コミット履歴

作者 SHA1 メッセージ 日付
  aster2013 c1ea1f9e06 Move attribute name as first parameter in ATTRIBUTE macro, same as other attribute macros. 11 年 前
  aster2013 13d3f1c8ac Add attribute trait, treat ref attribute same with attribute. 11 年 前
  aster2013 cb819a5a6f Remove class name and variant type from attribute macros. 11 年 前
  aster2013 d99b6e9a4e Remove type from MIXED_ACCESSOR_ATTRIBUTE macro, make it more cleaner. Other attribute macros will be modify later. 11 年 前
  aster2013 7e46f0c862 Add MIXED_ACCESSOR_ATTRIBUTE. 11 年 前
  Lasse Öörni e0fa4d2560 For a minor performance improvement, do not mark AnimatedModel skinning dirty if it does not contain bones. 11 年 前
  Lasse Öörni 6d3d336057 If AnimatedModel has no bones (has intentionally loaded a non-skinned model), use StaticModel raycast for more accuracy. 11 年 前
  Lasse Öörni 7bafe59f2f Fix crash when master AnimatedModel is destroyed. Do not destroy the bone hierarchy as long as AnimatedModels remain in the node. Allow a non-master AnimatedModel to be promoted to master if necessary. Closes #439. 11 年 前
  Lasse Öörni 4a9ab417a8 As a possible fix to #409, remove the optimization to not mark a node dirty again if it is already dirty. As a consequence the TransformChanged() script function will work more logically. This change would cause reduced performance with a large amount of animating models; to counteract, introduce a "silent update" mechanism for node transforms. 11 年 前
  Lasse Öörni 1ace932f1e Removed unnecessary cases of MarkAnimationDirty() in AnimatedModel to allow manually positioned bones persisting correctly on scene load, when there are no animation states. 11 年 前
  Lasse Öörni 233b7d8926 Partially reverted the AnimatedModel LOD determination change: use the animated bounding box center to calculate distance from camera. This is to ensure ragdolls will LOD correctly even if their bones move far from the root node. 11 年 前
  Lasse Öörni 74620c74f2 Ensure non-master models don't update animation or the bone bounding box. Use the model resource's transformed bounding box instead of actual animated bounding box for AnimatedModel LOD calculation to ensure animation does not affect the chosen LOD level. Copy the master model's bounding box for non-master AnimatedModels directly (may result in too large bounding box, but should prevent the non-master model skipping rendering because of a missing bounding box update) 11 年 前
  Lasse Öörni 47836474e2 Variant pointer refactoring. Variant can now hold a weak pointer to a RefCounted object, which is safer, and is returned using GetPtr(). Engine events have been converted to use that mechanism. GetPtr() is also directly available in AngelScript, as well as assigning a RefCounted or derived class handle to a Variant. 12 年 前
  Lasse Öörni 6d5ddc23e0 Bump the copyright for 2014. 12 年 前
  Lasse Öörni 76292ef63e Centralize allocation of event data variant maps to Context to avoid constant dynamic memory allocation. 12 年 前
  Lasse Öörni 6219289e9f Optimize text batch preparation by avoiding dynamic allocation each frame. Use last glyph if rendering the same glyph several times in a row. Changed repeated postincrement of a destination pointer to indexing where applicable. 12 年 前
  Lasse Öörni aa0f72cf65 Added world position & normal to RayQueryResult. 12 年 前
  Lasse Öörni ee0e3aa663 Removed the mechanism of binary-serializing resource name hashes instead of resource names. This is to allow correct resource loading from binary scene files on platforms that cannot iterate the resources in the application installation (eg. Android). This also affects networking, downside is increased network payload size when resource attributes are transferred. All binary scenes saved with old Urho versions are also invalidated. 12 年 前
  Lasse Öörni 82007cc4f4 Removed the nonintuitive "invisible LOD factor" attribute from AnimatedModel and replaced it with updateInvisible flag similar to ParticleEmitter. This flag must be used for ragdolls or other physically animated objects to ensure that they come into view properly during animation if they previously were outside view. Fixes #40. 12 年 前
  Lasse Öörni c20257cdf7 Merged the shaderData_ and worldTransform_ members of Batch & SourceBatch. The idea is that a batch can define multiple world transforms. For static geometry this means instance transforms. For skinned geometry they are bone transforms instead. 12 年 前
  Lasse Öörni c1e03c48db Combine octree update & reinsertion queuing. 12 年 前
  Lasse Öörni 372fbed88d Normalize resource names in SanitateResourceName() if they also contain a registered resource dir name, ie. Data/Scripts/NinjaSnowWar.as becomes Scripts/NinjaSnowWar.as. This fixes script file possibly getting loaded twice. 12 年 前
  Lasse Öörni 7a20f0ad03 Optimize repeated GetWorldBoundingBox() in Drawable::UpdateBatches() override functions. 12 年 前
  Lasse Öörni 7de74e6d83 Fixed AnimatedModel bone bounding box not updating when bones are moved without animation, eg. ragdolls. 12 年 前
  Lasse Öörni 54a0c90d7a Update AnimatedModel's bounding box with bone accuracy only when the animation is updated. Otherwise transform the previous last calculated bone bounding box. This results in a significant performance boost when a large amount of AnimatedModels are both moved, and animated. 12 年 前
  Lasse Öörni 1ef35d353c Added skeletal animation sample. 12 年 前
  Wei Tjong Yao 02512cecf9 In order to move the out-of-source 'build' directory back to Urho3D project root directory, all the source codes sub-directories are now moved down one level to a new directory under project root called 'Source'. 12 年 前