2011-05-22
22:33:59 by chromex
Font system with variable width fonts almost completed
22:33:48 by chromex
Basic HUD system started
2010-11-27
17:45:08 by chromex
Static meshes can now be attached to the bones of an animated mesh
16:28:17 by chromex
Added a global cool down on skills upon use of a single skill to prevent button mashing
16:03:23 by chromex
Auto-skills now also attempt to cause the hero to face the target
16:01:45 by chromex
Made it so auto-skills trigger the attack animation
2010-11-16
14:34:20 by chromex
Fixed an error where animation times were not reseting resulting in some animations becoming useless after the first cycle
13:51:02 by chromex
Using the bored animation for a stun stand-in. Works well enough.
13:50:48 by chromex
Slerp bug fixed upon retrieval of working code
13:31:54 by chromex
Characters now interpolate to their desired rotation instead of instant movements. Looks much better.
13:28:52 by chromex
Encountered and fixing a bug in the slmath slerp function
2010-11-15
11:42:50 by chromex
Enemies now always face the hero when attack them
11:37:08 by chromex
Fixed issue where enemies were never leaving the run animation after pursuing the player
2010-11-14
18:35:21 by chromex
Bug where enemies never go to an idle animation
18:35:05 by chromex
Players and enemies are all animated. WOO
15:07:28 by chromex
New animation system built and tested, starting complete integration
2010-11-12
17:22:06 by chromex
HUD cacheing also fixed weird bug where sometimes having an odd number of skills on the skillbar induced major lag
17:21:24 by chromex
Final HUD cacheing in. Should no longer see performance issues related to it
17:09:50 by chromex
Updated cooldowns to only update when needed, FPS now sticks at 270 with a full skill bar. This was silly.
17:03:23 by chromex
Caching the HP and Energy values alone to minimize HUD updates bought 100 FPS
16:49:57 by chromex
Working on decreasing the number of updates to the HUD per frame, should increase the FPS
16:45:16 by chromex
Fixed an animation issue where I was leaving animations activated causing weird blends to occur
2010-11-09
19:23:52 by chromex
Swapped all skills to be granted by gear, foregoing the rune system for the time being
18:42:39 by chromex
Character inventory reflects stats of items
16:39:43 by chromex
Gear merchants show the stat bonuses of each item
16:16:40 by chromex
Inventory updates live to gear changes
16:16:29 by chromex
Gear displays in player inventory
13:35:48 by chromex
Fixed the isNull() function in the reference counting system to report on all null cases
12:42:58 by chromex
Reinstalling visual assist X so it works again
12:38:18 by chromex
Character screen controls working
12:11:40 by chromex
Begin continuing work on the character screen
2010-10-15
15:00:09 by chromex
Tracking whether the hero's target is friendly to prevent merchant death :)
14:47:47 by chromex
Merchant target acquisition in place
14:47:39 by chromex
Finally over my stupid fevers
2010-09-30
02:26:13 by chromex
Gear can now grant skills to the hero
02:26:06 by chromex
Skill removal added, fixed resulting bug
02:16:44 by chromex
Fixed a bug in the HUD layout XML that was causing CEGUI to throw a lot of errors
02:04:46 by chromex
Migrated more pawn logic into the persistent data system
01:26:46 by chromex
Fixed framelocking to give more consistent FPS
01:19:44 by chromex
Fixed memory leak in movable text class
2010-09-29
23:53:22 by chromex
Adding and removing gear properly changes statistics
23:37:38 by chromex
Switched HeroPawn over to using the skillmap to allow for a customizable skillbar in the future
22:48:15 by chromex
Skill ownership moved from HeroPawn to HeroPD
22:45:26 by chromex
Gear class created, modifies HeroPD with given stat changes
22:45:05 by chromex
Gear data loading
22:05:48 by chromex
Updated gear configuration XML to better represent the current state of the game
21:50:19 by chromex
ArrogancePawn moved over to using persistent data
21:50:05 by chromex
Movable text module for ogre is leaking memory, need to just re-write it better later
13:19:13 by chromex
Fixed pathing glitch where AI would switch paths each frame in cases where it landed at the corners of the path grid
12:08:40 by chromex
Auto skills working
2010-09-28
23:48:45 by chromex
Persistent data system added where data can be stored in gamestate so it sticks around between level changes
23:48:13 by chromex
Shadow maps working in preliminary state, changes needed to the art pipeline to permit total use
23:47:49 by chromex
Latest level integrated
2010-09-23
15:12:53 by chromex
Modified configuration file to support "auto" skills that automtically re-use until the target dies
14:46:42 by chromex
Fixed a bug where the RangedAI's were not being given any initial health
14:32:25 by chromex
Created a base persistent data class for Arrogance pawns containing the generic elements
14:27:29 by chromex
Created initial Hero persistent data class but without gear or runes
14:27:08 by chromex
Added base PersistentData system
2010-09-18
19:46:49 by chromex
Message column for enemies complete
14:43:45 by chromex
