Summary Period: 2001-03-19 to 2002-04-17
300 (0.9%)
5533 (1.0%)
Directory | Changes | Lines of Code | Lines per Change |
---|---|---|---|
Totals | 300 (100.0%) | 5533 (100.0%) | 18.4 |
src/scene/ | 27 (9.0%) | 1002 (18.1%) | 37.1 |
src/bzfs/ | 26 (8.7%) | 755 (13.6%) | 29.0 |
src/bzflag/ | 42 (14.0%) | 583 (10.5%) | 13.8 |
include/ | 75 (25.0%) | 570 (10.3%) | 7.6 |
src/collision/ | 37 (12.3%) | 517 (9.3%) | 13.9 |
src/view/ | 18 (6.0%) | 482 (8.7%) | 26.7 |
src/ui/ | 8 (2.7%) | 477 (8.6%) | 59.6 |
src/ogl/ | 3 (1.0%) | 290 (5.2%) | 96.6 |
src/common/ | 6 (2.0%) | 179 (3.2%) | 29.8 |
src/shape/ | 11 (3.7%) | 173 (3.1%) | 15.7 |
src/bzgview/ | 11 (3.7%) | 171 (3.1%) | 15.5 |
/ | 3 (1.0%) | 95 (1.7%) | 31.6 |
src/geometry/ | 7 (2.3%) | 73 (1.3%) | 10.4 |
src/mplatform/ | 3 (1.0%) | 70 (1.3%) | 23.3 |
src/game/ | 5 (1.7%) | 38 (0.7%) | 7.6 |
doc/ | 3 (1.0%) | 34 (0.6%) | 11.3 |
src/obstacle/ | 1 (0.3%) | 8 (0.1%) | 8.0 |
src/mediafile/ | 1 (0.3%) | 8 (0.1%) | 8.0 |
src/ | 2 (0.7%) | 6 (0.1%) | 3.0 |
src/platform/ | 1 (0.3%) | 1 (0.0%) | 1.0 |
src/math/ | 5 (1.7%) | 1 (0.0%) | 0.2 |
src/region/ | 4 (1.3%) | 0 (0.0%) | 0.0 |
src/bzfls/ | 1 (0.3%) | 0 (0.0%) | 0.0 |
Introduced "regions" to bzfs. A region is a volume of space. This
change uses regions to define the location of team bases, obstacles,
and where flags can be inserted (i.e. spawned).
Regions are either a single shape (obstacles must be single shapes)
or an expression of shapes using union, difference, and intersection.
The shapes can be any type derived from Shape, currently boxes and
pyramids.
This change splits world creation and reading out of bzfs.cxx into
separate files. It also adds code to generate XML for regions from
the world then parses that XML to create the regions. The regions
are then used to insert/drop flags. This is in anticipation of
changing world files to XML.
Bases will soon no longer be obstacles but just regions where flags
can be captured. That means floating bases will need obstacles
below them for players to drive on. That also requires support for
flags on obstacles or team flags would fall to the ground. So this
change also discards the old flagsOnBuildings code (which didn't
work right anyway) and fully supports flags on buildings. It
doesn't allow flags on pyramids because it's extremely hard to grab
flags on pyramids.
1186 lines of code changed in:
First cut at collision response code. This is not integrated into the
rest of the project yet. There are, however, three test programs:
test1 does surface/surface intersection; test2 does a simulation of
colliding shapes; and test3 exercises the GJK algorithm.
172 lines of code changed in:
Added some 3D math stuff (a 3-vector, quaternion, plane) and modified
existing matrix and ray to work with them. Also added a linear
equation solver (using gaussian elimination with partial pivoting),
an ODE solver, and a start on collidable shapes. These changes are
mainly in anticipation of new collision detection and response code
and world regions. Also added a mathr.h file that defines macros
and functions on a floating point type that can be changed at compile
time. That type, Real, is used in the new code.
Also fixed up some bugs in field-of-view code in bzgview.
Added some linear algebra stuff, including a 3-vector (Vec3),
453 lines of code changed in:
cleaned up non-portable code
8 lines of code changed in:
fixed rendering of particle systems
61 lines of code changed in:
now clearing depth buffer when drawing menu cursor
4 lines of code changed in:
fixed build problems on old ecgs and modern g++
9 lines of code changed in:
restored support for string scene node vector fields and fixed normals on pyramids
52 lines of code changed in:
replaced XML parsing code. added a command to load configuration files on the fly
2067 lines of code changed in:
added hack to work around VC++ for statement scoping bug
3 lines of code changed in:
fixed audio process hanging-around after exit bug
64 lines of code changed in:
updated plan
31 lines of code changed in:
added file with my ideas; moved some notes from DEVINFO to this new file
0 lines of code changed in:
fixed bug in generating teleporter models (they were too wide).
2 lines of code changed in:
made additions and changes to do rear view mirror correctly.
106 lines of code changed in:
changed how stippling is done. also fixed shockwave rendering.
239 lines of code changed in:
added more support for toggling blending, texturing, and lighting
305 lines of code changed in:
fixed some warnings. added support for disabling some rendering options
593 lines of code changed in:
added std:: where necessary; removed redeclaration of local variable
135 lines of code changed in:
avoided warning from g++. removed redundant setting of non-blocking
flag (that was deliberately left out of the win32 build, incidentally,
which would've been wrong had it not been redundant anyway). removed
unreachable code.
also restored original values for waitTime in main(). unfortunately,
i can't test this properly without an internet game server. however,
waitTime is just a timeout for select(). should anything interesting
happen before the time expires then select() will return, so any wait
time is okay so long as we wake up enough to update the game timer and
insert random flags. i doubt the changes had any effect except to make
the server wake up more often than necessary when idle.
4 lines of code changed in:
(4 more)
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