As of 06:05:16 AM on Friday, May 29, 2026, the most recent weeks' worth of commit messages are as follows:
| Monday, May 25, 2026 | ||||
|---|---|---|---|---|
| 11:07:57 PM | Atlas | 61 | Updates for latest engine version. |
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| 10:42:17 PM | Atlas | 60 | Updated copyright year. |
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| Sunday, May 24, 2026 | ||||
| 04:44:24 PM | Verse | 549 | Cleanup for latest engine changes. |
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| 04:43:58 PM | Nerd | 5391 | These should be added so they don't stomp over externally assigned callback functions. (Note that the results may stomp over others though. Might be better to assert that these are empty before assigning so the caller is aware?) |
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| 04:41:57 PM | Nerd | 5390 | These need quickfind. |
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| 04:16:25 PM | Verse | 548 | Updates for engine changes that I never committed. |
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| 04:15:13 PM | Verse | 547 | VERSEWOOD \ XAN3 \ CANON | Updates for engine changes that I never committed. |
| Monday, May 18, 2026 | ||||
| 01:46:39 AM | Nerd | 5389 | NERD-85, NERD-175: Initial checkin of Carte, the new menu system. This is mostly just a stub class but this also includes a change to tickables to allow the usage of the general-purpose Tick() in place of Tick_CalcUpdate() and Tick_CommitUpdate(). |
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| Friday, May 15, 2026 | ||||
| 11:01:15 PM | Nerd | 5388 | Couple audio bugs when a stream doesn't exist. |
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| Thursday, May 14, 2026 | ||||
| 11:54:30 PM | Nerd | 5387 | That last checkin really should've followed this one, but here we are. Moved DestroyAllAudioBuses() to the audio thread. Removed ShutDownStreamingSounds(). Locked access to game thread mappings. Added a function to remove a sampler from all contexts (in this case meaning the event log and game thread mappings). Restricted NAudioMgr::CanShutDown() further to wait until everything except buses and the resource map are freed. |
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| 11:10:32 PM | Nerd | 5386 | :) |
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| 11:03:04 PM | Nerd | 5385 | Added an optional WaitingForShutdown() thread function. It turns out I didn't need this to fix the audio bug I'm looking at tonight, but it feels like a good thing to have anyway. |
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| Tuesday, May 12, 2026 | ||||
| 09:11:15 PM | Quasar | 57 | [Automated Build Checkin] Project Quasar (56) - NERD (5384) - 2026-05-12_21-11 |
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| 09:08:01 PM | Quasar | 56 | [Automated Build Checkin] Project Quasar (55) - NERD (5384) - 2026-05-12_21-07 |
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| 09:07:30 PM | Nerd | 5384 | Latest updates. Checkmate has changed to use "ProjectTitle" instead of "ProjectName." Not sure what else. |
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| 09:06:32 PM | Cmd | 138 | WELL, |
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| 09:00:37 PM | Quasar | 55 | Huh. |
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| 09:00:08 PM | Quasar | 54 | Huh. |
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| 08:57:16 PM | Quasar | 53 | [Automated Build Checkin] Project Quasar (52) - NERD (5383) - 2026-05-12_20-57 |
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| 08:55:57 PM | Quasar | 52 | [Automated Build Checkin] Project Quasar (51) - NERD (5383) - 2026-05-12_20-55 |
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| 08:54:21 PM | Quasar | 51 | [Automated Build Checkin] Project Quasar (50) - NERD (5383) - 2026-05-12_20-54 |
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| 08:49:33 PM | Quasar | 50 | [Automated Build Checkin] Project Quasar (49) - NERD (5383) - 2026-05-12_20-49 |
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| 07:47:06 PM | Quasar | 49 | lol OKAY |
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| 07:45:43 PM | Quasar | 48 | Whoop, there we go. |
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| 07:42:28 PM | Quasar | 47 | Guess I'm calling it here. |
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| 07:42:17 PM | Nerd | 5383 | Couple entity factory improvements. More to do in the future. |
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| 09:27:58 AM | Quasar | 46 | Last couple days' worth of work. |
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| 09:25:28 AM | Nerd | 5382 | NERD-251: Checking this in for the test but this always asserts on shutdown and it is not ready to go. |
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| Sunday, May 10, 2026 | ||||
| 09:07:11 PM | Quasar | 45 | Initial implementation of audio. It's bad! It makes the experience actively worse! |
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| Saturday, May 09, 2026 | ||||
| 02:15:06 AM | Quasar | 44 | Okay I'm calling it for tonight. |
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| 09:28:33 PM | Quasar | 43 | More level work. |
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| 08:28:40 PM | Quasar | 42 | Better degradation. |
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| 08:21:22 PM | Quasar | 41 | Whoop. |
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| 08:12:26 PM | Quasar | 40 | Backdrop color by angle and squash and stretch improvement for double jump. |
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| 08:11:46 PM | Nerd | 5381 | Comment. Not sure yet. |
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| 05:14:18 PM | Quasar | 39 | Getting a first level built. |
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| 05:11:48 PM | Nerd | 5380 | Fixed a collision bug. |
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| 03:05:59 PM | Quasar | 38 | More polish. |
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| 02:48:26 PM | Quasar | 37 | Moved this to the namespace. |
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| 02:39:51 PM | Quasar | 36 | Double jump is instant fun, someone said once. |
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| 02:39:25 PM | Nerd | 5379 | Adjusting max jump count should adjust remaining jumps too. |
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| 02:13:01 PM | Quasar | 35 | Lots of work on transitions between stages. |
