Professional Documents
Culture Documents
Models rendering order is now sorted by shader > model > depth Vertex normals are
now normalized because keyFrame animating can cause them not to be normalized.
touchMoved -> mouseMoved, yay! :D FlickScrollPane is sweet now.
fixed issue900 by using patch provided by Nate on the scene2d-new branch, it checks
the glyph advance using an epsilon of 0.001f on BitmapFont.computeVisibleGlyphs()
when comparing floats to avoid edge cases
scrollTo for scroll panes.
ActorGestureListener is better.
Musical chairs!
Better event system, event context actor. Almost doesn't suck.
Sliders for particle editor. Needs sane ranges per type of value, and should be
able to double click for text entry.
Fixed BufferUtils size never decreasing.
Made SliderStyle fields public.
Fixed label text wrapping, issue 900.
Fixed resolution choosing.
Set selection index to zero when items changed.
Fixed image region size when flipped.
Proper relative actions for the rest.
fixed issue849 using the fix suggested by treyy333, when calling setSize() and
flip() together, the offsets were being used wrong, now they are divided by
widthRatio/heightRatio before calling AtlasRegion.flip() inside AtlasSprite.flip()
and they are multiplied again after the call.
Better default particle effect.
Fixed Polygon#getWorldVertices.
Change polygon, store vertices in local coords, compute world coords as needed.
Javadoced Skin. A little.
Added getResources and getStyles to Skin.
[added] Basic implementation of getTextInput and getPlaceholderTextInput for GWT
backend. Not perfect, but sufficient; may replace with something fancier later on.
[fixed] issue 894, CompositeAction#finish() produced garbage due to enhanced for
loop.
[added] nex's System.java for a better arrayCopy implementation [fixed] gdx-
backends-gwt .classpath now explicitely excludes System.java, can't compile against
JDK [fixed] build-template.xml has an exclude for System.java so things don't
explode.
[added] the new StringBuilder class and the compression package to the GWT
includes.
[changed] Lzma compress and decompress methods to be static
[added] Additional methods to emulated InputStream, ByteArrayInputStream, and
ByteArrayOutputStream
[fixed] added isAnimationFinished back to Animation class, i suck. Back to my
broken bath room/kitchen...
Initial check-in of the compression package in utils. Slightly modified from LZMA
SDK to support streams, as opposed to files. To be used for TileMaps (because it is
GWT compatible).
Made sin, cos, and atan2 look up tables load lazily. Avoids 128KB of allocation on
first use of MathUtils (8k+8k+16k floats).
[added] glFlush calls as demanded by
http://developer.apple.com/library/ios/#DOCUMENTATION/3DDrawing/Conceptual/OpenGLES
_ProgrammingGuide/ImplementingaMultitasking-
awareOpenGLESApplication/ImplementingaMultitasking-
awareOpenGLESApplication.html#//apple_ref/doc/uid/TP40008793-CH5-SW1
[fixed] didn't call listener on pause/resume. looks like the context isn't lost
after all :O
[fixed] basic pause/resume/dispose life-cycle. still not sure what happens to the
context on pause/resume. [changed] IOSApplication is now a UIApplicationDelegate so
we can catch all the system events. Means C# code is even more straight forward and
minimal [fixed] mono/ test project.
minor touch ups
[changed] Animation class now supports multiple playmodes. Thanks Pasman! [fixed]
Label didn't dispose BitmapFontCache in #setStyle.
fixed issue890 by changing the Node.writePackEntry to receive instead the boolean
alias the Image corresponding the source/parent image of the alias Image, so
internally we can set rotate to source.rotate (other values could be used as well
for the alias image), if source is null then it is treated as alias = false
Fixed and optimized specular intesity. dot n l is part of specular too
Reverting r4186 because I broke all the things.
another fix related with revision 4146 to make AtlasSprite.setSize() work correctly
when sprite atlas was created with an atlas region with rotate = true
Changed the way System.arraycopy works on the GWT backend, so that large arrays
don't cause problems. Implemented some additional methods on InputStream,
ByteArrayInputStream, and ByteArrayOutputStream.
Fixed terrible, terrible bug in some of the maps. Adjusted default map settings:
fewer push iteration, larger stash. This should result in faster puts, as push
iterations are expensive.
Fixed issue 748, added StringBuilder class from Harmony with equals and hashcode
added.
Got rid of warnings.
fixed a bug introduced in revision 4146 when modified the texture atlas to load
atlas regions with inverted width/height, AtlasSprite getWidth() and getHeight()
were returning wrong width/height if the region was rotated
[added] stubs for music and sound for ios backend
[fixed] delta time and fps are now calculated.
cached method id for getting buffer position. will still be a tad slow, but meh
fixed MemberWrapper#invokeJni so we can call Java methods from JNI...
[fixed] issue 879, child actions weren't returned to pools in Actor#clearactions
giving up for today, can|t seem to invoke instance methods from native side,
meaning i can't get the position of a buffer
gles 2.0 is working, need to fix up getting the position of a direct buffer in
iosgles20.cpp, otherwise vertex arrays won't work. This is still a bit to easy,
something must be wrong
added gles 2 jni wrapper
testing external and internal files on ios
[fixed] local file dir...
[fixed] sandboxing for files on ios should be good now.
[added] files to IOSApplication
[added] non-final implementation of files for ios. need to figure out sandbox.
some ios file system testing
fixed issue869 by changing BitmapFont.computeVisibleGlyphs() method to use a float
width instead an int width, now the three render cases (label, bitmapfont and
bitmapfontcache) seem to behave correctly
more natives...
added natives
[fixed] issue 746, all composite actions call finish() on their children only when
their own finished method is called. This means that the finish() method of a child
action of sequence/parallel will not be called immediately after the call to
completed() but rather when the parent compisite action's finish() is called.
[fixed] issue 870, 873, SkinLoader looked up png on internal storage instead of
using resolver.
[added] Support for 0.9.4 in definition of libgdx for the setup-ui.
[texturepacker-gui][added] Support for LuminanceAlpha and Intensity params for
Pixmap
Added gdx-texturepacker-gui to extensions folder. Current version is 3.0.0. Comes
with an ant build script.
fixed issue831 by creating an atlas region with inverted width/height when
region.rotate is true
fixed issue868 by changing the BitmapFontCache to use the
font.usesIntegerPositions() in its constructor
included native build in ant script
added native build for ios
Updated gdx-bullet TODO.txt to reflect current state of code.
