp mesh type ( Buggy and expensive, but it's a stop gap ) ( Colored polygons aren't really rendered as such ) * Fix: OpenRaider new mesh API stop-gap handling * Fix: TombRaider new mesh loader API [ 20030517 ] * BUG found in new mesh loader API ( Quad tess is broken in TombRaider for meshes ) ( Vertex array translation from TombRaider broken ) * Event system partially in place, needs glue as well * Console commands from RC hack/fix [ 20030516 ] * Mesh rendering temp disabled until mesh renderer is fully redone * Finally getting a lot of the more complex mesh building routines pushed behind clean API from the OpenRaider to the TombRaider class ( Could cause a lot of new bugs? ) * Event system test structures introduced to World * Some major work on model_mesh rendering, also abstracting interface for their construction * Some minor work on OpenGLMesh renderer, with code in place to increase performance [ 20030513 ] * TombRaider engine abstraction for room vertex and color loading and parsing [ 20030512 ] * New external SFX use for TR2/TR3 paks -- now all versions load sound files into the game engine See README for help using external paks. * New external SFX pak loading support for TR2 and TR3 * Documentation updates and user usability package tests ( thanks Josh ) * Apt source in place ( see README ) * Automated debian packaging in Makefile ( make debian ) * Animation half ass restored in non lara models agian * BUG found in SkeletalModel::setFrame - quick disable to remove crash bug CLOSES 20030101 tmp filing [ 20030510 ] * Old TR4 sound support moved behind new interface * Sound support for TR1 using new interface - have to wait for external sound pak support for TR2 and TR3 * New sound sample management/interface in TombRaider class [ 20030509 ] * Manually patched with JML's UNICODE support add -DUNICODE_SUPPORT to BASE_DEFS flags in Makefile [ 20030101 ] * Seriously broken animation! =) * I wonder how much this breaks - hacks shoved in to keep it runnable until the new event system is started * Skeletal model refactoring * Seperating entity and animation states and it's ugly * Finer animation control starts ## OpenRaider (0.1.0) Mongoose [ 20021228 ] * Md3 refactoring * Many Md3 fixes and features out of unit test work * Huge Md3 unit, testing ground for future TR unit test [ 20021227 ] * Md3 easter egg in cvs * State system work and testing [ 20021224 ] * Wireframe color code doc in README * Minor compile fixes for gcc 3.x * Default portal display in wireframe mode now * New hop command to disable room hopping movement * New r_animate command to enable entity animation test * Fixed showfps fault on load screen * Review of System timer * Replaced FPS estimation with pure frame rate counter * SDLSystem uses SDL timer now * Removed some dupilcate console commands out documented * Depth sorted particles * Lots of minor depth sorting and vising work ## OpenRaider (0.1.0pre11) Mongoose * Entity vis no longer considers rooms agian * New Vector replaces List as renderable container for a great deal of memory savings * Room mesh/sprites rendering in nontexture modes agian * Documentation updates * Fix entity out of room fix * New OGL mesh can render with multitexture * New all bumpmaps are now loaded into texture memory * New [Network.Server] RC support * Run console commands from RC file * Neat new multitexture logo effect * Hel only build from now on * "Shooting" test in cvs * Fixes for depth rendering * New wireframe mode color codes for renderable type * Entity sprites back * Time to move to beta versioning ## OpenRaider (0.1.0pre10) Mongoose * New sshot upload script for my conv ;) * New entity rendering vising starts, primative depth sort * Static ( room models ) using sphere bounding volumes now * New enumeration coding style project wide starts * New room depth sorting code starts * Fix for version stamp in corner * New update room render list per frame command * Misc minor sound/animation updates * Hel vising fix in ViewVolume, hel enabled by default * Look for bugs caused by huge refactoring of codebase * Hel objects in all builds * World class temp keeps Light and OpenGLMesh deps for now * Refactoring: OpenRaider, Render, TombRaider classes * World class emerges in cvs ( Big refactoring job ) * Texture use moved into Render class * Emitter use moved into Render class * Seperation of physical and rendered world starts * Hel clean up, unit testing fixes ## OpenRaider (0.1.0pre9-20021215) Mongoose * New Camera API, clean up starting * Quaternion ( class ) in cvs * Toggle for hel use * Fix port reporting is expected host order agian * libHel starts creeping into cvs build starting with some vising * Netcode fix ## OpenRaider (0.1.0pre7-20021109) Mongoose * Inactive text no longer rendered * More libhel work ## OpenRaider (0.1.0pre7-20021109) Mongoose * Little manual route chaining test for the fun of it * Trace tests * Merged (all?) GCC 3.2.x minor patches from my knoppix tests ## OpenRaider (0.1.0pre6-20020913) Mongoose * Fix for console use before level load crash * TR4 hack to play footsteps when running * TR4 pak sounds loaded and playable - just not sourced yet * New play command * Improved sound support ## OpenRaider (0.1.0pre6-20020907) Mongoose * TR4 pak sound reading and dumping ( I couldn't find any paks using compression - however my algorithm can handle those that may ) * Sound read from TR1 paks agian ( TombRaider.test can dump them ) * TR4 ponytail type guessing algorithm works with TR4 paks ( May not apply to all custom lara models ) * TR4 pigtails rendering algorithm now too * In TR4 ponytail works great with default settings * Up key now gets last command entered * r_ponytail console command * All builds use same texture binds as former EXPERMENTAL builds * Fixed crash related to invalid rooms? Just allowing NULL rooms in list and handling * TR4 GL light support ( pretty ) ## OpenRaider (0.1.0pre6-20020906) Mongoose * One room render command and changes for other old commands * Fix for crash using new room ->adJRoom vector * Fixed room vertex lighting * Documentation updates * New scripts for installing * New client/server kills * Thanks dan for tesing multiplayer - lots of bugs found * Started moving room struct into more of a class type of collections and what not ## OpenRaider (0.1.0pre6-20020905) Mongoose * Hack to handle camera out of world - moves to like a FPS viewpoint -- needs quats and 'dragging' to make it smoother * Entities drawn in different order to handle large alpha polygon in rooms ( Hack until sorting algorithm is in place ) * Little hack to force exit of threads w/o calling back * Lowered network traffic rate and disabled debugging to stdout ## OpenRaider (0.1.0pre5-20020904) Mongoose * Code to handle bad texture ids, like in Nasa.tr2 * Network multiplayer test Client/Server can now connect and pass data and generate clients on each end of game ## OpenRaider (0.1.0pre5-20020903) Mongoose * Network code starts ## OpenRaider (0.1.0pre5-20020902) Mongoose * Speed boost for entity room clipping * Fixed color lighting - still some polygons can go all white * Console commands for clipping and new fly mode * Getting ready to seperate world clipping and storage from Render * Cheap wall clipping hack ( works great however ) Doesn't take into account adjoint rooms ( there is a reason ) * EXPERIMENTAL Better GL light support for font/world interaction * EXPERIMENTAL new level texture loading * Switching maps in game should never cause crashs anymore * Found then fixed several memory leaks * Makefile rule just for memory profiling build ( make memory ) * Vectors replacing Lists for most collection implementations in Render ## OpenRaider (0.1.0pre5-20020830) Mongoose * Turn animation for fun * Room vertex lighting back in * Vertex color/normal support changes for model meshes * Skeletal model/mesh model collision _support_ ## OpenRaider (0.1.0pre5-20020824) Mongoose * Hop up/down to rooms when in void * Primative 3rd person camera * GL light support for TR1-TR3 * New OpenGLMesh fixes black texture bug ( tris texture index was off ) * Removed room mesh rendering from Render ## OpenRaider (0.1.0pre5-20020823) Mongoose * OpenGLMesh and Light classes start * OpenRaider becomes singleton ( Trying to reduce Gobal deps ) * Ah, a little free time -- cleaning up Render class a little ## OpenRaider (0.1.0pre5-20020818) Mongoose * Auto depends generation for certian people =p ## OpenRaider (0.1.0pre5-20020817) Mongoose * Time based animation tracer * Rounded out mtk3d a little more with common func from other projects * New pathing subsystem * Relocatable data dir ( thanks joshua for idea ) Set by using init var 'HomeDir' ## OpenRaider (0.1.0pre4-20020816) Mongoose * Fixed room mesh cache tris texcoors * Changed room tracking code * Replaced old room cache mesh texcoor system for tris * Adjusted TR3, TR4 vertex colors ( So it's not dark ) * New menu state for keys * Major OpenRaider class clean up, reducing, reformatting for use with picky compilers, etc * BUGS update, all maps retested -- should load all TR1-TR4 maps ## OpenRaider (0.1.0pre3-20020815) Mongoose * Debugging bad texture coor/vertex layout in some TR1/TR3/TR4 quads * Removed strict dummy quad insertion in OpenRaider::ProcessMoveables * Wall detection ( no clipping yet ) * Fix for bad cache room mesh crash ( Alpha quads were using bad values b/c assigned to wrong structure ) * More debugging for bad cache room mesh crash * New animation fix by making getNumAnimsForMoveable use signed values ( seems to make TR4 and other levels loadable agian ) * Stopped flickering idle lara by only drawing 1 frame of idle * Better bad cache quad handling? ## OpenRaider (0.1.0pre2-20020814) Mongoose * Fix for room quad's texture bug * Console print system prototype * Misc clean ups * Level load menu prototype active by default * New debug info in game room/sector/pos * Floor player clipping by sector ( yay ) ## OpenRaider (0.1.0pre1-20020813) Mongoose * Floor player clipping by box ( hhmmm... ) * Backport of Camera * Backport of SDLSystem prototype to replace SDL wrapper * Backport of mtk3d with GL style matrices and etc * Hacky fix for texture ids for room polygons ( Caused by new fast cache room polygon builder ) * Backport of UnRaider Texture handler ## OpenRaider (0.0.5-20020615) Mongoose * Todo new texcoors for alpha quads, tris, and alpha tris not done * Bug found Texture ids broken on new room mesh translation * Texcoord fix for quads * Removed damned vertex arrays ## OpenRaider (0.0.5-20020609) Mongoose * Partially fixed new renderer/translator ## OpenRaider (0.0.5-20020608) Mongoose * New Makefile optional memeory_test.cpp OBJ injection * "Commit of Doom" to break cvs source, yay! ## OpenRaider (0.0.5-20020607) Mongoose * Render cleaned up a little more * New room mesh system using arrays ## OpenRaider (0.0.4-20020405) Mongoose * Fixed TR4 bone layering * Worked on finiding/rendering ponytail some more * Moved angle clac for tags back into TombRaider class * Screenshot TGA file fix ## OpenRaider (0.0.4-20020405) Mongoose * Ponytail hack * Better UV generation * Broke TR2 with the new animation framing * Animation frame 'safety valve' to prevent overflows until it can be fixed correctly * Animation translation fixes ## OpenRaider (0.0.4-20020404) Mongoose * More TR format notes * TR4 object header * Minor changes to OpenRaider for speed/calarity * Idle aframe test code in ## OpenRaider (0.0.4-20020403) Mongoose * Fix for Lara model picking in TR4 * Fix for TR4 loading ( tr4_light ) * Fix for TR4 loading ( tr4_ai_data ) * Fog support * Fix for world geo ( room bbox adjust ) * Fix for bad mem usage reporting for overhead * Fix for HUGE memory leaks in TombRaider class ## OpenRaider (0.0.4-20020401) Mongoose * Fix for memfile size reporting * Fix for GLString truncation * New audio dir support back in * Fix for insert of tree_insert for memeory * Iterative version of tree_insert for memeory togglable at compile time * Fix for m-string max accounting * RBTree fix for memeory ( must stop coding after 0200 ) ## OpenRaider (0.0.4-20020330) Mongoose * Stability has degraded with aggressive feature prototyping * More information for zero allocs * Fix for some 0 byte allocatations found in project * Check for 0 byte allocatations * Old List back in for now - slower, smaller * Removed many unnessacary sleeps from older builds * New feature tracks memory usage by file * Print to screen while loading back * New GLString now has helper functions for speedy string updates