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| 11:18:19 AM | Quasar | 34 | Use the non-serializable save slot. |
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| 11:18:04 AM | Nerd | 5378 | Added support for a non-serializable save slot which operates like a normal save slot but never serializes data to or from disk. |
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| 11:03:54 AM | Nerd | 5377 | Hey wow it's a case I hadn't needed before. There are more bits of data in here I could blend in the future if I need to. |
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| 10:54:31 AM | Quasar | 33 | Stuff from last night to test physics degradation. |
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| Friday, May 08, 2026 | ||||
| 11:14:46 PM | Quasar | 32 | Testing FOV changes, needs an actual implementation. |
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| 10:08:38 PM | Quasar | 31 | Getting game font working. |
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| 09:27:20 PM | Quasar | 30 | Stubbed out a new pre-HUD pass material to handle desaturation, vignetting, and fade-out. |
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| 09:04:15 PM | Quasar | 29 | Added a new menu underlay and the Open Sans font, plus control bindings strings and some initial "despair" stuff. |
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| 08:42:50 PM | Nerd | 5376 | Comment. |
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| 06:54:55 PM | Nerd | 5375 | Improvements to camera pitch limits. For better or worse, I've preserved the API such that "max angle up" and "max angle down" are both usually positive numbers that default to 89 degrees, but now I have support for allowing them to go negative, clamping the pitch above or below the horizon. I've also improved the zenith overshoot case. |
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| 06:52:02 PM | Nerd | 5374 | Comments on render path and pre-HUD pass material. |
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| Thursday, May 07, 2026 | ||||
| 08:55:57 PM | Quasar | 28 | New splash image and no center switch in the penultimate level. |
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| 08:49:30 PM | Quasar | 27 | Getting some naming stuff in place. |
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| 08:37:34 PM | Quasar | 26 | Getting a penultimate level implemented. |
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| Wednesday, May 06, 2026 | ||||
| 09:58:49 PM | Quasar | 25 | Comments. |
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| 09:55:32 PM | Quasar | 24 | Getting multiple levels working. |
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| 09:55:16 PM | Nerd | 5373 | It should be safe to use these without a controller, e.g., for using a sphere as a trace primitive. |
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| 08:04:53 PM | Quasar | 23 | Getting ascension working. |
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| 07:08:01 PM | Quasar | 22 | Work from last night. All hacks. |
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| Tuesday, May 05, 2026 | ||||
| 09:00:18 PM | Nerd | 5372 | Comments on physical materials and an affordance for the hit primitive to override the physmat in the same way the sweeper can. All hacks all the way down. |
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| Monday, May 04, 2026 | ||||
| 09:55:28 PM | Quasar | 21 | Getting teleporter beams working. |
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| 08:23:39 PM | Quasar | 20 | Fixed that camera bug and stuff. |
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| Sunday, May 03, 2026 | ||||
| 11:20:18 PM | Quasar | 19 | Getting aura particles and camera tilt on jumping working. Rough but, |
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| Friday, May 01, 2026 | ||||
| 09:16:08 AM | Quasar | 18 | Texture scaling and background color stuff I forgot to check in last night. |
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| Thursday, April 30, 2026 | ||||
| 12:16:40 AM | Quasar | 17 | Game feel tuning. |
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| 11:29:04 PM | Quasar | 16 | Dinking around with level scale. |
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| 11:06:55 PM | Quasar | 15 | Getting a first interactive thingy ("switch") stubbed out. Needs VFX to contextualize the area of effect when jumping to activate things. |
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| 07:49:40 PM | Quasar | 14 | Camera easing and revised physics metrics. |
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| Tuesday, April 28, 2026 | ||||
| 12:12:11 AM | Quasar | 13 | More better is. |
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| 11:47:19 PM | Quasar | 12 | Squash AND stretch? In this economy? |
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| 09:47:39 PM | Quasar | 11 | Simple environment and camera collision. |
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| 09:47:20 PM | Nerd | 5371 | Switch box-point collision implementation based on space dimensions, to support both 2D and 3D games. Added scaling to the 3D implementation. |
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| 09:15:57 PM | Nerd | 5370 | Oop. |
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| 08:46:55 PM | Nerd | 5369 | Finally added stencil support for GL, lol. |
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| 07:46:38 PM | Quasar | 10 | Added a stencil shadow for the player specifically. |
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| 07:45:06 PM | Nerd | 5368 | Let's not show this warning if we didn't find the thing, only if we did. |
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| Sunday, April 26, 2026 | ||||
| 04:13:48 PM | Quasar | 9 | First couple days of work. |
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| 03:31:51 PM | Nerd | 5367 | Implemented sphere-box collision. Based on the capsule-box implementation. Likely needs more work, this is being done quickly for Quasar (thatgamecompany design test prototype) and has not been tested as thoroughly as I'd like. |
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| 03:29:19 PM | Nerd | 5366 | Added spring smoothing functions for vector types. Would be neat to support this for quaternions too but I don't usually track rotational velocity and I'm not sure there would be a simple Slerp() wrapper like the basic exponential decay function. |
