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port backt o old pango
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why does fucking pango team fix fucking bugs silently :)
why does fucking pango team fix fucking bugs silently :)
why does fucking pango team fix fucking bugs silently :)
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initial module hiding
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save/restore textures in a safer way, also save/restore glyph cache
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raw rename
- create audio settings for frequency, channels, mixer voices and chunksize - tune audio defaults ot be much less demanding
- generalise keyboard handling a bit into a default keymapping + macro functions (such as "!completer shout"). - default keymappings ahve a lower priority, so its possible to (in theory) override them. a UI for this has not yet been created. - re-enable NPOT texture usage, if available.
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- new progress widget - new experience progress widget - took advantage of experience info and displayed "next level" info. needs tooltips with details..
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- found another reason fx gpus are so slow: they also emulate blendfuncseparate in sofware, resulting in major slowdowns. worse, force_opengl11 did not disable usage of this 2.0 extension at all. - auto-guess the initial setting of force_opengl11 to be off for cards announcing opengl 2.0 support but not the earlier extensions included in it, which supposedly is enough to rule out geforce fx cards.
use and enable texture compression by default
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cleanup
use an extremely simple and very effective generational cache for mapmap data
- deoptimise smooth drawing again, as we run into ordering problems otherwise - the rendercache optimisaiton is likely more of a speed, less of a memory optimisation, as its 80 bytes/character, which is close to the size your typical character glyph needs.
use rendercache to speed up text reendering and hopefully also save memory
need more flushes
* implement a "render cache", sort of our own slow display list. * use it when drawing the map. while this will perfectly sort by texture and thus give a nice speedup in itself (hardware), its not the actual goal.
port to windows, i.e. far away from C
- detect missing tiles or faces in map1a - delay map drawing a tiny bit when some faces are missing, in the hope of being able to fetch them from the database. - do not rate-limit refreshes to 60hz - do refresh in an idle handler - poll events independently from refresh
implement set_positon_r and use it
experimental delaying of uploasding textures to the gfx card, also store textures on disk only as the memory usage is unbearable otherwise. this most notably breaks CFPlus::UI::Face
remove (the last|a) chokepoint in cfplus, logprint caused hangs on heavy disk i/o, e.g. when syncing the database data to disk
the latency was painfully audible
better safe than very sorry
better channel management, bugfixes, volume 0..1
put music and other resources into the database, now that we can play form memory
more complete api, got rid of most retvals
much improved sdl_mixer support - abstracted rwops - enabled (experimental?) Mix_LoadMUS_RW - abstracted channels - implemented effects api - partial rewrite on perl side only (no need to store resources as separate data files anymore). - catch more bugs w.r.t. textures.
beginning of server-provided sound
new entry colour scheme, fix initial cursor colour
rewrote ->draw in speed, making it ~40% faster, but it doesn't really show much except in profile output
the beginning of a (very simple) canvas widget
optimise one of the most-often called functions
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cleanups, move glClear once more
- remove fow smoothing option, its now mandatory. - change the map smoothing algorithm to be a bit harder, more edgy, but more true to reality.
- reworked texture uploading to be much more fanciful and obey card/driver limits. - moved texture creation in MapWidget and MapMap out of the drawing path to accomodate texture-size-limited configs (there is dire need for a kind of pre-draw-hook). - added an inactive graphics for buttons
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- implement ap smoothing in software (no longer relying on opengl 1.2, or, more to the point, cirrect/non-ati implementations of opengl 1.2) - use a much harder smoothing matrix - default fow intensity to 0 - just ignore events for mysteriously destroyed widgets (probably left-over event in queue?)
support non-32bpp displays and non-alpha displays with lower quality (hopefully)
tolerate implementation texture size limits, up to a limit, or so
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only invoke PumpEvents once per poll
implement very simplistic mouse motion event compression, fixing a longstanding mysterious problem.
greatly enhance and improve music selection algorithm and reduce database load
preliminary per-region music
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even more changes to texture management - screw those completely broken drivers, but cater for the leaking ones
go back to glDeleteTextures (sorry, buggy opengls) but still do manual management
gthe nvidia driver sgefaults after a while, so do not free textures, only reuse them
silence warnings. this might backfire on windows if size_t is 16 bits
clear the texture cache on vidmode init
- fix yet another off-by-one bug when blanking the map on scroll
uh, don't, the model just doesn't work well as too many faces have perverse visibility/stacking order
try to do smoothing globally, not per-layer
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do our own texid management, too many cards have a broken driver
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more windows bug workarounds and real smoothing bug
doh, that was a longstanding smoothing bug in cfmaps...
enable nagle-disable on win32
ignore late mapinfo/map loads
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- first stab at implementing smoothing. - this works only on 2.x servers but takes no additional bandwidth over the additional faces (i.e. the map command is not getting larger, unlike the 1.x protocol). - it is also simpler to implement on the client side (the current implementation tries to favour simplicity over efficiency and is a bit ugly, but does work). - impact on speed is ignored - smoothing should be disabled when fast&ugly, because it increases drawing demands a lot.
- optimise mapcache tile loading quite a bit to avoid loading the same tile again and again. - only request mapcache tiles serially, to avoid starving foreground requests.
