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oct 09th, 06: ======> This file is no longer maintained <=====
-info: Please refer to the TODO file for more information
sep 28th, 06:
-new: GetLayerSize() in layer.h
aug 6th, 06:
-change: The terrain is compiled into display list
jun 25th, 06:
-new: GL_ALPHA_TEST with 0.2 as value for GL_GEATER function
-new: Server sends ACK or NCK on client connection
jun 20th, 06:
-new: The ModelLoader and Model classes now handle translucent objects correctly
jun 18th, 06:
-new: The vehicle models are now rotated and translated correctly
jun 10th, 06:
-fix: Undefined OPENCITY_DEBUG in NDEBUG mode
-chg: Source tree has been moved to SVN
jan 24th, 06: ======> OpenCity 0.0.3 stable released <=====
-fix: near plan in the orthogonal mode
dec 11th, 05
-new: BinReloc from AutoPackage has been imported
-new: audiomanager.*: can automatically add the prefix to the filename while loading
-remove: HomeDir variable from opencity.conf
-change: buildinglayer.cpp: now the player can build over existing roads or electric lines
-change: main.cpp: now use BinReloc routines to find the prefix if they're available
-change: city.cpp: hospital icon in tool-circle has been disabled
nov 12th, 05:
-new: internal OpenGL font system
-remove: SDL_ttf
-change: SDL_OPENGLBLIT has been changed to SDL_OPENGL
nov 7th, 05:
-change: Micro simulator's codes have been improved
-fix: DestroyStructure() now handles big RCI structures
nov 2nd, 05:
-change: Build over existing RCI zones
-change: OC now uses GL_SELECT mode for selection
-new: 16bpp mode support
oct 28th, 05:
-change: When LMB is pressed and the mouse is over a "guimain" object. The object is
considered as "cliked" and "mouseover"
oct 27th, 05:
-change: graphic and structure code correspondence is moved to "propertymanager"
-remove: "layer" and "persistence" interface prefixes
-new: show WEG building preview
oct 25th, 05:
-change: clean up renderer's OpenGL code for better performance
oct 14th, 05:
-new: the RCI building placement algorithm has been improved
oct 11th, 05:
-change: layerDestroyStructure() now works on the whole specified surface
-fix: AC3D renderer's translation bug
jul 20th, 05:
-fix: build out of map
-new: AC3D simple auto-triangulation on load
jul 15th, 05:
-change: now use "false", "true" and "bool"
-new: AC3D loader and renderer
apr 22th, 05:
-add: "--homedir" command-line options
-remove: hard code "cout" debug messages
-fix: include problem with Dev-C++
apr 11th, 05:
-release: OpenCity-0.0.3beta with renderer's bugs :)
-remove: audio open retry, this segfaults. I don't know why.
apr 2nd, 05:
-add: textured and lighted terrain, wow ;)
mar 31th, 05:
-add: texture auto-scaling load method
mar 27th, 05:
-add: non-blocking server data processing method. Thanks to freed ;)
mar 13th, 05
-add: Simulator::RCIWait(), gfMsSimDelayMax.
mar 12th, 05
-change: all structure enums now have "OC_STRUCTURE" as prefix
-fix: police, fire, education departments' maintenance & destroy costs
mar 10th, 05
-change: OpenCity now uses 10ms delay by default instead of 50ms between each frame
-add: "MsPerFrame" config file option.
feb 26th, 05
-add: school, fire and police departments
-change: pguicontainer -> pctr; pguibutton -> pbtn
-remove: 3 spaces in front of "//"
feb 19th, 05:
-add: texture loading cache
sep 26th, 04:
-fix: wrong city's width & height as map object parameters.
sep 22th, 04:
-add: GetLint
-add: "config/opencity.conf"
sep 20th, 04:
-add: GetBool
sep 10th, 04: ======> OpenCity 0.0.2 stable released <=====
-add: road slope
aug 22th, 04:
-add: few road graphics
aug 1st, 04:
-add: "conf.[h|cpp]" which handles .conf files
jul 2nd, 04:
-add: "modelloader.cpp", "model.cpp", "ocm.h" now can load
-add: "texture.[h|cpp]"
-add: 3 images stolen from another "opencity" ;)
-change: move "LoadTexture()" from GUIMain to Texture
and display textured structure. However, it's a bit dirty at the moment.
-fix: damned ATI 9M card glColorMaterial() bug.
jun 28th, 04:
-change: RCISims no more check for E bit, it's the ESim's job.
-change: global "gpGraphicMgr"
jun 27th, 04
-change: global "gpMapMgr"
-remove: "datamanager.*" see notes on feb 25th, 04
jun 26th, 04
-fix: silly "floating point exception" in audiomanager.cpp
-fix: "income" calculation
jun 25th, 04
-add: "audiomanager" integrated. However, there's
a bug with SDL_mixer, that's why it can hang the game while playing
music. Blame him ! not me !
-add: some DIY sound effects. It was really fun :D
-change: "audiomanager" method's name's prefix removed
jun 20th, 04
-change: all simulators are moved to 'src/simulator/'
jun 19th, 04:
-add: static OC_INT Simulator::ThreadWrapper(void*);
-change: removed "simulator" methods' name prefix
jun 17th, 04:
-add: TrafficSim now generate vehicules depending on the traffic.
-add: few assignments now use dynamic_cast<>. This can help
to avoid segfault ;)
jun 13th, 04:
-add: 'MovementManager' is currently in use.