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| 03:23:40 PM | Nerd | 5365 | Added an OnMoved delegate so external sources can react to the movement component moving a thing. |
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| 03:22:55 PM | Nerd | 5364 | Comment. |
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| 03:22:33 PM | Nerd | 5363 | Migrated some copy/paste code to a common location. Should be fine but I'll want to test the case of point colliders more. |
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| 03:16:30 PM | Nerd | 5362 | Updated the IColliderInformant interface functions to take in a collider for context, as one informant (controller) may manage multiple colliders. |
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| 03:09:24 PM | Nerd | 5361 | Fixed a typo. This function is unused anyway. |
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| 03:03:17 PM | Empty | 68 | Updates for latest. |
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| 03:02:57 PM | Nerd | 5360 | Added a warning if an entity is looked up by GUID and does not have the quickfind tag. This warning is muted during entity creation because we will not yet have added it to the set of quickfind entities, and debug builds look up the incoming GUID before assignment to make sure it is not already used for a different entity. |
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| 03:01:37 PM | Nerd | 5359 | Updates to typed handles. I thought for some reason I wasn't able to have a typed handle constructor that just takes in a handle, but I guess I can, and I should have enough information to validate it. |
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| 02:27:31 PM | Empty | 67 | More experiment stuff. |
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| 02:27:05 PM | Nerd | 5358 | I'm checking this in for the sake of having a reference for it if I ever want to revisit it, but it's not super useful. |
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| Thursday, April 23, 2026 | ||||
| 07:57:05 PM | Quasar | 8 | Couple more missing things. |
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| 07:56:52 PM | Empty | 66 | Okay there. |
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| 07:54:09 PM | Empty | 65 | Oh hey, this can't be blank. |
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| 07:50:26 PM | Quasar | 7 | Removed experiments. |
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| 07:48:34 PM | Dev | 144 | Updates. |
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| 07:46:53 PM | Quasar | 6 | Version update, not versioning the packs yet. |
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| 07:44:48 PM | Quasar | 5 | Updates missing from Empty_Project before copying. |
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| 07:42:24 PM | Empty | 64 | Updates for reverse z-buffer. |
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| 07:35:52 PM | Quasar | 4 | Initial setup. |
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| 07:33:51 PM | Quasar | 3 | Added the NERD external. |
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| 07:32:49 PM | Quasar | 2 | Initial checkin, copied from Empty_Project. |
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| 07:30:37 PM | Quasar | 1 | Initial structure. |
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| Tuesday, April 07, 2026 | ||||
| 10:38:49 PM | Atlas | 59 | Added worldspace-scaled texture. |
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| Tuesday, March 31, 2026 | ||||
| 09:10:55 PM | Atlas | 58 | Unified height values between CPU and GPU and more. |
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| Wednesday, March 25, 2026 | ||||
| 12:24:51 AM | Atlas | 57 | Getting saving and loading working. All hardcoded paths, no packed support, but it's working. |
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| 12:15:45 AM | Nerd | 5357 | Yeah I guess for consistency it should be this. |
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| 08:04:05 PM | Atlas | 56 | Laying some groundwork for terrain mapper memory management. |
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| Saturday, March 21, 2026 | ||||
| 03:47:47 PM | Atlas | 55 | Mapper data is now dynamically allocated. The coarsest layer blends to a fixed height. |
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| Wednesday, March 18, 2026 | ||||
| 09:37:14 AM | Atlas | 54 | There's going to be a lot of cleanup to do here, but I gotta check this in so I can move on to testing actual 32-bit height values without packing. |
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| Monday, March 16, 2026 | ||||
| 07:55:00 PM | Atlas | 53 | Added surface texturing and a few other small changes. |
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| 11:22:00 AM | Atlas | 52 | First implementation of the mapper. Lots of assumptions about height and texture packing in here but it proves the concept. |
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| 10:15:08 AM | Atlas | 51 | Commented out FXAA test texture code. |
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| Sunday, March 15, 2026 | ||||
| 09:50:04 AM | Atlas | 50 | Added surface texture. |
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| 09:49:52 AM | Atlas | 49 | Updated copyright year. |
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| 09:48:30 AM | Nerd | 5356 | Added support for anisotropic filtering. This mostly already works in D3D; the texture sampler just needs to specify, e.g., MinFilter = Anisotropic, MagFilter = Anisotropic, MaxAnisotropy = 16. It's probably safe to assume any modern GPU supports 16x anisotropy, right? |
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| 09:47:00 AM | Nerd | 5355 | Updated copyright year (from 2024 lol). |
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| Thursday, March 12, 2026 | ||||
| 08:16:35 PM | Atlas | 48 | Unversioned the pack files. I can bring these back when and if I start porting to other platforms. |
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| 08:15:46 PM | Atlas | 47 | Couple last little things before I start working on the terrain backend. |
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| Sunday, March 08, 2026 | ||||
| 10:52:15 PM | Atlas | 46 | Medium settings are probably fine. |