Fixed bug with animatedmesh cleanup, error in usage, not class
13:25:50 by chromex
Bug in animatedmesh cleanup
13:25:44 by chromex
Fixed two mesh member of HeroPawn that were not being memory managed
13:09:23 by chromex
Movable text abstraction in place and working
2010-09-17
22:54:23 by chromex
In game movable text works
22:20:09 by chromex
Integrated MovableText class from the Ogre cookbook
22:19:17 by chromex
Auto target acquisition when using a skill with no enemies selected
22:18:48 by chromex
Changed cooldown depiction to be a sliding bar instead of alpha, much clearer
22:18:24 by chromex
Created custom CEGUI templates for moving towards the final HUD
11:55:25 by chromex
Refactored all affects to utilize the new affect base class
11:55:02 by chromex
Added the "stun" skill
11:23:59 by chromex
Refactoring Affect base class to support more stateful transitions
11:08:53 by chromex
Added the "rage buff" skill
11:08:16 by chromex
Added the "bleed" skill
11:08:11 by chromex
Added the "big hit" skill
11:08:05 by chromex
Added the "hit" skill
11:07:58 by chromex
Added generic affect system allowing affects to be stuck to pawns
11:07:35 by chromex
Added skill system
2010-09-08
22:01:37 by chromex
Hero orients to the direction he is moving in
21:23:00 by chromex
Animated meshes are in the game
20:50:35 by chromex
Abstracted the common staticmesh/animatedmesh functionality down to a mesh base class
20:22:38 by chromex
Starting on animated mesh system
20:17:01 by chromex
Enormous FPS improvement from 100fps average to 550fps average by finding a design flaw in my static mesh system
20:09:30 by chromex
Mesh exported with animations and skeleton from Max. Loaded by Ogre with no complaints.
19:09:50 by chromex
Beginning work on the animated mesh pipeline
18:31:58 by chromex
Tornado warnings are up in the area, setting up another remote backup outside Texas
11:46:17 by chromex
Increased pathing grid density to help enemies path through fence barriers
11:33:52 by chromex
Looking to increase the aggressiveness of the physics bitfield on generation.
11:33:31 by chromex
RangedAI completely added and functional.
11:06:59 by chromex
Created a generic AI controller capable of handling both the melee and ranged AI enemies
10:33:57 by chromex
Updated the level parser to parse out melee enemies and spawn them
2010-09-07
22:43:05 by chromex
Two scene graph loaders are in the graphics system, one pre-collapses the static geometry and the other does not but provides more accurate culling. Pre-collapsed wins.
22:39:06 by chromex
Melee pawn complete. Dies, attacks, runs away.
22:19:07 by chromex
Moving the MeleeAI into its final state
16:37:52 by chromex
Lag problems are the result of having too many draw calls. As art becomes complete, collapsed geometry will become necessary.
15:40:14 by chromex
OgreMax plugin still not exporting multiple textures
14:53:51 by chromex
Added base configuration data for player equipment. Not yet parsed nor in-game.
2010-09-06
19:32:57 by chromex
Massive bug in scene graph collapse code finally fixed
10:30:09 by chromex
Starting on general AI controller class
10:27:58 by chromex
Fixed graphics bug where leaves were drawing before branches resulting in incorrect overlay
2010-09-05
22:30:57 by chromex
All relevant inline configuration switched to new system
22:13:01 by chromex
Configuration system in place and tested
21:48:23 by chromex
Config system too similar to the DotScene parser system, should look into a generalized solution
21:20:42 by chromex
Using xercesc again for the configuration system
20:59:23 by chromex
Starting on general gameplay configuration system from external config file
20:59:09 by chromex
Overhead spotlight system complete
2010-09-03
15:10:53 by chromex
Problem with lighting on individual objects
2010-09-02
14:51:52 by chromex
Woutter has a good solution for the pathing bug by expanding the grid liberally and then confining with the physics
2010-09-01
21:59:20 by chromex
Added a kill key for the player to kill their current target
21:51:27 by chromex
Fixed some bugs in the new tab select resulting from being tired
21:23:08 by chromex
Intelligent tab select put in
12:57:48 by chromex
Release created
12:32:07 by chromex
Continued bug with alpha on trees. Need to setup separate render groups for the leafs and the brances
12:27:30 by chromex
New test scene works well
12:27:23 by chromex
Bridge posts fixed by Derek
11:42:55 by chromex
Fixed a bug resulting in runtime errors in exported releases
10:46:30 by chromex
Basic tab to select enemy system in place
10:40:51 by chromex
Added toggle to hide manual meshes
10:37:08 by chromex
Increased how configurable the MeleeAI is
10:27:33 by chromex
AI aggro and return system in
10:01:23 by chromex
Fixed a bug with path finding jitter in AI by making so if either terminal was off map we just path with a straight line
2010-08-31
18:01:26 by chromex
Tested pawn and verified pawn death system again
18:01:15 by chromex
Fixed a reference counting bug resulting from the new pawn factory
2010-08-30
17:52:36 by chromex
Added MeleeAI pawn and controller classes. Begun total work on the AI and combat systems.