It handles up to OC_MOVEMENT_MAX movements, and automatically
deletes stoped movements.
jun 13th, 04:
-add: query button
-change: remove "guimain", "guicontainer", "guibutton" method prefix
jun 9th, 04:
-fix: zoom doesn't use negative ratio any more
-change: floating point vehicule WH coordinates
jun 5th, 04:
-change: from now on, class's methods' prototype won't have the
class name as prefix
may 23th, 04:
-fix: direction keys now update the screen while the player
is building something
-change: use "ctor" and "dtor" in debugging message. Wow,
it looks more professionnal now LOL :D
-add: AC_CANONICAL_HOST, this will ensure that the "automake"
has to install the "config.guess" and "config.sub" files
-add: --enable-nodebug, this disables ALL the debugging codes
including those important assert().
may 22th, 04:
-fix: cityHandleMouseXY(), auto map rotation minor bug fixed
-add: ModelLoader, Model and OCM
-add: res_9.ocm, com_9.ocm, ind_9.ocm
-change: debugging macros now use "printf" instead of "cout"
may 13th, 04
-fix: call glColor4ub( 255, 255, 255, 255 ) before calling
glEnable( GL_COLOR_MATERIAL ) and make glColorMaterial() work as
expected. Is this a driver's bug or a ATI video card's bug ?
-add: FPS counting. Is this really useful ?
-change: improving rendererDisplaySelection() and
rendererDisplayHighlight(). They now use only one call to glBegin()
and glEnd() pair.
may 9th, 04
-add: work in progress OpenGL lighting. The glColorMaterial()
is really buggy so does my driver for ATI Radeon 9000 M. Setting
R200_NO_VTXFMT as bash variable can help debugging in some cases. I
replace the glColorMaterial() by many glMaterial*() and this costs
me a lot of time.
apr 28th, 04
-change: ESim now uses std::find()
apr 18th, 04
-add: query tool
-fix: multiple bits check in structureIsSet() and guimainIsSet()
-fix: un initialized variable "cost" in cityDoTool()
apr 17th, 04
-change: structureIsWEGBitSet() is now structureIsSet().
mar 30th, 04
-add: text buffer in "Renderer"
-add: now support "make dist"
mar 26th, 04
-fix: uiResize() was not called for each containers
-add: GUI now remembers last selected item
mar 25th, 04
-add: classes GUIMain, GUIContainer, GUIButton, GUI3DView
-add: some pics stolen from TheCity
-add: AM_PATH_SDL(), hmmm don't know how this works
-add: RMB opens toolcircle
-add: blender's wheel's behaviour
-add: detect the top source dir, thanks to "configure"
-change: it takes less time to quit now
mar 2nd, 04
-change: electricity sim v. 0.0.2
-change: it takes up to 5 OC days to transmit Electricity
feb 25th, 04
-change: codes cleaning up
-remove: class datamanager
-remove: some TOKILL
-change: now compile with -Wall without any warning (phew...)
-add : command-line option --no-dl: no display list
feb 21th, 04 ======> OpenCity 0.0.1 stable released <=====
-change: low CPU usage, 0% in some case !
-add : classic orthogonal projection mode, 'o' key
feb 8th, 04
-fixed: E sim processes the R zones first
-add: use GL_DEPTH_TEST, wow it works perfectly :-)
-add: use SDL_ttf which is really CPU hungry
-add: "configure" now understands "--enable-gprof"
-add: tiny status bar
feb 3rd, 04
-RCI simulators 0.0.1 done
-files suffix ".hxx" now are ".h"
-KDevelop sucks ! Let's use the old KWrite
jan 30th, 04
-clean up Renderer, GraphicManager, Layer, BuildingLayer classes
-road, electric lines added
jan 25th, 04
-added "Map" class
-"layer" now use std::map for storing the built structures
-class "Square" will be removed in the near future
-cell's height is now handle by the "Map" class
-new, but slow and CPU hungry method for getting selected W,H
jan 20th, 04
-zoom in/out implemented
-cleaning ups few classes
-height up ?
jan 16th, 04
-better keys handling, user can now translate the map in the
up-right direction by pressing both up and right at the same time
for example.
dec 27th, 03
-added: "audiomanager". It can read M3U list and produce stereo
sound, terrible ! :-)
dec 13th, 03
-document and clean up "graphicmanager" and "renderer"
dec 9th, 03
-cleaned up the class "renderer"
dec 8th, 03
-new version of "rendererGetSelectedWHFromLayer" which works by
dividing the map size by 2 (hence, the map surface by 4). It runs smoothly
and can deal with a 4000x4000 map. With the old method, it takes up to thirdty
seconds or more on my 2,4Ghz laptop (DRI activated in AGP4x speed) to
calculate the selected WH !
dec 7th, 03
-a little bit of "experimental" codes were inserted in order to
fast render a big big map. The renderer now considers a row of same structures
as a big rectangular polygon instead of multiple seperate squares.
dec 6th, 03
-graphicmanagerDisplaySelection modified, it now supports up to
16777216 differents object. Have you ever seen a 4096x4096 unit^2 map ? :-D
-speed up graphicmanagerDisplaySelection
-improved City::uiMouseButton, don't update the screen if the mouse
doesn't move -> save CPU
-press ALT to multiply the translation and the rotation affects by 10
-"configure" now checks for SDL, GL, and GLU library
-"configure" now understands "--with-gl-prefix" (default=/usr/X11R6)
nov 30th, 03
-fix right mouse button (RMB) dragging
-Ctrl or dragging out of map cancel zoning
nov 29th, 03
-move the defines from main.hxx to the appropriate classes
-added zone COM, and IND (just for fun, no simulation yet)
nov 15th, 03
-replace OPENCITY_* "defines" by OC_*. Macros and enums still have the
same prefix.
nov 12th, 03
-clean up the Square class
-clean up the Structure class
-clean up the Layer class
-clean up the WEGStructure class
-clean up the PathStructure class
-clean up the RCIStructure class
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