to replace hacks * Fixed damn 'memeory' rbtree * More verbose fatal error reporting * Reworked memeory prototype into better code * Removed working list tracker from memeory ## OpenRaider (0.0.4-20020329) Mongoose * Memeory memory overhead reduction for filename storage ## OpenRaider (0.0.4-20020328) Mongoose * You may want to disable USE_TREE_MEMINFO until RB is fixed * Back to dynamic C-strings to save 'memeory memory' * Wrote a RBTree implementation directly into Memeory util * TGA debug fix * Looking at writing RBTree directly into Memeory util * Fixed driver string memory leak in main found with Memeory * Fixed GLString memory leak just found with Memeory * Fixes for release build to avoid memeory debugger * Memeory changes to avoid new/delete calls internally affecting MEMEORY_ERROR reports ( much much slower list based ) * New iostreams and memeory header guards * Doh, corerction on pointer 0 padding * New delete accounting hack * New Memeory unit test features/fixes * Printing addr with hexadecimal for obvious reasons ## OpenRaider (0.0.4-20020327) Mongoose * Fixed overlapped vars/data members * Dumps memeory report filename fix * Dumps memeory report for unfreed on exit now? * Console commands to debug 'memeory' * New c func printing option in Tree * Memeory profiling system starting * Font data fixes * Fixed sourceforge cvs tree ## OpenRaider (0.0.4-20020325) Mongoose * Fixed bug where ent draw didn't account for viewmodel in same room * New texture binding method for strict checking and to avoid prechecks on unsorted polygons * More rendering toggles for more testing * Draw room bbox with r_portal * Moved more commands to console only ( See README ) ## OpenRaider (0.0.4-20020323) Mongoose * Fix rendering bug with r_portal * RC uses pakdir for strict path enforcement now * New RC commands for Map/Music that represent backend correctly ( It's a FIFO, not a sorter ) * RC parser now uses console command parser helper too * Improvements to console command parser ( less memory, faster normal case, easier to add new commands ) * Hack to try to unload level shows it's time to start a rewrite =) ## OpenRaider (0.0.4-20020322) Mongoose * Screenshot console command * View model render toggle console command * View model index fix for entity use * Console command naming clean up starting * Console fix for backspacing over prompt * Load command to load levels by index * Many more console commands, replacing some key commands * Sprites render after players now for more accurate scene * Collapsed some rendering gobals into temp LARA entity gobal * Portal visual debugging * Console fix for prompt display after command given * Fix for bad cvs sync ## OpenRaider (0.0.4-20020321) Mongoose * Portal (precompiled) use starts * Very basic console prototype in place * Render control flags ( Not same as mode flags ) ## OpenRaider (0.0.3-20020119) Mongoose * Compile w/ -DEXPERIMENTAL_EMITTER_TEST to run snow test in game * Fix for RC loader ## OpenRaider (0.0.3-20020111) Mongoose * Temp resource redundency pruning solution * More string safety auditing and fixes ## OpenRaider (0.0.3-20020109) Mongoose * Hack to fix texture dumping * More string clean up ## OpenRaider (0.0.3-20020108) Mongoose * Minor TR support work * Texture dumping fix for new mtk_tga * New tristrip rendering sprites * Changed to snprint in all objects now * Clean up in texture use * Clean up in screenshot code ## OpenRaider (0.0.3-20020107) Mongoose * Animation frame testing hack back keys '[' and ']' * Reduction of room rendering top levels ( consistent speed? ) * Improvments to texture handling and loading ## OpenRaider (0.0.3-20020106) Mongoose * Updated mtk_tga from my current mtk_image source fixes tga save bug and more stuff * New more correct FPS counter for alpha testers amusement DisplayFPS=true in init and key command 'f' * Refactoring and clean up in OpenRaider * TombRaider getting ready for testing new class based system * Got new specs for TR4 and TR5 * Readying class based system for new physics and rendering ## OpenRaider (0.0.3-20020104) Mongoose * Fixes for fast texture cache for older tombraider data * Fixes for TombRaider unit test * Makefile changes for gcc 3.0 * GLString use fix, forgot to disable culling - thanks dan * Keyboard turning ( On keys 1 and 4 for now ) by request =) ## OpenRaider (0.0.3-20020103) Mongoose * Tune up of Sound * Disable cusor show on switch to fullscreen also * GLString scaling * Seperated InitGame and LoadLevel ( l to load level ) * New Sound flags ( allows for easier expansion ) * Start loadscreen before caching sound now * NOTE audio support is fine - just low memory condition kill ## OpenRaider (0.0.3-20020102) Mongoose * Broke audio support by switching around OpenRaider, LoadLevel/SetupAudio * README update * Texture caching while reading from diskfile in callback * New load screen percentage feedback via callback * Fix for Tombraider multiple Clear() bug * New load ordering, might break some things * More work on GLString use in OR ## OpenRaider (0.0.3-20020101) Mongoose * Speed set on Camera * Played with some refactoring in OpenRaider class and thread hacks for external texture use * New texture loading to make external textures id independent of TR texture id at load time * Changed 'load screen' layout and particle setup * Removed dependence of Emitter on Texture agent - calls GL texture bind directly now * Particle partial resync with freyja_particle tree * Emitter partial resync with freyja_particle tree * Render minor reduction/refactoring, breaking up some code * New GL font system for OpenRaider ( GLString ) ## OpenRaider (0.0.3-20011231-2) Mongoose * GlGetString use 'correct' fix * Music list reimplemented for CVS * Emitter commited to CVS ( oopsie ) * Changlog reformated ## OpenRaider (0.0.3-20011231) Mongoose * New Changlog format * Minor GL string use 'temp fix' in Render * ModelDebug option to RC to disable model load debugging * TODO update ## OpenRaider (0.0.3-20010813) Mongoose * Minor rendering changes * Particle test fix ## OpenRaider (0.0.3-20010813) Mongoose * Particle testing ( Using one of my freyja prototypes ) * Fullscreen toggle - '9' key ## OpenRaider (0.0.3-20010810) Mongoose * Timer prototype starts, just using a time delay for now ## OpenRaider (0.0.3-20010624) Mongoose * New reference specs, moved to G400 MGA DRI on X 4.1.0 ## OpenRaider (0.0.3-20010621) Mongoose * Set up new box just for windows TR compatibility tests ( got old ppro out, bought a hdd for it - weee ) * Testing exported meshes with Freyja * Freyja plug-in for TRMESH ( TombRaider mesh export ) * Mesh export test for TombRaider * Texel adjustment method rolled back into TombRaider ## OpenRaider (0.0.3-20010620) Mongoose * TR4 sky mesh? * Texture changes * Freyja work with ponytail graphing * New FPS counter uses larger frame samples and reset ( readings still off by a little ) * Splash screen for threaded loads (shakes for fullscreen feedback) * Particle engine research ( no code ) * Threading testing ## OpenRaider (0.0.3-20010619) Mongoose * Might wait to install X 4.0.1 to work on bump map rendering * Render check for multitexture * Fixed OpenRaider to use new TombRaider::Texture API * Bump map use with new TombRaider backend API * "TR3 objtexture alpha clip" back in for 32bit textiles * More testing features like texture dumping for all versions * Special texture loading default use in TR4/TR5 * Zero padding on dumped textures - yes, it is about time * Fixed special texture loading/dumping ## OpenRaider (0.0.3-20010618) Mongoose * 32bit texture default use in TR4/TR5 * 32bit texture testing in TR5 * Make rule regression testing in cvs tree `make tombraider.test` * Better make rules for tombraider.test * TombRaider fixes for compression use and dellocation * New TombRaider::LoadTR5 * Worked on TombRaider agent ## OpenRaider (0.0.3-20010617) Mongoose * Added *some of the TR5 spec to regression test build ## OpenRaider (0.0.3-20010616) Mongoose * Some minor checks for bad allocation of meshes? * Changed moveable code to assume nonanimated entity * Entity drawing tied to room drawing (For vising, later use an entity cache per room to avoid full cycle) * Screenshot name now based on VERSION string (better bugs reports) ## OpenRaider (0.0.3-20010615) Mongoose * Fixed Freyja tree's colored polygons * More debug output