Monthly Log 2015. 3.

### March 2015

#### 2015-03-02 Prologue

* Engine
  * Scene overriding for blank screen
  * Font alpha blending for fade out / in

* Game
  * Controlling sky parameters via console.
  * Added PrologueState
  * Writing Prologue scenario
  * Cleaned sky parameter related codes
  * Added collision boxes for serveral ships.
  * Cleaned event system.
  * Added FullImageText.ui, FullText.ui

* UI
  * Hiding all uis except ....

* +1204, -382

#### 2015-03-03 New effects

* Engine
  * Fixed FBCollisionShape::TestCollision()
  * Pendulum texture animation for particles

* Game
  * Added GameTestState
  * Fixed over sized aabb for SpatialComponent
  * Targeting priority. Now target enemy depending on scores
  * Attacking a certain position even there is no enemy.
  * Fixed ray doesn't hit any objects which has modified collision mask value.
  * Can spawn several explosion effects when a ship destroyed.
  * Added WeaponBigLaser and AmmoBigLaser actors
  * Added new effects for big cannons
  * Added PhysicsComponents for capital ship and cruiser1.
  * New event commands : cameraPos, cameraSphericalPos, cameraDistance and attachProcess

* +1066, -362

#### 2015-03-04 Ship destruction

* Engine
  * Exact retrieval of random positions in compound collision boxes
  * Fixed a bug in BVaabb::TestIntersection(BoundingVolume*)
  * Fixed that Random does not produce evenly distributed values
  * Draw text functions now receive a size param.
  * Particle Emitters moving toward the camera.
  * Fixed particle alpha fading in/out bugs.
  * Tweaked soft particle bug

* Game
  * Now gCurActor is usable in scripts
  * Fracturing normal ships.
  * Glare effects when huge ship destroyed.
  * Added target mark drawer.
  * Debuggin current states
  * Effects for partial destruction - Explosions and smokes.
  * WeaponType enum deleted. using WeaponCategory only now.

* +1054, 473

#### 2015-03-05 Distributed attack positions

* Engine
  * Point light distance calculation now considers objects surface rather than the center position
  * Added 'CameraPulling' option for particles.
  * Now particles are scalable.
  * Added special option 'MoveToCam' for huge glare effect
  * Fixed depth shader bug

* Game
  * Added camera fly mode
  * Tweaked normal ship destruction effects
  * Added weapon status debug drawer
  * Cleaned team management(hostility) codes
  * Added ship component's properties : explosionEffectRandomScale
  * Attach position for huge ships now randomly distributed on the surface of the ship.
  * Now same type of weapons can be children of the representative parent weapon.<br>-the parent weapon will handle targeting and report to children. - for performance reason
  * Worked on muzzle flas, bullet and hit effects for middle sized cannon.
  * Worked on hit and bullet effects for big sized cannon.
  * Worked on explosion glare effect.

* +1125, 257

#### 2015-03-06 Torpedo

* Engine
  * Scalable Circular Buffer for particles
  * Vertex Buffer in ParticleRenderObject is now scalable also.
  * Added particle property : 'deleteWhenStop'

* Game
  * Modified actor states now applied immediately
  * Ammo effect is now scalable
  * Smooth disappering for smokes
  * Cleaned SpatialComponent
  * Sequential fire for weapons which has several muzzles
  * Weapon models are scalable
  * Added particles : 32_torpedo, 33_torpedo_muzzleflash
  * Added mesh : torpedo

* +714, -142

#### 2015-03-09 Tweaking ammo's visual and collisions

* Game
  * Ammo is now using physics
  * Cleaned Flock simulation
  * A function to set collision flag.
  * Seperated scale control for damage effects and destruction effects
  * Added particles : 3_medium_lensflare, 35_capitalship_missile
  * tweaked particles and actor properties

* Physics
  * Getting distance between two object

* +1087, -216

Destruction effect.


#### 2015-03-10 Improved movement and targeting.

* Engine
  * PointLight disabling
  * Improved 'Relative Velocity Stretching' feature in the particle system.

* Game
  * Smooth interpolation for the direction mesh
  * Controlling any unit is possible.
  * Improved targeting / estmating target pos which the ammo can hit the flying ships
  * Camera can focus on serveral actors
  * Polished space dust particles
  * Ships now can smoothly align to the destination rotation.
  * Physics components now can be created after the certain delay time('delayCreation' property)
  * Added thrust effects for cruiser1

* +1073, -152

#### 2015-03-11 Dogfight

* Engine
  * Save/Load typed console commands to a file.
  * fixed LightCamera bug
  * fixed bounding volume bug when scaling a mesh

* Game
  * Dogfight
  * Changing user-controlled actor
  * Current Ship/Officer UI
  * Estimated target position marker

* UI
  * Now one can specify delta value(relative to the previous component) for component position.

* +771, -37

#### 2015-03-12 this and that

* Game
  * Smooth third person camera transition
  * Added CrossHair UI
  * Added EnemyInfo UI
  * Updating ActorUI information
  * Evaluate aiming score
  * Manual fire
  * Probabilistic Hit
  * Actual application of officers skill point.
* +1521, -264

#### 2015-03-13 Continous Collision

* Engine
  * Console window : history iteration bugs fixed
  * RenderToTextre : render target related bugs fixed
  * InputLayout : unique value violation fixed.