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| 10:22:59 PM | Atlas | 45 | Getting distance fog working with an infinite reverse z-buffer again. Seems like W is what I want here. |
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| 09:51:49 PM | Atlas | 44 | Some cleanup, moving terrain instance creation to an internal function that takes in a template function object to run for each instance. |
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| 09:18:43 PM | Atlas | 43 | Eh, I'll leave this off for now. |
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| 09:12:32 PM | Atlas | 42 | Brought over FXAA from TulpaThree and made some improvements. |
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| 09:04:57 PM | Atlas | 41 | Going back to image heightmap terrain. |
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| 09:04:42 PM | Atlas | 40 | Added an off-center projection. Pretty aggressive right now (golden ratio), just for funsies. |
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| 08:38:59 PM | Nerd | 5354 | Introduced a path for the derived game to inject a postprocess step between VBB1 and VBB2, by allowing the game to override which RTT the pre-HUD pass samples from. |
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| Saturday, March 07, 2026 | ||||
| 09:13:11 PM | Atlas | 39 | More generalizations such that GetDefaultBackdropDepth() is the authority of reversing the depth buffer. |
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| 09:00:25 PM | Atlas | 38 | Getting a reverse z-buffer working. |
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| 08:59:34 PM | Nerd | 5353 | Added support for reverse z-buffers. Does not work reliably in GL. Oh well! |
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| Thursday, March 05, 2026 | ||||
| 12:04:04 AM | Atlas | 37 | Scale tests with an input height map. Fixed blend ranges. |
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| Wednesday, March 04, 2026 | ||||
| 09:44:48 PM | Atlas | 36 | Got terrain levels blending out by height. |
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| 04:00:37 PM | Atlas | 35 | Generalized a bunch of scale stuff. This should be a good base to start working on blending by height next. |
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| 10:53:23 AM | Atlas | 34 | Getting some more things scaled correctly. This mostly works but there are some depth buffers problems now. |
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| 09:26:19 AM | Atlas | 33 | Removed the PreTransform matrix in favor of forging a combination world-view matrix wrapping the actual camera position to the four immediate cells of the current level. The next step will be to keep the vertices at integer units and only apply scaling in this forged world matrix. |
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| Tuesday, March 03, 2026 | ||||
| 10:48:26 PM | Atlas | 32 | Fixed up that blend radius scaling issue I forgot about last night, and made the background clear color and height gradient match the Verse32 off-black and off-white bounds. |
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| 10:41:59 PM | Nerd | 5352 | Comment. |
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| Monday, March 02, 2026 | ||||
| 11:47:50 PM | Atlas | 31 | NERD-247: Smoothing out blending between transitions, corrected some math on the circle gate. I think I can get rid of the blend verts in the vertex buffer. |
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| 07:37:53 PM | Atlas | 30 | First pass of blending between levels, plus improved index buffer layouts that alternate split directions. |
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| 07:37:11 PM | Nerd | 5351 | Added accessor for user slomo. This is not factored into time dilation, which is an actual shipping game feature and historically has only been used for like...Xanadu boss intros and the ending of Tulpa, I think? |
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| Sunday, March 01, 2026 | ||||
| 10:52:11 PM | Atlas | 29 | Added console commands to lock and unlock the terrain observer position. |
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| 10:18:53 PM | Atlas | 28 | Added degenerate triangles to fix gaps between levels of detail. Not the cleanest algorithm but it seems to work. |
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| 08:39:01 PM | Atlas | 27 | NERD-247: Dirty rectangles for texture updates, plus texture packing into all four channels, which is really unnecessary but a good place to start. |
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| 08:37:30 PM | Cmd | 137 | Potential solution to vertex textures in GLSL. I don't have a whole lot of confidence in this. It works on my machine, but that is never a guarantee with GL. |
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| 09:11:43 AM | Atlas | 26 | Back to one vertex buffer for all levels. |
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| Saturday, February 28, 2026 | ||||
| 07:06:38 PM | Atlas | 25 | Initial implementation of terrain texture, not yet moved to the vertex shader. |
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| 12:22:17 PM | Atlas | 24 | NERD-247: Initial checkin of terrain. If this pans out, it will be eligible for promotion to NERD. This also includes some older code that I had never checked in where I was getting Enodia node objects stubbed out. That led to discovering a pretty severe collision bug (NERD-245) and then I never checked it in. So that's here now. Some of it is commented out because I was tired of hitting those capsules with the mouse all the time. |
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| 12:04:20 PM | Nerd | 5350 | NERD-238: Added asset dependency support. Will warn in the case of mutual dependencies. |
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| 12:03:00 PM | Nerd | 5349 | Apparently I never added this to the project. |
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| 12:02:09 PM | Nerd | 5348 | Ignore glsl output. |
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| 12:01:22 PM | Nerd | 5347 | Unversioned output folders. Pretty sure these will be generated automatically and don't need to be stubbed out, and I never want to version anything in them, because that's all data that's generated by rebuilding content for packaging. |
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| 11:56:26 AM | Nerd | 5346 | First pass of NFunc, a templated function wrapper in the style of std::function. This does not yet support copy, assignment, etc. |