on animation building * Fixed Freyja's tree too * Fixed TR4 decompress bug ( silly me, it only worked because of opt, didn't clear a var ) * Animation grouping prototype ## OpenRaider (0.0.3-20010614) Mongoose * Fixes for mesh rendering ambient light level * Fixes for animtion rendering * Fixes for animation loading (TR2+ lara has some animation problems still, with junk frames) (TR1 lara works because all the right indices = 0) ## OpenRaider (0.0.3-20010613) Mongoose * Fixed animations using steping fix I wrote for libfreyja_egg this breaks the old TR aniamtion hacks though =) ## OpenRaider (0.0.3-20010612) Mongoose * Back porting to Freyja to help figure out TR animation problems * Worked on TR5 and TR4 texture alpha flags ## OpenRaider (0.0.3-20010611) Mongoose * Fixed skeletal/moveable loading and animation * Starting entity mapping tracer ## OpenRaider (0.0.3-20010610) Mongoose * NOTE make enities list so dup models won't draw to same position * Caching caused segfault - so now emulate dumb smart pointers * Removed Free TR data, it caused to many segfaults, for some reason it frees twice even with Clear() * Caching for duplicate models ( saves tons of memory ) * Fixed loading and animation for all models in level * Broke animation with new loader?! (caused by new moveable loading) * Free TR data after load ( May cause segfault on exit ) * Simple vising for items back in * Oops, removed mesh draw from viewmodel renderer ( was debuging item meshes ) * Fixed tr4 (2 layer tags) flag set on non lara models * Fixed moveable loading * Looking for moveable object drawing problems ( werid ) * Fixed item positioning set on load * Fixed sprite/room amb lighting back to white ( heh, oops ) ## OpenRaider (0.0.3-20010609) Mongoose * Void color only when outside world * Various minor renderer changes * Static mesh rendering fix (pad bad meshes with NULL meshes) * Fixed lara's colored polygons index bug for TR1 * Autoload lara as view model * Tr4 two mesh system use * Basic skeletal model animation (frame rate based) * Skeletal model rendering * Skeletal model loader finished * No quaterions generated in current skeletal loader It'll be easy to add bone lerping later, but first I want correct behavior ( ie animation and placement ) ## OpenRaider (0.0.3-20010608) Mongoose * Planning rendering engine #3 * Once skeletal models are in rendering engine #2 physics code can start * EXPERIMENTAL moveable code starts ## OpenRaider (0.0.3-20010607) Mongoose * Moveable code finaling coming back in ( now with quats ) * Bug fix to ignore bad meshes in some TR4 levels? * TombRaider class test * Some TR5 specs fell in my lap today =) ## OpenRaider (0.0.3-20010606) Mongoose * Mouse motion control fixes * Item sprite rendering ( TR1, TR2, and should work for others ) * Item sprite loading ( TR1, TR2, and should work for others ) * Fixed room sprite loading * Hack temp fixes for camera ( broke it bad last night ) ## OpenRaider (0.0.3-20010605) Mongoose * Baisc strafing and better forward/backward movement on camera * More user documentation and bug tracking * Portal toggle * Fixed TR4 crash on -1 mesh light flag; can't alloc -1 objects =) ## OpenRaider (0.0.3-20010604) Mongoose * Mouse look code * The portal code is hindered by the old XZ vis check =( once it's replaced it should be 100% correct * Added portal code, and is almost fully working now * Worked on portal code (testing) * Since adding quaternion camera, segfault on exit... hhmmm... * Finished quaternion based camera and rendering * Planning to break mtk3d into base type classes and expand it as a library with learping functions for use in animation also =) * Started on quaternion camera and quaternion support in mtk3d * TR4 sound fx postioning loader starts * GL driver string from resource ## OpenRaider (0.0.3-20010603) Mongoose * OpenGL fixes ( hopefully fixes radeon 'lineloop' bug ) * SDL key code fixes * More SDL fixes for rendering * More SDL work, fixes * FPS counter prints to console every 100 frames ## OpenRaider (0.0.3-20010602) Mongoose * SDL is very slow atm ( drag ass ) You can edit Makefile to set it to use it if you want * Finished basic test SDL interface * Started