* Game
  * Smooth camera transitioning improved.
  * Ammo movement also using Physics.(not only collision). After hit, ships will shake.
  * Cleaned ammo spanwing method
  * Setting ignoring collision objects
  * Cleaned Logs
  * SpatialComponent AABB bug when using manual bouding box

* Physics
  * Reporting collision is now done by Step Tick callback - should do this to prevent refering deleted collision objects
  * Using continuos collision for fast traveling objects like bullets

* +829, -274

#### 2015-03-16 Improving dogfight

* Game
  * Range In/Out indicator
  * Target direction indicator when target is out of the screen.
  * link ActorUI -> OfficerUI
  * Tweaked skills. - How skills affect to actual fight.
  * Manual target iteration. - Best, closest and sequential target selection.
  * Fixed camera shake.
  * Tweaked mouse sensitivity
  * Displaying distance to the target
  * Fixed 'invincible' command

* UI
  * Added translating feature. Texts start with '@' will be translated.

* +1143, -479

#### 2015-03-17 Testing and balancing the prologue scene

* Game
  * Camera targeting a team.
  * Cleaned codes for handling actor ui.
  * Added auto flight mode
  * Fixed laser weapons
  * Leader change notification
  * Testing and Balancing the prologue scene.
  * Added 39_bomber_missile.particle, 40_bomber_cannon.particle

* +1214, -424

#### 2015-03-18 Prologue

* Game
  * Improved camera interpolation
  * Improved laser weapons
  * Prologue.

* +925, -203

#### 2015-03-19 Prologue - (scene 4)

* Engine
  * Hiding particle emitters
* Game
  * Particle visibility control
  * Select new ship automatically when the current controlling ship is destroyed
  * Space particles smoothly disappear
  * Displyaing number of officers in controlling ship, number of ship left for friendly and hostile teams.
  * Refresh ship's ability when a officer is embared or left.
  * Comparing crew ability to the captain's
  * Added understaffed indicator
  * Tweaking engine component
  * Added new scenario characters and portaits
  * Polished ammo of Cruiser_1
  * Prologue - Scene 4
  * New event command - fadeOut
  * New event translation - <name.ChiefOperator>, <name.ChiefArmorer> etc..
* +1138, -217

#### 2015-03-20 Prologue 5

* Game
  * Cleaned code for transition between Starmap and Spot
  * Added multiple module highlighter
  * Now process has it's own id. can query in scripts
  * Added ShipEvent when a ship entered a spot.
  * Added character name decorator for talk ui.
  * AutoCompletion flag for missions
  * Prologue 5
  * fixed a star rendering problem in star map.
* +884, -129

Event system... Event system.. I want to have more convenient one.

#### 2015-03-23 Prologue 5 : 70%

* Engine
  * Console window: fixed line feed.

* Game
  * Tweaked Engine and Physics components
  * Officers pilot ability now affects the ships on boarded.
  * Seperated lua inputs: to keyboard and mouse input.
  * Added module indicator
  * 'Blinking' feature for weapon models and engine models
  * Cleaned 'seating' related codes.
  * Find the best pilot when a ship launches.
  * Prologue 5 : 70%

* +2343, -800

#### 2015-03-24 Prologue 5 completed.

* Game
  * Tweaked camera
  * Optimize destruction effect. Physics simulation was slow when huge number of modules were destructed.
  * Fixed flickering destruction effects
  * Tweaked destruction effects spawning and positioning.
  * Added a game command : SpawnParticle <particleId> [count] [offset]
  * Setting the modular ship as a controlling actor when user select the sub module.
  * Delaying rendering portraits, until the texture streaming is finished.
  * Added a concept of minimum number of space staions in a star system.
  * Can set additional force to ships in the script
  * Tweaked the process returning carrier module for eagles
* +994, 236

#### 2015-03-25 Tweaked Prologue 5

Game
  * Camera yaw animation
  * Lock down to exiting direction.
  * Displaying serveral indicating meshes for a certain type of module.
  * AmmoProperty : collide only with the certain target
  * Forcibly docking eagles
  * Handling date.
  * Added a concept of life support system. Activated when an eagle losses its home(carrier).
  * Tweaked prologe 5.
* +1022, 239

#### 2015-03-26 Prologue 6

* Engine
  * Depth calculation moved to pixel shader from vertex shader for the Depth pass.

* Game
  * Fixed bugs on model highlight and target mark drawer
  * Report UI.
  * Prologue 6.
  * Added names, resource and etc tag for event texts.

* UI
  * Blinking feature

* +941 -167

#### 2015-03-27 Report UI

* Engine
  * Text-embeded img size bug

* Game
  * Report UI

* UI
  * Added NamedPortrait component
  * Fixed order of processing inputs.

* +1487, -92

#### Prologue UI(90%)

* Engine
  * Primitive Topology Initial value error.
  * Removed the case in which the textures bound to input and ouput simultaneously.

* Game
  * Generating portrait images for mesh gropus.
  * Tweaked the portrait angle.
  * Retrieving an actor considering hierachies
  * Refresh the entire Report UI or a portion of it
  * Prologue UI

* UI
  * Removed the Blinking feature. Added the Highlighting feature
  * Fixed image display when scrolling
  * Tweaked the NamedPortrait component

* +1329, -580

#### 2015-03-31 PrologueUI completed, New version of fastbird engine released.

* Engine
  * Fixed a sudden white screen when sky blending is just started.

* Game
  * Spot movement restriction for events.
  * PrologueUI completed.
  * Prologue 6 completed.
  * First iteration of the entire Prologue is completed. - Working on the second iteration for tweaking

* UI
  * Cloning UIAnimation.
  * Added global animation concept. -- shared among several components

* +807, -168



2015 Mar. released! Check the repository : https://github.com/fastbird/fastbirdEngine

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