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| 11:54:53 AM | Nerd | 5345 | NERD-246: Some changes to try to catch a seen-once assert in user data transaction at startup. |
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| 11:53:19 AM | Nerd | 5344 | Removed an unfinished comment. |
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| 11:51:31 AM | Nerd | 5343 | Added NTransform::ToMatrix(). The multiplication order seems backward to me. I thought these went right to left, but I guess not? |
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| Saturday, December 27, 2025 | ||||
| 04:46:45 PM | Nerd | 5342 | Rolling back r5339 (adding radius to thick surface test). It's a solid idea but the implementation for cylinders was broken and there's too many other problems with this logic. I'll want to revisit this in the future (NERD-245) but I'm not there yet. |
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| 04:42:07 PM | Nerd | 5341 | Comment. |
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| 04:41:16 PM | Nerd | 5340 | Comment. |
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| Sunday, December 21, 2025 | ||||
| 12:14:38 AM | Nerd | 5339 | Added a radius parameter to the thick surface test. Feels kinda risky buuuuuuut also this has felt like a problem since...Drome? Was that Spectre Shock / The Understory? |
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| 11:46:01 PM | Nerd | 5338 | Implemented point-sphere intersections. |
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| 11:41:42 PM | Nerd | 5337 | Made ThickSurfaceTest() a static function of NCollisionSpace. |
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| 11:37:19 PM | Nerd | 5336 | ECollisionCleanup -> FCollisionCleanup |
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| 11:34:45 PM | Nerd | 5335 | Comment on future changes to the entity factor for predominantly code-based projects. |
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| 11:33:42 PM | Nerd | 5334 | Here's those NPrims.h -> NPrimGen.h includes. |
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| 11:30:43 PM | Nerd | 5333 | Renamed NPrims to NPrimGen. This change does not include anything that includes this header, meaning this will break the build, but I can't shelve these apparently and I have other changes to sort out. It's fine. Whatever. |
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| 11:18:15 PM | Nerd | 5332 | Same changes but for the mutable version. |
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| 01:45:37 PM | Nerd | 5331 | Stubbed out an NTransform type. Will need some work. |
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| Saturday, December 20, 2025 | ||||
| 08:43:58 PM | Atlas | 23 | Test of the new Trace() function. |
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| 06:07:45 PM | Nerd | 5330 | Some improvements to trace primitives. Added NCollisionSpace::Trace() to perform arbitrary line traces without the need for a bespoke primitive. These use a globally accessible point primitive instead. |
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| Saturday, December 06, 2025 | ||||
| 09:40:04 AM | Empty | 63 | More work on this triangulation thing. |
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| 09:39:46 AM | Nerd | 5329 | Another comment. |
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| Tuesday, December 02, 2025 | ||||
| 10:02:21 PM | Empty | 62 | Added triangulation experiment for Atlas. |
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| 10:02:02 PM | Nerd | 5328 | Comment. |
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| Wednesday, November 05, 2025 | ||||
| 10:16:09 PM | Nerd | 5327 | lol oops |
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| Monday, November 03, 2025 | ||||
| 09:38:56 PM | Atlas | 22 | Threshold on mouse movement before hiding the cursor. |
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| 09:25:15 PM | Atlas | 21 | Dinking around with stuff and things and stuff. |
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| 09:21:50 PM | Nerd | 5326 | Disallowing serialization by not populating save slots doesn't currently work, so for now I've added asserts to ensure this doesn't happen and comments on how it could be supported. Mostly this comes down to IsSessionOpen() requiring a non-null save slot. |
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| Saturday, November 01, 2025 | ||||
| 10:44:59 PM | Nerd | 5325 | Fixed a bug when a visible cursor is desired by default, and renamed this property for accuracy. |
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| 09:18:15 PM | Empty | 61 | Better. |
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| Wednesday, October 29, 2025 | ||||
| 09:37:26 PM | Empty | 60 | Testing spring smoothing. |
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| 09:37:18 PM | Empty | 59 | Updates for latest engine changes. |
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| 09:36:54 PM | Nerd | 5324 | Updates with lots of comments. This seems to work but I haven't solved all the math myself so who knows. |
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| Tuesday, October 28, 2025 | ||||
| 09:45:25 PM | Nerd | 5323 | Added SmoothSpring(). Not fully tested. |
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| Sunday, October 26, 2025 | ||||
| 11:32:26 AM | Atlas | 20 | Getting mouse input working a little bit better. |
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| Friday, October 24, 2025 | ||||
| 09:02:07 PM | Atlas | 19 | Added color constants. |
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| 09:01:38 PM | Nerd | 5322 | Added color constants. |
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| 07:22:01 PM | Atlas | 18 | Getting mouse dragging for movement working. Very rough. |
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| 07:18:28 PM | Nerd | 5321 | Moved a Mac-specific hack to another function. Who knows if it's correct anymore. Who knows if I'll ever build Mac again. |
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| 07:16:03 PM | Nerd | 5320 | Fixed a bug in GL line drawing that's probably existed since the dawn of time. |
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| Wednesday, October 22, 2025 | ||||
| 07:17:24 PM | Atlas | 17 | Stubbing out types for the Enodia graph. All super temporary. |
