Changes

#20 (May 19, 2012 7:50:23 AM)

  1. - Fixes to blender uv importing
    - Fix loading old models imported from blender
    - Fix parallax mapping
    - Improve particles
    - Improve TGA loader
    - TerrainGrid API improvements
    - Fix native bullet collision between linked bodies
    - Javadoc fixes
    - System.out.printlns removed
    - Update SDK manual from wiki — normen667@gmail.com / Google Code

#19 (May 11, 2012 4:08:10 PM)

  1. copying beta branch from trunk — normen667 / Google Code
  2. added rotate tool to SDK, thanks @kbender — brentowens / Google Code
  3. SDK:
    - add modified state and savecookie accessors to AssetDatanormen667 / Google Code
  4. SkeletonControl : check hasArray for both  BoneWeight and BoneIndex buffers before prep them for anim (convert them to non direct).
    This to avoid an UnsupportedOperationException on android 4.0 when fetching the backing array on the BoneWeight buffer.
    Before, only the BoneIndex was checked, and, for some mysterious reason, this ByteBuffer can be direct AND have a backing array on android 4.0. thus the preping wasn't done on the BoneWeight buffer that was kept as Direct. Hence the exception when fetching the array. — remy.bouquet@gmail.com / Google Code
  5. - update bullet build script to allow bullet/jme development on windows 64 — normen667 / Google Code
  6. - update mac bullet binary and natives jar file — normen667 / Google Code
  7. Updating linux bullet binaries — normen667 / Google Code
  8. Adding 64bit bullet dll — normen667 / Google Code
  9. - fix build of 64bit windows bullet dll — normen667 / Google Code
  10. - final version of Material/RenderState comparison and hashValue methods, he who changes them again has to buy a crate of beer for all core members — normen667 / Google Code
  11. - add possible build fix for bullet windows64 linux/mingw — normen667 / Google Code
  12. - Framebuffer can now render to a cube map face, thanks to dflemstr
    http://jmonkeyengine.org/groups/contribution-depot-jme3/forum/topic/how-do-i-render-to-a-face-of-a-texturecubemap/?#post-171990 — remy.bouquet@gmail.com / Google Code
  13. used dynamicEqual instead of dynamicHashCode in BatchNode and GeometryBatchFactoryremy.bouquet@gmail.com / Google Code
  14. - Changed BatchNode and GeometryBatchFactory according to material recent changes.
    - BatchNode now does incremental batch upon adding a new geom to the batch (was there before but didn't work properly). — remy.bouquet@gmail.com / Google Code
  15. NORMEN IS ALWAYS RIGHT — shadowislord / Google Code
  16. * Fix Material.hashCode/equals and RenderState.hashCode() — shadowislord / Google Code
  17. Javadoc fixes R PHUN — skye.book / Google Code
  18. Fixed the video recorder app state to attach itself
    to the last _enabled_ view instead of just the last
    view.
    Fixed the internal IsoTimer to report the proper
    resolution.  It was reporting picoseconds when it
    is actually returning milliseconds.  This manifested
    itself as a stuck g_Time in my shaders because time
    was creeping along so slowly (if at all... I'm not
    sure float has enough resolution to measure
    1 / 1000000000 resolution. — PSpeed42@gmail.com / Google Code
  19. SDK:
    - Make SceneEditor Controller JmeRootNode final — normen667 / Google Code
  20. SDK:
    - Make SceneEditor Controller good example of the async AWT/GL therading model of the SDK — normen667 / Google Code
  21. SDK:
    - undo some changes due to shady threading raising its ugly head through the changes — normen667 / Google Code
  22. SDK:
    - undo some changes due to shady threading raising its ugly head through the changes — normen667 / Google Code
  23. SDK:
    - remove some queueing to make tool selection update faster — normen667 / Google Code
  24. SDK:
    - change back GLSL Editor version (all core plugin versions are unified) — normen667 / Google Code
  25. SDK:
    - catch all exceptions when adding/removing ant libraries in ProjectExtensionManagernormen667 / Google Code
  26. - change Material.equals to Material.contentEquals
    - update BatchNode, GeometryBatchFactory and Test — normen667 / Google Code
  27. GLObject/GLObjectManager -> NativeObject/NativeObjectManager in docs — skye.book / Google Code
  28. Javadoc fixes: Down from 260 to 221 warnings — skye.book / Google Code
  29. A whole lot of code formatting, unused import removal and other readability fixes.
    Syntax checking should now stop from generating errors with passed jME3 built-in vars. Those variables are only accepted used with "in" or "uniform". — danyrioux@danyrioux.com / Google Code
  30. SDK:
    - change confusing error message — normen667 / Google Code
  31. Fix to properties loading: properties are now stored in Spatial as basic types (supported by UserData) or Savables supported by jme core. — Kaelthas_Spellsinger@o2.pl / Google Code
  32. option to flip texture's Y for skyFactory in SDK — brentowens / Google Code
  33. Fixed NPE error when using a single 'None' texture type in the material definition. — Kaelthas_Spellsinger@o2.pl / Google Code
  34. Fixed alpha variable declaration in SSAO Normal pass shader.Thanks to koris. — remy.bouquet@gmail.com / Google Code
  35. * Fix paul complaining — shadowislord / Google Code
  36. * Fix incorrect format for DepthStencil in TextureUtil (fix potential GL issue)
    * Fix tex3DThumb.frag compile error (implicit int -> float conversion) — shadowislord / Google Code
  37. nav mesh generator remembers params and has tooltips now — brentowens / Google Code
  38. Fixing a bug where texture size getter is called before the opengl is initialized. — Kaelthas_Spellsinger@o2.pl / Google Code
  39. Added support for multilayered images. — Kaelthas_Spellsinger@o2.pl / Google Code
  40. Support for base texture blending for DDS textures. — Kaelthas_Spellsinger@o2.pl / Google Code
  41. Shadows/SSAO and transparency : Removed the AlphaDiscardThreshold from the frag shaders — remy.bouquet@gmail.com / Google Code
  42. Removing unused folders. — Kaelthas_Spellsinger@o2.pl / Google Code
  43. Removing unused folders. — Kaelthas_Spellsinger@o2.pl / Google Code
  44. Removing @Override annotations from methods that implements interfaces (this will make the code Java 5 compatible). — Kaelthas_Spellsinger@o2.pl / Google Code
  45. Shadows/SSAO and transparency : Removed the AlphaDiscardThreshold attribute from the lighting material. Transparency discarding is now handled by the AlphaFallOff render state (as it should be). — remy.bouquet@gmail.com / Google Code
  46. Textures loading refactoring.