17:52:03 by chromex
Fixed a bug where the new PawnFactory was causing a crash at clean up
17:51:38 by chromex
Improved physics debugging toggle
17:51:16 by chromex
Fixed a bug in A* where the final points being off the map caused a runtime error. Solution is not optimal
17:50:05 by chromex
ArrogancePawn target management improved
17:49:29 by chromex
Memory debugging was slowing down debug builds significantly
17:48:51 by chromex
AI computes proper path to target
17:48:42 by chromex
Fixed a bug with the pawn group constants
11:06:06 by chromex
Target querying system works
10:34:45 by chromex
No memory leaks from pawn factory system
10:27:18 by chromex
Backed up libraries
10:14:27 by chromex
Factory system in place.
2010-08-28
14:03:19 by chromex
Working on a pawn factory system. Designed to support not just creation but also queries for pawns with certain conditions (distance, hp, etc.)
12:30:11 by chromex
Fixed a bug in the refcount code found previously where the compiler was providing a copy operator despite what appeared to be a proper overload
2010-08-26
16:13:24 by chromex
Need to make it so pawns are factory created so that controllers can query for pawns
16:13:05 by chromex
May have found a bug in my refcount code where the created copy operator is not preventing the compiler from creating its own shallow copy one
15:12:51 by chromex
Need to design a good targeting system for bots and the player to acquire targets
14:36:02 by chromex
Creating MeleeAI
14:33:57 by chromex
Player has an energy bar, cleaned up some debug physics elements
2010-08-25
18:03:54 by chromex
Increasing correction scaler by an epsilon reduces jitter and fixes cases where the same correction point repeats across all correction iterations
12:58:45 by chromex
Fixed export to remove redundant meshes (one tree is enough, thank you)
12:31:57 by chromex
Bug fixed with quaternion to axis/angle pair conversion
2010-08-24
18:55:17 by chromex
OgreMax plugin installed and tested. Ignoring slightly flawed material info, its awesome.
18:30:05 by chromex
Project broke 3.5k SLOC. Pretty useless metric but interesting none the less.
18:07:17 by chromex
Player spawns at point specified in level
17:43:24 by chromex
In game rendered mouse works
17:21:44 by chromex
Primitive GUI control working
2010-08-21
17:13:22 by chromex
Quick debug run found no memory leaks with new GUI system
17:03:40 by chromex
Simple character stats box displaying
16:53:06 by chromex
CEGUI Layout Editor has a lot of bugs resulting in crashes and lost editing
16:16:17 by chromex
For the first time CEGUI is successfully loading resources
16:15:33 by chromex
Swapped over to using a Resources.cfg configuration rather than adding the directories from code
2010-08-18
20:29:53 by chromex
Fixed CEGUI related memory leak
19:13:33 by chromex
Custom CEGUI build completed
17:24:25 by chromex
Starting build of CEGUI against Ogre 1.7.1
12:54:32 by chromex
Spending a lot of time integrating CEGUI 0.7.1. Lots of out of date documentation.
11:36:51 by chromex
Updated linker setup to better organize libraries, brought in CEGUI
2010-08-12
17:44:46 by chromex
Building out gameplay pawns
17:22:28 by chromex
Another idea to fix some of the corner jitter in the physics system fails
2010-08-11
19:48:24 by chromex
Computed A* path smoothed for more realistic movement
19:19:51 by chromex
Worked on A* to only add nodes at turning points
18:26:17 by chromex
A* works
2010-08-10
13:25:31 by chromex
Begin work on pathfinding implementation with A*
2010-08-09
19:25:05 by chromex
Added linelist generic debug type to allow for pathfinding debugging
16:16:38 by chromex
Improved path node generation to more fully fill out the available space
16:01:32 by chromex
Bit field of valid path nodes building correctly
14:38:15 by chromex
Added bitfield system for AI routing tech
12:40:04 by chromex
Refactored Shapes2D to have implementation in a cpp file and added it to stdafx
2010-08-08
20:57:26 by chromex
Fixed alpha blending bug, trees now look great
19:31:09 by chromex
Game runs fine now at any FPS
18:59:15 by chromex
Subtractive bounding system complete, player bound to world
18:59:01 by chromex
Fixed a bug with + instead of -
18:23:22 by chromex
Fixed a bug where the constructor was hiding the fact that a specific function implementation was not being called
11:05:33 by chromex
Fixed bug in Box2D queryRelativeState where ||s were used instead of &&s
10:57:11 by chromex
Scrapped original box physics volume code, written tired and it shos
10:55:36 by chromex
Made it so collision volumes draw in release, faster testing
10:50:55 by chromex
Collision volumes loading correctly from Max
2010-08-05
18:09:18 by chromex
Boxes work with intersection correction
17:18:59 by chromex
Initial work on supporting subtractive boxes in place
15:54:28 by chromex
Subtractive circles complete, smooth movement all around, even at joints
15:01:22 by chromex
Subtractive circles working, player limited to zone. Minor teleporting at intersection corners.
