commits

date

comment

110111
by MasterSlowPoke
(44 downloads)
Aug 11, 2014
12:03 AM

added animmap support
added support for purely additive shaders

110089
by MasterSlowPoke
(0 downloads)
Aug 9, 2014
2:19 AM

updated Q3BSPContentPipelineExtension to latest version of XNA

110088
by MasterSlowPoke
(0 downloads)
Aug 9, 2014
2:01 AM

Updated to most recent version of XNA

94877
by Project Collectio...
(64 downloads)
Oct 1, 2012
10:38 PM

Upgrade: New Version of LabDefaultTemplate.xaml. To upgrade your build definitions, please visit the following link: http://go.microsoft.com/fwlink/?LinkId=254563

94876
by Project Collectio...
(0 downloads)
Oct 1, 2012
10:31 PM

Checked in by server upgrade

25198
by MasterSlowPoke
(498 downloads)
Feb 17, 2009
11:22 AM

* BoundingBoxEffect changed. Color of the bounds is now set through a parameter named "Color".
* Namespace of MD5ContentImporter changed to MD5ContentPipelineExtension.
* MD5Animation and MD5Mesh have now both been split into their regular runtime code and content pipeline code in the form of MD5ContentPipelineExtension.MD5AnimationContent and MD5ContentPipelineExtension.MD5MeshContent. Code that only needed to be in one section was moved.
* MD5Bounds is now solely a member of MD5ContentPipelineExtension.
* Removed MD5Bounds.cs, MD5BoundsContentReader.cs from XNAQ3Lib.MD5 and MD5BoundsContentTypeWriter.cs as they are no longer needed.
* Added MD5CapsuleContent.cs, which generates a Capsule bounding volume and a model to display that volume.

25191
by MasterSlowPoke
(35 downloads)
Feb 17, 2009
2:28 AM

* Removed individual frame bounding data from runtime MD5Meshes, as the info is of dubious value.
* ModelMD5 now use XNA's BoundingBox instead of MD5Bounds.

25142
by MasterSlowPoke
(31 downloads)
Feb 13, 2009
2:29 PM

* Fixed bounding generation for rotation angles other than multiples of pi/2. Discovered why AABBs aren't all that.

25131
by MasterSlowPoke
(28 downloads)
Feb 12, 2009
4:08 PM

* MaximumBounds as reported by an ModelMD5 now take into consideration the model's rotation about the y axis.
* TraceBox will adjust the boxMinimums and boxMaximums if one is larger than the other.

25126
by MasterSlowPoke
(29 downloads)
Feb 12, 2009
12:50 PM

* Methods to expose a model's maximum bounds publicly added.
* Improved accuracy of ModelMD5.MaximumBounds calculation.

25021
by MasterSlowPoke
(28 downloads)
Feb 8, 2009
10:50 PM

* Collision now supports either Ray, Sphere, or Box based collision testing. The old Trace function can no longer be used and it's old functionality is replaced by TraceRay.
* Added MD5AnimContentProcessor.
* MD5AnimContentProcessor creates a new member for MD5Animation, maximumBounds, which reports the largest possible bounds from that animation's bounding information.

24994
by MasterSlowPoke
(39 downloads)
Feb 7, 2009
6:12 AM

* Light refactoring of collision-related code.

24991
by MasterSlowPoke
(29 downloads)
Feb 7, 2009
3:29 AM

* Check in for Release 0.4

24972
by MasterSlowPoke
(25 downloads)
Feb 6, 2009
6:43 AM

* Shaders now support up to 8 stages.
* Empty MD5Meshs will no longer attempt to be drawn.

23411
by MasterSlowPoke
(59 downloads)
Dec 18, 2008
8:10 PM

* slight typo I didn't catch in the last commit

23410
by MasterSlowPoke
(35 downloads)
Dec 18, 2008
8:09 PM

* shader.compiled.txt is now only generated when running a debug version.

23334
by MasterSlowPoke
(38 downloads)
Dec 17, 2008
7:31 PM

* Functions that generated effect code are moved to ShaderContentProcessor.
* Q3BSPShaderManager will no longer throw exceptions if it finds files other than the ones it expects in the shader directory.

23024
by MasterSlowPoke
(40 downloads)
Dec 14, 2008
7:00 AM

* Upgraded project to XNA 3.0

22951
by MasterSlowPoke
(38 downloads)
Dec 12, 2008
12:27 PM

* Cleaned up some code by splitting Q3BSPMaterials and Q3BSPMaterialStages into a runtime and a buildtime classes. This keeps some unnecessary data from being loaded into memory when it is no longer useful, and helps make the code a tad more readable.
* ShaderContentProcessor.CompileEffect no longer exists as the Effect is now written to the xnb file itself.
* ShaderContentProcessor doesn't do much at the moment. Most of the processing being done in ShaderContentImporter will eventually moved over to the processor to increase readability and provide for future options.

22950
by MasterSlowPoke
(17 downloads)
Dec 12, 2008
12:26 PM

* Added three new files: Q3BSPMaterialContent.cs, Q3BSPMaterialStageContent.cs, and ShaderContentProcessor.cs.

22796
by MasterSlowPoke
(33 downloads)
Dec 11, 2008
1:11 AM

* Support added for very simple shaders with no defined stages.
* Shaders are now marked as needing time if they use a tcmod that depends on time.
* Forgot to mention this last time: Shaders that do not compile will now throw an InvalidContentExecption and report the errors.

22442
by MasterSlowPoke
(41 downloads)
Dec 8, 2008
3:48 AM

* BlendFunc is now supported. Most basic shaders should now work like they do in Quake 3 Arena.
* TcMod turb is now supported in shaders.
* TcMods in general have been completely redone. They no longer rely on pushing a transformation matrix every update, rather all calculations are now done on the GPU.
* Q3BSPMaterial now contains a boolean member variable indicating whether or not the effect needs the total elapsed time pushed to it every update.
* ModelMD5s no longer draw bounding boxes by default.
* Fixed a display bug when rendering with static buffers.
* Added enumeration for waveforms.
* Added enumeration for tcMods.

19921
by MasterSlowPoke
(17 downloads)
Nov 20, 2008
11:39 AM

* Added and updated headers on all files.
* ModelMD5 - Logger text file is now generated in the folder that the model resides in.

19883
by MasterSlowPoke
(26 downloads)
Nov 20, 2008
2:48 AM

* Major refactoring. The former XNAQ3Lib namespace is now XNAQ3Lib.Q3BSP. This should be about everything needed for the next update.

19875
by MasterSlowPoke
(29 downloads)
Nov 20, 2008
1:28 AM

* MD5Mesh now stores a filename.
* ModelMD5 now uses Q3BSPLogger to write out a file with missing textures, if necessary.
* Q3BSPLevel.Render now specifies at the start to use a solid RenderState.