    New features:
    - support for loading both 2D and 3D textures (they are merged and flattened to Texture2D)
    - support for colorband usage in flat textures
    - support for using color factors for flat images

    Bugfixes:
    - blend texture should be now calculated properly at the ends of the object
    - blend texture is now properly directed
    - flat texture projection (flat, bude and tube) should now be properly directed

    Other stuff:
    - better code separation and improved readability — Kaelthas_Spellsinger@o2.pl / Google Code
  47. updated terrainLighting.frag's shininess to match more of Lighting.frag — brentowens / Google Code
  48. whoopsie, sorry TerrainGridbrentowens / Google Code
  49. TerrainQuad documentation patch thanks @slyh — brentowens / Google Code
  50. TerrainGrid documentation patch thanks @slyh — brentowens / Google Code
  51. Added variable to BlenderKey that would allow to suspend object properties loading. — Kaelthas_Spellsinger@o2.pl / Google Code
  52. AndroidAudioRenderer : propperly set the looping value on media player — remy.bouquet@gmail.com / Google Code
  53. * Fix link error in glow material techniques
    * DesktopAssetManager now works as before (flipY and generate mips options are enabled)
    * Fix crash in TestSimpleWatershadowislord / Google Code
  54. * AssetManager now returns AudioData instead of AudioNode (similar to new Material() type behavior) — shadowislord / Google Code
  55. * Remove usage of "SimpleTextured" shaders from other materials — shadowislord / Google Code
  56. * NativeObjectManager is now limited for 100 objects deleted per frame to reduce spikes with large heap config — shadowislord / Google Code
  57. * Added methods to DesktopAssetManager: addToCache/getFromCache/deleteFromCache/clearCache
    * Added new method to AssetCache interface to specify that registerAssetClone() won't be used (for the methods used above) — shadowislord / Google Code
  58. * Fixed issue where an ogre3d animation with no tracks would load, but cause a NPE when loaded again from J3O — shadowislord / Google Code
  59. * Added shader validation system. Requires either NVIDIA Cg or GPU Shader Analyser to be in the path. Run the ShaderCheck class to see which jME3 shaders fail validation. — shadowislord / Google Code
  60. * Removed deprecated material definitions — shadowislord / Google Code
  61. * Fix compile error in TestPostWatershadowislord / Google Code
  62. * Added TestCustomLoader example for asset manager — shadowislord / Google Code
  63. * Added new Jheora video system, however as advertised, audio will NOT work. If you want to try and fix it, go ahead. — shadowislord / Google Code
  64. * Removed deprecated methods from AudioNodeshadowislord / Google Code
  65. * Fixed up ThreadingManager to actually work with the asset manager, even though nobody uses it — shadowislord / Google Code
  66. * AssetCache is now an interface and can be extended by user. Moved to com.jme3.asset.cache package.
    * Added 3 implementations of AssetCache: SimpleAssetCache, WeakRefAssetCache and WeakRefCloneAssetCache
    * Added AssetProcessor interface that handles cloning and post processing of assets after they are loaded
    * AssetKey can now configure which cache/processor to use for a particular asset type
    * Added AssetManager unregisterLoader method
    * AssetManager now supports more than one AssetLoadListener
    * Javadoc improvements in AssetManager
    * Asset interface now renamed to CloneableSmartAsset (which more accurately describes its behavior and use case)
    * DesktopAssetManager now makes proper use of the new AssetProcessor/AssetCache classes when handling asset loading
    * Added proper equals/hashCode methods to many AssetKey subclasses, which is required for the new system to work properly
    * All AssetKeys were rewritten to work with the new asset system
    * loadAsset(AudioKey) now returns an AudioNode and not AudioData, similar to the behavior of loadAsset(TextureKey) returning a Texture and not an Image. Because of that, the key storage in AudioData has been removed.
    * Texture, Spatial, and Material are all cloneable smart assets now and will be cleared from the cache when all instances become unreachable
    * Improved the existing TestAssetCache test to make sure the new system works — shadowislord / Google Code
  67. * Fix crash in TestAbsoluteLocatorsshadowislord / Google Code
  68. * License and formatting in GeneratedTextureKey
    * TestJoystick now assigns input mappings for all joysticks instead of just the first one — shadowislord / Google Code
  69. * TestLeakingGL no longer uses Mesh.setInterleaved() which is deprecated — shadowislord / Google Code
  70. * Proper equals/hashCode methods in OgreMaterialKey/OgreMeshKey
    * Formatting in MaterialExtensionSetshadowislord / Google Code
  71. * JmeFormatter now uses non threadsafe StringBuilder for performance — shadowislord / Google Code
  72. * Formatting and minor changes in Curve, Cylinder, PQTorus — shadowislord / Google Code
  73. * Added license text for asset exceptions — shadowislord / Google Code
  74. * Since AssetManager registerLoader/Locator method that take a string class are deprecated, AssetConfig will no longer use them — shadowislord / Google Code
  75. * Mesh/GImpact collision shapes now support triangle strips/fans through Mesh.getIndicesAsList() method — shadowislord / Google Code
  76. * Blender user properties no longer savable, as it is not allowed to have non-core data in j3o — shadowislord / Google Code
  77. * Added new image format: Depth24Stencil8, for framebuffers and textures that need stencil data
    * Renderer now uses getArray() to access mesh's buffers
    * GL image format data now stored in a special data structure for easier management (instead of huge switch/case statement)
    * Android texture loading: If the format is not supported by GLES spec, the texture upload will fail — shadowislord / Google Code
  78. * Remove some useless files — shadowislord / Google Code
  79. AndroidAudioRenderer : better mediaplayer life cycle handling — remy.bouquet@gmail.com / Google Code
  80. Shaders : The line numbers on error now correctly takes the version line added to the shader into account — remy.bouquet@gmail.com / Google Code
  81. Shaders : The line number is now printed for each line of shader code in the standard error output when a shader fail to compile. — remy.bouquet@gmail.com / Google Code
  82. PssmShadowRenderer : post shadow pas does not write depth anymore, also added a slight polyOffset to avoid z-fighting — remy.bouquet@gmail.com / Google Code
  83. * Better version of TestMaterialCompareshadowislord / Google Code
  84. Fixed isEqual to equals in GeometryBatchFactory and in TestMaterialCompareremy.bouquet@gmail.com / Google Code
  85. Fixed imports from last commit — remy.bouquet@gmail.com / Google Code
