Monthly Log 2014. 11.

### November 2014

#### 2014-11-01 Sketching and Modeling
* Game
  * Attached laucnable ammo(rocket) to thips.
  * Tweaked flock simulation.
  * Added and tested fighter1, 2, 3, Bomber1 models.
  * Added WeaponComponent property : angleRestriction.

* +644 -103

* Sketching and Modeling.

#### 2014-11-03 Bomber_1, 2 and Frigate_1

* Game
  * Worked on flock simulation.
  * Added Bomber_2, 3 and Frigate_1.
* +595, -108

#### 2014-11-04 Frigate_2, 3 and Cruiser_1

* Game
  * Added Frigate_2, 3 and Cruiser_1

* +533, -82

#### 2014-11-05 Added Cruiser_2 and 3. Space Particles.

* Engine
  * Checking containment of position within bounding volumes.
  * Lua Wrapper cache is disabled. - has some problem.
  * Added RelativeVelocity stretching function to support SpaceParticles.
  * RangeMin property is added in ParticleEmitter.

* Game
  * Added Cruiser_2 and 3.
  * Added CarrierComponent. Any actor having this component can carry fighters or drones.
  * Tweaked flock simulation.
  * Added new movement to support side batteries.

* +1500, -415


This video log demonstrates
* Space Particles - which are added to show the sense of velocity.
* Combat - Our fighters are handling an enemy missile crusier lost the way home.
* Cruiser - newly added cruiser model. Modeled by SolCommand.com (Thank you).

#### 2014-11-07 Additional directional light. Added CapitalShip_1

* Engine
  * Second directional light is added.
  * Added missing CloseHandle call for files.
  * fixed wrong pixel values when drawing skybox

* Game
  * Added CapitalShip_1

* +640, -126

Additional directional light is supported. Scenes are cleaner than before.
funny image.


#### 2014-11-10 Narrow collision checking for HugeShips

* Engine
  * Narrow Collision check between bounding sphere and collision shapes
  * Animation instance and animation data is separated

* Game
  * CapitalShip_1 weapon animation
  * Fixed bugs in thrust effects
  * Narrow collision check for bullets
  * Added new SpatialComponent property : SafeDistanceMultiplier
  * Added CapitalShip_2
  * Firepos offsetting
  * Added two more thrust effects

* +1313, -411

Thrust effects. Model is from SolCommand.com


#### 2014-11-11 CapitalShip_3

* Game
  * Laser ignoring the fire transformation.
  * Symetric fire angle restriction
  * Added CapitalShip_3 model and weapons
  * Designing fleet organizer UI.

* +389 -25

#### 2014-11-12 FleetComponent

* Game
  * Added FleetManager
  * Added FleetComponent
  * Working on Organizer.

* +1403 -154

#### 2014-11-13 FleetOrganizer

* Game
  * Working on FleetOrganizer.

* UI
  * Fixed a bug when a new component is added while player inputs were handling.
  * Added lua c func : GetComponentWidth(), FindAndRememberComponent()

* +1364 -299

#### 2014-11-14 FleetOrganizer

* Game
  * FleetOrganizer.

* UI
  * ui script hot reloading

* +1243, -71

#### 2014-11-17 Organizer - ShipUI

* Game
  * Added BoidComponent.
  * Saving game data.
  * Working on Organizer - ShipUI.

* +1419, -779

#### 2014-11-18 Organizer - ShipUI

* Game
  * Organizer - Ship UI

* +731, -202

#### 2014-11-19 Image List Item

* Engine
  * Added new texture AddressMode : LinearBlackBorder

* Game
  * Organizer - continue...
    * Fleet ui now using ListBox control
    * Extracting common templates to seperated lua tables for sharing.

* UI
  * ListBox now can have image items.
  * Added UIProperties :INVALIDATE_MOUSE, LISTBOX_ROW_HEIGHT, LISTBOX_ROW_GAP, LISTBOX_TEXT_SIZES, LISTBOX_COL_ALIGNH
  * fixed one-pixel mismatch problem(floating point precision)
  * Rewrote scissor processor. Previously mUseScissor indicating whether its chidren will be culled, but now it indicates whether myself will be culled by parent or not.
    * SCISSOR_STOP_HERE UIProperty doesn't need anymore. deleted.
  * Fixed the coordination converting bug when a component has internal content window(eg, window which has a titlebar or ListBox which has header bar.)
  * ImageBox component now can have a child ImageBox to show the border of the image.


* +1324 -659

#### 2014-11-20 Generic load/save

* Game
  * Now PlayerComponent has FleetManager.
  * Generic Save/Load for any Actors
  * Moving ships between fleets. - continue...

* UI
  * Multi selection for ListBox component. : Ctrl+Click, Shift+Click (Drag need to be implemented.)

* +1064 -788

#### 2014-11-24 Irradiance Environment Mapping

* Engine
  * Fixed shadow bugs.
  * Moved camera related transform calculations into Obj::Render() since objects can be rendered serveral times with different camera settings. Obj::PreRender() should be called only once per frame.
  * Optimized calculation for the visible object set.
  * Added render target debugging feature : 'DebugRenderTarget <index> <targetName>'
  * Added Irradiance Mapping using Spherical Harmonics.
    * http://cseweb.ucsd.edu/~ravir/papers/envmap/envmap.pdf
    * http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter10.html


Added RenderTarget Debugging feature.

Added Irradiance Environment mapping. feel like objects are integrated better into the background.


Irradiance only.


* Game
  * Added Game Pause function
  * Removed abandoned codes
  * Fixed a bug that previously tried to generate the environment map before necessary textures were loaded in the different thread.
  * Limitation on the number of fleets is discarded.

* +1744, -11734

#### 2014-11-25 Exchanging crews between fleets.

* Engine
  * Fixed memory leaks
  * Convenient toggling between lua mode <-> command mode for the console. One can use prefix '%' or '>' in front of Commands to switch lua or non-lua mode.
  * Faster irradiace evaluation.
    * Sloan, Stupid Spherical Harmonics(SH) Tricks, 2008

* Game
  * Fixed memory leaks
  * Organizer UI.
    * Exchanging crews between fleets.
  * saving/loading crews.
  * Introduced concept of idle crews.

* UI
  * Fixed memory leaks
  * Fixed a bug that scrolling offset was not valid with hierarchy depth of two or more.
  * Up/Down + Shift keys for convenient list items selection.

* +1204, -221

#### 2014-11-26

* Engine
  * Added SetFov command
  * Added additional shader include path : es/shaders
  * Bidirectional lighting

* Game
  * SkySphere improvemnets
  * Crews can be assigned to weapons componets for compatants or seat components for operators.

* +1123 -260

#### 2014-11-28 mining.

* Engine
  * fixed bugs on part animation
  * Tweaking mesh shaders

* Game
  * Hiding actors
  * Fixed a bug that the number of module stock is not displayed correctly
  * Added obstacle collision flag
  * Tweaked the eagle launch initial transforms.
  * Added Backward movement for ships
  * Added the missing code when modules detached from the modular ship
  * Build the module linkage data after load the game.
  * Wrote some mining utility scripts
  * Tweaked the function which give one the distance between two objects
  * Added a new mining vessel and animated drill.
  * Added minsing vessels's thrust effect.
  * fixed progress bars on build ui.

* UI
  * Optimized HexagonalContextMesu

* +1533, -682

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