|
#20
| May 19, 2012 7:50:23 AM | |
#19
| May 11, 2012 4:08:10 PM | |
#18
| Jan 16, 2012 11:05:43 PM | |
#17
| Jan 15, 2012 10:33:27 PM | |
#16
| Jan 15, 2012 10:27:08 PM | |
#15
| Jan 15, 2012 10:16:48 PM | |
#14
| Nov 28, 2011 1:17:17 PM | |
#13
| Nov 23, 2011 5:36:01 PM | |
#12
| Nov 22, 2011 5:45:15 PM | |
#11
| Nov 19, 2011 8:19:30 AM | | for all for failures |
|
Changes
-
- 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
-
copying beta branch from trunk
—
normen667 /
Google Code
-
added rotate tool to SDK, thanks @kbender
—
brentowens /
Google Code
-
SDK:
- add modified state and savecookie accessors to AssetData
—
normen667 /
Google Code -
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 -
- update bullet build script to allow bullet/jme development on windows 64
—
normen667 /
Google Code
-
- update mac bullet binary and natives jar file
—
normen667 /
Google Code
-
Updating linux bullet binaries
—
normen667 /
Google Code
-
Adding 64bit bullet dll
—
normen667 /
Google Code
-
- fix build of 64bit windows bullet dll
—
normen667 /
Google Code
-
- 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
-
- add possible build fix for bullet windows64 linux/mingw
—
normen667 /
Google Code
-
- 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 -
used dynamicEqual instead of dynamicHashCode in BatchNode and GeometryBatchFactory
—
remy.bouquet@gmail.com /
Google Code
-
- 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 -
NORMEN IS ALWAYS RIGHT
—
shadowislord /
Google Code
-
* Fix Material.hashCode/equals and RenderState.hashCode()
—
shadowislord /
Google Code
-
Javadoc fixes R PHUN
—
skye.book /
Google Code
-
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 -
SDK:
- Make SceneEditor Controller JmeRootNode final
—
normen667 /
Google Code -
SDK:
- Make SceneEditor Controller good example of the async AWT/GL therading model of the SDK
—
normen667 /
Google Code -
SDK:
- undo some changes due to shady threading raising its ugly head through the changes
—
normen667 /
Google Code -
SDK:
- undo some changes due to shady threading raising its ugly head through the changes
—
normen667 /
Google Code -
SDK:
- remove some queueing to make tool selection update faster
—
normen667 /
Google Code -
SDK:
- change back GLSL Editor version (all core plugin versions are unified)
—
normen667 /
Google Code -
SDK:
- catch all exceptions when adding/removing ant libraries in ProjectExtensionManager
—
normen667 /
Google Code -
- change Material.equals to Material.contentEquals
- update BatchNode, GeometryBatchFactory and Test
—
normen667 /
Google Code -
GLObject/GLObjectManager -> NativeObject/NativeObjectManager in docs
—
skye.book /
Google Code
-
Javadoc fixes: Down from 260 to 221 warnings
—
skye.book /
Google Code
-
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 -
SDK:
- change confusing error message
—
normen667 /
Google Code -
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
-
option to flip texture's Y for skyFactory in SDK
—
brentowens /
Google Code
-
Fixed NPE error when using a single 'None' texture type in the material definition.
—
Kaelthas_Spellsinger@o2.pl /
Google Code
-
Fixed alpha variable declaration in SSAO Normal pass shader.Thanks to koris.
—
remy.bouquet@gmail.com /
Google Code
-
* Fix paul complaining
—
shadowislord /
Google Code
-
* Fix incorrect format for DepthStencil in TextureUtil (fix potential GL issue)
* Fix tex3DThumb.frag compile error (implicit int -> float conversion)
—
shadowislord /
Google Code -
nav mesh generator remembers params and has tooltips now
—
brentowens /
Google Code
-
Fixing a bug where texture size getter is called before the opengl is initialized.
—
Kaelthas_Spellsinger@o2.pl /
Google Code
-
Added support for multilayered images.
—
Kaelthas_Spellsinger@o2.pl /
Google Code
-
Support for base texture blending for DDS textures.
