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Update Thread

.blip Game Engine development

Moderator: Fuji Devs

Postby Turkey Man » Mon Oct 16, 2006 2:02 am

16-10-06:

5 months since I posted one of these ;)

- PSP now detects the current working directory.
- Fixed a bug generating collision mesh.
- Fixed Retail Build.
- Gamecube compiles, just a few link issues.
- Fixed the angelscript MIPS calling code.
- Added .obj support to ConvertASE
- Added .x model support to ConvertASE
- Added Tag/ReferencePoint support to Fuji models
- Flipped UV's along the v axis when importing collada models (this might be wrong)
- Added geometry optimisation to ConvertASE (models generally half the size or less)
- Added PSP MFModel support.
- Linux MFModel support.
- Updated to Angelscript 2.7.0 (this has added support for 64bit cpu's)
- Fixed lots of GCC warnings.
- Fixed a typo in the sockets.
- Added MKView_TransformPoint3DTo2D().
- Added preliminary USB connect/disconnect detection.
- Added USB hotswapping (Finally!)
- Fixed an XInput bug.
- Fixed XBox texture swizzling
- Fixed an XBox texture bug
- Fixed an XBox texture matrix bug
- Fixed an XBox MFPrimitive bug
- Added vertex colour support to ConvertASE
- Fixed all spelling of the word 'parameter'
- Fixed a bug in the string cache where it was incorrectly doing a case insensitive compare
- Added OSX support!
- Preliminary particle system in MFParticleSystem
- Finished new font system, MFFont can now render unicode strings
- Added auto scroll to debug menu
- Sweep sphere test now returns the correct intersection resolve vector
- Fixed a silly PSP crash when releasing textures
- Fixed blend modes on PC and PSP
- Added culling and ztest stuff to PSP
- ConvertDLG changed to use the Fuji string library
- Changed ConvertASE to use the Fuji string functions
- Fixed the PSP SysLogo
- Fixed ConvertASE for linux/osx
- Shifted everything to MFString
- Added new font functions for rendering justified and anchored strings.
- Added MFCopyMemory, MFZeroMemory, MFSetMemory and MFMemCompare.
- Replaced CRT functions with the fuji versions.
- Fixed masking on PC
- Added 'alpharef' material parameter
- Fixed MFString_CopyCat()
- Added PNG image support to ConvertTEX
- Added code to read animation from .x files in ConvertASE
- Added MFQuaternion a preliminary Quaternion class
- Implemented some more MFModel functions
- Added carmack's super fast reciprocal square root estimate as MFRSqrtE()
- Changed MFMatrix to use a 1D array instead of the previous 2D 4x4 array
- 32bit BMP support
- Updated the gamepad registry
- Added 'Logitech Dual Action USB'
- Added 'Logitech RumblePad 2' to gamepad registry.
- Added a random 'GreenAsia' gamepad.
- Doco updates and fixes
- Fixed lots and lots of bugs

* Preliminary MFModel animation *
- ConvertASE can now export bone hierarchies
- Started MFAnimation system

Not so many changes to Fuji lately, been working on Caelestis mostly. And Fuji has been pretty stable recently too..
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Turkey Man
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Postby Turkey Man » Wed Jan 03, 2007 12:36 pm

3-1-07:

- Added MFAnimation system which manages runtime animation
- Updated .x loader to fully support animation
- MFMatrix fixes
- Switched PC renderer to use shaders
- Added DX shader tools
- Fixed some bugs in MFView
- Improved animation matching code
- Added ATI's S3 compressor
- Changed textures to support pre-multiplied alpha
- Fixed ConvertASE's fixup code
- Turned the S3 compressor off, (it looks shit!)
- Used 16 bit textures on PC to shrink the archives
- Added MFAnimScript which manages high level animation sequences and scripted animation events
- Fixed the ortho matrix on linux
- PS2 now compiling!
- HelloWorld for PS2 compiles and runs (nothing interesting happening yet)
- PS2 RTC implemented. (seconds seem a little fast for now - scaling factor is off?)
- Added a basic hash list class
- Changed MFModel code layout a bit
- Updated PSP model format
- Fixed PSP model rendering
- Material fixes
- Added UTF8 infrastructure (MFFont and MFString)
- Added an FAQ to the docs
- Fixed up font width calculation (support UTF8)
- Added pad support for PS2, all buttons in digital mode and both Analog sticks.
* Presure sensitive buttons is a TODO, as is more robust handling of anything that isn't a DualShock2
- Fixed the filesystem a little
- Got Caelestis booting on PS2
- Angelscript update to 2.7.1b
- Angelscript calling convention updates
- Gamecube Compiling!
- Texture format changes
- SysLogo .h files have been remodelled and are now in platform specific formats
- ConvertTEX can now produce .h files aswell as .tex files
- Renamed the SysLogos
- Made MFTexture_CreateFromRawData platform independant (it was an annoying function to maintain)

Merry Christmas and Happy new year everyone! :)
Heres what I've been up to over the last little while..
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