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Fastbird Dev Studio

March 2015

fastbird 2017.05.03 06:38 조회 수 : 16

#### 2015-03-02 Prologue 
 
* Engine
  * Scene overriding for blank screen
  * Font alpha blending for fade out / in
 
* Game
  * Controlling sky parameters via console.
  * Added PrologueState
  * Writing Prologue scenario
  * Cleaned sky parameter related codes
  * Added collision boxes for serveral ships.
  * Cleaned event system.
  * Added FullImageText.ui, FullText.ui
 
* UI
  * Hiding all uis except ....
 
* +1204, -382
 
#### 2015-03-03 New effects 
 
* Engine
  * Fixed FBCollisionShape::TestCollision()
  * Pendulum texture animation for particles
 
* Game
  * Added GameTestState
  * Fixed over sized aabb for SpatialComponent
  * Targeting priority. Now target enemy depending on scores
  * Attacking a certain position even there is no enemy.
  * Fixed ray doesn't hit any objects which has modified collision mask value.
  * Can spawn several explosion effects when a ship destroyed.
  * Added WeaponBigLaser and AmmoBigLaser actors
  * Added new effects for big cannons
  * Added PhysicsComponents for capital ship and cruiser1.
  * New event commands : cameraPos, cameraSphericalPos, cameraDistance and attachProcess
 
* +1066, -362
 
#### 2015-03-04 Ship destruction 
 
* Engine
  * Exact retrieval of random positions in compound collision boxes
  * Fixed a bug in BVaabb::TestIntersection(BoundingVolume*)
  * Fixed that Random does not produce evenly distributed values
  * Draw text functions now receive a size param.
  * Particle Emitters moving toward the camera.
  * Fixed particle alpha fading in/out bugs.
  * Tweaked soft particle bug
 
* Game
  * Now gCurActor is usable in scripts
  * Fracturing normal ships.
  * Glare effects when huge ship destroyed.
  * Added target mark drawer.
  * Debuggin current states
  * Effects for partial destruction - Explosions and smokes.
  * WeaponType enum deleted. using WeaponCategory only now.
 
* +1054, 473
 
#### 2015-03-05 Distributed attack positions 
 
* Engine
  * Point light distance calculation now considers objects surface rather than the center position
  * Added 'CameraPulling' option for particles.
  * Now particles are scalable.
  * Added special option 'MoveToCam' for huge glare effect
  * Fixed depth shader bug
 
* Game
  * Added camera fly mode
  * Tweaked normal ship destruction effects
  * Added weapon status debug drawer
  * Cleaned team management(hostility) codes
  * Added ship component's properties : explosionEffectRandomScale
  * Attach position for huge ships now randomly distributed on the surface of the ship.
  * Now same type of weapons can be children of the representative parent weapon.<br>-the parent weapon will handle targeting and report to children. - for performance reason
  * Worked on muzzle flas, bullet and hit effects for middle sized cannon.
  * Worked on hit and bullet effects for big sized cannon.
  * Worked on explosion glare effect.
 
* +1125, 257
 
#### 2015-03-06 Torpedo 
 
* Engine
  * Scalable Circular Buffer for particles
  * Vertex Buffer in ParticleRenderObject is now scalable also.
  * Added particle property : 'deleteWhenStop'
 
* Game
  * Modified actor states now applied immediately
  * Ammo effect is now scalable
  * Smooth disappering for smokes
  * Cleaned SpatialComponent
  * Sequential fire for weapons which has several muzzles
  * Weapon models are scalable
  * Added particles : 32_torpedo, 33_torpedo_muzzleflash
  * Added mesh : torpedo
 
* +714, -142
 
#### 2015-03-09 Tweaking ammo's visual and collisions 
 
* Game
  * Ammo is now using physics
  * Cleaned Flock simulation
  * A function to set collision flag.
  * Seperated scale control for damage effects and destruction effects
  * Added particles : 3_medium_lensflare, 35_capitalship_missile
  * tweaked particles and actor properties
 
* Physics
  * Getting distance between two object
 
* +1087, -216
 
Destruction effect.
 