  86. * Materials.equals() method now works correctly (checking if material will look the same if rendered, in 99.9% of cases..)
    * ListMap entries now implement equals method as required by spec — shadowislord / Google Code
  87. AnimationTrack null checked the animation channel in onStop, onPause and setLoopMode to avoid NPE — remy.bouquet@gmail.com / Google Code
  88. BatchNode is now indexing the batches by geometry to easily retrieve them during the update phase.
    This is fixing this issue http://jmonkeyengine.org/groups/general-2/forum/topic/batchnode-not-accounting-for-transformations-in-cloned-spatials/#post-170945 — remy.bouquet@gmail.com / Google Code
  89. - optimize BatchNode a bit — normen667 / Google Code
  90. Better Javadoc for PhysicsVehicle#getForwardVector(Vector3f) — skye.book / Google Code
  91. * PostShadowPSSM: Made texSize const, to fix shader error — ShadowIsLord@gmail.com / Google Code
  92. Add variable quality and video file frame count to VideoRecorderAppState, thanks to @entrusc — normen667 / Google Code
  93. fixed BoundingBox merge method javadoc — remy.bouquet@gmail.com / Google Code
  94. ShadowUtil now use tempVars instead of instantiating new objects
    Matrix4f now has a set method that teakes 16 floats like the constructor — remy.bouquet@gmail.com / Google Code
  95. SpotLight, inner and outer angle cos is now correctly packed when opening a saved light — remy.bouquet@gmail.com / Google Code
  96. Changed the way post shadow pass is done. It's now a technique of the lighting material definition.
    This allow to have shadows that fully works with partially transparent objects (like trees).
    If a material does not have the postShadow technique, the renderer uses the fallback material (like before). — remy.bouquet@gmail.com / Google Code
  97. Fixed buffer overflow when increasing the size of a BitmapText (issue 486)
    thanks  to Daniel Brunton for the patch
    http://code.google.com/p/jmonkeyengine/issues/detail?id=486&colspec=ID%20Type%20Status%20Component%20Priority%20Product%20Milestone%20Owner%20Summary&start=100 — remy.bouquet@gmail.com / Google Code
  98. * Forgot to commit the test case — shadowislord / Google Code
  99. * AppSettings now supports floating point values
    * AppSettings now supports custom user settings
    * Add test case TestCustomAppSettings to test custom user settings — shadowislord / Google Code
  100. fix a bug in terrain getHeight for some edge cases — brentowens / Google Code
  101. Committed iwgeric patch for native bullet PhysicCollisionEvent
    http://jmonkeyengine.org/groups/android/forum/topic/null-objects-in-collision-callbacks-on-android-resolved/#post-169899 — remy.bouquet@gmail.com / Google Code
  102. Fixed the mix up in fromAngles method's javadoc in Quaternion, pitch is Attitude and roll is Bank — remy.bouquet@gmail.com / Google Code
  103. Spline now clones the control points to not keep a reference on the given vector. — remy.bouquet@gmail.com / Google Code
  104. Fixed naming of pitch, yaw, roll thing in rotation that was wrong. Now they are named xAngle, yAngle, zAngle in Spatial and Quaternion. Pitch , Yaw, Roll are just mentionned in the javadoc.
    There has been several posts about that, the last in date is here http://jmonkeyengine.org/groups/general-2/forum/topic/confused-about-euler-axes-and-jme-axes/#post-169736 — remy.bouquet@gmail.com / Google Code
  105. whoops, I blame jesus for not adding this class — brentowens / Google Code
  106. * refactored terrain lod to move most of the lod code to the control
    * lodDistanceCalculator no longer queries the world transforms of the terrain on the background thread — brentowens / Google Code
  107. Removed setEnabled() and isEnabled() from the Control
    interface since no engine uses of Control will ever call
    these methods.  The functionality is still left in
    AbstractControl which makes more sense since it is up
    to the control implementation to enable or disable itself
    as it sees fit. — PSpeed42@gmail.com / Google Code
  108. Remove the fragile camNode.getControl(0).setEnabled()
    and replaced it with camNode.setEnabled().
    A) it is kind of scary to rely on the control index in
    this case.
    B) CameraNode.setEnabled() already calls setEnabled()
    on the CameraControl.
    An acceptable alternative would be:
    camNode.getControl(CameraControl.class).setEnabled()
    but I didn't see the point of it. — PSpeed42@gmail.com / Google Code
  109. SDK:
    - make sure important files node closes AndroidManifest.xml — normen667 / Google Code
  110. SDK:
    - make android SDK tool refresh folder when creating the android project — normen667 / Google Code
  111. * Fix BufferUtils.destroyDirectBuffer() in OpenJDK7 — shadowislord / Google Code
  112. * Try to fix linkVertices in TangentBinormalGenerator (prevent assigning same tangent to verts with different texcoord) — shadowislord / Google Code
  113. * Fix animation blending from bind pose issue
    * Fix look/cycle modes for animations to prevent result time from being out of range — shadowislord / Google Code
  114. Lighting material now normalize normal value read from the normal map to avoid banding artifacts — remy.bouquet@gmail.com / Google Code
  115. ChaseCam : changed all private attributes and methods to protected so people can extend the chaseCam behavior as they see fit. — remy.bouquet@gmail.com / Google Code
  116. Fixed issue when the last waypoint of a motion path was not triggering listeners — remy.bouquet@gmail.com / Google Code
  117. Implemented setSpeed for animationTrack as it needs special treatment — remy.bouquet@gmail.com / Google Code
  118. BatchNode and GeometryBatchFactory now uses the material's isEqual method to gather the geometries to batch — remy.bouquet@gmail.com / Google Code
  119. Material has now a isEqual method that compares materialDef, material params and material additional render state — remy.bouquet@gmail.com / Google Code
  120. Down to 260 Javadoc warnings from 324 — skye.book / Google Code
  121. Added move speed and rotate speed getters in FlyByCameraskye.book / Google Code
  122. fixed some normal calc issues in LODGeomap — brentowens / Google Code
  123. - enter new wiki page in correct properties file — normen667 / Google Code
  124. removed .html from toc item target name :D — rootli / Google Code
  125. Added multi-media asset pipeline best practices to wiki-map and core-toc. — rootli / Google Code
  126. * Fixed town.zip by getting it from googlecode downloads — shadowislord / Google Code
  127. - Fixed camera "twisting" when rotating up/down when zoomed-in. The min rotation is hard-coded to -90 degrees down (the up remain settable).
    - Added flag to enable rotating down when zoomed out.
    - Added getter/setter to enable/query if down rotation is only on "close view" (zoomed-in).
    - Javadoc for certain method clearly explaining the "angles" are in radian.