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| 07:16:29 PM | Nerd | 5319 | Debug camera should use "FPS" motion for vertical (ctrl/space) movement. |
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| 07:14:07 PM | Nerd | 5318 | Increased the limit on debug lines from 32 to 1024, added an option to make these persistent, and added an option to flush all debug lines. |
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| Tuesday, October 21, 2025 | ||||
| 07:06:53 PM | Atlas | 16 | Getting a grid and debug camera working. |
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| 07:05:42 PM | Nerd | 5317 | Raised debug mouse rotation speed from 0.001 to 0.0025. This should be a config variable but here we are. |
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| 07:04:58 PM | Nerd | 5316 | Assert and remove erroneous cleanup flags when they occur. |
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| 07:04:31 PM | Nerd | 5315 | Comment on the possibility of a generic post-construct step for all NObjects. |
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| 07:04:05 PM | Nerd | 5314 | Renamed GameWantsVisibleMouse() to HasVisibleCursor() for clarity. There's more "mouse" -> "cursor" cleanup to be done in the future. |
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| 07:02:52 PM | Nerd | 5313 | Added a default solid color material with only a WVP matrix and a color. Kind of weird that I'd never had something like this before. To be honest, I really need to move in the direction of composing materials from discrete parts, but not during a game jam. (NERD-241) |
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| Monday, October 20, 2025 | ||||
| 07:25:41 PM | Empty | 58 | Added test of parcels. |
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| 07:20:29 PM | Nerd | 5312 | Stubbed out a new version of NScheduledRoll as a "Parcel" system (IParcel, NParcelMgr, etc.). Not totally ready to go yet but good enough for an initial checkin in advance of LSDJAM 2025. |
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| Wednesday, October 15, 2025 | ||||
| 06:21:27 PM | Nerd | 5311 | Comments. |
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| Sunday, October 05, 2025 | ||||
| 01:21:17 PM | Dev | 143 | Added RDP files which seems to be the only way to remote in now. Not great. |
|
| Saturday, September 06, 2025 | ||||
| 11:34:06 AM | Nerd | 5310 | NERD-191, NERD-197: Revised NInputHandler to reset its internal state entirely on demand, rather than destroying and rebuilding itself, which is no longer supported. |
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| 11:32:14 AM | Nerd | 5309 | NERD-191, NERD-197: For clearer debugging, reset singleton pointers to 0xdeadbeef when destroyed. Dereferencing a null pointer won't read as clearly in the debugger. (This is related to a bug that was caused by a legacy pattern of deliberately destroying and rebuilding the input singleton, which is no longer supported by the new singleton implementation.) |
|
| Friday, September 05, 2025 | ||||
| 09:20:57 PM | Verse | 546 | VERSEWOOD \ XAN3 \ CANON | Comment. |
| Wednesday, September 03, 2025 | ||||
| 10:10:24 PM | Verse | 545 | Updates for latest engine changes. Also implements FixGlyphs() to match Canon, to align pixel button glyphs to the Ledger font. |
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| 01:55:44 PM | Nerd | 5308 | Small perf optimization for quicksorting to use bitshifting instead of multiplication and division. Assumes logical bit shifting with zeroes appended to either side, which should be consistent on all platforms I compile on. |
|
| Tuesday, September 02, 2025 | ||||
| 02:53:10 PM | Verse | 544 | VERSEWOOD \ XAN3 \ CANON | CANON-77: This was supposed to be Late2, not Early2. |
| 01:10:29 PM | Nerd | 5307 | CANON-77, NERD-190: Accidentally made this use the engine delta time to tick the game in r5305. |
|
| 11:09:28 AM | Verse | 543 | VERSEWOOD \ XAN3 \ CANON | Updates for latest engine changes. Still some timing issues to be fixed (CANON-77). |
| 11:08:28 AM | Nerd | 5306 | Comment. |
|
| Saturday, August 30, 2025 | ||||
| 11:39:38 AM | Atlas | 15 | Updates for latest engine changes. |
|
| 11:39:27 AM | Verse | 542 | VERSEWOOD \ XAN3 \ CANON | Getting Canon compiling again. There's a lot of cleanup left to do here. |
| Wednesday, August 27, 2025 | ||||
| 10:23:40 PM | Atlas | 14 | Updates for latest engine changes. |
|
| 10:12:46 PM | Empty | 57 | NERD-190: Stubbed out a Menus subsystem for Empty_Project. |
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| Monday, August 18, 2025 | ||||
| 11:14:00 PM | Nerd | 5305 | NERD-190: Migrating code from update_engine() out to subsystems or at least separate functions. |
|
| Sunday, August 17, 2025 | ||||
| 12:25:45 AM | Empty | 56 | Updates for latest engine changes. |
|
| 12:22:30 AM | Nerd | 5304 | NERD-190: Moved Input and Menus stuff to their own subsystems, finally. Probably more I could do on both of them but this gets things moving. Input is not extensible; Menus is. |
|
| Saturday, August 16, 2025 | ||||
| 04:16:28 PM | Nerd | 5303 | Comment. |
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| Friday, August 15, 2025 | ||||
| 12:53:01 AM | Verse | 541 | VERSEWOOD \ XAN3 \ CANON | Updates for latest engine changes. |
| 12:21:59 AM | Verse | 540 | VERSEWOOD \ SMOL | Updates for latest engine changes. Compiles but does not run. |
| 11:42:00 PM | Atlas | 13 | Updates for latest engine changes. |
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| 10:51:42 PM | Verse | 539 | Updates for latest engine changes. |
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| 10:39:14 PM | Cmd | 136 | Updates for latest engine changes, mostly singleton syntax. |
|
| 09:42:45 AM | Nerd | 5302 | There. Renamed NStartup.h to NAppScope.h and added the deprecation warning. |
|
| 09:37:09 AM | Nerd | 5301 | double whoops, i done donked this up and forgot i hadn't versioned any of this work yet, LET'S TRY THIS AGAIN |
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| 09:34:40 AM | Nerd | 5300 | lol whoops yeah that's kind of important |
|
| Wednesday, August 13, 2025 | ||||
| 01:06:05 AM | Empty | 55 | Updates for latest engine changes. |
