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ChangeLog
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Someday, ????-??-?? (Version 0.0.6)
- BUILD:
- Opened xoreos up for C++11
- Replaced a few Boost libraries with C++11 features
- Made some library dependencies optional,
disabling xoreos features
- COMMON:
- Cleaned up threading, now using C++11 threads
- GRAPHICS:
- Added support for swizzled SBM images
- Added a work-in-progress shader-based renderer
- AURORA:
- Added support for ERF V2.1
- Added support for big-endian GFF4 files
- Added support for big-endian GFF4'd TLK files
- Added support for SAC files
- ACTIONSCRIPT:
- Added a partial ActionScript implementation
- Added a partial ScaleForm GFx implementation
- SOUND:
- Added preliminary support for XACT WaveBanks
- Added preliminary support for XACT SoundBanks
- Added preliminary support for FMOD SampleBanks
- Added a partial implementation of FMOD Events
- Added preliminary support for Wwise SoundBanks
- VIDEO:
- Reorganized video decoding
- Implemented WebM (Matroska + VPx) decoding
- EVENTS:
- Added partial game controller support
- ENGINES:
- All engines now store objects in containers as an ID instead
of as direct pointers
- NWN:
- Implemented pathfinding, not yet hooked up
- KOTOR/KOTOR2:
- Restructured code to unify these two games more
- Changed key input to use scancodes
- Restructured config options
- Implemented changing texture packs
- Partially implemented the action queue
- Partially implemented party selection
- Partially implemented ingame GUI scaling
- Partially implemented unlocking doors
- Made the camera bounce back from walls
- Added object tooltips
- Implemented correct object targetting behaviour
- Implemented object heartbeat scripts
- Implemented lightsaber loading
- Implemented pathfinding
- Partially implemented the tutorial gameplay
- KOTOR:
- Added Malak to the main menu
- Added support for the (extracted) Android version
- KOTOR2:
- Added ability to skip the prologue
- Added moving the PC out of the Kolto tank
- Implemented GUI scaling
- JADE:
- Fixed TLK encodings for non-English version
- Added support for the (extracted) Android version
- Fixed font rendering in the Xbox version
- Added area background music
- Partially implemented the character generation menu
- NWN2:
- Filled in the object classes some more
- Implemented more NWScript engine functions
- Added cursors
- Partially implemented the party roster
- Added traps and triggers, trapped doors and
trapped placeables
- Added items and item properties
- Added inventories and stores
- DRAGONAGE:
- Added a probe for the Xbox 360 version
- Fixed resource loading on Windows
- DRAGONAGE2:
- Partially implemented area transitions
- Fixed resource loading on Windows
- WITCHER:
- Stubbed more Lua methods
- TESTS
- Started adding engine-level unit tests
- MISC
- Moved third-party code into external/
Tuesday, 2018-07-03 (Version 0.0.5)
- DOCS:
- Improved documentation in various files
- BUILD:
- Simplified compilation to only use a C++ compiler
- Added more optional compilation warning flags
- Sped up boost.m4 by caching the library suffix
- Changed our autotools setup to be non-recursive
- Added support for SOURCE_DATE_EPOCH when building, which
is necessary for reproducible builds
- Dropped telling the compiler to build in C++03 mode, many
Linux distros build libraries with C++11 features now
- Changed configure script to use pkg-config for FreeType2
- Made several libraries optional, with certain features
disabled in xoreos when compiling without
- MAIN:
- Made --help display the user directories and config file
- Changed the behaviour of debug channels. Each debug channel
now has its own verbosity level. The options "debuglevel"
and "debugchannel" (--debuglevel and --debugchannel) have
been replaced by "debug" (--debug)
- Changed the error handler to also run deinit code on error
- COMMON:
- Added missing kEncodingCP1251 handling in several functions
- Moved DEFLATE and LZMA decompression into their own files
- Corrected the StreamTokenizer behaviour in a corner case
- Deleted Matrix, renamed TransformationMatrix to Matrix4x4
- Added checks for nullptr in stream and encoding methods
- Fixed composeString() for the INT*_MIN cases
- AURORA:
- Unified some code between xoreos and xoreos-tools
- Fixed a potential field overflow in the binary 2DA writer
- Fixed SSF V1.1 loading for NWN2
- Fixed reading of NSBTX with truncated palette
- Fixed reading of 2DA with indented rows
- Added exceptions for as of yet unknown GFF4 configurations
- GRAPHICS:
- Loosened restrictions on textures, allowing NPOT textures
- Fixed a potential race condition between environment
mapping and cursor drawing
- Added option to create an OpenGL debug config ("debuggl")
- Fixed some OpenGL warnings that appeared in debug mode
- Added detection for duplicate NWN model nodes
- Fixed GraphicsManager::setGamma() to actually work