#### 2015-03-10 Improved movement and targeting. 
 
* Engine
  * PointLight disabling
  * Improved 'Relative Velocity Stretching' feature in the particle system.
 
* Game
  * Smooth interpolation for the direction mesh
  * Controlling any unit is possible.
  * Improved targeting / estmating target pos which the ammo can hit the flying ships
  * Camera can focus on serveral actors
  * Polished space dust particles
  * Ships now can smoothly align to the destination rotation.
  * Physics components now can be created after the certain delay time('delayCreation' property)
  * Added thrust effects for cruiser1
 
* +1073, -152
 
#### 2015-03-11 Dogfight 
 
* Engine
  * Save/Load typed console commands to a file.
  * fixed LightCamera bug
  * fixed bounding volume bug when scaling a mesh
 
* Game
  * Dogfight
  * Changing user-controlled actor
  * Current Ship/Officer UI
  * Estimated target position marker
 
* UI
  * Now one can specify delta value(relative to the previous component) for component position.
 
* +771, -37
 
#### 2015-03-12 this and that 
 
* Game
  * Smooth third person camera transition
  * Added CrossHair UI
  * Added EnemyInfo UI
  * Updating ActorUI information
  * Evaluate aiming score
  * Manual fire
  * Probabilistic Hit
  * Actual application of officers skill point.
* +1521, -264
 
#### 2015-03-13 Continous Collision 
 
* Engine
  * Console window : history iteration bugs fixed
  * RenderToTextre : render target related bugs fixed
  * InputLayout : unique value violation fixed.
 
* Game
  * Smooth camera transitioning improved.
  * Ammo movement also using Physics.(not only collision). After hit, ships will shake.
  * Cleaned ammo spanwing method
  * Setting ignoring collision objects
  * Cleaned Logs
  * SpatialComponent AABB bug when using manual bouding box
 
* Physics
  * Reporting collision is now done by Step Tick callback - should do this to prevent refering deleted collision objects
  * Using continuos collision for fast traveling objects like bullets
 
* +829, -274
 
#### 2015-03-16 Improving dogfight 
 
* Game
  * Range In/Out indicator
  * Target direction indicator when target is out of the screen.
  * link ActorUI -> OfficerUI
  * Tweaked skills. - How skills affect to actual fight.
  * Manual target iteration. - Best, closest and sequential target selection.
  * Fixed camera shake.
  * Tweaked mouse sensitivity
  * Displaying distance to the target
  * Fixed 'invincible' command
 
* UI
  * Added translating feature. Texts start with '@' will be translated.
 
* +1143, -479
 
#### 2015-03-17 Testing and balancing the prologue scene 
 
* Game
  * Camera targeting a team.
  * Cleaned codes for handling actor ui.
  * Added auto flight mode
  * Fixed laser weapons
  * Leader change notification
  * Testing and Balancing the prologue scene.
  * Added 39_bomber_missile.particle, 40_bomber_cannon.particle
 
* +1214, -424
 
#### 2015-03-18 Prologue 
 
* Game
  * Improved camera interpolation
  * Improved laser weapons
  * Prologue.
 
* +925, -203
 
#### 2015-03-19 Prologue - (scene 4) 
 
* Engine
  * Hiding particle emitters
* Game
  * Particle visibility control
  * Select new ship automatically when the current controlling ship is destroyed
  * Space particles smoothly disappear
  * Displyaing number of officers in controlling ship, number of ship left for friendly and hostile teams.
  * Refresh ship's ability when a officer is embared or left.
  * Comparing crew ability to the captain's
  * Added understaffed indicator
  * Tweaking engine component
  * Added new scenario characters and portaits
  * Polished ammo of Cruiser_1
  * Prologue - Scene 4
  * New event command - fadeOut
  * New event translation - <name.ChiefOperator>, <name.ChiefArmorer> etc..
* +1138, -217
 
#### 2015-03-20 Prologue 5 
 
* Game
  * Cleaned code for transition between Starmap and Spot
  * Added multiple module highlighter
  * Now process has it's own id. can query in scripts
  * Added ShipEvent when a ship entered a spot.
  * Added character name decorator for talk ui.
  * AutoCompletion flag for missions
  * Prologue 5
  * fixed a star rendering problem in star map.
* +884, -129
 
Event system... Event system.. I want to have more convenient one.
 