on item sprite loading (likes a little more, but not priority) * Aren't you all gald I ditched render engine #1 now? ;) * New sprite rendering code * Fixed bug that drew static room meshes twice * Fixed bug that drew alpha sorted tris 3 times (Fixes all known alpha rendering bugs) * Room sprite loading code * Cleaned code, fixed some documentation * Started work on Resource agent, not ready to replace old code yet * No longer dump textures, unless explictly set in rc file ## OpenRaider (0.0.3-20010531) Mongoose * Fixed XEmacs modes should have been 'Mode: C++' * Looked at portal design guide, was useless * Added texel adjust fix to meshes ( fixes 1 pixel off alignment ) ## OpenRaider (0.0.3-20010530) Mongoose * SDL support starts back * Added my old linux joystick code * Basic sorted alpha poly render second pass with very small penalty ( An all new rendering feature never in engine before ) * Figured out best way to sort alpha polys exp with rooms only for now * SkyMesh support ( rendering/identifing ) for TR2 and TR3 * Static mesh rendering back ( doesn't use room lighting intensity for now ) * Texel alignment ## OpenRaider (0.0.3-20010529) Mongoose * Static meshes * Model meshes * Mipmaps in Texture as option * Code clean up * Item sprite and room sprite loader code about finished * Finished adding my screenshot code from Freyja, and made it produce TGAs instead of PPMs ( cmd 'S' ) ## OpenRaider (0.0.3-20010528) Mongoose * POublic CVS Release * Vertex lighting now functional and stable in new engine * Fix for TR4 water alpha via textile generator, but some light shards are still black - might be other alpha flags that are unknown * New level loader using _map_list * New Map list RC rule * Start of item sprite code in new engine * Leaving old Texture calls for compaiblity with obsolete * New textile loading by moving new code into Freyja's TombRaider module to handle *all pixmap generation * User documentation ## OpenRaider (0.0.3-20010527) Mongoose * Testing * Resource system back in * AL init threaded off * Switched order of AL and GL inits ( so you can have in game progess loader for loading ) ## OpenRaider (0.0.3-20010526) Mongoose * Should have all the best of the engines merged by Monday! * Started model rendering code for engine #2 * New mode control for WIREFRAME, SOLID, TEXTURE * Fixed texel index bug for rooms * New Camera methods for visibility and more accessors * Render engine #2 feature upgrade by merging with engine #1 ## OpenRaider (0.0.3-20010525) Mongoose * Rendering engine #2 fixes * New Camera method for positioning * Rendering engine #2 update * Added documentation to Sound agent ## OpenRaider (0.0.3-20010524) Mongoose * Texture manager fixes * Tesselated quads * Removed dependence on libmtk_gl ( my GL tool kit for my 3d modeler ) * Moved 16bit ARGB -> 32bit RGBA texture util to TombRaider loader ## OpenRaider (0.0.2-20010523) Mongoose * Render fixes * OpenAL fixes for /dev/dsp in use and _init guard * Added Sound manager, OpenAL support for groovy 3d audio =) * Dropped all OSS code * Fixed segfault by freeing _texture and _tombraider twice * TR4 texture fixes ported from gegg * Fixed segfault on texture handling * Removed splash screen code completely ( Will later use loader screens just like TR ) ## OpenRaider (0.0.2-20010522) Mongoose * Splash screen as compile time support * PThread support as compile time option * TR4 texel loading fixes ## OpenRaider (0.0.2-20010521) Mongoose * OpenRaider request for sourceforge hosting * New Render class is now the new renderer * GLUT use abstracted and placed into openraider.cpp * Mtk Image manager * Mtk texture manager * Thread for Freyja loader * Freyja camera * OpenRaider RC system design * Freyja loader replaces yuri loader in test build * Splash screen * New engine starts ## OpenRaider (0.0.2-20010520) Mongoose * Removed drawing another lara as an error marker for movables * Removed level dumping and saving * Split up mesh rendering * New 3rd person lara camera rendering * New animation control * This project is based on trueview by yuri and some patches and porting to linux by Mongoose along with code from GooseEgg by Mongoose * Log started