—
Kaelthas_Spellsinger@o2.pl /
Google Code
-
Shadows/SSAO and transparency : Removed the AlphaDiscardThreshold from the frag shaders
—
remy.bouquet@gmail.com /
Google Code
-
Removing unused folders.
—
Kaelthas_Spellsinger@o2.pl /
Google Code
-
Removing unused folders.
—
Kaelthas_Spellsinger@o2.pl /
Google Code
-
Removing @Override annotations from methods that implements interfaces (this will make the code Java 5 compatible).
—
Kaelthas_Spellsinger@o2.pl /
Google Code
-
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
-
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 -
updated terrainLighting.frag's shininess to match more of Lighting.frag
—
brentowens /
Google Code
-
whoopsie, sorry TerrainGrid
—
brentowens /
Google Code
-
TerrainQuad documentation patch thanks @slyh
—
brentowens /
Google Code
-
TerrainGrid documentation patch thanks @slyh
—
brentowens /
Google Code
-
Added variable to BlenderKey that would allow to suspend object properties loading.
—
Kaelthas_Spellsinger@o2.pl /
Google Code
-
AndroidAudioRenderer : propperly set the looping value on media player
—
remy.bouquet@gmail.com /
Google Code
-
* Fix link error in glow material techniques
* DesktopAssetManager now works as before (flipY and generate mips options are enabled) * Fix crash in TestSimpleWater
—
shadowislord /
Google Code -
* AssetManager now returns AudioData instead of AudioNode (similar to new Material() type behavior)
—
shadowislord /
Google Code
-
* Remove usage of "SimpleTextured" shaders from other materials
—
shadowislord /
Google Code
-
* NativeObjectManager is now limited for 100 objects deleted per frame to reduce spikes with large heap config
—
shadowislord /
Google Code
-
* 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 -
* Fixed issue where an ogre3d animation with no tracks would load, but cause a NPE when loaded again from J3O
—
shadowislord /
Google Code
-
* 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
-
* Removed deprecated material definitions
—
shadowislord /
Google Code
-
* Fix compile error in TestPostWater
—
shadowislord /
Google Code
-
* Added TestCustomLoader example for asset manager
—
shadowislord /
Google Code
-
* 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
-
* Removed deprecated methods from AudioNode
—
shadowislord /
Google Code
-
* Fixed up ThreadingManager to actually work with the asset manager, even though nobody uses it
—
shadowislord /
Google Code
-
* 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 -
* Fix crash in TestAbsoluteLocators
—
shadowislord /
Google Code
-
* License and formatting in GeneratedTextureKey
* TestJoystick now assigns input mappings for all joysticks instead of just the first one
—
shadowislord /
Google Code -
* TestLeakingGL no longer uses Mesh.setInterleaved() which is deprecated
—
shadowislord /
Google Code
-
* Proper equals/hashCode methods in OgreMaterialKey/OgreMeshKey
* Formatting in MaterialExtensionSet
—
shadowislord /
Google Code -
* JmeFormatter now uses non threadsafe StringBuilder for performance
—
shadowislord /
Google Code
-
* Formatting and minor changes in Curve, Cylinder, PQTorus
—
shadowislord /
Google Code
-
* Added license text for asset exceptions
—
shadowislord /
Google Code
-
* Since AssetManager registerLoader/Locator method that take a string class are deprecated, AssetConfig will no longer use them
—
shadowislord /
Google Code
-
* Mesh/GImpact collision shapes now support triangle strips/fans through Mesh.getIndicesAsList() method
—
shadowislord /
Google Code
-
* Blender user properties no longer savable, as it is not allowed to have non-core data in j3o
—
shadowislord /
Google Code
-
* 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 -
* Remove some useless files
—
shadowislord /
Google Code
-
AndroidAudioRenderer : better mediaplayer life cycle handling
—
remy.bouquet@gmail.com /
Google Code
-
Shaders : The line numbers on error now correctly takes the version line added to the shader into account
—
remy.bouquet@gmail.com /
Google Code
-
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
-
PssmShadowRenderer : post shadow pas does not write depth anymore, also added a slight polyOffset to avoid z-fighting
—
remy.bouquet@gmail.com /
Google Code
-
* Better version of TestMaterialCompare
—
shadowislord /
Google Code
-
Fixed isEqual to equals in GeometryBatchFactory and in TestMaterialCompare