[changed] version 0.9.5
removed unnecessary files
more ios stuff, giving up for today.
more ios stuff
added prebuild step...
[fixed] emitting debug symbols
more ios goodness, see README. Almost done with setting up the dev environment.
Just need to add natives/JNI.
killed setup.sh
[added] build scripts
fixed ikvm runtime
[ignored] bin/ gah
[ignored] mono/bin and obj [removed] scripts/ for now.
[added] mono (test) project
[fixed] buffer copy returns subbuffer in GWTGL20. typed arrays are indeed weird.
[oh god] needed to add the gwt dev and user libs to SVN. :/ [fixed] build scripts
to build gwt backend. That took like 5 minutes. Hurray build system :D
[fixed] formatting of Texture emu class.
[fixed] Fixture emu used jbox2d class, ugh :/
[fixed] Texture emu class is disposable.
[fixed] gdx module referenced tablelayout module using all lower-case, assplodes on
the lunix.
[fixed] bug in ant script generator omitted mac from pack natives task
[reverted] change in FileHandle, ContextClassLoader does not work :/
[updated] gdx-image natives jar
[updated] gdx-image macosx natives
deleted target in ios backend
[updated] mac natives
[fixed] tablelayout external, mea culpa...
[added] gwtref, idiotic, more than suboptimal solution for partial reflection in
GWT [fixed] Json and UI stuff works in GWT backend.
Initial commit for shader bank, shader/material batcher.
[fixed] issues in Gdx2dPixmap, thanks again to Nimbly Games!
[added] README to vectorpinball html5 version.
[fixed] Gdx2DPixmap#load(byte[] bytes, int offset, int len) had a pretty sever
bug...
Added Material TextureAtributes. All shader flags are now name+Flag and uniform use
just name. ShaderBank next.
[ignored] gwtcache and war/ dir in vectorpinball html5 starter.
[added] vector pinball html5 starter. [fixed] removed reflection in vector pinball,
made it GLES 2.0 compatible (still runs in GLES 1 on Android). [added]
StringReader/Writer to GWT backend.
Some wraplights specular fixes on shader. need to work with atributes and shader
flags more but plan should be quite clear now.
[added] box2d emulation via jbox2d. seems to work splendidly. Box2DDebugRenderer is
a bit meh in GWT.
[fixed] almost done with jbox2d port to GWT backend. Wasn't that much work
actually... [added] more docs to assets/ package classes.
lights were too far.
shader improving, minor bug fixes, better organization.
[added] jbox2d, ported so it compiles with GWT. Main changes were merely getting
rid of StrictMath, fixing Float.intToFloatBits, and "unreflectifying" the pooling
package. Now some poor schmock has to write an API compatible thin wrapper,
hurray :D
Wrap light bug fix and huge performance imporovement.
[fixed] FreeTypeFontGenerator had wrong encoding ...
[fancified] loading bar, still fugly as hell. i am but a programmer...
[fixed] Forcing Eclipse to use UTF-8 encoding for FreeTypeFontGenerator due to the
DEFAULT_CHARS including unicode characters.
[fixed] all the tests and demos compile with -strict on gwt backend.
[fixed] GwtGL20 didn't deallocate texture ids [fixed] GwtGraphics reports
ppi/ppc/density [fixed] Everything should use TimeUtils#nanoTime/millies instead of
System.nanoTime for greater portability. [fixed] AssetManager fully functional :D
[fixed] added missing methods to Pixmap emu class [fixed] added missing methods to
Texture emu class [added] ParticleEffect emu class [fixed] ShaderProgram emu class
now handles setting uniforms correctly... [fixed] Matrix4 emu class now emulates
all original Matrix4 methods [added] ArrayMap, SerializationException to emu
package [changed] All the tests are fixed up. Made a list of tests in
GwtTestStarter that work. This excludes any tests using box2d, scene2d or OpenGL ES
1.0. [fixed] other classes so we can have more complete gwt backend support.
ShaderFactory implementation, builds shader with added #ifdef flags based on
material. Still need to create ShaderManager for those. All Color materials
supported in both shader paths.
[added] binary stuff...
[added] binary file support to GWT backend. It won't be the fastest, but at least
it's compatible.
[fixed] Default constructor to use parameter order from previous revision (I also
totally referred to the parameters by the wrong name in that last revision, oops)
[fixed] Constructor had parameters for bufferSampleCount and bufferSampleSize
swapped (in relation to the order the backends were sending parameters).
[added] fullscreen support, now with proper resizing in firefox as well...
[added] minor touch ups to gdx invaders, e.g. fullscreen support on gwt backend.
[added] Fullscreen support for gwt backend :D
[changed] center aligned div for super jumper :p
[fixed] keyboard focus in gwt backend. Canvas starts out with focus, loses focus if
user clicks outside of it. Divs work as well now.
[fixed] keyboard focus in gwt backend. Canvas starts out with focus, loses focus if
user clicks outside of it. Divs work as well now.
[fixed] no idea really.
[fixed] double touch down issue
[fixed] FPSLogger as per issue "do not know #" [added] emu classes for
InterruptedException and Thread#sleep() [fixed] emu ShaderProgram in GWT backend.
JS typed arrays are horrible, unless your data array is the exact size as a
preallocated typed array, you have to create a new typed array all the fucking
time. Unless i missed something.
[ignored] stuff
[added] GL ES 2.0 renderer for gdx-invaders [added] html5 starter for gdx-invaders.
Slow progress with prototype renderer. Default implementetion of still model
instance.
[fixed] default progress bar is a tad bit less fugly...
40% faster and 100% uglier sphereInFrustum checks.
[fixed] less fugly colors for default loading bar...
[ignored] more stuff...
[fixed] gwt-voices.swf in superjumper-html
[added] rudimentary sound support. add gwt-voices.swf to the folder containing
assets.txt, see superjumper-html/war. Experimental/incomplete.
[added] rudimentary sound support. add gwt-voices.swf to the folder containing
assets.txt, see superjumper-html/war. Experimental/incomplete.
[changed] minor fixes to cuboc/super jumper. seems like keyboard events don't get
piped through if you embed in a div. gahh.
