=================================================================== ======================== DATE: 02-Dec-2008 ======================= =============================Rev: 023============================== ** Back to project updates. ** Most of the initial code clean up began and commented ** Began creating class links to PhysX physics system. ** Fixed and yet to be cleaned Newton character controller. =================================================================== ======================== DATE: 22-July-2008 ======================= =============================Rev: 022============================== ** Temp changes to CMD_Function class to add to call waypoint manager. ** ObjectScene: - added pointer to waypoint manager. ** Waypoint file: added ray casting to polygon. ** Temp fix to character controller on sliding characters along a slop. =================================================================== ======================== DATE: 08-July-2008 ======================= =============================Rev: 021============================== ** Added Waypoint class allowing storage of positional waypoints in the scene for an object to move to. ** Began implementation for auto waypoint generation. Works on a specified terrain and creates grid based waypoints. =================================================================== ======================== DATE: 03-July-2008 ======================= =============================Rev: 020============================== ** Added new function to ObjectManager to allow querying of objects with one of the 2 component parameters to search for. ** Changed Lock-on component, and now toggles properly on NPC's and Enemies which are visible on screen. =================================================================== ======================== DATE: 30-June-2008 ======================= =============================Rev: 019============================== ** Started changes to the lock on component for game. Better functionality in the lock on mechanism. =================================================================== ======================== DATE: 27-June-2008 ======================= =============================Rev: 018============================== ** Added function in input manager to enable all handler with the exception of the handler paramter. ** Added motion blur compositor code !NOT YET IN USE THOUGH! ** Changes made to the Comp_Game_Dialog component. This time its based on a conversation is based on a set of dialogs consisting of 4 lines, each with 73 characters maximum. ** Added simple open and close dialog box animation. ** FilmBox class added - a few additions but nothing that effects anything. =================================================================== ======================== DATE: 10-June-2008 ======================= =============================Rev: 017============================== ** Began commenting most of the header class for Deoxygen. ** A switch back to allowing the console to disable player input command for the time being. ** ScreenText class can now check to see if a text is stored. ** Also ScreenText now has the ability to have a particular font name to be passed in whilst creating a text on the screen. ** FIX: SpriteManager had a major bug. Create image function in the manager was called many times during an update. A new image was created every time. A check was added before this image was created to see if it has already been created. ** InputHandler - added simple functions to turn on or off the handler. ** InputManager - added the ability to turn on/off a particular input handler by name or by reference. ** Object - Now had a function to check is a component is attached to it and that it has been initialised. ** ObjectManager - added functionality to return an object by name. ** ObjectSceneManager - Now has an ObjectManager pointer to store objects whoch are updated out of scene, or in a sense, updated globally. Objects such as a stats object could be updated in all scenes and not just within one. ** Physics classes clean ups done. ** Many component updates but not much to log. ** LockOn component updated - Now locks on to a particular object based on the component category and object has attached to it. ** New components added for the prototype game. **** GAME: ** Added new teleporters to the game to allow switching from one scene to another. Simple dialog component added to allow player to interact with the NPCs and vice versa. ** Simple lock on added. ** Added new animations to character models. **** SCENE EDITOR: ** Cleaned up a bit. =================================================================== ======================== DATE: 25-Apr-2008 ======================== =============================Rev: 016============================== ** Lots of changes since Rev 15 ** Added physics debug command for console to turn on/off debugging per scene. ** AGTCore ObjectPicker modified to allow mesh movement and placement around the scene using the arrow keys W,A,S,D,R,F Keys ** Changes made for GUIManager system. CEGUI is used a manage the position of the mouse cursor on the screen. Showing the cursor is managed by overlay instead of CEGUI. ** Added new functions to SpriteManager class in the GUIManager subsystem. New functions allows to delete sprite, change sprite transparency, and set sprite scrolling. ** Modified InputHandler class in the InputSystem to allow removal. This is done by adding a bool to flag the input handler for removal. ** Added new function in the Object Manager class to retrieve objects a list of objects with specified component type and component family type. ** ObjectScene class changes now has enterScene and exitScene