—
remy.bouquet@gmail.com /
Google Code
-
Fixed imports from last commit
—
remy.bouquet@gmail.com /
Google Code
-
* 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 -
AnimationTrack null checked the animation channel in onStop, onPause and setLoopMode to avoid NPE
—
remy.bouquet@gmail.com /
Google Code
-
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 -
- optimize BatchNode a bit
—
normen667 /
Google Code
-
Better Javadoc for PhysicsVehicle#getForwardVector(Vector3f)
—
skye.book /
Google Code
-
* PostShadowPSSM: Made texSize const, to fix shader error
—
ShadowIsLord@gmail.com /
Google Code
-
Add variable quality and video file frame count to VideoRecorderAppState, thanks to @entrusc
—
normen667 /
Google Code
-
fixed BoundingBox merge method javadoc
—
remy.bouquet@gmail.com /
Google Code
-
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 -
SpotLight, inner and outer angle cos is now correctly packed when opening a saved light
—
remy.bouquet@gmail.com /
Google Code
-
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 -
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 -
* Forgot to commit the test case
—
shadowislord /
Google Code
-
* AppSettings now supports floating point values
* AppSettings now supports custom user settings * Add test case TestCustomAppSettings to test custom user settings
—
shadowislord /
Google Code -
fix a bug in terrain getHeight for some edge cases
—
brentowens /
Google Code
-
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 -
Fixed the mix up in fromAngles method's javadoc in Quaternion, pitch is Attitude and roll is Bank
—
remy.bouquet@gmail.com /
Google Code
-
Spline now clones the control points to not keep a reference on the given vector.
—
remy.bouquet@gmail.com /
Google Code
-
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 -
whoops, I blame jesus for not adding this class
—
brentowens /
Google Code
-
* 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 -
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 -
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 -
SDK:
- make sure important files node closes AndroidManifest.xml
—
normen667 /
Google Code -
SDK:
- make android SDK tool refresh folder when creating the android project
—
normen667 /
Google Code -
* Fix BufferUtils.destroyDirectBuffer() in OpenJDK7
—
shadowislord /
Google Code
-
* Try to fix linkVertices in TangentBinormalGenerator (prevent assigning same tangent to verts with different texcoord)
—
shadowislord /
Google Code
-
* 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 -
Lighting material now normalize normal value read from the normal map to avoid banding artifacts
—
remy.bouquet@gmail.com /
Google Code
-
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
-
Fixed issue when the last waypoint of a motion path was not triggering listeners
—
remy.bouquet@gmail.com /
Google Code
-
Implemented setSpeed for animationTrack as it needs special treatment
—
remy.bouquet@gmail.com /
Google Code
-
BatchNode and GeometryBatchFactory now uses the material's isEqual method to gather the geometries to batch
—
remy.bouquet@gmail.com /
Google Code
-
Material has now a isEqual method that compares materialDef, material params and material additional render state
—
remy.bouquet@gmail.com /
Google Code
-
Down to 260 Javadoc warnings from 324
—
skye.book /
Google Code
-
Added move speed and rotate speed getters in FlyByCamera
—
skye.book /
Google Code
-
fixed some normal calc issues in LODGeomap
—
brentowens /
Google Code
-
- enter new wiki page in correct properties file
—
normen667 /
Google Code
-
removed .html from toc item target name :D
—
rootli /
Google Code
-
Added multi-media asset pipeline best practices to wiki-map and core-toc.
—
rootli /
Google Code
-
* Fixed town.zip by getting it from googlecode downloads
—
shadowislord /
Google Code
-
- 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 -
Fixed an ArrayIndexOutOfBound in animationFactory
—
remy.bouquet@gmail.com /
Google Code
-
Fixed an issue in AnimationTrack when time was skipped out of bounds of the animation
—
remy.bouquet@gmail.com /
Google Code
-
Removed previously committed System.out from AndroidAudioRenderer
—
remy.bouquet@gmail.com /
Google Code
-
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
-
Fix to 3D material definition for blender loader.