[changed] superjumper.html shows how to embed the game anywhere in the site.
[fixed] GWT backend allows you to specify a <div id="embed-
your.gwt.module.name.Here"> so you can include the game anywhere in your site.
Falls back to either the Panel given in GwtApplicationConfiguration or adding to
<body> tag directly.
[fixed] base url construction in GWT preloader. We can't do cross-site embedding it
seems, but you can include your game in any page on the same domain with a relative
path to the nocache.js file.
[added] GwtPreferences fully implemented. Remember to flush if you want to persist
your changes.
[added] BlendingTest to cuboc demo.
[fixed] wegbl context disables alpha and premultiplied alpha by default, pixel
store sets UNPACK_PREMULTILPIED_ALPHA_WEBGL to false as well.
[oh god forgot to write a commit message] minor changes...
[deleted] war/...
[fixed] gwt backend project no longer has war/ directory. tests in gdx-tests-gwt
ignored
[added] asset preloading, filehandle and inputstreams to gwt backend.
SWIG now extends btCollisionObject and btDefaultMotionState to get btTransforms
without allocating a new btTransform Java object.
testing out best way to load resources. I guess i force people to use
AssetManager :p
ugh sleep
[fixed] more modifications to the GWT backend. Looks like it is feasible if i can
solve the asynch resource loading in a not to limiting way.
[fixed] Pixmap#getPixel() won't work for a while...
[fixed] Gwt Pixmap implementation 99% working, getPixel is a bitch.
[fixed] canvas width/height in gwt Pixmap works, gotta set it on the CanvasElement,
not the Canvas. Confuzzling.
[removed] more gwt stuff...
[ignored] more stuff
[fixed] Gwt backend uses new webgl wrapper from playn. Not sure if that one is
outdated or not, but at least it doesn't wrap parameters in enums... [updated]
simple mesh rendering works :D
[fixed] GwtGraphics implements additional stuff...
Rebuilt gdx-bullet for Bullet 280 (was 279). gdxMathTypes.i updated for recent
changes to Matrix3 ("vals" field now "val").
[fixed] issue 747, OpenALAudio stuff [added] YDownTest to demonstrate how to
perform rendering/input processing with a y-down coordinate system with
SpriteBatch, TextureRegion, TextureAtlas, BitmapFont and Stage. [added]
ShapeRenderer#fillRect taking 4 colors so one can render gradients.
OpenALAudio: constructor taking device buffer size and count was not calling this()
to actually initialize the class! OpenALAudioDevice: made buffer size and count
fields non-static so tempBuffer can be correct size.
[updated] natives after i found a nastygram in some native code.
[fixed] bug in gdx-freetype, i'm stupid... All is super awesome now.
minor stuff
FlickScrollPane: issue 710, emptySpaceOnlyScroll fixed.
[fixed] issue 685, access to internal file directory. See blog post
http://www.badlogicgames.com/wordpress/?p=2305 Thanks Nex!
[fixed] issue 685, configurable buffer size and buffer count for OpenALAudioDevice.
Set the parameters in LwjglApplicationConfiguration or
JoglApplicationConfiguration.
[fixed] KeyFramedModelViewer referenced wrong file.
[fixed] issue 725, OpenAL backend switches to passthrough if no audio device is
available.
[fixed] Issue 735, inconsitencies in Quaternion.
[fixed] issue 737, Vector3 and Vector2#Zero
[fixed] Issue 736, Matrix4#scl() improvements. [added] Matrix3#scl [changed]
Matrix3#vals -> Matrix3#val
[fixed] Issue 745, LwjglGL10.glTexEnvf was wrong.
[fixed] issue 743
[renamed] PixmapAtlas to PixmapPacker-
[updated] gdx-freetype PixmapPacker renaming.
AssetManager: better logging of assets being unloaded. BitmapFont, BitmapFontCache:
Fixed text wrapping with very long words that don't fit. FlickScrollPane: layout
widget when FSP is laid out.
[updated] natives.
[added] freetype bin/ to ignore list...
[fixed] native lib update script
[added] gdx-freetype to build, hurray.... [changed] BitmapFontData and Glyph are
now fully public, needed for freetype support. [added] PixmapAtlas class for
generating texture atlases on the fly. [added] FreeTypeTest, demonstrating how to
use the little sucker
[added] FreeTypeFontGenerator, works like Hiero without effects, can be used at
runtime to generate BitmapFonts on the fly. [removed] Kerning class, no longer
needed.
[fixed] issue 404. Tileset source images cannot have underscores in name because
they have special meaning to TexturePacker.
[fixed] Tileset source images cannot have underscores in name because they have
special meaning to TexturePacker. Related to issue 404.
[fixed] issue 734, added convenience methods to ShaderProgram
[fixed] more additions to FreeType wrapper, complete now, can get all metrics i
need and easily generate Pixmap instances from Glyphs.
[added] triangle splitting to Intersector, base for cutting up meshes into grid
cells for culling [added] static methods to VertexAttribute to make creating the
default ones easier. [added] helper method to Matrix3, so we can set a Matrix4 and
just get the base axis for a shader.
[added] kerning to gdx-freetype
[added] more freetype stuff, kerning doesn't return anything, gah.
[added] more freetype wrapping.
[added] missing AndroidManifest.xml
[fixed] List debug output... [changed] SelectBox has spacing [fixed]
AndroidInput#getTextInput has cancel button now.
[added] binaries for all platforms except mac
[added] build scripts for all platforms
[added] initial build of freetype on winblows.
[added] freetype skeleton, on to compiling it for all platfroms...
[fixed] Frustum#sphereInFrustumWidthoutNearFar did actually check against near far.
[fixed] issue 733, copy constructor of Sprite had a few issues.
TextField, updates to use displayed text for glyph positions rather than actual
text, enables cursor for password mode to work right. This stomped
ariel.coppes@gmail.com changes which seemed to attempt to do the same thing, but
were causing crashes in our app. Please let me know if I caused problems here and
I'll fix it, no need to waste your time trying to fix my fix. :)
light manager now assume that instance transform the center point to world space.
fixed nasty assert bug if len < small value, cleaned and documented.
[fixed] Jpeg#read is synchronized.
[fixed] issue 701, polyline support for tilemaps.
[fixed] issue 729, added Graphics#getRawDeltaTime
[fixed] issue 686, culling in List was wrong.
