Lioncash
a2ecb2a98c
CAnimSet: Make use of size_t where applicable
2020-06-22 22:26:35 -04:00
Lioncash
9c8b65c629
CLightNode: Use structured bindings where applicable
2020-06-22 03:24:04 -04:00
Lioncash
4b3af988ad
General: Add missing override specifiers where applicable
2020-06-22 02:15:41 -04:00
Lioncash
2b7513b156
SSurface: Make IntersectsRay() a const member function
2020-06-21 19:48:39 -04:00
Lioncash
62b08a0b14
CModelNode: Initialize all class variables
...
Provides a consistent initial state.
2020-06-21 02:46:55 -04:00
Lioncash
8ad6da5501
CSceneNode: Remove dead conditionals in DrawModelParts()
...
The condition is alreadt checked against in the if statement, so this
condition will never be true.
2020-06-21 02:32:14 -04:00
Lioncash
9f8ecc855b
CScriptNode: Tidy up code
...
- Collapse loops to ranged for where applicable, etc.
2020-06-19 20:55:39 -04:00
Lioncash
0a66503026
CScriptNode: Initialize all class variables
...
Provides a consistent initial state.
2020-06-19 20:31:08 -04:00
Lioncash
d9046b4fd9
CScene: Prevent redundant lookups in DeleteNode()
...
Avoids unnecessary repeated map lookups.
2020-06-19 19:25:12 -04:00
Lioncash
d7574a1965
CScene: General tidying up
...
- Ranged for, sign conversion fixes, etc.
2020-06-19 19:18:13 -04:00
Lioncash
0059558efc
CScene: Make use of in-class initializers
2020-06-19 03:44:19 -04:00
Lioncash
9a2580ad03
CModelNode: Make use of in-class initializers
...
Same behavior, less code.
2020-06-19 02:56:52 -04:00
Lioncash
6f1d6a8649
CScriptObject: Make use of size_t where applicable
...
Plays with standard containers nicer.
2020-06-18 07:17:02 -04:00
Lioncash
0cda26b105
CScriptTemplate: Make use of size_t where applicable
...
Plays nicer with standard containers and eliminates implicit truncation
warnings.
2020-06-18 06:54:55 -04:00
Lioncash
3bd84d8c41
CScriptTemplate: Convert EAttachType into an enum class
...
Prevents polluting the global namespace.
2020-06-18 06:52:56 -04:00
Lioncash
6d98e918ae
CGameArea: Make use of size_t where applicable
...
Plays nicer with the standard library and avoids truncation warnings.
2020-06-18 05:16:46 -04:00
Lioncash
65482ba272
CCollisionMeshData: Make use of size_t where applicable
...
Plays nicer with standard types.
2020-06-18 04:37:20 -04:00
Lioncash
566a32fd75
General: Migrate off non-constexpr constants
2020-06-16 22:48:11 -04:00
Lioncash
e18e73cca5
CBasicModel: Make use of size_t where applicable
...
Same behavior, but without some internal variable truncation.
2020-06-15 19:48:25 -04:00
Lioncash
7ba5a0cc58
CSceneNode: Convert 0 literal to nullptr
2020-06-15 15:31:12 -04:00
Lioncash
79f7b62960
CMaterialSet/CModel: Make use of size_t where applicable
...
Prevents type truncation warnings internally and also provides slightly
better code-gen, given the upper half of 64-bit registers don't need to
be constantly cleared.
2020-06-15 14:49:38 -04:00
Lioncash
28587fb622
CSceneNode: std::move string in SetName()
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Allows for calling code to completely avoid copies being made.
2020-06-15 13:48:57 -04:00
Lioncash
2c274897c9
CLightParameters: Make EWorldLightingOptions an enum class
...
Avoids polluting the global namespace.
2020-06-14 19:21:30 -04:00
Lioncash
cec88d182b
CLightNode: Mark member functions as const where applicable
...
Several functions don't modify internal member state.
2020-06-14 19:13:35 -04:00
Lioncash
d4564434c3
FShowFlags: Remove use of cpp file
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Now that these constructs are constexpr capable, we can make use of
constexpr here to contain it fully within the header.
2020-06-14 17:12:37 -04:00
Lioncash
012da6fb6d
General: Remove unnecessary inline specifiers and add overrides
2020-06-11 15:49:42 -04:00
Lioncash
2d76c5865a
CCharacterNode: Add missing override specifiers
2020-06-11 13:44:20 -04:00
Lioncash
060101c718
CCharacterNode: Remove unnecessary inline specifiers
...
Functions defined in class declarations are implicitly inline
2020-06-11 13:43:19 -04:00
Lioncash
c285207f24
CSceneNode: Collapse loops into ranged for loops
...
Where applicable, we can simplify some loops a little bit, migrating off
the slightly more verbose iterator means of traversing standard
containers.
2020-06-09 23:07:47 -04:00
Lioncash
3d4f2d60eb
CSceneNode: Make use of std::array
...
Same behavior, stronger typing.
2020-06-09 22:57:44 -04:00
Lioncash
7065005c30
CSceneNode: Make use of override
...
Same behavior, stronger enforcement of API.
2020-06-09 22:56:38 -04:00
Lioncash
d3315bf84f
CSceneNode: Make use of in-class initializers
...
Same behavior, less code.
2020-06-09 22:55:25 -04:00
Jack Andersen
30c1646f02
Update dew, fix no lighting mode
2019-11-24 16:46:57 -10:00
Jack Andersen
37c462725c
Default zero mat/amb alpha so bloom does not get overpowered
2019-11-17 12:03:09 -10:00
Jack Andersen
55c4a5818e
Use non-1.0 alpha component for default lighting
2019-11-07 14:54:35 -10:00
Jack Andersen
6e3b23ec50
Accurate MP3 material processing
2019-11-06 16:52:45 -10:00
Jack Andersen
5a8b62b1cd
Mac build fixes
2019-05-27 00:59:37 -10:00
Jack Andersen
28f96e91c2
More linux and memory leak fixes
2019-05-26 18:59:19 -10:00
1c80a13c23
Silence Warnings
2019-05-26 18:18:31 -07:00
Jack Andersen
9f94db6c82
Linux build fixes
2019-05-25 20:24:13 -10:00
Aruki
3507be8e42
Polished collision editor UI a bit
2019-02-18 03:59:19 -07:00
Aruki
4e1560a99c
Reorganized collision data classes & added basic collision editor window with an OBB tree visualization
2019-02-12 02:50:07 -07:00
Aruki
c4829f5fda
Cleanup & refactoring
2018-12-16 14:00:40 -07:00
Aruki
2287b05bc3
Refactor so PWE compiles with the newly externalized LibCommon
2018-12-11 22:50:46 -07:00
Aruki
84d689e104
Changed EGame to an enum class. Created NGameList and NPropertyMap to change how templates are managed/saved/loaded. Added support for property map keeping track of ID/type pairs.
2018-10-07 17:53:19 -06:00
Aruki
42d021e757
More cleanup, renamed CMasterTemplate to CGameTemplate
2018-09-22 23:54:34 -06:00
Aruki
31dac74a64
Property cleanup
2018-09-22 13:36:50 -06:00
Aruki
148449e50b
Various property cleanup, fixing more broken stuff, trialing new features
2018-07-16 02:29:29 -06:00
Aruki
4faadbda61
Fixed a lot of property bugs, fixed more various VS2017 compiler errors, property editor works correctly now
2018-07-08 21:59:01 -06:00
Aruki
ce3dfdc397
Massive overhaul of property system done over the last few months. There is unfinished/broken stuff still, but it compiles now.
2018-06-22 15:24:04 -06:00