—
Kaelthas_Spellsinger@o2.pl /
Google Code
-
fix NPE in AndroidHarness when quitting (thanks iwgEric)
—
remy.bouquet@gmail.com /
Google Code
-
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 -
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 -
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 -
added recalculateAllNormals() to TerrainQuad
—
brentowens /
Google Code
-
reverted change to build-impl.xml
—
brentowens /
Google Code
-
improved terrain editor wizard
—
brentowens /
Google Code
-
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 -
Early out on initializePending and terminatePending
if the array is empty.
—
PSpeed42@gmail.com /
Google Code -
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 -
Formatted code of RenderDeviceJme before comming changes
—
remy.bouquet@gmail.com /
Google Code
-
JME nifty's render device : fixed text positioning when autoScale is true
—
remy.bouquet@gmail.com /
Google Code
-
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
-
* Prevent exception when loading OBJ file without normals or texcoords
—
ShadowIsLord@gmail.com /
Google Code
-
Committed a patch from iwgeric, to make nifty Textfield display the soft keyboard on tap.
—
remy.bouquet@gmail.com /
Google Code
-
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
-
Fix to loading meshes that contain many vertices.
—
Kaelthas_Spellsinger@o2.pl /
Google Code
-
- optimize BatchNode.batch a bit
—
normen667 /
Google Code
-
Soft particles implementation.
—
remy.bouquet@gmail.com /
Google Code
-
Fixes to AWT textures blending.
—
Kaelthas_Spellsinger@o2.pl /
Google Code
-
* BorderClamp and Clamp texture wrap modes now become EdgeClamp on Android
—
shadowislord /
Google Code
-
* Fix javadoc error in Transform.loadIdentity()
—
ShadowIsLord@gmail.com /
Google Code
-
* 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 -
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 -
SDK:
- fix typo in sdk properties
—
normen667 /
Google Code -
- up version of android build script
—
normen667 /
Google Code
-
- rename library from jme3-android to android-base to avoid mixup with the user-added libraries
—
normen667 /
Google Code
-
- update lwjgl to 2.8.3, fixing MacOSX 10.5 and lower compatibility
—
normen667 /
Google Code
-
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 -
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 -
* Fixed BufferUtils on android when used on non bytebuffers
—
shadowislord /
Google Code
-
* Added ResolutionInverse (thanks kwando)
—
shadowislord /
Google Code
-
* Fixed issue with WorldMatrixInverse uniform binding being incorrect (thanks survivor)
—
shadowislord /
Google Code
-
* 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 -
* BufferUtils.destroyDirectBuffer() will only look up methods once
—
shadowislord /
Google Code
-
* Actually fixed the issue with the tangents this time .. (TestTextureAtlas runs)
—
shadowislord /
Google Code
-
* Since number of tangent components in a tangent buffer can vary, GeometryBatchFactory now takes # of components into account preventing IndexOutOfBoundsException
—
shadowislord /
Google Code
-
* 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
-
* AndroidAssetManager will avoid registering loaders if the class isn't in the classpath similar to DesktopAssetManager
—
shadowislord /
Google Code
-
* Formatted many android classes and files
—
shadowislord /
Google Code
-
more terrain normal code clean up
—
brentowens /
Google Code
-
simplified terrain tangent generation, cleaned up code
—
brentowens /
Google Code
-
- override default javadoc target to exclude test javadoc in build.xml
—
normen667 /
Google Code
-
- simplify build.xml jar separation
—
normen667 /
Google Code
-
* Added new uniform binding WorldMatrixInverseTranspose (thanks kwando)
—
shadowislord /
Google Code
-
Updated code palette: added appsettings, background color, improved shiny and textured.
—
rootli /
Google Code
-
replaced deprecated ColoredTextured by Unshaded.j3md in sample
—
rootli /
Google Code
-
SDK:
- update libraries sets for SDK (networking and effects)
—
normen667 /
Google Code -
- move effects and networking to separate jar files
—
normen667 /
Google Code
-
- move effects and networking to separate jar files
—
normen667 /
Google Code
-
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 -
* Make AndroidImageInfo extensible, add javadoc explanation
—
ShadowIsLord@gmail.com /
Google Code
-
* Fix Blender 2.62 issue with uint64_t
—
ShadowIsLord@gmail.com /
Google Code
-
Fixed reported bugs in drag&drop Palette (typo in xml file, use of deprecated effects API in Java files)
—
rootli /
Google Code
-
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 -
Added "how_to_use_materials" to sdk help wiki_help.properties
—
rootli /
Google Code
-
Added "how_to_use_materials.html" to sdk help core-toc and wiki-map
—
rootli /
Google Code
-
Fix to textures loading (material color should now not interfere with the texture).