#### 2015-03-23 Prologue 5 : 70% 
 
* Engine
  * Console window: fixed line feed.
 
* Game
  * Tweaked Engine and Physics components
  * Officers pilot ability now affects the ships on boarded.
  * Seperated lua inputs: to keyboard and mouse input.
  * Added module indicator
  * 'Blinking' feature for weapon models and engine models
  * Cleaned 'seating' related codes.
  * Find the best pilot when a ship launches.
  * Prologue 5 : 70%
 
* +2343, -800
 
#### 2015-03-24 Prologue 5 completed. 
 
* Game
  * Tweaked camera
  * Optimize destruction effect. Physics simulation was slow when huge number of modules were destructed.
  * Fixed flickering destruction effects
  * Tweaked destruction effects spawning and positioning.
  * Added a game command : SpawnParticle <particleId> [count] [offset]
  * Setting the modular ship as a controlling actor when user select the sub module.
  * Delaying rendering portraits, until the texture streaming is finished.
  * Added a concept of minimum number of space staions in a star system.
  * Can set additional force to ships in the script
  * Tweaked the process returning carrier module for eagles
* +994, 236
 
#### 2015-03-25 Tweaked Prologue 5 
 
Game
  * Camera yaw animation
  * Lock down to exiting direction.
  * Displaying serveral indicating meshes for a certain type of module.
  * AmmoProperty : collide only with the certain target
  * Forcibly docking eagles
  * Handling date.
  * Added a concept of life support system. Activated when an eagle losses its home(carrier).
  * Tweaked prologe 5.
* +1022, 239
 
#### 2015-03-26 Prologue 6 
 
* Engine
  * Depth calculation moved to pixel shader from vertex shader for the Depth pass.
 
* Game
  * Fixed bugs on model highlight and target mark drawer
  * Report UI.
  * Prologue 6.
  * Added names, resource and etc tag for event texts.
 
* UI
  * Blinking feature
 
* +941 -167
 
#### 2015-03-27 Report UI 
 
* Engine
  * Text-embeded img size bug
 
* Game
  * Report UI
 
* UI
  * Added NamedPortrait component
  * Fixed order of processing inputs.
 
* +1487, -92
 
#### Prologue UI(90%) 
 
* Engine
  * Primitive Topology Initial value error.
  * Removed the case in which the textures bound to input and ouput simultaneously.
 
* Game
  * Generating portrait images for mesh gropus.
  * Tweaked the portrait angle.
  * Retrieving an actor considering hierachies
  * Refresh the entire Report UI or a portion of it
  * Prologue UI
 
* UI
  * Removed the Blinking feature. Added the Highlighting feature
  * Fixed image display when scrolling
  * Tweaked the NamedPortrait component
 
* +1329, -580
 
#### 2015-03-31 PrologueUI completed, New version of fastbird engine released. 
 
* Engine
  * Fixed a sudden white screen when sky blending is just started.
 
* Game
  * Spot movement restriction for events.
  * PrologueUI completed.
  * Prologue 6 completed.
  * First iteration of the entire Prologue is completed. - Working on the second iteration for tweaking
 
* UI
  * Cloning UIAnimation.
  * Added global animation concept. -- shared among several components
 
* +807, -168
 
 
2015 Mar. released! Check the repository : https://github.com/fastbird/fastbirdEngine
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21 January 2015 fastbird 2017.05.03 18
20 February 2015 fastbird 2017.05.03 16
» March 2015 fastbird 2017.05.03 16
18 April 2015 fastbird 2017.05.03 17
17 May 2015 fastbird 2017.05.03 15
16 June 2015 fastbird 2017.05.03 15
15 July 2015 fastbird 2017.05.03 15
14 Aug 2015 fastbird 2017.05.03 15
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11 Feb 2016 fastbird 2017.05.03 15