functions which are used obviously when a the player enters a scene and exits the scene. ** ObjectSceneManager modified to use the functions above in the switchToScene function. ** PhysicsBase class now inherits from OgreNewt ContactCallback class, and userProcess function is used to manage the contact between two physics objects which are set to use this function. ** Modified PhysicsManager to automatically turn debugging off on the last scene when a user is switching to another scene. ** AGT FrameListeners now have an attribute to flag for removal. ** Added new Fx_Fader class to allow fade in and out effects on screen. ** Changes to the RenderManager now removes flagged AGT frame listeners. There are other changes also such as the addition of timers and a class to return Fx_Fader pointer. This is temporary. ** Implementations for the Comp_Control_LockOn component done. ** Comp_Physics_Dynamic added the new userProcess function to allow manual management of colliding physics objects. ** Added a Comp_Stats_Character component that hold information about the player character etc. ** Added a Title scene. ** Added a scene for an area of a world map. ** Changes made to many other components and scenes. ** Added new meshes and materials. ***************************************** ** Will add all the resources into a downloadable section rather than into SVN. Anything not found here will be found in the downloaded sections. This will be up on the site as soon as possible. =================================================================== ======================== DATE: 31-Mar-2008 ======================== =============================Rev: 015============================== ** Added Lock-On component for player character ** Added Sprite Manager to allow simple image display on screen. ** Changes to Physics system to allow scene switching -- lead to creating PhysicsWorld class =================================================================== ======================== DATE: 21-Mar-2008 ======================== =============================Rev: 014============================== ** Tested SoundManager. ** Component: Comp_Sound_Listener created to allow an object to have the "ears" locations for listening to sounds. ** Component will be added to allow objects to play a sound. ** Uploaded files to SVN. To run will require OgreNewt as well as ogre's media files. =================================================================== ======================== DATE: 20-Mar-2008 ======================== =============================Rev: 013============================== ** A lot of modifications in the engine. ** Added TinyXml tools to run create scene from of a .xml file. Reading the the files and creating the scene is in working order but more work needs to be done on exporting a scene to an xml. ** Added new game components to the game itself ** A simple scene editor is also on the works. Dragging and repositioning meshes on the scenes is the main functionality at the moment. ** CEGUI mesh viewer added to the project. ** FMOD added with the new sound manager also coded into the engine. Yet to be tested. ** Added new scene level for the game. =================================================================== ======================== DATE: 10-Mar-2008 ======================== =============================Rev: 012============================== ** Small code changes, due to getting creating game mesh files etc. ** Added some simple AI components that follows the player character around and a components that allows one object to move in random order. ** New terrain meshes were created and animations on the player character models and other models. ** More updates coming on a weekly basis from here on as of Easter. =================================================================== ======================== DATE: 24-Feb-2008 ======================== =============================Rev: 011============================== ** Added animation blender to project. ** Quick test on animation blending done and working so far. ** Another new character added to the game, which is the main character of the game. This character is also modelled, rigged and animated by myself. ** A few changes made to some of the components and scene files. =================================================================== ======================== DATE: 22-Feb-2008 ======================== =============================Rev: 010-009========================== ** Log_change.txt updated. ** Added Newton library and DLL files to repository. ** Quick update----- ** Updated component class. Previously components were required to be added at a certain order. I've have eventually added the completed version on the component class and now objects are to take in components which may not get able to initialise in the beginning but initialise later when a another component is required is found in the parent Object ** Fixed memory leak problem and also game memory "eating" problems. This problem was due to my console system, which was also told to keep itself updated with the Ogre Log. The problem only occurred after setting up the PhysicsManager class and OgreNewt. OgreNewt passed information to the Ogre Log every frame thus increasing memory usage every couple of seconds. Switching this off was the only fix at time being. ** Finally added Release version. Release version wasn't up lately due to other Tools needed to be compiled. ** NOTE: If you are able to execute the problem but it causes an exception, especially on Release mode, you must edit the Plugins.cfg file found in the GameMain folder. Remove the "_d" from each of the plugins. This will then connect to the