—
Kaelthas_Spellsinger@o2.pl /
Google Code
-
Added support for loading the following texture types: DXT1, DXT3 and DXT5.
—
Kaelthas_Spellsinger@o2.pl /
Google Code
-
added material colors/specular/diffuse to shiny sphere snippet in Palette
—
rootli /
Google Code
-
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 -
Fixed NPE in AndroidAudioRenderer when soundPool is not initialized
—
remy.bouquet@gmail.com /
Google Code
-
- 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 -
- Fixed parallax distortion thanks to Survivor
- Used a quad in TestParallax instead of a grid
—
remy.bouquet@gmail.com /
Google Code -
Changes to AndroidInput to properly handle multipoint touch events with proper ids (thanks to techsonic)
—
remy.bouquet@gmail.com /
Google Code
-
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
-
Removed the call to glHint GL10.GL_PERSPECTIVE_CORRECTION_HINT as it generates an INVALID_ENUM error.
—
remy.bouquet@gmail.com /
Google Code
-
Removed some unused variable and method in MotionPath
—
remy.bouquet@gmail.com /
Google Code
-
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 -
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 -
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 -
FlyByCamera modified to check if its mappings exist
before unregistering them.
—
PSpeed42@gmail.com /
Google Code -
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 -
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 -
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 -
Removing some empty methods that I left in by
mistake.
—
PSpeed42@gmail.com /
Google Code -
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 -
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 -
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 -
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 -
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 -
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 -
Modified to use the display flag accessor instead
of directly culling the BitmapText.
—
PSpeed42@gmail.com /
Google Code -
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 -
* 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 -
* 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 -
* Removed useless null check in Plane
* Moved Natives class to desktop source package
—
shadowislord /
Google Code -
* Fix OBJ Loader exception
—
ShadowIsLord@gmail.com /
Google Code
-
* Added missing AndroidImageInfo
—
shadowislord /
Google Code
-
* Applied android audio renderer patch (thanks to prich on the forum)
—
shadowislord /
Google Code
-
* OBJ loader now supports multiple spaces or tabs in between vertex/face specifications
—
shadowislord /
Google Code
-
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 -
* 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 -
* Deleted AndroidApplication and AndroidSkyFactory due to deprecation
—
shadowislord /
Google Code
-
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 -
* Android - disable GL error check by default
—
shadowislord /
Google Code
-
* Android - fix shader compile error on PowerVR GPUs
—
shadowislord /
Google Code
-
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 -
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 -
* Fix View -> Model space for ViewProjectionMatrix
—
ShadowIsLord@gmail.com /
Google Code
-
Removed unnecessary System.out's.
—
Kaelthas_Spellsinger@o2.pl /
Google Code
-
Added enqueue and input handler code snippets to JMP Palette; Updated JMP Palette layer file;
—
rootli /
Google Code
-
* Fixed syntax error due to implicit float -> vec3 conversion in PostShadowPSSM15.frag
—
ShadowIsLord@gmail.com /
Google Code
-
SDK:
- fix palette item mixup
—
normen667 /
Google Code -
SDK:
- fix typo in palette item
—
normen667 /
Google Code -
Updated JMP Palette layer file
—
rootli /
Google Code
-
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 -
* Prevent crash when material technique has no world bindings defined. Fixes issue 454
—
ShadowIsLord@gmail.com /
Google Code
-
removed some debug code
—
brentowens /
Google Code
-
Fixed FloatBuffer support as well as other
buffers that are views of other buffers and follow the same conventions.
—
PSpeed42@gmail.com /
Google Code -
Updated date in SDK license
—
skye.book@gmail.com /
Google Code
-
Fixes to limit rotation constraint.