- changed most db accesses to be asynchronous (this was way more difficult than anticipated) - face id allocation is still synchronous (and has to be as long as we want to allow multiple instances running in parallel) - facemap is cached locally, so subsequent accesses are fast - the alternative would be to store faceids, not tileids, in the in-memory map, but then mapcache tiles are non-displayable unless the server already sent them. - tile loading and map cache load/store are fully asynchronous - replaced 32x32 dialogue and noface images by 64 bit versions - properly scale special dialogue/noface textures to tilesize
support new tileset negotiation
check face cache index for validity
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remove default_smoothed images - unused. remove references to mythical sdefault.001 / default_smoothed.111 image from server code.
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- do no longer depend on Scalar::Util for weaken - use a different, cleaner, more correct and less efficient event propagation mechanism - this fixes the segfault bug in map $_.
- slightly cleaned up and "outsourced" components - completely rewrote keybind bindings - not functional yet - buggy a shell - hits perlbug
less hacky equals more correct
implement a somewhat hack multiline text editor
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vc60
more win32 hacks
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add test server login and editor invoke plus editor download/upload code
support for grabbing win32 proxy
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fix map cleared-too-much bug
fix map blanking and a few minor items
add dialogue indicator support
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put healthbars above tile
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fix extmap parsing code, added support for stat width
fix extmap parsing code, added support for stat width
fix extmap parsing code, added support for stat width
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support health bar display
support health bar display
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work around pango rounding bug
FancyFrame\!
docviewer psrtial rewrite
fix some anti-aliasing blurryness
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the big rename
preliminary mouse wheel support
remove glext.h, add SDL_GL_ACCELERATED_VISUAL and SDL_GL_SWAP_CONTROL
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misc. fixes
bugs\! bugs\! bugs\!
There is of course no way to clear glyph caches in stupid pango, so we have to add a generation counter to each and every glyph structure and check it on every access.
small fixed, ported to the language called microsoft c, which superficially looks like ISO-C and is similar enough so you can write programs in their common subset.
Get rid of cairo completely (yay!) and of ft2 factually (still need the library as it included pangofc), by introducing a custom pango opengl renderer. Text rendering now no longer requires the distinction between rgba and grayscale modes, requires much less texture space and memory, and is faster on accelerated hardware (and possibly with software rendering, too). All at the cost of only 1200 lines or so.
hypocrasy
fix textview colors, preliminary hypertext support
faster textviewer, embeddable widgets, no scroll-to-bottom for docviewer
fix lookat once more (or actually add a magic +1, as the server seems to do it somewhere, too)
free textures on vidoe shutdown, seems useless, but maybe fixes scaras problem
implemented preliminary magic mapping support
implemented preliminary magic mapping support
fix(?) map clicking, fow texture no longer in display list
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windows again
first round of npc dialog window, some ui bugfixes
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force hitnstyle full
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switch off cairo antialiasing on win32, its unbearable otherwise. re-enable pangofc, which was disabled by accident
tinkered with cairo some more
play around some more
better gl extension management, play around with premultiplied alpha, without reaching an absolutely correct solution
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doh\!
switch off interpolation when magnifying map tiles, the tile data is not ready for it
improve texture wrapping handling
unbundled CFClient::Texture
re-enable cairo on windows: looks like shit, but otherwise breaks textview
force map tetxures to GL_REPEAT
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ATI gfx card workaround for NPOT
use glDrawPixels to draw Textview, implement indenting and render individual lines. force full refresh after expose. add lots of tooltips
some fixes/comments
very alpha code for model drawing hacked in
implement face animation, fix inventory layout
misc win32 workarounds
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diddeldaddel
better text layout, minor fixes
each
add a few more almost-hacks to simplify widget alignment
i can't get it right, either
microsoft of course can't be expected to get it right (C truncates instead of rounding - microsoft rounds instead of implementing C)
improved win32 support and enable auto-hinting (cairo enforces auto-hinting it seems, so be consistent)
finally(?) fix the widget layout bug
various corrections
implement rgba layouts using the cairo backend
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user event support and end of channel callback
better mode management, experimental 'end of channel' event for sound
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require alpha channel again after fixing premulitiplied alpha value - sofwtare rendering die die die
do not require an alpha channel for the framebuffer for the sake of software-renderers
fixed many minor bugs reported by pippijn
bugfix
fully support opengl1.1 at link time now
misc improvements
implmenet map scale - now fully playability at 640x480
support multiple fonts, add dejavu sans and sans mono fonts (bitstream++)
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fix font size allocation
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implement mipmapping
bg music loop
map overview rectangle
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got rid of SDL::Event
got rid of SDL::Sound SDL::Music and SDL::Mixer
got rid of base SDL perl module
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convert most of the code to opengl-1.1, works somehow under windows now
naive conversion to the visual c++ programming language
improve \!windows config
fix label widget and font calculations
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we _have_ to scroll as soon as we receive the scorll command, for persistent map cahcxing to sta yin sync, fortunately the display list caching will keep us from viewing the map before we receive a map1a
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client-side map caching, bugfixes
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overview map - just for fun
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middle mouse button drags map center
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implemented texture repeation and change signals for entrys. also updated the config dialog so that it saves host and port and stuff... added a default say command which is used when writing text in the entry box
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2nd version of xs-level map handling
1st version of xs-level map handling
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no gtk+ anymore
even less gtk
less SDL more SDL
bugfixes
fixes
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renamed to CFClient
add text layout class and make use of it
add typemap and bold/?italic fonts
support npot tetxures and use an utility function to draw quads
preliminary support for older opengl implementations (NPOT vs. POT)
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use pango for rendering, instead of broken sdl_ttf
use pango for rendering, instead of broken sdl_ttf
bigface support
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