released version. ** Will be trying to figure out a way of setting this automatically in the future. ** Updated Caelum system, now with the Astronomy configuration to set real life simulation of the sun according to a position (latitude/longitude) of the observer. ** Changed PhysicsManager to in effect of changes to the Component manager. It will not automatically remove any friction involved in all physics material. -- Little reason for it to be turned off as of yet. ** Physics have been tested, also with a controller component to manipulate the physics object. =================================================================== ======================== DATE: 17-Feb-2008 ======================== =================================================================== -- ALSO another SVN mess up --- NOT my fault here After checking up the repository, the log message for revision 5 just suddenly vanished. There is also a problem with trying to edit the message. I have found out that Bountysource has prevented this therefore I'm having to add commits to the repository. Strange about the rev5's log comments though. Anyways, I've the log comment from Rev 5: ------------------------------------------------ ** Added GUIManager. This is a basic setup to introduce mouse cursor into a scene. ** Added new commands to console to display turn on mouse cursor or not. ** Added commands to create mesh through run-time. ** Added ObjectPicker class to AGTCore system to introduce mouse picking for simple scene creation. Testing made and mouse picking methods still a bit buggy there and there. Will optimise it later on. ** Added more test resource into the project. --- NOTE ERROR ON MESSAGE LOG --- I have accidently updated rev 6 with message log from version 4 or 5. Below IS the real comment log for revision 6. --------------------------------- ** Big update list ** ** First of all PhysicsManager added into the system. Currently in testing at the moment. ** Testing on Comp_Physics_Dynamic which is the main component if an object is required a dynamic physic. ** Will then go through testing the static type of that Physics family component. ** Added own implementation of a frame listener; allows other manager to connect to the engines own frame listener. ** So if the rendering package were to change I can change the frame listener with a while loop and still have every other manager updating without having to change their class to incorporate with the new renderer. (If it ever happens) ** Tested this and it works!! ** Project now requires a number of resources to run. I have included the ones that are not easier to get. ** But add the "programs", "scripts" and "textures" folder into the "resource" folder of the project. ** Also incorporated a night and day system. All thanks to the guys at did Caelum. This system was integrated into the system without a fuss. ** No other means of controlling this at the moment as its still on a testing stage. ** But this will be incorporated into the ObjectSceneManager class itself, so it can be turned on or off for a certain game scene. ** This requires additional libraries, which I have included in this update. ** The rest of the tools used: OgreNewt and NewtonSDK. Both are not included in this update, reason is due to its size, and number of files. <-- OgreNewt has boost!! ~_~ ** Which means that you either have to find them, download them and add the main folder to the "Tools" directory of the folder or wait until I have uploaded these for download. ** Make sure you compile the OgreNewt project first. I've setup the directories already just copy and paste the appropriate file from the OgreNewt directory to the corresponding directory on the projects "tools/ogrenewt" folder; same with NewtonSDK. ** Added new commands to the console. ** Added manageable screen compositors. So far bloom amount can be controlled through the console by using command: bloom_set - This bloom is the version of bloom that came with Ogre. I will have a new bloom technique or that this into the system. ** Added GUIManager. This is a basic setup to introduce mouse cursor into a scene. ** Added new commands to console to display turn on mouse cursor or not. ** Added commands to create mesh through run-time. ** Added ObjectPicker class to AGTCore system to introduce mouse picking for simple scene creation. Testing made and mouse picking methods still a bit buggy there and there. Will optimise it later on. ** Added more test resource into the project. =================================================================== ======================== DATE: 06-Feb-2008 ======================== =================================================================== =================================================================== ======================== DATE: 02-Feb-2008 ======================== =================================================================== ** Added AGTCore system. Initial code worked on is the Console system. Used for debugging purposes and management of objects on a scene. ** Made changes to InputManager: created disableAllHandlers() and enableAllHandlers() functions to enable and disable controls when the console is visible or not. ** Did some simple shadow tests. Depth Shadow map will be in the next list for shadow implementation. ** Added materials and font definitions for console. ** Post-build check. (Nothing updated) ** Bountysource code SVN upload. This version uploaded is Revision 17 from Googlecode SVN space. ** Reason for change was the size limitations that Googlecode applied. ** Smaller size, does not include the Ogre bin files. Copy Ogre dll files in debug/release bin folder. ** Requires compiling.