10:48:48 by chromex
Added missing isNull() implementation to reference counting system
10:29:38 by chromex
Slight redesign to physics API
09:20:50 by chromex
Dropping Ogre into stdafx.h has the ability to blow through the default heap size allocated for storing it for compilation
08:59:00 by chromex
Design of subtractive physics system complete, beginning implementation
2010-08-04
23:39:12 by chromex
Fixed mouse movement bug and figured out another issue
19:50:32 by chromex
Mouse movement in game works
17:51:55 by chromex
Fixed release mode problem
17:51:47 by chromex
DotScene format loading and displaying
2010-08-03
20:44:39 by chromex
Added static mesh list to Level setup
19:35:20 by chromex
SVN and Visual Studio had a fight over file rights losing some work, recovery complete
18:49:59 by chromex
Fleshing out Pawn as needed by HeroPawn
18:47:45 by chromex
ArroganceLevel basics done, creating simple hero
18:37:17 by chromex
Starting on Arrogance level implementation
18:33:35 by chromex
Need to look into static geometry batching for Ogre
18:32:55 by chromex
Starting to integrate xerces for XML parsing
18:30:27 by chromex
Setup dropbox for art pipeline
18:22:51 by chromex
Static mesh pipeline setup using ogremax.com exporter
12:12:06 by chromex
Polished StaticMesh
12:00:39 by chromex
Proper entity removal from ogre implemented
11:20:28 by chromex
Finished off StaticMesh state
2010-08-02
18:48:35 by chromex
Bug persists for close button, ignoring for now
18:34:11 by chromex
Bug with the default window close button leaving the process running
18:07:03 by chromex
Switched from local to remote repository
18:04:06 by chromex
Input system in, pumping windows events
17:31:24 by chromex
Integrating the old Crazengine3D input system
17:01:44 by chromex
Static mesh system works, drawing pretty ogre head to the screen
15:47:51 by chromex
Migrating to VS2008 for slmath
13:41:04 by chromex
Bug with crash at startup caused by slmath...
13:40:42 by chromex
Broke out static mesh support into its own class
2010-08-01
17:44:15 by chromex
Fleshed out a graphics test level
17:24:25 by chromex
Bug with memory leak detection code breaking Ogre
17:23:58 by chromex
Abstracting Ogre into a graphics singleton
17:18:50 by chromex
Spent three or four hours reading Ogre tutorials
2010-07-30
14:40:48 by drmoss
First post for Derek
2010-07-29
19:30:04 by chromex
Testing complete on core framework. Tomorrow begins graphics.
19:19:22 by chromex
Bug where the copy constructor must take in the exact class, not a base class
19:14:30 by chromex
Test level with test pawns and controllers works
19:14:12 by chromex
Built a better and more robust reference counting system
2010-07-27
20:42:24 by chromex
Using refcount strong/weak pointer system to improve the pawn/controller clean up scheme.
20:41:54 by chromex
Added controller and pawn system. Built refcount system. Need to test all of the above. Need to integrate refcount system with the pawn/controller system.
2010-07-26
17:41:59 by chromex
Improved level spawner creation and instancing
2010-07-23
21:30:04 by chromex
Integrated slmath
20:30:36 by chromex
Fixed divergent level ending system.
20:25:24 by chromex
Added timing system. Added desired FPS framelocking. Added variable delta time.
2010-07-22
12:03:47 by chromex
Integrated windows timing code
11:48:30 by chromex
Added level creation factory and tied it in with the gamestate
10:51:29 by chromex
Game monitors game state to take appropriate action
10:41:20 by chromex
Added stateful features to GameState singleton to better support state control from anywhere in code
10:24:33 by chromex
Working on the core framework
2010-07-09
23:48:41 by chromex
Begin Arrogance developers log