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Summary Period: 2003-11-10 to 2003-11-07 (Commits 156-205 of 255)
Some code cleanup (removing or commenting out unused variables).
Making the menu prettier, slowly.
65 lines of code changed in:
changed white cell shape.
changed white cell and red cell radius
11 lines of code changed in:
Various menu enhancements to make it look prettier...
215 lines of code changed in:
PhysicsManager can now reinitialize, so that we clean up in between games.
22 lines of code changed in:
White Cells now poof when you shoot them.
24 lines of code changed in:
ModelManager loads files once, just call the file method you want, like the texturemanager.
new virus and white cell shapes
115 lines of code changed in:
fixed gamma setting bug / fixed death screen quit bug
6 lines of code changed in:
Fixing the PHTimer so that the game time doesn't skip at the beginning...
1 lines of code changed in:
added Gamma adjustment debug keys
use -/= to adjust
14 lines of code changed in:
added redCellPoofs so that red cells explode when you shoot them.
138 lines of code changed in:
red cells now turn blue when you hit them... also if you collect 5 or more you boost
26 lines of code changed in:
More optimizations... I'm slowly trying to eliminate all routines that have to search through all of the tubes to get a result. Most of them can be eliminated by having an initial guess for where to search, or even by knowing exactly which tube to deal with, since the PhysicsManager now updates where the closest tube is for players and bullets, etc....
8 lines of code changed in:
bullets stop when they hit spheres.
hud draws boost meter and uber-superboost meter.
126 lines of code changed in:
Needed to include windows.h *really* early for this code to compile on some windows implementations.
4 lines of code changed in:
Red cells now load from trk file. they are displayed correctly but do not move or collide yet
100 lines of code changed in:
Preparing for the ability to shove *many* more colliders into our world, since we now have lots of red blood cells to account for.
4 lines of code changed in:
Very big speed improvement on collision detection methods for the player and the bullets... We're not searching through the *entire* track every time anymore.... We just keep track of the closest tube, and update if necessary every frame by looking to our nearest neighbors.
105 lines of code changed in:
const char pointers should have been used for the type rendering/etc methods.... they don't modify the string.
15 lines of code changed in:
Speed up by drawing objects only if they're close to the player.
81 lines of code changed in:
bullets stop when they hit walls
18 lines of code changed in:
new track!!!
15 lines of code changed in:
Debug tubes can now be turned off again.
1 lines of code changed in:
Project update.
12 lines of code changed in:
Added credits screen. Made a debug mode which, when activated by pressing the 't' key, draws the tubes in alternating green/blue colors (helps you realize where one tube begins and another begins).
198 lines of code changed in:
added 3 textures and changed "remaining time" to a clock icon
48 lines of code changed in:
Added specularity to some of the game objects...
16 lines of code changed in:
I'm so stupid
5 lines of code changed in:
white cells must now be shot before picked up
28 lines of code changed in:
Win Screen
67 lines of code changed in:
Winning Game Screen
111 lines of code changed in:
Project file update.
2 lines of code changed in:
updated StepSimulation to be readable, also all objects are updated and then checked for collisions
343 lines of code changed in:
The fmod(x, y) function won't work on Windows if the arguments are ambiguous (i.e. one is float, one is double)... So I typecast the two arguments to Scalar so that we have both arguments the same and the compiler knows exactly which choice of fmod to use.
1 lines of code changed in:
fixed virus depth buffer
changed boost behavior and made flashing indicator
38 lines of code changed in:
MouseOvers!
73 lines of code changed in:
added "old position" member to RigidBody.
changed several update functions to accomodate oldPos.
bullets collide with walls.
changed whitecell halo pulsing effect.
135 lines of code changed in:
Loading the virus model from a file now... It still looks kinda bad, since it seems that the triangles that 3D studio max are not consistently oriented.... I'll fix this tomorrow.
10 lines of code changed in:
Added a model loader/manager for our various Alias|Wavefront OBJ-like models.... The redcell uses this model file type, so its been updated to use the modelmanager as well....
242 lines of code changed in:
The mouse actually can control the menus!!
296 lines of code changed in:
Added method to get the bounding box of a string.
1 lines of code changed in:
Added a method to get the bounding box of a string.
28 lines of code changed in:
added realtime bullet firing rate.
fixed menu cursor crap.
added red cell boost, press r to debug.
added deathscreen interaction, replay or back to menu
102 lines of code changed in:
physicsManager now updates virus/whitecell/bullets,
added new lev2.trk,
updated code so all objects get swept Volume bounding boxes
43 lines of code changed in:
changed bullet color and drawing order
76 lines of code changed in:
virus collision velocity decay, virus collection counter,
79 lines of code changed in:
We have a mouse (it doesn't click yet though)
28 lines of code changed in:
Whoops...my last submission was slightly broken, this repairs it
2 lines of code changed in:
Added an ugly main menu screen with keyboard functionality
99 lines of code changed in:
Changed generic COL_SPHERE collider type to be COL_SPHERE_PLAYER, since player objects are the only ones which were generic anyway....
Also, I fixed the infamous PC crash bug (I think).... apparently, on Microsoft's STL implementaiton, if you delete a member of the map (i.e. unregister a collider), that invalidates the map::iterator.... I read somewhere in the STL specs that it should *not* invalidate the iterator, but I guess Microsoft got that wrong? The fix, which may be kinda sloppy right now, is to keep a list of the colliders to unregister, then unregister them all at the same time at the end of the physics loop.
43 lines of code changed in:
changed splat texture names to platelet.
added bullets... no collision, no realtime firing rate, but bullets nonetheless
125 lines of code changed in:
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