OpenRaider Developer Branch ChangeLog ================================================================== OpenRaider (0.1.2) xythobuz [ 20140101 ] * 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