    Note:
    To enable down rotation when zoomed out, you have to call setDownRotateOnCloseViewOnly with FALSE and also set a minimum radian with setMinVerticalRotation(radian) as it is by default to 0.

    Ex:
    chaseCam.setDownRotateOnCloseViewOnly(false);
    chaseCam.setMinVerticalRotation(FastMath.DEG_TO_RAD * - 90);

    This would enable rotation when zoomed-out down to -90 degrees, effectively having the camera looking up to its tied spatial. — danyrioux@danyrioux.com / Google Code
  128. Fixed an ArrayIndexOutOfBound in animationFactory — remy.bouquet@gmail.com / Google Code
  129. Fixed an issue in AnimationTrack when time was skipped out of bounds of the animation — remy.bouquet@gmail.com / Google Code
  130. Removed previously committed System.out from AndroidAudioRendererremy.bouquet@gmail.com / Google Code
  131. Properly stopping and resetting Medialayer in AndroidAudioRenderer to be able to play an audio node more than once without failing. — remy.bouquet@gmail.com / Google Code
  132. Fix to 3D material definition for blender loader. — Kaelthas_Spellsinger@o2.pl / Google Code
  133. fix NPE in AndroidHarness when quitting (thanks iwgEric) — remy.bouquet@gmail.com / Google Code
  134. Moved the creation of the guiFont into a separate
    method that can be overridden by subclasses.
    This isn't really complicated enough to move to
    an app state and the fact that the field is
    exposed is already sort of "unclean" anyway. — PSpeed42@gmail.com / Google Code
  135. Cinematic, fixed time seeking when having several SpatialAnimation with a speed > 1
    fixed an issue in soundTrack crashing when time was < 0
    properly implemented GuiTrack stop() method — remy.bouquet@gmail.com / Google Code
  136. Removed AndroidHarness specific calls from the OGLESContext.
    - The harness is now a system listener and dispatch the system events to the jme app
    - Every Harness related code is now in the harness (exit hook dialog, and mapping addition, spash screen hiding,....)
    - Added a handleExitHook flag to configure if the Harness should handle exit or not. — remy.bouquet@gmail.com / Google Code
  137. added recalculateAllNormals() to TerrainQuadbrentowens / Google Code
  138. reverted change to build-impl.xml — brentowens / Google Code
  139. improved terrain editor wizard — brentowens / Google Code
  140. Android : OGLESContext can now finish the activity when being destroyed, this way calling app.stop() from jME finished the associated activity.
    This feature can be disabled by setting a flag in the MainActivity. — remy.bouquet@gmail.com / Google Code
  141. Early out on initializePending and terminatePending
    if the array is empty. — PSpeed42@gmail.com / Google Code
  142. Jme nifty render device optimization :
    - Banished color buffer updating at render time (except for gradient quads that uses vertex color)
    - fully transparent quads are not rendered anymore (that avoid rendering transparent layers allowing complex layout for free). — remy.bouquet@gmail.com / Google Code
  143. Formatted code of RenderDeviceJme before comming changes — remy.bouquet@gmail.com / Google Code
  144. JME nifty's render device : fixed text positioning when autoScale is true — remy.bouquet@gmail.com / Google Code
  145. JME nifty's render device now uses 2 separate shaders : one for images and texts and one for quads, this way there is no more branching in the frag shader greatly improving speed (specially on android) — remy.bouquet@gmail.com / Google Code
  146. * Prevent exception when loading OBJ file without normals or texcoords — ShadowIsLord@gmail.com / Google Code
  147. Committed a patch from iwgeric, to make nifty Textfield display the soft keyboard on tap. — remy.bouquet@gmail.com / Google Code
  148. Committed patch from iwgEric that fixes a couple of issues on android touchinput http://jmonkeyengine.org/groups/android/forum/topic/error-with-nifty-and-awt/?topic_page=2#post-165433 — remy.bouquet@gmail.com / Google Code
  149. Fix to loading meshes that contain many vertices. — Kaelthas_Spellsinger@o2.pl / Google Code
  150. - optimize BatchNode.batch a bit — normen667 / Google Code
  151. Soft particles implementation. — remy.bouquet@gmail.com / Google Code
  152. Fixes to AWT textures blending. — Kaelthas_Spellsinger@o2.pl / Google Code
  153. * BorderClamp and Clamp texture wrap modes now become EdgeClamp on Android — shadowislord / Google Code
  154. * Fix javadoc error in Transform.loadIdentity() — ShadowIsLord@gmail.com / Google Code
  155. * Remove most common usage of IntMap.iterator()
    * Correct small typo in UniformBinding
    * Make IntMap.iterator() make new iterator each time
    * Prevent TangentBinormalGenerator from crashing when it encounters some mesh without texcoord/normal buffers
    * AWTLoader now properly fails when AWT can't load the image instead of returning null — shadowislord / Google Code
  156. Added a comment with what I think the taskQueue
    drain method is really doing... only simplified.
    I don't trust my eyes enough to make such a core
    change without co-verification. :) — PSpeed42@gmail.com / Google Code
  157. SDK:
    - fix typo in sdk properties — normen667 / Google Code
  158. - up version of android build script — normen667 / Google Code
  159. - rename library from jme3-android to android-base to avoid mixup with the user-added libraries — normen667 / Google Code
  160. - update lwjgl to 2.8.3, fixing MacOSX 10.5 and lower compatibility — normen667 / Google Code
  161. Added a ResetStatsState so that the stats are always
    reset even if the developer has overridden simpleUpdate().
    As long Application's stateManager is run, the stats will
    get reset no matter how many views there are or if they
    are disabled or not. — PSpeed42@gmail.com / Google Code
  162. Added a test showing the basic app state life cycle
    and verifying that all steps get called when they
    are supposed to. — PSpeed42@gmail.com / Google Code
