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Commits on Mar 30, 2011
Commits on Nov 23, 2010
  1. tweaks and bugfixes; don't forget to migrate

    moved #scale to Model, and delegated from both Actor and Creature
    calling #to_s on Actor or Creature returns its name
    added serialized attributes for #position, #view, #right, #up on Creature
    Creature inherits Actor's name if none is given
    Creature now belongs_to AI, since two ogres could have different dispositions
    Moved mouse event handling to Context. Y axis inversion is now handled automatically. All demos updated accordingly.
    Added inversion to mouse_weight demo
    Added polymorphic belongs_to #scene to Creature, so that scene can be anything.
    Added STI #type column to Creature, so it can be inherited with different funcitonality.
    Minor bugfixes for Camera#perspective
    GL_BLEND with blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) is enabled by default in Context
    #instanceFor in CORE now handles null attributes scenario (returns null).
    Text#applyMatrices now correctly calls #super for 3D text.
    Creature#render returns immediately if its Actor's mesh has not finished loading
    Axis now assigns its offset dynamically, if the offset doesn't have a value
    committed Nov 23, 2010
Commits on Nov 17, 2010
Commits on Nov 15, 2010
  1. bugfix

    analytics re-enabled. Found the real bug. My bad.
    committed Nov 15, 2010
  2. bugfix

    Fixed a rare condition that allows a player to be shot by his own plasma blast (oops!)
    committed Nov 15, 2010
  3. Space Battle: bugfix

    Fixed an endless loop during targeting
    committed Nov 15, 2010
  4. Space Battle: Added targeting system, and more hotkeys

    cycle targets (T), match speed (enter), previous target (Y), cycle current attacker (E)
    Also significantly improved AI and fixed some bugs.
    committed Nov 15, 2010
Commits on Nov 14, 2010
  1. Updated DB seeds

    committed Nov 14, 2010
  2. A game! A Real Game!

    committed Nov 14, 2010
Commits on Nov 13, 2010
  1. 2D, 3D, Object-mapped Text

    and some refactoring of Textures
    committed Nov 13, 2010
Commits on Nov 10, 2010
Commits on Nov 9, 2010
  1. Video textures!!! And made the interface test use octree to optimize …

    …clicking!
    
    Lots of other minor optimizations and whatnot. Finally ready to release new demos (yay!)
    committed Nov 9, 2010
Commits on Nov 8, 2010
  1. General octree optimizations; height maps map verts to octree but don…

    …'t actively use them yet.
    
    Though useful in some circumstances, I'm still not satisfied with overall octree performance.
    committed Nov 8, 2010
Commits on Nov 7, 2010
Commits on Nov 5, 2010
Commits on Nov 4, 2010
  1. Noteworthy improvements to MD2 loader, and I've started extracting an…

    …imation code into a new object (Animation) to facilitate animating similar objects independently without duplicating data.
    committed Nov 4, 2010
Commits on Nov 3, 2010
  1. Major refactor-a-thon.

    Still not sure it was worth it, we'll see. But at least we have a DB representation of models, creatures and actors now :)
    committed Nov 3, 2010
Commits on Oct 30, 2010
  1. safety check

    committed Oct 30, 2010
Commits on Oct 29, 2010
  1. added dynamic scaling support to MD2 models via model.setScale(float)

    Also refactored and moved some stuff around.
    committed Oct 29, 2010
Commits on Oct 28, 2010
  1. verbiage for md2 demo

    committed Oct 28, 2010
  2. package gems

    committed Oct 28, 2010
  3. MD2!!!

    committed Oct 28, 2010