[fixed] issue 669, Delay has second static method that does not take an action.
[fixed] LwjglApp wasn't calling ApplicationListener#resize when
Graphics#setDisplayMode was called [fixed] issue 714, exception in Lwjgl GLU
implementation.
[changed] TextButton#getText returns a CharSequence
[fixed] issue 702, Label works with CharSequence instead of String.
[fixed] issue 720, obj loader generates indexed geometry on demand.
[fixed] issue 708, BitmapFont lineheight wasn't scaled when calling
BitmapFont#setScale().
[fixed] issue 723, info logs
[fixed] issue 724, added animationDuration to Animation.
[fixed] issue 728, Array#addAll had a bug.
[added] spacing to SelectBoxStyle.
Added support for directional light for both shader models. First directional ligth
is practionally free so it would be good to limit number of directional lights to
1.
Half-implemented gdxVoidPointer.i, but not enabled. Removed some extra methods from
btTransform.i that weren't saving the caller anything because we were reusing
return objects anyway.
vertex path light added.
ResolutionFileResolver, changed to use only width and never choose assets larger
than screen size.
small optimizations.
[fixed] assets folder link in model-loaders
[added] models
[removed] data from model-loaders
[cleaned] model-loaders assets
[removed] data from model-loaders-android
[removed] data in model-loaders.
shader refactoring. better naming, cleaner ordering, huge optimizations(10%)
+10-15% performance improvements to light shaders. Testing with specular maps.
Quality fixes. Clamp errors fixed.
issue-711: extracted method named computeGlyphAdvancesAndPositions(font, text) and
changed each time we call font.font.computeGlyphAdvancesAndPositions to call that
method, inside that method if the TextField is not in password mode then it does
the current logic, otherwise it creates a string of the same length but using only
the passwordCharacter and then calculates glyph advances and positions using that
string
small improvements.
added ambient light support, renamed shaders to .glsl Moved all light calculations
to lightmanager. added another instance of model to StillModelViewerGL20 to
visualize light system.
added rotation just to demostrating the model matrix functionality.
Rebuilt gdx-bullet natives with _DBT_NO_PROFILE (disabled profiling).
Added LightManager and wip modelRendererGL20 implementation. See StillModelViewer
to test these both. LightManager search N number of closest lights per model.
[added] new constuctor for ShaderProgram, taking FileHandles [fixed] log is now
filled if linking of program doesn't work.
Test shader, test viewer and small plan how to start with modelRenderer batcher
default #render implementations for gles2.0
LwjglFrame, minor improvements.
[fixed] Matrix3#inv allocated float array.
[fixed] SelectBox didn't behave correctly.
[fixed] native loading in Jpeg
[fixed] stuff in gdx-image
[added] ttf font factory test. Thanks to Allan!
[added] TrueTypeFontFactory by Allan, thanks a bunch. Needs some testing before
used by the public :)
[added] documentatino to Jpeg.
[added] gdx-image to build.
[added] GestureDetector#reset. [added] public constructor to Gdx2DPixmap that takes
data from the native side of things. [added] JpegTest, using gdx-image.
[added] Jpeg loading to gdx-image.
[fixed] normals where multiplied by 70 in MD2Loader, omaha said that explodes, so i
removed it :D
Added passwordCharacter field to TextField by default with the value of the
TextField.BULLET constant, and a setPasswordCharacter(char) to be able to configure
the desired password character for the TextField. Added a TextField with
passwordMode enabled in the UITest to show how it works
ResolutionFileResolver, added public choose method.
Delete one more local ref when releasing pooled objects.
Fixed SWIG director bugs on Android by upgrading to SWIG SVN (~2.0.5) and carefully
deleting local references in native code.
Built gdx-bullet natives for Android. Now builds with -fno-rtti (NDK default)
which required some post-generation hacks to the SWIG code.
BulletBuild no longer runs tests after building. Added comments to BulleTest
class. Also checking in linux64 native library (was already in the container jar).
[added] SoftKeyboardTest
[ignored] bin [added] jni
[added] ozcollide extension skeleton.
FileHandle, added read(int) for convenience of reading a buffered input stream.
GestureDetector, fixed pinch zoom. Oops.
ImmediateModeRenderer20, changed how shaders are handled. Simpler, allows same
shader to be reused for multiple ImmediateModeRenderer20s.
[updated] todo
LwjglPreferences, put back in .prefs dir.
[updated] StageTest, pivot of sprites is in center.
[added] ExternalMusicTest for issue 675
[fixed] issue 676, incorrect allocation of byte buffer in ETC1Data.
LwjglPreferences, made usable outside of libgdx app.
TexturePacker, added quiet boolean.
[added]modified libmpg123
[hurray] more stuff for jnigen, debugging with gdb works as well :p CDT sucks quite
a bit though.
[updated] jnigen can now load compiled results on the fly. Hurray i guess.
[fixed] jnigen doesn't have dependency on test-natives.jar anymore.
grr
[fixed] type in build script
[fixed] all warnings, except those in the GWT backend and in the
AndroidManifest.xml files (min sdk version < target sdk version).
[fixed] audio extension removed from build for now.
[fixed] build file outputs zip
[changed] disabling bullet build for now.
[updated] natives update script. still pretty nasty :/
[fixed] new build scripts are ready :D
[ignored] more stuff
[changed] more build stuff
[removed] unecessary dir in gdx-bullet
[removed] dependencies on lwjgl on gdx-stb-truetype
[moved] everything from bullet to parent directory
[fixed] new build scripts to build all projects.
[renamed] tiled-preprocessor -> gdx-tiled-preprocessor
[ignored] gdx-tiled-preprocessor/target
[renamed] gdx extension projects all have gdx- prefix now.
[ignored] gdx-tools/target
[moved] dependencies of gdx-tools to libs/ for new build scripts.
Removed Eclipse dependency on gdx-jnigen
AssetManager timings for debug. Javadoc.
[fixed] more ignores...
[ignored] bullet/bin
[ignored] a bunch of bin dirs [removed] bin dir in model-loaders from svn.
[fixed] new build scripts [fixed] NativeCodeGenerator didn't take strings into
account for cleanup...