- Separated window handling into a new WindowManager
- Added detection for duplicate KotOR model animations
- Fixed usage of GL_UNPACK_ALIGNMENT
- SOUND:
- Unified sound code between xoreos and Phaethon
- Added debug messages for easier sound issue tracing
- Fixed an undefined shift in the WMA decoder
- Corrected the signature of AudioStream::readBuffer()
- VIDEO:
- Added debug messages for easier video issue tracing
- Fixed an invalid negative shift in the Bink decoder
- ENGINES:
- Restructured probes again
- Added debug messages for engine-level script execution
- Fixed various script engine functions in all engines
- NWN:
- Partially implemented the character generator
- Fixed various issues and glitches in the animation
system, including scaling and frame interpolation
- Implemented PlayAnimation() for creatures
- KOTOR:
- Implemented animations
- Added more main menu dialogs
- Partially implemented the character generator
- Added ingame GUI elements
- Implemented simple PC walking, with area walkmesh
evaluation and over-the-shoulder camera
- Partially implemented conversations
- Implemented triggers
- KOTOR2:
- Implemented animations
- Partially implemented the character generator
- Implemented simple PC walking, with area walkmesh
evaluation and over-the-shoulder camera
- Partially implemented conversations
- Implemented triggers
- JADE:
- Implemented more engine script functions
- Implemented loading of lightmap textures
- Added the first screen of the main menu
- Added options menu screens
- WITCHER:
- Started implementing Lua script support
- DIST:
- Added Fedora package build files
- MISC:
- Improved code consistency in some places
- Marked several classes correctly as noncopyable
- Introduced various smart pointer templates into the codebase,
making it cleaner and more leak-free
- Added support for and implemented unit tests for many classes
in the Common and Aurora namespaces
Monday, 2016-02-01 (Version 0.0.4)
- DOCS:
- Improved documentation in various files
- Rewrote manpage to use semantic -mdoc macros
- BUILD:
- Fixed various little problems in the CMake system related to
non-MSVC compilers
- Added configure/CMake option to let the user select between
internal and external GLEW libraries
- Added dynamic supported warning flag detection to CMake
- GRAPHICS:
- Made TextureFont codepage-aware
- ENGINES:
- NWN:
- Implemented support for premium modules
- Implemented speech bubbles
- DRAGONAGE:
- Added engine script functions from the 1.01 and 1.03
updates
- MISC:
- Changed C-style casts to static_cast and reinterpret_cast
in various places
- Improved const-correctness in various places
- Ran many file format loaders through afl and fixed all crashes
Wednesday, 2015-09-30 (Version 0.0.3)
- DOCS:
- Added xoreos.conf.example
- BUILD:
- Fixed autotools out-of-tree builds
- Fixed CMake compilation on Windows with MSVC
- Fixed configure with zlib 1.2.3.4 - 1.2.3.9
- ENGINES:
- Restructured probes
- NWN:
- Rewrote script system
- Restructured main game loop
- Implemented partial placeable handling
- Implemented preliminary reflective environment mapping
- Implemented preliminary normal smoothing on binary models
- KOTOR:
- Restructured main game loop
- Restructured object classes to match NWN
- Added script system
- Implemented partial placeable and door handling
- Implemented preliminary reflective environment mapping
- KOTOR2:
- Restructured main game loop
- Added duplicates of KotOR object classes
- Added script system
- Implemented partial placeable and door handling
- Implemented preliminary reflective environment mapping
- JADE:
- Restructured main game loop
- Restructured object classes to match NWN
- Added script system
- Implemented partial area object loading and handling
- NWN2:
- Restructured main game loop
- Restructured object classes to match NWN
- Added script system
- Implemented partial placeable and door handling
- WITCHER:
- Fixed init without premium modules
- Restructured object classes to match NWN
- Added script system
- Implemented partial placeable and door handling
- DRAGONAGE:
- Restructured main game loop
- Added script system
- DRAGONAGE2:
- Restructured main game loop
- Added script system
- SONIC:
- Restructured engine to match the others
Monday, 2015-07-27 (Version 0.0.2)
- Loading resources
- Reading basic file formats
- Graphics, sound, video, events subsystems
- NWN:
- Main menu
- Area loading with objects
- NPC animations
- Scripts
- Dialogs
- KOTOR/KOTOR2:
- Partial main menu
- Area loading with objects
- JADE:
- Area loading with objects
- NWN2:
- Area loading with objects
- WITCHER:
- Area loading with objects
- SONIC:
- Area loading with objects
- DRAGONAGE/DRAGONAGE2:
- Area loading with objects
- Fixed Windows UTF-8 compatibility
- Added a man page for xoreos
- Added build files for Arch and Debian packages
Friday, 2010-03-26 (Version 0.0.1)
- Initial empty frame