  163. * Fixed BufferUtils on android when used on non bytebuffers — shadowislord / Google Code
  164. * Added ResolutionInverse (thanks kwando) — shadowislord / Google Code
  165. * Fixed issue with WorldMatrixInverse uniform binding being incorrect  (thanks survivor) — shadowislord / Google Code
  166. * It is now possible to modify an existing buffer through Mesh.setBuffer() (previous behavior was to crash)
    * Add TestExpandingTorus to demonstrate this feature — shadowislord / Google Code
  167. * BufferUtils.destroyDirectBuffer() will only look up methods once — shadowislord / Google Code
  168. * Actually fixed the issue with the tangents this time .. (TestTextureAtlas runs) — shadowislord / Google Code
  169. * Since number of tangent components in a tangent buffer can vary, GeometryBatchFactory now takes # of components into account preventing IndexOutOfBoundsExceptionshadowislord / Google Code
  170. * Re-added conditional in Lighting.frag to avoid NVIDIA bug. It uses control flow but most GLSL compilers should optimize it to compare and set. — shadowislord / Google Code
  171. * AndroidAssetManager will avoid registering loaders if the class isn't in the classpath similar to DesktopAssetManagershadowislord / Google Code
  172. * Formatted many android classes and files — shadowislord / Google Code
  173. more terrain normal code clean up — brentowens / Google Code
  174. simplified terrain tangent generation, cleaned up code — brentowens / Google Code
  175. - override default javadoc target to exclude test javadoc in build.xml — normen667 / Google Code
  176. - simplify build.xml jar separation — normen667 / Google Code
  177. * Added new uniform binding WorldMatrixInverseTranspose (thanks kwando) — shadowislord / Google Code
  178. Updated code palette: added appsettings, background color, improved shiny and textured. — rootli / Google Code
  179. replaced deprecated ColoredTextured by Unshaded.j3md in sample — rootli / Google Code
  180. SDK:
    - update libraries sets for SDK (networking and effects) — normen667 / Google Code
  181. - move effects and networking to separate jar files — normen667 / Google Code
  182. - move effects and networking to separate jar files — normen667 / Google Code
  183. Better support for textures blending.
    - support for DDS blending (without textures decompression :) )
    - support for RGBA textures blending
    - support for generated textures blending
    Also done blending refactoring. Blending functions moved to separated classes from TextureHelper.
    It will increase code redability. — Kaelthas_Spellsinger@o2.pl / Google Code
  184. * Make AndroidImageInfo extensible, add javadoc explanation — ShadowIsLord@gmail.com / Google Code
  185. * Fix Blender 2.62 issue with uint64_t — ShadowIsLord@gmail.com / Google Code
  186. Fixed reported bugs in drag&drop Palette (typo in xml file, use of deprecated effects API in Java files) — rootli / Google Code
  187. Added an accessor for the stats view object.
    Necessary if you want to move these things around
    to different places on the screen. — PSpeed42@gmail.com / Google Code
  188. Added "how_to_use_materials" to sdk help wiki_help.properties — rootli / Google Code
  189. Added "how_to_use_materials.html" to sdk help core-toc and wiki-map — rootli / Google Code
  190. Fix to textures loading (material color should now not interfere with the texture). — Kaelthas_Spellsinger@o2.pl / Google Code
  191. Added support for loading the following texture types: DXT1, DXT3 and DXT5. — Kaelthas_Spellsinger@o2.pl / Google Code
  192. added material colors/specular/diffuse to shiny sphere snippet in Palette — rootli / Google Code
  193. BatchNode enhancements :
    - batching after adding a new geometry only does an incremental batch instead of rebatching all geometries
    - there is now a getOffsetIndex(geometry) method that returns the index of the first vertex of the geometry in the batch. — remy.bouquet@gmail.com / Google Code
  194. Fixed NPE in AndroidAudioRenderer when soundPool is not initialized — remy.bouquet@gmail.com / Google Code
  195. - Inverted red channel of the pond normal map so it looks bumpy
    - Fixed the HelloMaterial tuto so the rock shines like in the screen shots — remy.bouquet@gmail.com / Google Code
  196. - Fixed parallax distortion thanks to Survivor
    - Used a quad in TestParallax instead of a grid — remy.bouquet@gmail.com / Google Code
  197. Changes to AndroidInput to properly handle multipoint touch events with proper ids (thanks to techsonic) — remy.bouquet@gmail.com / Google Code
  198. Null check on audio renderer in the onPause and onResume of the android Harness. The audio renderer appears to be null (wich is another issue) — remy.bouquet@gmail.com / Google Code
  199. Removed the call to glHint GL10.GL_PERSPECTIVE_CORRECTION_HINT as it generates an INVALID_ENUM error. — remy.bouquet@gmail.com / Google Code
  200. Removed some unused variable and method in MotionPathremy.bouquet@gmail.com / Google Code
  201. Cinematic changes :
    - more consistency in the way to handle time
    - Complete refactoring of MotionPath interpolation (simpler and way faster)
    - Time seeking should now work correctly. — remy.bouquet@gmail.com / Google Code
  202. Made the app-states taking constructor more defensive
    so that it can be called with null in various ways
    without throwing NPEs. — PSpeed42@gmail.com / Google Code
  203. Moved the debug key handling to its own app state.
    Also fixed a bug in some SimpleApplication subclasses
    that expect access to the guiFont and fpsText from
    simpleInit.  This is why some believe protected fields
    are the work of the devil. ;) — PSpeed42@gmail.com / Google Code
  204. FlyByCamera modified to check if its mappings exist
    before unregistering them. — PSpeed42@gmail.com / Google Code
  205. Since input manager throws an exception when trying
    to delete non-existent mappings, and since I'm loathe
    to change this behavior even though I kind of don't
    agree with it...