[ignored] target folders [removed] audio io and analysis
[added] gdx-audio project, contains FFT and ogg/mp3 decoders. WIP
[updated] core native scripts to output to gdx/target instead of target/
[added] new build files.
[fixed] duplicate folders in gdx/libs/armeabi(-v7a)
[fixed] excludes didn't work in AndroidNdkScriptGenerator.
gah
[fixed] BulletObject needs to include stdio.h
[fixed] jnigen now supports pre and post compile task specification [fixed] bullet
build patches bullet source for win64 build.
[fixed] build script
[renamed] bullet -> gdx-bullet
[renamed] jnigen -> gdx-jnigen
[removed] vorbis and mpg123 decoder from gdx core
[renamed] stb-truetype to gdx-stb-truetype
[fixed] bullet wrapper uses jnigen now :D
stuff
[added] android natives for stbtt
[fixed] stbtt build now includes android target
[fixed] AndroidNdkScriptGenerator integrated in AntScriptGenerator.
Javadocs.
ImageButton, fixed inital size. SpriteBatch, added ctor taking default shader.
meh
[fixed] SelectBox.
NinePatch, fixed NPE.
AssetManager, added detailed logging. Application, added debug logging level.
BitmapFont, don't use space for descent. SelectBox, show list above box if there is
room and box would go off screen below.
scene2d.ui, made pack call validate, changed widgets to not call pack in
constructor. See Layout#pack javadocs.
GdxNativesLoader, fixed native lookup on Mac applets.
NinePatch, combines own tint with spritebatch color (allows actors to fade in ).
Group, remove actor from old parent before adding to group. ButtonGroup, fixed
getting checked button, fixed adding checked buttons to group. Table, apply actor
color to background patch.
TextureLoader, added wrap. FileHandle, added writeBytes. Color, convenience
methods. FileTextureData, fixed Mario's fix to copy images to POT. PixmapIO, added
writePNG. Skin, better font file loading. New default font.
[fixed] nate's pot hack :D
[fixed] override width/height in config in LWjglGraphics if Canvas is passed to
constructor.
[fixed] issue 343, LwjglApplet can now be instantiated with a config. Note that not
all of config is supported (width/height/title etc.)
[fixed] delta y reported correctly by lwjgl backend now [fixed] BitmapFont
constructor set ownsTexture incorrectly, plus some javadocs. [fixed]
BoundingBox#contains. [fixed] SpriteBatch default shader to use lowp on real GLES
backends (Android for now).
[fixed] issue 595, cpu mipmap generation used blending when it shouldn't. Note that
mipmap generation is black magic, and our implementation is just simple
downsampling which does not give super awesome results.
[fixed] issue 594, BoundingBox#isValid() was bollocks.
[fixed] issue 577, animation names and hiccup when looping animations in
KEyframedModelLoader. thanks ben.luddy!
[fixed] issue 578, thanks st.lebach!
[fixed] issue 556, Intersector#intersectRayTriangles() taking list returned true
all the time. [fixed] using len2 instead of len in intersectRayTriangles(). Should
port all of intersector to C at some point or finally wrap Bullet...
[fixed] issue 570, Polygon.getVertices() used rotated x in calculation of rotated
y.
[fixed] issue 538, LwjglGL10.glTexImage2D exploded when passing in a null pointer.
[fixed] issue 513, added Input#getRotationMatrix(), works like Android's
SensorManager#getRotationMatrix(),
[fixed] issue 567, Values.toArray(Array)
Image, fixed actor scaling.
TextButton checkedFontColor. Actor javadoc. ParticleEmitterBox2D update.
[fixed] Applications don't explode anymore if a posted Runnable throws an
exception. Prints stacktrace, might add listener for failure of runnable.
Internal files on Android no longer try to support exists() on directories, always
false. It was too slow! Label javadocs. Android test starter remembers scroll
offset.
Removed calling validate from pack because pack is called in constructors, which
means layout may be called before subclasses are constructed, which is messy.
Layout#pack() now also validates, when pack returns the widget is laid out.
Actor#visible false now also means touchable false. Skin find BitmapFont images
using same FileType as the BitmapFont file.
[fixed] extra allocations occurring when both Accelerometer and Compass are used.
Due to the (poor) "pooling" Android does for SensorEvents, registering a single
SensorEventListener for more than one Sensor results in continuous allocations.
Changed to register a separate listener for each sensor. See
http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=2646 for details.
Added random convenience method to arrays. Clarified Layout#layout, implementors
must invalidate AND layout children.
[changed] gwt backend updates.
Deleted shutdown hook for prefs, caused prefs to get truncated when using
LwjglFrame, which does a Runtime halt. TexturePacker only deletes PNGs in output
dir. I lost valuable JPGs. :(
Added secret flag to copy non-POT images to POT for <GL2. :D
Fixed changing button style when pressed to one without a down state.
Issue 573, added code so BitmapFont only disposes the texture if it created it.
Fixed issue 564, JOGL tab key down.
Fixed issue 594, missing root.stage=this.
Fixed issue 596, TWL image tint.
Updated maps, added findKey method. Added Skin#setEnabled.
Added fillx, y.
ScrollPane background optional. Skin javadocs and correctly disposing resources.
moar natives.
[fixed] updates natives jar
Mac natives
[updated] macos build script with -mmacosx-version-min=10.5. Let's see if that
works.
[updated] ParticleEmitter, ellipse edge spawn get angle toward center. [updated]
Javadoc warnings.
[added] new FileHandle#readBytes method
stuff
[fixed] LwjglPreferences...
[added] new method to FileHandle to read into a byte array of your own.
[updated] BitmapFont, Label, better text wrap. [added] clickListener to Image.
[changed] improved AssetLoadingTask behavior, uses 2 ticks for assets that don't
have a dependency. Minimum asset loading time is thus the same as 2 / FPS. At 60fps
that's 32ms, 0.032 seconds. Hrm.
[added] new constructor to AssetManager to use ExternalInternalFileResolver. This
is pretty stupid, should pass resolver to constructor. Will change asap. [added]
ExternalInternalFileResolver
[fixed] wow, i'm a dumb fucker. TextureLoader didn't prepare TextureData
asynchronously when set on TextureParameter...
[added] TextField password mode and tab traversal. [fixed] LwjglFrame shutdown
deadlock. [added] ImageButton constructors.
