Add shadow filtering (PCF) option.
Fix ugly shadow saturation in old lighting mode.
Fix fancy water shader.
Fix camera matrix computation.
Support scissoring of camera frustum.
Optimise vertex skinning.
Inline various matrix functions.
Support filtering of the list of submitted models before a rendering
pass, for more precise culling.
Optimise water renderer (fixes#721, based on patch by ortalo).
Use scissoring when generating reflection/refraction textures.
Skip reflection/refraction texture generation when no water is visible.
Render alpha-blended objects differently (fixes#434).
Reduce shadow swimming effects.
This was SVN commit r9814.
the old debug_assert always ran and tested the expression, which slows
down release builds. wrapping them in #ifndef NDEBUG is clumsy. the new
ASSERT behaves like assert and ENSURE like the old debug_assert. Let's
change any time-critical but not-super-important ENSURE to ASSERT to
speed up release builds. (already done in bits.h and unique_range.h)
This was SVN commit r9362.
Fix particles in Actor Viewer.
Expand terrain in Actor Viewer.
Change background to black so it blends with the LOS texture more
nicely.
This was SVN commit r9172.
Change lighting model for new maps to allow better overbrightness.
Cache player colours instead of loading from scripts every time the
renderer wants them.
This was SVN commit r9123.
Add terrain priority rendering mode in Atlas.
Fix terrain painting in Atlas to be less profligate with priority
values.
Support hotloading of blend textures.
Clean up some trivial things.
This was SVN commit r8872.
Replace almost all texture uses with calls to the new system.
Add some anistropic filtering to terrain textures.
Let Atlas load terrain texture previews partly-asynchronously by
polling.
Fix inefficient texture colour determination for minimap.
Remove unused global g_TerrainModified.
Change GUI texcoord computation to be less efficient but to cope with
dynamic texture changes.
Fix GUI renderer effects leaving bogus colour state.
This was SVN commit r8099.
Add shift+wheel (and Q/E, and ctrl+arrows, and ctrl+WASD) to rotate the
camera.
Restrict the rotation and zoom to narrow ranges. (Constraints can be
disabled in the dev overlay).
Smooth the movement and rotation.
Fix some stupid whitespace.
Fix some const correctness.
This was SVN commit r7930.
Detect some errors loading fancy-water fragment shader, and disable
fancy water.
Fixes crash with Mesa on 945GM (which doesn't support fragment shaders,
though it advertises the extensions).
This was SVN commit r6773.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
. the massive renaming undertaking: camelCase functions -> PascalCase.
. add some cppdoc.
. minor additional renaming improvements: e.g. GetIsClosed -> IsClosed
. in entity code, replace constructs like "pvec = new vector; return
pvec; use *pvec; delete pvec" with a simple stack variable passed as
output parameter (avoid unnecessary dynamic allocs)
. timer: simpler handling of raw ticks vs normal timer (less #if)
This was SVN commit r5017.
Atlas: Added simulation play/pause/reset controls; automatically plays
while recording cinematics.
FFmpeg: Fixed broken output files.
MapReader: Fixed entity loading.
ObjectHandlers: Made unit preview more robust when the preview unit gets
destroyed.
Various: Replaced manual matrix construction with SetYRotation call.
Turned some more CStr8 back into CStr.
h_mgr: Optimisation - don't calculate slow debug-output strings if
they're never going to be seen (since it takes a few hundred
milliseconds).
TerrainRenderer: Made more tolerant of accidental negative times.
Entity: Fixed m_refd being out of date when deleteAll is called. Fixed
problems when doing an initializeAll...deleteAll...initializeAll
sequence.
SCN: Removed non-useful AoE3Ed code that never did anything.
SVNLog: Made output more valid and made titles more descriptive, so it
works properly in FF's live bookmarks.
This was SVN commit r4779.
Changed SoundGroupTable to use the right string type for the comparison.
Also changed from CStr8 to CStr because I prefer that spelling (and it's
more consistent with most other code).
This was SVN commit r4771.