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Commits : Listings

Analyzed about 22 hours ago. based on code collected 1 day ago.
Apr 24, 2023 — Apr 24, 2024
Commit Message Contributor Files Modified Lines Added Lines Removed Code Location Date
Bug-Fixed: Memory leak in CreatureComponentHeadLookat, the backup track is never deleted before the map entry erased. More... over 10 years ago
default Tumble speed modified : 50 -> 100 More... over 10 years ago
1. change joystick image in OgreAgeConfig. More... over 10 years ago
1. new sound file format added: OGG is now available. More... over 10 years ago
1. make ALBuffer shared between Sound objects, and create a pool in SoundFactory to store the loaded ALBuffer. More... over 10 years ago
1. in order to change speed values by Weapon. More... over 10 years ago
1. new member function: SoundManager::playMusic() to play the un-attenuated sound. More... over 10 years ago
1. Bug-Fix: Animation merge between 2 animations. The fadeout one must be stay at last frame for better merge result. More... over 10 years ago
1. new console command playsound. More... over 10 years ago
1. hit particle effect changed. More... over 10 years ago
1. Bug-fixed: OgreAge::Sound objects crash when detaching from a scene node. More... over 10 years ago
1. new config parameter in ogreage_graphic.cfg: CameraLockDistance. default : 3. More... over 10 years ago
sorry, the 2 analog stick settings are put in the wrong place, fixed it now. More... over 10 years ago
give a chance to change window Icon & Cursor. all you needs is to initialize hIcon & hCursor in Constructor of OgreWindow_Win32 derived class. More... over 10 years ago
1. add GameSettings singleton, and user can inherits this class and overwriting OgreWindow::createGameSettings() to implement their own GameSettings extensions. More... over 10 years ago
1. default value changed: AccelerationRate = 10.0, for better slope climb ability. More... over 10 years ago
comment out the log of SoundManager. More... over 10 years ago
add new CreatureComponent: HeadLookat More... over 10 years ago
1. connect JumpAttack / Jump / Fall state to dodge/dodge_front/dodge_back/dodge_left/dodge_right states. More... over 10 years ago
1. if weaponManager fails to create the weapon, return 0 instead of throwing exception. More... over 10 years ago
1. Creature::setEnableHitReaction() for some Boss creature who does not cause any Hit-Reaction. More... over 10 years ago
1. NOTE: 2013.08.17, signal's name has changed to PS3 button names, instead of game-functionality name. cause not all the games use the same functionality and that would make user confused. I have to choose one of the most popular joystick to name the signals. More... over 10 years ago
nothing big, just fixed some literal errors. More... over 10 years ago
1. the following command name changed: More... over 10 years ago
Creature::handleInputLockOn() modified: check isLying() to avoid setting orientation when creature is down. More... over 10 years ago
1. default state transmission changed: if there is no input signals and dodge signal occurs, transmit to "dodge_back" by default. More... over 10 years ago
try to re-create InputSystem when receiving WM_DEVICECHANGE, so that joystick can be plugged after the game starts. More... over 10 years ago
1. disable warning 4819: The file contains a character that cannot be represented in the current code page (xxx). More... over 10 years ago
footstep wave file fixed: attenuation is only for first-channel, so we re-save the wav file to mono wave sound. More... over 10 years ago
SoundManager's default DistanceModel is set to SDM_LINEAR_DISTANCE. More... over 10 years ago