    instead, I've added a hasMapping() method so that
    callers can avoid deleting non-existant mappings
    without having to do all of their own book-keeping. — PSpeed42@gmail.com / Google Code
  206. SimpleApp now uses FlyCamAppState to manage its
    camera (by default).  If the app state doesn't
    exist then the camera doesn't get created.  Due
    to the volume of apps that will expect a working
    camera in simpleInit(), it wasn't possible to
    do this as a purely separate app state. — PSpeed42@gmail.com / Google Code
  207. Modified fly cam to be a little more resilient
    in the face of being called before it sees an
    input manager. — PSpeed42@gmail.com / Google Code
  208. Removing some empty methods that I left in by
    mistake. — PSpeed42@gmail.com / Google Code
  209. Added a method to unregister from the input manager.
    Untested and incomplete because some things can't
    be undone.  Better than nothing. — PSpeed42@gmail.com / Google Code
  210. Moved the stats view stuff out into an app state
    that is added automatically as part of simple app
    construction. — PSpeed42@gmail.com / Google Code
  211. Modified to tracks its enabled state so that it
    can really be disabled.  I will move the
    statistics.clearFrame() on my next commit. — PSpeed42@gmail.com / Google Code
  212. Added an accessor for Timer.
    Moved the creation of the state manager into
    the constructor.  Logically it should exist
    as early as possible. — PSpeed42@gmail.com / Google Code
  213. Removed the direct accessing of the seconds counter
    so that I don't break the build with my next changes. — PSpeed42@gmail.com / Google Code
  214. Use the display flag setters and removed the
    clearing of secondsCounter since I couldn't see
    that it was used anywhere. — PSpeed42@gmail.com / Google Code
  215. Modified to use the display flag accessor instead
    of directly culling the BitmapText. — PSpeed42@gmail.com / Google Code
  216. Removed the loadStatsView and loadFpsText because
    they are essentially going away and because I
    couldn't see what changes were in this class to
    need the override. — PSpeed42@gmail.com / Google Code
  217. * Applied audio fix patch (thanks prich)
       - Pause audio when jME3 app is paused
       - Add WAV to supported formats
       - Add Android audio test
    * Minor javadoc fixes in AndroidHarness
    * Made jme3tools.android.Fixed class deprecated — shadowislord / Google Code
  218. * Minor warning fix in BoundingBox, BIHTree
    * Fix BoundingSphere, calculation was bugged due to TempVars sharing
    * Add BoundingSphere vs. Triangle collision
    * Delete Natives class from core as it was moved to desktop previously
    * Parser classes now use whitespace instead of " " for splitting
    * Bone.getAttachmentsNode() no longer public due to misuse in user code — shadowislord / Google Code
  219. * Removed useless null check in Plane
    * Moved Natives class to desktop source package — shadowislord / Google Code
  220. * Fix OBJ Loader exception — ShadowIsLord@gmail.com / Google Code
  221. * Added missing AndroidImageInfoshadowislord / Google Code
  222. * Applied android audio renderer patch (thanks to prich on the forum) — shadowislord / Google Code
  223. * OBJ loader now supports multiple spaces or tabs in between vertex/face specifications — shadowislord / Google Code
  224. Fixed artifact on simple water for old intel card thanks to Androlo
    http://jmonkeyengine.org/groups/graphics/forum/topic/fixed-problem-in-simple-water/#post-162943 — remy.bouquet@gmail.com / Google Code
  225. * Andrid - AndroidLocator now follows spec when regards to multiple call support with AssetInfo.openStream()
    * Android - fix exception with recycled bitmaps that occurs when jME3 application is restored/maximized after pause — shadowislord / Google Code
  226. * Deleted AndroidApplication and AndroidSkyFactory due to deprecation — shadowislord / Google Code
  227. Android
    * Enable checking of errors per frame (if checkErrors is disabled)
    * Formatting and javadoc fixes in AndroidHarness
    * AndroidHarness.reportError() rewritten to for clarity
    * OGLESContext will report OpenGL2 failure directly to app through handleError instead of continuing execution
    * OGLESContext will register uncaught exception handler only for current thread
    * Formatting and javadoc fixes in OGLESContext — shadowislord / Google Code
  228. * Android - disable GL error check by default — shadowislord / Google Code
  229. * Android - fix shader compile error on PowerVR GPUs — shadowislord / Google Code
  230. For the cases where a define has not actually
    changed, don't reload the shader.  This prevents
    a lot of extra work from being done. — PSpeed42@gmail.com / Google Code
  231. Modified the define list to only recompile if
    values have changed.  Also, it returns a boolean
    for set and remove on whether a change actually
    occurred.  This will be used by my next commit
    to give a performance boost. — PSpeed42@gmail.com / Google Code
  232. * Fix View -> Model space for ViewProjectionMatrixShadowIsLord@gmail.com / Google Code
  233. Removed unnecessary System.out's. — Kaelthas_Spellsinger@o2.pl / Google Code
  234. Added enqueue and input handler code snippets to JMP Palette; Updated JMP Palette layer file; — rootli / Google Code
  235. * Fixed syntax error due to implicit float -> vec3 conversion in PostShadowPSSM15.frag — ShadowIsLord@gmail.com / Google Code
  236. SDK:
    - fix palette item mixup — normen667 / Google Code
  237. SDK:
    - fix typo in palette item — normen667 / Google Code
  238. Updated JMP Palette layer file — rootli / Google Code
  239. Updated JMP Palette
    - Added: Wireframe, ShowNormals Mat, 2x click-to-select, J3O save&load
    - Added: Spotlight, Shadows, Post-processor effects.
    - Fixed outdated J3M snippet.
    - Updated light directions. — rootli / Google Code
  240. * Prevent crash when material technique has no world bindings defined. Fixes issue 454ShadowIsLord@gmail.com / Google Code