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| 12:45:42 AM | Nerd | 5299 | All singletons are accessed by reference. This includes a shader param change to access the singleton rather than taking in a pointer to the renderer passed in by the renderer itself. That dates back to September 2007, when I first introduced automated shader parameters (as opposed to having each material set its own shaders directly), when the renderer applied these itself, before delegating that to another source (first mesh, then material, then shader param mapping object) to call back to its own API wrappers. Now we bridge that gap with the singleton accessor. Hopefully that isn't slower. |
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| 11:53:36 PM | Nerd | 5298 | Mass rename of GetInstance() and DestroyInstance() to Get() and Destroy(). Does not yet address cases where the pointer was retrieved. |
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| 11:48:36 PM | Nerd | 5297 | Moved all the mutex macros out of Defs and into Ftns (where two already were) to fix SDL compilation that required NWindowsVersion. |
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| 11:45:34 PM | Nerd | 5296 | Whoops. |
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| 11:24:49 PM | Empty | 54 | Updates for latest engine changes. |
|
| 11:23:40 PM | Nerd | 5295 | Whoops. |
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| 11:10:21 PM | Nerd | 5294 | Singleton cleanup. I think this captures everything intended in v2 and v3. |
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| 10:21:02 PM | Nerd | 5293 | Don't need these anymore. |
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| 10:20:46 PM | Nerd | 5292 | Moved opt_assert() to its own file and a few type declarations to a new NUtilTypes.h. |
|
| Monday, August 11, 2025 | ||||
| 11:23:32 PM | Nerd | 5291 | Moved StrEq and StrHash out of NUtilDefs and into NUtilFtns. Come on. What even are these. Have I ever used these? |
|
| Sunday, August 10, 2025 | ||||
| 12:42:08 AM | Nerd | 5290 | This should've gone in with the previous commit. |
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| 12:41:14 AM | Nerd | 5289 | Generalized singleton patterns down into macros, finally. |
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| 12:29:25 AM | Nerd | 5288 | Yeah, this was it. |
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| 12:23:03 AM | Nerd | 5287 | Removed some unused privates. |
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| 12:22:43 AM | Nerd | 5286 | Marked a bunch of constructors as deleted. I think I missed one of these; will check after unshelving. |
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| 09:05:52 PM | Atlas | 12 | Updates for latest engine changes. |
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| 08:41:06 PM | Banonedit | 139 | TULPA | Deleted a bunch of code related to tessellation and ambient occlusion. Might've broken something! Didn't test it thoroughly! |
| 08:26:57 PM | Verse | 538 | Updates to VerseAssets to manage assets correctly. Not perfect but better. |
|
| 08:26:21 PM | Nerd | 5285 | Made GetAsset() and GetTypedAsset() public. |
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| 08:01:48 PM | Verse | 537 | Updates for latest engine changes. Compiles but hits asserts on shutdown due to VerseAssets needing FRenderableCleanup stuff. |
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| 07:51:59 PM | Empty | 53 | Updates for latest engine changes. |
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| 07:51:05 PM | Nerd | 5284 | NERD-236: Complete pass on everything to use NewObject<T>(...) instead of new T(NObjectInitializer::Default(), ...). |
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| 07:31:30 PM | Nerd | 5283 | NERD-236: Legacy compatibility. |
|
| 07:12:36 PM | Nerd | 5282 | NERD-236: Refactored object creation and initialization. I could add another EE_Valid define here to patch things up. I probably should. I guess I'll compile Verse next and see how that goes. The next step here will be to use NewObject<>() consistently. |
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| 03:52:51 PM | Nerd | 5281 | NERD-226: Some final cleanup of things I'd missed. |
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| 03:43:59 PM | Empty | 52 | Updates for latest renaming. |
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| 03:43:27 PM | Nerd | 5280 | NERD-226: A lot of cleanup around NSerialComponent. |
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| 03:25:55 PM | Nerd | 5279 | NERD-226: Renamed NSerialComponent to ISerialComponent and NControllerComponent to IControllerComponent. Deprecation warnings not yet fixed. |
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| 03:17:53 PM | Cmd | 135 | Updates for latest renames. |
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| 03:17:16 PM | Nerd | 5278 | Whoops. |
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| 03:15:52 PM | Nerd | 5277 | NERD-226: Renamed NCalibrationImageInterface to ICalibrationImage and NPerlinInterface to IPerlin. These are self-contained and need no deprecation warnings. |
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| 03:12:22 PM | Nerd | 5276 | NERD-226: Renamed NFMLTextInput to ITextInput and defined it in all builds. |
|
| 02:39:09 PM | Nerd | 5275 | NERD-226: Renamed NXMLNode to IXMLNode and NXMLNodeType to EXMLNodeType. |
|
| 12:48:09 PM | Nerd | 5274 | NERD-226: Renamed NMenuInputHandler to IMenuInputHandler. This is all internal to menu code and does not need deprecation warnings, but I've also updated all implementations of the virtual Handle() function (which is badly named but that's a separate issue) to use override and not virtual. |
|
| 12:44:12 PM | Nerd | 5273 | NERD-226: Renamed NHighPerfModeInformer to IHighPerfModeInformant. |
|
| 12:34:16 PM | Nerd | 5272 | NERD-226: Renamed NLangSens to ILanguageSensitive. |
|
| 12:18:51 PM | Nerd | 5271 | NERD-226: Renamed NIterator to IIterator. |
|
| 11:52:09 AM | Nerd | 5270 | NERD-226: Renamed NContainerBase to IContainer and prefaced mixins with M instead of N. There are a few other container types that begin with N that could maybe change but whatever. This stuff is all self-contained in these classes and needs no deprecation warnings. |
|
| 11:29:56 AM | Nerd | 5269 | NERD-226: Collapsed NRenderPassInterface and NRenderPass_Subpasses into a single NRenderPass class which is valid to instantiate itself and not an interface that needs to be named IRenderPass or whatever. |
|
| Saturday, August 09, 2025 | ||||
| 12:26:22 AM | Nerd | 5268 | NERD-226: Renamed NCollisionInterface to ICollider and NCollisionInterfaceController to IColliderInformant. |
|
| 11:09:31 PM | Nerd | 5267 | Cleaning up today's deprecation warnings. |
