Lioncash
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6d98e918ae
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CGameArea: Make use of size_t where applicable
Plays nicer with the standard library and avoids truncation warnings.
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2020-06-18 05:16:46 -04:00 |
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Lioncash
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566a32fd75
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General: Migrate off non-constexpr constants
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2020-06-16 22:48:11 -04:00 |
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Lioncash
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e18e73cca5
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CBasicModel: Make use of size_t where applicable
Same behavior, but without some internal variable truncation.
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2020-06-15 19:48:25 -04:00 |
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Lioncash
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903f6dfe7e
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CGameArea: Make use of in-class initializers where applicable
Same behavior, less code.
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2020-06-14 19:27:54 -04:00 |
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Lioncash
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12ccb2fbd4
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CGameArea: Simplify allocation handling
Eliminates manual new/delete and also makes the lifecycle of allocations
enforced within the interface.
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2020-06-12 12:38:54 -04:00 |
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Lioncash
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ce315280c3
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CResource: Make BuildDependencyTree() return a unique_ptr
Makes the functions more memory safe in terms of freeing memory in
exceptional paths .
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2020-06-11 18:39:07 -04:00 |
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Lioncash
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012da6fb6d
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General: Remove unnecessary inline specifiers and add overrides
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2020-06-11 15:49:42 -04:00 |
|
Jack Andersen
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6e3b23ec50
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Accurate MP3 material processing
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2019-11-06 16:52:45 -10:00 |
|
Jack Andersen
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9f94db6c82
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Linux build fixes
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2019-05-25 20:24:13 -10:00 |
|
Aruki
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4e1560a99c
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Reorganized collision data classes & added basic collision editor window with an OBB tree visualization
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2019-02-12 02:50:07 -07:00 |
|
Aruki
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c4829f5fda
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Cleanup & refactoring
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2018-12-16 14:00:40 -07:00 |
|
Aruki
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2287b05bc3
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Refactor so PWE compiles with the newly externalized LibCommon
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2018-12-11 22:50:46 -07:00 |
|
Aruki
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84d689e104
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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.
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2018-10-07 17:53:19 -06:00 |
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Aruki
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f980bc7536
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Added support for tracking extra dependencies in Corruption areas (necessary to avoid crashes)
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2017-07-26 01:30:52 -06:00 |
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Aruki
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43a3558383
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Fixed bug that could produce multiple script instances with equivalent instance IDs
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2017-05-14 21:30:32 -06:00 |
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Aruki
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a88afe31e3
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Added support for CAUD dependencies, dropped redundant asset ID in dependency trees, various MP3 fixes
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2017-02-20 03:42:04 -07:00 |
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parax0
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2e44e5b119
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Added functionality to generate asset names
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2016-12-12 01:33:46 -07:00 |
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parax0
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f6fd78af14
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Lots of work to get MP2 repacking functional
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2016-11-07 03:07:00 -07:00 |
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parax0
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20bddd5ed7
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Modified all editor file formats to use the serialization system; changed dependency caching so all resource cache data is in one file
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2016-08-26 19:33:33 -06:00 |
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parax0
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8f2b39469a
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Added versioning support to the serializer; began restructuring CWorld and getting world cooking/serialization working for other games; gave CAssetID an alternate input stream constructor that takes an EGame instead of an EIDLength
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2016-08-14 04:56:51 -06:00 |
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parax0
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de18044ae0
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Fixed some missed dependencies in a few formats and implemented support for building file lists for paks and MLVLs, and implemented support for package cooking for MP1
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2016-08-12 04:27:19 -06:00 |
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parax0
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b582e7208e
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Finished dependency gathering support for MREA and MLVL
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2016-08-09 21:36:41 -06:00 |
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parax0
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5f1b5da430
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Renamed CUniqueID to CAssetID and heavily modified the implementation to drop 128-bit support and use a u64 internally instead of a u8[16]
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2016-07-25 03:25:22 -06:00 |
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parax0
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9341c11ac8
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Added dependency tree system, methods for generating dependency trees from resources, and saving/loading dependency trees to the project cache folder
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2016-07-25 02:12:30 -06:00 |
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parax0
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2d6dfad2d3
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Completely overhauled resource loading in preparation for projects
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2016-06-29 17:18:31 -06:00 |
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