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Fastbird Dev Studio

December 2014

fastbird 2017.05.03 06:30 조회 수 : 8

#### 2014-12-02 EventManager, Starmap 
* Engine
  * Fixed sky blending bug.
 
* Game
  * Working on Starmap, JumpDriver Component.
  * Improved modularship portrait quality.
  * Reporting enemy warp signal.
  * Added save/load - Actor visibility, JumpDriver status.
  * Added new event - BuildEvent
  * Added GameEvent manager.(only linear part is done. need to work on triggers)
  * Now Star and Spots Id is equal to its index value.
  * Processing module events - attaching/detaching
  * Added fleet list ui.
  * ResourceUI now exists in the script form
  * Added TalkUI
 
* UI
  * Supporting Sprite animation
  * Fixed offsetting bugs.
 
* +3559, -1280
 
#### 2014-12-4 Moving/Entering/Leaving spots. 
 
* Engine
  * Added lua stack clipper
  * Support UIObject Scaling.
  * Fixed Light camera memory leak
 
* Game
  * Added StarMapButtonUI / MessageUI.
  * Entering/Leaving spot.
  * Moving to other spots.
  * Improved Star Rendering.
  * Fixed a bug saving/loading JumpDriver components.
 
* UI
  * Seperated 'update' / 'gathering renderlist' routine.
  * Support scaling animation.
  * Added show / hide scaling animation. - Added 'SHOW_ANIMATION', 'HIDE_ANIMATION' UIProperties
  * ListBox header font_size is now controlable.
 
* +2241, -678
 
#### 2014-12-6 Lighting 
 
* Engine
  * Fixed the case the environment map is not generated.
  * Fixed and clenaed lighting codes
    * Normal size problem for the scaled objects.
    * Fixed some cases in which the environment map is not properly generated.
    * Fixed cases violate the light energy conservation rule.
    * Fixed normal map fetching errors.
    * gamma correction problems
    * half-vector problem.
    * Centeralized common lighting functions
 
Beautiful metal rendering.
 
 
Rendered with fastbird-engine. The ship model is from SolCommand.com. Thank you.
 
* Game
  * Added 'mark' property indicating whether the model need to registered into the MarkManager.
  * Module size is modified to 2.0f * 0.9f
  * Added 'OnBeShadow' and 'OnBeActive' Actor Event.
  * Worked on loading
  * Remove command module.
  * Added process for exiting the orbit.
  * Added ShipId property to modular ship
  * Weapon can be attached from Lua.
  * Added a new asteroid
  * New texture set for modular ship.
  * Pause/Unpause actor process
  * Added IsPreparingExitSpot brain state
  * Confirming model ui
 
* +981, -269
 
#### 2014-12-08 Design document 
 
* Engine
  * Fixed a bug on line feeding for multi line texts
 
* Game
  * Wrote the game design document.
  * Renewaling module building mechanism
  * Added module selection ui.
  * AABB error in ModularShip
  * Adding new modules - Engine, Carrier, Near-lightspeed, Warp, Small~LargeDeck.
  * Added exhaust nozzle mesh / material
 
* +805, -95
 
#### 2014-12-09 3DC normal map compression 
 
* Engine
  * Fixed a bug on generating tangent space while importing a collada mesh
  * support 3DC normalmap compression format.
 
* Game
  * Added visual expression of the module building process.
  * Working on module context menu.
  * Writing a* like algorithm to determine whether a module is rechable to the core module.
 
* +1088, -190
 
#### 2014-12-10 WeaponSelection 
 
* Engine
  * Fixed bug on Transparent Meshes
 
* Game
  * Added game commands to load arbitrary meshes for test.
  * Cleaned input handler and picking codes.
  * A module focused by the context menu will now be highligted.
  * Modules being constructed are now highlighted.
  * FaceMarker size is modified since the module size is changed.
  * Now resource data is moved to the PlayerComponent. All fleets shared the resources automatically.
  * Added AmmoIonGattling.lua
  * Costs for modules and weapons are defined.
  * Added Weapon selection UI.
 
* +1790, -546
 
#### 2014-12-11 WeaponSelection 
 
* Game
  * Consuming power / manufacture point. Setting priority of consumers.
  * Increasing the number of manufacturer will decrease the efficiency
  * Changed UI tooltip pos
  * Added lasers and rockets to weapon selection menu.
 
* +1827 -162
 
#### 2014-12-13 3D UI Support 
 
* Engine
  * Support rendering of 3D UI
 
* Game
  * Portray ship tooltips with 3D UI.
 