[fixed] IndexBufferObject.setIndices(...) Thanks Dumi.
a
[fixed] TextButton so can align label.
[fixed] tests that use SelectBox
[removed] Stage from widget constructors.
[fixed] Window sets stage before calling setClip() in constructor.
[fixed] BitmapFont wrapped text.
[updated] scene2d, changed how focus is handled. Now stored on stage, and all
actors have a stage reference. Removed constructors that take a stage. [added]
Group toLocalCoordinates, converts from group's coordinates to a descendants
coordinates. [updated] FlickScrollPane, "cancels" touchDown events on children if
scrolling occurs. [updated] TexturePacker, faster. Still crappy! [updated] Skin
asset loading, param is optional, looks for PNG with same name as JSON file.
[added] flip param to TextureAtlas asset loading. [updated] BitmapFont, fixed some
obscure wrap bugs. [updated] ParticleEmitter, changed BitSet to boolean[]. Should
use less CPU, which wasn't the limiting factor anyway... [updated] Button, pack()
by default, better pref size. [fixed] Label wrapped text. [added] TableLayout cell
property, scaling. Keeps widget aspect ratio.
[added] Convex Polygon intersection test, contributed by Jan Stria. Thanks a ton!
[fixed] TextButton was missing a constructor.
[fixed] LwjglFrame size. [fixed] Preferences to use .prefs folder. [added] Array
toString(separator).
[added] BitmapFontData to BitmapFontParameter.
[fixed] keyboard config changes ...
[fixed] InputMultiplexer merge conflicts. Nate, update your stuff once in a while
XD
[updated] Use new skin resource methods.
[updated] Button, separated into Button, TextButton, ImageButton. I'm sorry, but
this is better! [fixed] Image origin. [added] Skin resource convenience methods.
[fixed] ObjectMap size being wrong when items get to the stash. Wow I'm dumb!
[updated] scene.ui, refactoring and javadoc. Some minor API updates for sanity and
consistency. Made all fields private and exposed them where appropriate. [updated]
Scaling, renamed fit to fill and fill to fit. This will cause interesting and fun
to track down bugs for all, I'm really sorry but I had the names backwards!
[renamed] Cullable, moved to out of scene2d.ui since it is useful in group.
[renamed] ComboBox to SelectBox, this bothered me forever. Better to rename it now
than to add an actual combo box in the future. [updated] ScrollPane, refactored to
more closely match FlickScrollPane. [updated] SplitPane, refactored layout.
TextField, Widget, WidgetGroup, and Window have mostly escaped refactoring because
I'm fucking tired of doing it at the moment!
[fixed] Window not respecting actor color, issue 548.
[updated] Util maps, added get with default value. [updated] Interpolation, added
bounce constructors. [updated] SoundTest, use volume to start playback. [fixed]
OpenAL crash, issue 551. [updated] Sound, reversed pan values (now -1 is left, 1 is
right... wth Mario!? :p).
[updated] TWL JAR.
[fixed] Android sound not looping.
[updated] Label, fixed wrap width. [updated] Interpolation, parametrized.
[updated] TableLayout, better reflection exceptions. [updated] Array, fixed
truncate.
[updated] FileHandle, lastModified.
[updated] Polygon, removed logging. [updated] Util array classes, added toArray and
truncate. [updated] TextField, don't filter enter. [updated] Widget constructors so
can be created in TableLayout DSL. [updated] ButtonGroup, min and max checked.
[updated] TableLayout.
[updated] LwjglFrame so it sets the title and window size. [updated] NinePatch,
better handling of patches that stretch in one direction.
[updated] AssetManager, added 2nd isLoaded. [fixed] BitmapFont and cache text wrap.
[updated] Label, setWrapWidth. [updated] Skin, hasStyle. [updated] TableLayout
knows about skin and asset manager, does fancy stuff.
[updated] XmlWriter, no more ArrayDeque.
[updated] Json, wrap lines if > 4 fields or array/list elements.
[fixed] BitmapFont choosing space for a metrics glyph. [added]
FileHandle#write(InputStream).
[updated] SkinLoader, only load the texture with asset manager, BitmapFonts are
loaded synchronously. :( [updated] Skin, BitmapFonts first look in the skin for a
region, else they load their texture from a file. [fixed] BitmapFont crash if no
cap height characters.
[fixed] SkinLoader failed when no fonts. [updated] TextureLoader, added filter.
[fixed] Json bug with ignore unknown fields.
[fixed] LwjglFrame, dispose frame on crash/exit. [fixed] LwjglInput, mouse y was
off by 1! [updated] SkinPacker, wait for completion before returning from process.
[udpated] Table, don't add a pixel of padding.
[updated] FlickScrollPane, renamed force bounce.
[updated] FileHandle, charset for writer, charset and append for writeString, added
tempFile and tempDirectory, made copyTo handle directories recursively.
[updated] ParticleEmitterBox2D. [updated] ButtonGroup, uncheckAll. [updated]
ScrollPane and FlickScrollPane, pref size is the widget size.
[updated] SkinPacker.
[added] needsLayout methods to widgets.
[added] ButtonGroup, for radio button functionality. [updated] Button, changed
isChecked to a method.
[added] ParticleEmitterBox2D.
Scene2d refactoring + more. [added] WidgetGroup, a Group that does Layout.
[updated] Layout, added pack, invalidateHierarchy, and validate. [fixed] Group
lastTouchedChild. [fixed] Stack layout. [updated] LwjglFrame, setVisible called
automatically. [fixed] LwjglCanvas cursor. [fixed] Warnigns, javadocs. [fixed]
TextureRegion size float rounding. [updated] TableLayout pref size calculation.
[fixed] TextField cursor blink when clicked.
[added] FileHandle.writeString cause i'm lazy.
mac natives
Fixed imports.
[fixed] Setting checkbox.isChecked = true;
[updated] AssetManager, removed exception printStackTrace. [fixed] TextureRegion
returning the wrong size due to float rounding. Should really cache the damn
sizes... [added] MathUtils.clamp. [updated] Button sizing, constructor, setting
style. [fixed] FlickScrollPane layout. [added] Scaling class separate from scene2d,
updated Image. [fixed] TableLayout debug lines, finally. [updated] TableLayout,
cache pref and min sizes better.
[added] methods to TextField to set the selection and cursor position. [fixed]
f'ing bug in gdx2d.c. I hate myself and i want to die. Updated natives.
stuff in pixmap filling, ugh...