—
Kaelthas_Spellsinger@o2.pl /
Google Code
-
i fixed the problem, are you happy now mark?
—
ShadowIsLord@gmail.com /
Google Code
-
PssmShadowRenderer now have a contructor that takes a material as a parameter to override the post shadow material
—
remy.bouquet@gmail.com /
Google Code
-
Time in cinematic is now computed by stacking tpf
—
remy.bouquet@gmail.com /
Google Code
-
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 -
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 -
* InputManager fix syntax error
—
shadowislord /
Google Code
-
- javadoc html tag fix
—
normen667 /
Google Code
-
Fixes to spot light loading.
—
Kaelthas_Spellsinger@o2.pl /
Google Code
-
* 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 -
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 -
- 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
-
- fix GhostObject overlapping objects in native bullet (thanks to @ttrocha) (Fixes issue 457)
—
normen667 /
Google Code
-
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 -
SDK:
- fix niftygui editor locking file when loading fails
—
normen667 /
Google Code -
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 -
GeometryBatchFactory now correctly transforms tangents buffer (it was not taking the 4th component into account)
—
remy.bouquet@gmail.com /
Google Code
-
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
-
Added SpashScreen support for android thanks to iwgeric
—
remy.bouquet@gmail.com /
Google Code
-
* Removed yet another check for "unknown" joystick type
—
ShadowIsLord@gmail.com /
Google Code
-
* Try to fix the guys problem with the joystick
—
shadowislord /
Google Code
-
BatchNode now use bulk copy for untransformed buffers like GeometryBatchFactory
—
remy.bouquet@gmail.com /
Google Code
-
Fixed Garnaout issue with cinematic \o/
—
remy.bouquet@gmail.com /
Google Code
-
GeometryBatchFactory now bulk copies the untransformed
buffers instead of copying them one element at a time.
—
PSpeed42@gmail.com /
Google Code -
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 -
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 -
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 -
* nifty - fix incorrect conditional in InputSystemJme.onMouseButtonEvent()
—
ShadowIsLord@gmail.com /
Google Code
-
- fix FXAA shader BlindCoding(TM) bug
—
normen667 /
Google Code
-
* FXAA now supports baseline GLSL 1.00 instead of GLSL 1.3
—
shadowislord /
Google Code
-
* Cleaned up FXAA shader, moved requirement to GLSL 1.3, removed dependency on EXT_gpu_shader4
—
shadowislord /
Google Code
-
moved nmgen terrain translation up to findGeoms
—
brentowens /
Google Code
-
navmesh gen heightscale fix
—
brentowens /
Google Code
-
fixed terrain scaling in navmesh generator
—
brentowens /
Google Code
-
SDK:
- make generate entropies action more robust against multiple uses of ProgressMonitor
—
normen667 /
Google Code -
SDK:
- make generate entropies action create no undo entry - make generate entropies action more robust in terms of float values < 1
—
normen667 /
Google Code -
SDK:
- fix AssetLinkNode to being editable (deleting etc.)
—
normen667 /
Google Code -
SDK:
- make some new nifty packages public in "SDK Libraries"
—
normen667 /
Google Code -
SDK:
- remove old noise library reference from "SDK Libraries"
—
normen667 /
Google Code -
SDK:
- add percentage progress to "generate terrain entropies" (broken?)
—
normen667 /
Google Code -
SDK:
- add progress indicators for navmesh and terrain entropy generation
—
normen667 /
Google Code
-
- fix android 2.2-3.2 crash
- fix minor terrain bug - improve terrain editor layout - move some terrain tools to SceneExplorer
—
normen667@gmail.com /
Google Code
-
copying beta branch
—
normen667 /
Google Code
-
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
-
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
-
merge changes from trunk:
- fix old library references in welcome screen
—
normen667@gmail.com /
Google Code -
merge changes from trunk:
- build script
—
normen667@gmail.com /
Google Code -
merge changes from trunk:
- build script
—
normen667@gmail.com /
Google Code -
merge changes from trunk:
- build scripts / installer creation
—
normen667@gmail.com /
Google Code
-
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
-
merge changes from trunk
—
normen667@gmail.com /
Google Code
|