 
 
* UI
  * Custom render target sizes for 3D UIs.
 
* +2229, -411
 
#### 2014-12-15 Rigid animation for MeshGroups. 
 
* Engine
  * Rigid Animation for mesh groups
  * Alpha fading where the 3DUI and opaque objects are contact.
 
* Game
  * Working on carrier component.
  * Animation opening the gates
  * Added Eagle manufacturer point.
 
* +1546, -164
 
#### 2014-12-16 Gates for carriers. 
 
* Engine
  * Mipmap generation for 3d uis
 
* Game
  * Worked on Carrier Module, Engine Module and Cargo Component
  * Tweak ship tooltip positions
 
* UI
  * Rotating ImageBox.
 
* +663 -389
 
#### 2014-12-17 Engine's visual effects 
 
* Engine
  * Unpausable Timer
  * fixed flicking bugs of 3D UI
  * Mesh glow
  * Soft particle
 
* Game
  * Added EngineModelComp, EngineModuleComp
  * Fixed flickering tooltip ui and ship 3duis
  * Cleaned code for setting the controlling fleet
  * Working on Engine thrust visual effect.
  * Slow down the ships when the dest position is inside of obstacles
  * AI responds to the Fleet Command settings.
  * Integrated fleet states data in Lua.
 
* UI
  * Toggling button activation.
 
* +1511, -217
 
#### 2014-12-18 Ship Upgrade Info UI 
 
* Engine
  * Added alpha mask for alpha blending states
 
* Game
  * Horizontal / Vertical movement's engine effect.
  * Added portrait in the ship tooltips.
  * Handling Ability bonus according to the ship class.
  * Increasing ship speed according to the number of engine modules.
  * Now engine modules consume power.
  * Fast retrieving the number of eagles and weapons.
  * Inverse enum lua table. number -> String
  * Added ShipUpgrade information UI.
  * Modified ModularShip Class Conditions and bonus.
 
* +1191, -307
 
#### 2014-12-19 Crews. 
 
* Engine
  * Cleaned shader codes
  * Fixed transparent mesh bugs.
  * Soft particle
 
* Game
  * Fixed engine thrust effect bugs.
  * Renewal crew skills
  * Pairing ships, eagles, modules and crews generation / destruction.
  * Added CapitalSeatComponent. Added concept of seat category. Operator, Armorer, Pilot, Deck
  * Added the concept of crew rank and title. Removed level.
 
* +2242 -1005
 
#### 2014-12-23 ships database 
 
* Engine
  * Enable/Disable 3D UIs
  * Rendering problem with mesh normals
 
* Game
  * added CapitalSeat component
  * Revived ships database to hold ship properties
  * Engine comp and Power comp are also refering ships database.(optional)
  * Designing UIs and Icons.
 
* +745, -625
 
more time spent with Gimp than Visual studio. Icon designing is interesting.
I found interesting ui turorial : http://www.youtube.com/watch?v=NPn6pgBGfy4
 
seems like Photoshop is better than Gimp. Especially the Bevel and Emboss filter.
In Gimp, one needs to manually define the height of regions to emboss but not in Photoshop.
 
#### 2014-12-24 Gimp python-fu plug-in for exporting atlas texture information 
 
* UI
  * Button UI improvement. Added contained images.
  * Gimp python-fu script for exporting atlas information.
 
* +742, -288
 
I had to develop this gimp plug-in earlier.
It's like I came heaven on earth.
 
 
#### 2014-12-26 renewed UIs. 
 
* Renewed ManageUI, NavigationUI, ResourceUI and WaveUI.
* SeatComponent does not save crew information anymore. Only crewComp saves seat info
* Fixed bidirectional lighting
* Quick detaching modules for dev purpose
* Fixed the problem engine ouput model is not rendered when the game loaded
* Rebuilding environment and radiance map when the light position changed.
* Fixed loading error for modules
* button highlighting
* Gap for StaticText ui comp
* Scriptable tooltip msgs.
 
* +525 -233
 
#### 2014-12-29 Officer List UI 
 
* Game
  * Added officer list ui
 
* UI
  * Added Icon+Texture component(in the Button and ListBox Comps)
  * Fixed checkbox/NumericUpDown component bugs
  * Added UI Properties
    * BUTTON_ICON_TEXT, IMAGE_COLOR_OVERLAY, NO_BUTTON
 
* +835, -265
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