[fixed] SkinPacker.
[fixed] Skin.
[fixed] Skin.
[fixed] SkinPacker.
[updated] SKin packer to handle ninpatches with single region.
[updated] Skin, ninepatches can have a single region. No more region lookup for
ninepatch.
[updated] Interpolations. [fixed] Bug with table lines.
[fixed] issue #ican'trememberthenumberomgponies!
[fixed] issue 501, thanks arielsan
[fixed] issue 504
[fixed] issue 514
[updated] Better keyboard focus clearing.
[added] TextFieldFilter, allows you to filter chars added to the text field
[fixed] FlickScrollPane.tap(), yeah my previous fix was wrong...
[fixed] FlickSCrollPane would call touchUp on hit child twice, once in tap() and
once in touchUp()
[added] Culling to List.
[fixed] scene2d group culling.
[fixed] Sizing bug in Image. [updated] NinePatch with only a single region. Also
Table better computes pref size using background, but can be scaled smaller by
default. [updated] Table invaidates hierarchy when children are added/removed.
[added] Message text to TextField when it has no text and no focus.
[updated] Table, Stack, invalidateHierarchy when children are changed.
[updated] scene2d widgets again. In addition to setting their size in the
constructor, they also automatically call invalidateHierarchy when mutators are
called that affect the widget size. invalidateHierarchy now calls pack, so widget
sizes are automatically updated even when not using Table.
[updated] scene2d widgets to have a size after being constructed. This is just so
people are less confused when using widgets without Table. Call pack() if you
change the size of a widget after construction and aren't using Table!
[added] Culling to group, ScrollPane, FlickScrollPane, with test.
[added] Interpolation implementations and test. [updated] ComboBox and List to
accept Object[], converts to String[] internally.
[fixed] Issue 292, WAV headers not read and skip not working with buffered streams.
[fixed] Issue 402, double newlines not rendered correctly with BitmapFontCache.
[added] Table#pack();
[added] Widget#pack().
[fixed] Fixed issue 497.
[updated] Label to wrap text. [deleted] Old actor classes. [fixed] Scissor stack
when scissor area is zero, don't draw. [updated] Image, supports scaling and
rotation.
[updated] SkinPacker. [updated] FlickScrollPane, added support for disabling
scrolling in a direction, javadocs. [added] Raw assets for example skin.
[updated] Skin packing stuff... swear I checked this in weeks ago...
[deleted] bin dir. Mario and his goddamn subclipse...
[fixed] documentation in Transform [added] ComboBox.setSelection(), what was i
thinking...
[fixed] bug in AssetManager.unload(), dependencies got removed to early...
[fixed] AssetManager.getDiagnostics().
[added] panning to Sound API. Don't ask me why you need to specify the volume as
well in addition to pan position. It's complicated...
[added] new methods to Sound that allow you to change a current sound instance's
volume, pitch and looping behaviour. You can also stop a sound instance now. Hurray
i guess. [changed] SoundTest is fancier now, demonstrates new API.
[patched] TiledLoader can take a string as well now (could override FileHandle but
meh :)). [fixed] parts of SkinPacker. Still no worky.
[changed] TextField pref size is 50 by default, added setPrefSize.
[added] ApplicationAdapter.
[fixed] issue "oh god i forgot the number and closed it before committing".
GestureDetector.longPress added.
[fixed] issue 480
[fixed] issue 486
[fixed] issue 477
[fixed] issue 476
[fixed] issue 475
[fixed] issue 485
[change] make region, imageX, imageY, imageWidth, imageHeight protected so they are
available to sub classes
[fixed] Label font color is no longer overwritten with Actor's default color
[fixed] use desired width and height instead of constants for viewport calculation
[fixed] SkinPacker...
[changed] played around with StbTrueTypeTest a little. Quality sucks...
[fixed] issue 472, thanks Matthias!
[fixed] version.
[added] droid fonts. [fixed] stb truetype test.
[fixed] using rgba4444 now for stb glyph bitmaps.
[added] StbTrueTypeTest, everything seems to work. To bad i have to convert to
RGBA8888 :/
[fixed] stb truetype wrapper, time for testing and making it compatible with
BitmapFont.
Attemp 1 jni
[added] stb truetype jni wrapper, incomplete.
[updated] natives
mac natives
[updated] TexturePacker, default size 1024.
[updated] Json, no more IOException in public API. [updated] TexturePacker,
stripWhitespace off by default so it confuses fewer people.
[fixed] natives.
[updated] latest Box2D head revision.
[added] Box2dTest improvements to include ChainShape. Seems to work just fine.
[added] MoveSpriteExample
[fixed] increase buffer size to 2048 (from 1024), less popping, should make it
configureable.
[fixed] bug in JavaSoundAudioRecorder. WTF, this never worked. Interesting.
[updated] Json, changed default type field name to "class". Fixed issue 469.
[fixed] ui.json in gdx-tools, had PaneStyle in it.
[updated] NinePatch, any or all regions can now be null. [updated] Sprite, moved
constants to SpriteBatch. [fixed] Stage touchUp event propagation. Fixes issue
#441. [fixed] Button click listener when created with text. [fixed]
FlickScrollPane, starts at top instead of bottom, fixed emulating touch up event.
[updated] Image, can now take a region or NinePatch. [fxied] Label color. [updated]
Skin, if can't find a NinePatch, look for a TextureRegion and wrap it in a
NinePatch. [updated] Table, to only take a NinePatch (since you can now wrap a
region in a patch).
[fixed] couple of toString() implementations in asset managment package.
[fixed] Table click handling.
[removed] pref size fields from Widget. [updated] widgets to compute pref size
outside of layout. [added] min and max sizes to Layout.
[fixed] more stuff in GestureDetector.
[fixed] aids in SimpleTileAtlas. gah.
[fixed] issue 453, thanks tescott.
[fixed] issue 454, thanks Thotep.
[fixed] issue 459, contribution to Box2DDebugRenderer, thanks!
[fixed] half of issue 460. WTF! People, please write better code. This is shit.
[added] Table getWidget methods.
Fixed contains(Rectangle) method.