  241. removed some debug code — brentowens / Google Code
  242. Fixed FloatBuffer support as well as other
    buffers that are views of other buffers and
    follow the same conventions. — PSpeed42@gmail.com / Google Code
  243. Updated date in SDK license — skye.book@gmail.com / Google Code
  244. Fixes to limit rotation constraint. — Kaelthas_Spellsinger@o2.pl / Google Code
  245. i fixed the problem, are you happy now mark? — ShadowIsLord@gmail.com / Google Code
  246. PssmShadowRenderer now have a contructor that takes a material as a parameter to override the post shadow material — remy.bouquet@gmail.com / Google Code
  247. Time in cinematic is now computed by stacking tpf — remy.bouquet@gmail.com / Google Code
  248. Renamed the destroyByteBuffer method to destroyDirectBuffer
    because it more appropriately says what it does and this is
    a relatively new method.  After changing it to work with
    any direct buffer it seemed inappropriately named. — PSpeed42@gmail.com / Google Code
  249. Expand the destroyByteBuffer() call to take any
    Buffer and do a safety check for isDirect().
    This should let it free FloatBuffers, etc. — PSpeed42@gmail.com / Google Code
  250. * InputManager fix syntax error — shadowislord / Google Code
  251. - javadoc html tag fix — normen667 / Google Code
  252. Fixes to spot light loading. — Kaelthas_Spellsinger@o2.pl / Google Code
  253. * InputManager will throw exception if joysticks are disabled instead of returning null
    * Allow use of negative program IDs in LwjglRenderer (will continue instead of crashing for "Invalid ID received from driver" errors) — shadowislord / Google Code
  254. Many changes:
    - simplified implementation for bones loading
    - static bones poses discarded
    - loading of object animation for blender 2.50+ added (didn't work for these versions before)
    - several small bugfixes — Kaelthas_Spellsinger@o2.pl / Google Code
  255. - fix DefaultServer initialization, it would place a null in the channels list (tcp/udp channels) if there was no UPD poprt specified. — normen667 / Google Code
  256. - fix GhostObject overlapping objects in native bullet (thanks to @ttrocha) (Fixes issue 457) — normen667 / Google Code
  257. JDK : Nifty Editor
    - added validation of the XML with build in Nifty validaiton tool
    - added an error list reporting the errors on the file
    - redisigned the UI a bit — remy.bouquet@gmail.com / Google Code
  258. SDK:
    - fix niftygui editor locking file when loading fails — normen667 / Google Code
  259. JDK : Font Creator
    - added support for horizontal and vertical padding
    - added support for letter spacing
    - added a field to change the file name
    - redisigned the UI a bit — remy.bouquet@gmail.com / Google Code
  260. GeometryBatchFactory now correctly transforms tangents buffer (it was not taking the 4th component into account) — remy.bouquet@gmail.com / Google Code
  261. BatchNode now correctly accounts for tangents buffer. (the initial copy of the buffer was only accounting for 3 components instead of 4). — remy.bouquet@gmail.com / Google Code
  262. Added SpashScreen support for android thanks to iwgeric — remy.bouquet@gmail.com / Google Code
  263. * Removed yet another check for "unknown" joystick type — ShadowIsLord@gmail.com / Google Code
  264. * Try to fix the guys problem with the joystick — shadowislord / Google Code
  265. BatchNode now use bulk copy for untransformed buffers like GeometryBatchFactoryremy.bouquet@gmail.com / Google Code
  266. Fixed Garnaout issue with cinematic \o/ — remy.bouquet@gmail.com / Google Code
  267. GeometryBatchFactory now bulk copies the untransformed
    buffers instead of copying them one element at a time. — PSpeed42@gmail.com / Google Code
  268. Implemented a more efficient way of bulk copying
    a vertex buffer's elements to another.
    Also modified copyElement to call the new copyElements
    call with a size of 1... since they were nearly identical
    minus the * len mods. — PSpeed42@gmail.com / Google Code
  269. Modified GeometryBatchFactory to be thread safe
    from other readers of the meshes upon which it is
    operating.  At least in theory. — PSpeed42@gmail.com / Google Code
  270. Modified so that read-only operations will not
    clobber each other if done from other threads
    and provided a way to safely access the whole
    buffer if only read-only access is required.
    Round 1 of a fix for GeometryBatchFactory... — PSpeed42@gmail.com / Google Code
  271. * nifty - fix incorrect conditional in InputSystemJme.onMouseButtonEvent() — ShadowIsLord@gmail.com / Google Code
  272. - fix FXAA shader BlindCoding(TM) bug — normen667 / Google Code
  273. * FXAA now supports baseline GLSL 1.00 instead of GLSL 1.3 — shadowislord / Google Code
  274. * Cleaned up FXAA shader, moved requirement to GLSL 1.3, removed dependency on EXT_gpu_shader4 — shadowislord / Google Code
  275. moved nmgen terrain translation up to findGeoms — brentowens / Google Code
  276. navmesh gen heightscale fix — brentowens / Google Code
  277. fixed terrain scaling in navmesh generator — brentowens / Google Code
  278. SDK:
    - make generate entropies action more robust against multiple uses of ProgressMonitornormen667 / Google Code
  279. SDK:
    - make generate entropies action create no undo entry
    - make generate entropies action more robust in terms of float values < 1 — normen667 / Google Code
  280. SDK:
    - fix AssetLinkNode to being editable (deleting etc.) — normen667 / Google Code
  281. SDK:
    - make some new nifty packages public in "SDK Libraries" — normen667 / Google Code
  282. SDK:
    - remove old noise library reference from "SDK Libraries" — normen667 / Google Code
  283. SDK:
    - add percentage progress to "generate terrain entropies" (broken?) — normen667 / Google Code
  284. SDK:
    - add progress indicators for navmesh and terrain entropy generation — normen667 / Google Code