|
| 10:58:02 PM | Nerd | 5266 | NERD-226: Renamed NAudioResource to IAudioResource, NAudioStream to IAudioStream, NAudioSampler to IAudioSampler, and NAudioEffect to IAudioEffect, plus some cleanup of legacy reference to NAudioDestination. |
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| 10:26:10 PM | Nerd | 5265 | Proposed major revision 3: removal of deprecated types (cutting ties with anything that hasn't been brought forward). |
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| 05:28:59 PM | Nerd | 5264 | NERD-226: Renamed NLatentInterface to ILatent, NLatentWatcher to ILatentWatcher, and NThread to IThread. |
|
| 05:03:42 PM | Nerd | 5263 | NERD-226: Renamed NAudioDestination to IAudioDestination. Left deprecation warnings in for now. |
|
| Wednesday, July 30, 2025 | ||||
| 12:34:10 AM | Nerd | 5262 | A bunch of random stuff and stuff okay, |
|
| Sunday, July 27, 2025 | ||||
| 09:35:35 PM | Empty | 51 | Fixes for latest engine changes, and versioning some code where I was running experiments, since this makes for a decent testbed for that as long as I label it clearly for eventual removal in this or other projects. |
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| 09:34:09 PM | Atlas | 11 | Updates for latest engine changes. These forward declarations are kind of bad, to be honest. Oh well. I'll reach an equilibrium eventually. |
|
| 09:09:20 PM | Nerd | 5261 | Cleaning up all the deprecation warnings to date. |
|
| 08:45:17 PM | Nerd | 5260 | NERD-226: Renamed NShaderParamInformant to IShaderParamInformant and updated GetRTTIInterface() and a number of other instances of "RTTI" to use "Object" or "NObject" as appropriate. |
|
| 08:33:53 PM | Nerd | 5259 | Comment. |
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| 08:30:57 PM | Nerd | 5258 | NERD-226: Renamed NMaterialInterface to IMaterial and NRenderableInterface to IRenderable. These aren't actually abstract interfaces and are in fact part of the NObject hierarchy, so maybe "Base" would be a better term? But they also should never be instantiated directly, so there's that. |
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| 08:11:28 PM | Nerd | 5257 | NERD-226: Renamed NStreamInterface to IStreamBase. Unfortunately "IStream" is already bogarted by Windows so I can't use that. Also this required touching a ton of files that forward decared "class NStreamInterface" inside function signatures which doesn't play nice with typedef'ing it, even as another class, so this is a big commit. |
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| 08:09:50 PM | Nerd | 5256 | Oop. |
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| 06:50:43 PM | Nerd | 5255 | NERD-234: Renamed NTickable.h to ITickable.h. |
|
| 01:33:31 PM | Nerd | 5254 | lol whoops i shouldn't write comments in winmerge |
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| 01:31:13 PM | Nerd | 5253 | NERD-226, NERD-232, NERD-234, etc.: Split NTickable base into separate classes ITickable (non-templated, completely abstract, used only by the manager) and ITickBase (templated, partially implemented, safe to use as a parent class), and revised the legacy implementations (NTickableGameFixed et al) into templated classes of their own, with the legacy named classes kept around as deprecated stopgaps. Added "Default" tick phase flags, of which the "Legacy" flags are now copies. Tick phases are now constant for the lifetime of a tickable, and the legacy get/set tick phase functions are deprecated and have no effect. |
|
| 12:49:44 PM | Nerd | 5252 | NERD-234: Small change to warning messages and comments. |
|
| 12:41:24 PM | Nerd | 5251 | NERD-234: Renaming some deprecation macros for consistency and updating comments for clarity. |
|
| Saturday, July 26, 2025 | ||||
| 05:31:53 AM | Nerd | 5250 | NERD-225: Updated all instances of ICloneable interface to specify override and not virtual for consistency. |
|
| 05:17:58 AM | Nerd | 5249 | Typo. |
|
| 05:17:50 AM | Nerd | 5248 | NERD-226: NCloneable -> ICloneable |
|
| 04:53:35 AM | Tulpa | 292 | TULPATHREE | Resolved deprecation warnings. |
| 04:29:28 AM | Tulpa | 291 | TULPATHREE | Updates for latest engine changes. Leaves deprecation warnings in place. |
| 04:08:33 AM | Nerd | 5247 | NERD-234: Split deprecation macros into typedefs (which can be provided in the new class header AND as forward declarations) and warnings, which should only be included in the old class header. |
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| 03:33:43 AM | Nerd | 5246 | NERD-226, NERD-232: Renamed NResolutionSensitive to IResolutionSensitive and made NCamera an NObject. |
|
| 03:32:20 AM | Nerd | 5245 | NERD-234: Comments and fixups from previous changes. |
|
| 03:17:58 AM | Nerd | 5244 | NERD-234: Mass rename of NResource to IDynamicRenderable and NRTTIBase to NObject. |
|
| 03:10:35 AM | Nerd | 5243 | NERD-234: Better(?) deprecation messaging. Doesn't make it easy to jump straight to the culprit, but should be easy enough to track down. |
|
| 01:58:10 AM | Nerd | 5242 | Okay, here's how this should look. NRTTIBase is renamed to NObject and also added as a replacement. Forward declarations include both the old and new names. |
|
| 01:46:40 AM | Nerd | 5241 | Okay, this is a bit of a cluster, but this is what was intended by r5237 (rolled back in r5238) and fixes the missing project file created by r5239. NResource.h has been renamed to IDynamicRenderable.h and also added as a replacement for the previous file. |
|
| 01:45:10 AM | Nerd | 5240 | Comment. |
|
| 01:40:16 AM | Nerd | 5239 | Deleted an unused file. |
|
| 01:38:39 AM | Nerd | 5238 | Last revision was committed by accident. Rolling back. |
|
| 01:37:43 AM | Nerd | 5237 | ||
| 01:33:50 AM | Nerd | 5236 | NERD-175: Comment. |
|
| 01:10:06 AM | Nerd | 5235 | NERD-234: Added NERD_PRAGMA and NERD_DEPRECATE macros. |
|
| 01:48:51 PM | Nerd | 5234 | Comment. |
|
| Sunday, July 06, 2025 | ||||
| 11:01:22 AM | Nerd | 5233 | More comments on scheduled rolls. |
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| Sunday, June 29, 2025 | ||||
| 10:05:12 PM | Nerd | 5232 | Comments on scheduled rolls. I'll probably want to rewrite this whole thing at some point. |
|
| 10:04:42 PM | Nerd | 5231 | Filter changes I guess. I don't remember when I did this. |
|
| Thursday, May 29, 2025 | ||||
| 09:47:52 AM | Nerd | 5230 | Weird that these didn't get flagged until the latest VS update. |
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