#18 (Jan 16, 2012 11:05:43 PM)

  1. - fix android 2.2-3.2 crash
    - fix minor terrain bug
    - improve terrain editor layout
    - move some terrain tools to SceneExplorernormen667@gmail.com / Google Code

#17 (Jan 15, 2012 10:33:27 PM)

  1. copying beta branch — normen667 / Google Code

#15 (Jan 15, 2012 10:16:48 PM)

  1. Engine:
    - TerrainGrid improvements and changes
    - Deprecate HeightMapLoader in favor of TerrainTileLoader
    - Remove terrain AWT dependencies (changes in some constructors)
    - Separate jMonkeyEngine3.jar into multiple files
    - SaveGame now uses a folder and can store larger files
    - Many improvements to blender importer
    - Fix sharing vertex buffers between meshes
    - Improvements to native bullet
    - 32bit linux binary for bullet
    - Small improvements to cinematics
    - Updated NiftyGUI library
    - Full UI scaling in NiftyGUI
    - Speed improvements in NiftyGUI
    - Android input improvements
    - Spidermonkey networking improvements
    - Add TextureAtlas class
    - JavaDoc additions

    SDK:
    - Fix leaking asset memory in SDK
    - Improve filter support in SDK
    - Updated manual
    - "Roughen" tool and some fixes for Terrain Editor
    - Improvements in NiftyGUI editor
    - Display Android device log in SDK — normen667@gmail.com / Google Code

#14 (Nov 28, 2011 1:17:17 PM)

  1. merge changes from trunk:
    - Native bullet for Android
    - Automatic use of native bullet for Android in SDK projects
    - Minor bug fixes and improvements in SDK and Engine — normen667@gmail.com / Google Code

#13 (Nov 23, 2011 5:36:01 PM)

  1. merge changes from trunk:
    - fix old library references in welcome screen — normen667@gmail.com / Google Code
  2. merge changes from trunk:
    - build script — normen667@gmail.com / Google Code
  3. merge changes from trunk:
    - build script — normen667@gmail.com / Google Code
  4. merge changes from trunk:
    - build scripts / installer creation — normen667@gmail.com / Google Code

#12 (Nov 22, 2011 5:45:15 PM)

  1. merge changes from trunk:
    - Improve desktop deployment
    - Fix exe deployment on OSX Lion
    - Improve applet deployment
    - Improve NiftyGUI editor
    - Add Swing to Nifty converter — normen667@gmail.com / Google Code

#11 (Nov 19, 2011 8:19:30 AM)

  1. merge changes from trunk — normen667@gmail.com / Google Code