[updated] UI widget constructors. name has to come last, sorry but otherwise there
was ambiguity with other constructors. [updated] Table, added background 9patch and
region, click listener, and optional clipping. [updated] Rewrote Button and
CheckBox. Button is now a table, allowing buttons to have any widgets. Button has
methods to use a Label, since this so common. Button also has "checked" state,
making it easy to have a toggle button, radio button, etc without specialized
classes. [deleted] The other *Button classes. [fixed] Bug with BitmapFont computing
the number of glyphs that fit in a width. [added] Image#setRegion [updated]
TextField to position cursor after last character when clicked. [updated] Json,
better error messages.
Added flipRegions method.
[renamed] method in OrthographicCamera [fixed] same method...
[fixed] issue 456, Stage didn't use proper width/height when stretch is disabled.
[fixed] forgot to set with/height in etc1 tex data...
[added] new constructor to ETC1TextureData that takes ETC1Data directly. Use at
your own risk.
[added] new helper methods to setup ortho projections suitable for most 2D
applications.
[added] Generic type to AssetDescriptor and get(AssetDescriptor) method to
AssetManager. [added] Alignment to Image. [fixed] Stack layout bug. [added] parse
and register to Table. [added] Json constructor that takes OutputType.
[fixed] default constructor in Json.
[fixed] Array native array constructors. [added] More toJson methods. [fixed]
Writing JSON that is only a value.
[added] Convenience methods to Json.
[fixed] AtlasSprite offset when scaling a whitespace stripped sprite.
[fixed] issue 435
[fixed] issue 437
[fixed] issue 446
[fixed] issue 447
[fixed] issue 442
[added] BinaryHeap.
[fixed] JsonReader ambiguity between unquoted string and booleans. Assigned
priorities to match unquoted json values true, false, null before the minimal
format's unquoted strings.
FIX - Issue 401. (TiledLoader doesn't load layer names)
[updated] LwjglTestStarter to use libgdx prefs and not java.util.crap.
[fixed] dispose method to immediate mode renderers.
[fixed] AssetManager, throw exception if get is called for an asset that doesn't
exist. [added] Scaling modes for Image, stretchX and stretchY. [added] stack method
for TableLayout. [fixed] JsonWriter, removed bad import and fixed exception when
popping last object/array.
[fixed] AssetManager to use ObjectIntMap.
[fixed] ResolutionFileResolver now wants images to be grouped in directories
instead of appending a suffix per resolution.
[added] Interpolation class.
[added] ObjectIntMap. For really.
[added] ObjectIntMap.
[added] FIXME so we exchange HashMap with ObjectIntMap. Hurray.
[fixed] bug in AssetManager.clear(), have to be more smart about the order i
dispose of things :)
[fixed] JsonWriter now quotes true, false, and null when using the minimal
OutputType. [added] BooleanArray.
[fixed] Sprite not flipping correctly if rotate90 was used.
mac natives
[changed] test
[fixed] TileMapRendererLoader, makes it possible to load tilemaps via the
AssetManager.
[changed] SpriteBatch.setTransformMatrix/setProjectionMatrix can now be called in
between begin()/end() making our live a little bit easier. Do not overuse this
feature as it flushes the batch!
[updated] TableLayout to cache pref size.
[updated] LwjglTestStarter to close after one test run. [updated] Widget to be
invalidated by default. [added] Image scene2d.ui widget, supports many scaling
types. [added] ImageTest.
[fixed] TextureAtlas copy constructor, the region should be set to the passed in
region, not the packed size. Setting it to the packed size is incorrect when the
passed in region has been flipped because the passed in region height is negative
and the packed region height is positive.
[added] Json fromJson methods that take an element type. Yay lots of methods...
[fixed] Body and Fixture user data weren't nullified when object is destroyed.
mac natives
[added] contact rendering
[fixed] shitty Box2DDebugRenderer is now a super awesome box2d debug renderer,
thanks to ShapeRenderer. Got framerate on Android as well now :D
[updated] natives.
[fixed] armeabi folders in armeabi folders. inception...
[added] WheelJoint.cpp...
[removed] hiero, particle editor and image packer. move to new project gdx-tools.
[updated] LwjglCanvas to shutdown properly when stop() is called. [updated]
OpenALMusic to not gen AL buffers until as late as possible. [fixed] Warnings.
[fixed] Label layout when text is changed. [fixed] TableLayout alignment methods.
[added] LwjglFrame for a resizable LJWGL application window. [added] FileProcessor
to utils (should go in tools).
[removed] b2c project. pointless :)
[changed] FileHandle has two new constructors for use in non-crossplatform tools
that don't need a backend.
[changed] FileHandle is no longer abstract, has default implementation for
parent/child() now. Easier to create tools that are independent of backends.
[fixed] isocamtest
[changed] AssetLoaders now use FileHandleResolvers to get their FileHandles. Such a
resolver could check a networked resource and download stuff to a cache.
[fixed] tests and stuff. so cool.
[fixed] SUPER AWESOME ASSETMANAGER NOW CAN DO ANY KIND OF DEPENDENCY RESOLUTION AND
ITS AWESOME!
[changed] asset manager and loaders now use reference counting. That way we don't
have to augment the original classes like Texture etc. Cleaner. Should work but
needs a little testing still.
[removed] ReferenceCounter, cause it was a stupid idea. NAte was right all along.
all hail nate.
[added] ReferenceCounted marker interface for reference counted resources. At the
moment Mesh, Texture and ShaderProgram are reference counted. Normal operation of
dispose is guaranteed as long as you don't use the additional reference count
methods. Use with care and only if you know what you do :)
[fixed] skeletonmodel sets default material in constructor in case user forgets to
set a material :D
[added] reference counting to Texture
[added] Orthocam to CUllTest (commented).
[added] test.pkm, our own pkm based, zipped format for ETC1 textures.
[fixed] ETC1 texture data.
[fixed ETC1TextureData and ETC1Data
[added] test.pkm file
[added] ETC1TextureData, not operational yet.
[fixed] natives, except for Mac OS X, as always.
[added] BufferUtils.newDisposableByteBuffer, only use this if you know what you do!
[added] ETC1TextureData, yay i guess...
[changed] minor things in Gdx2DPixmap
[stuff]...
[stuff]...
[added] Xml class methods. [fixed] Warnings. [added] Stack from TableLayout to
libgdx.
[fixed] TableLayout has to flush.
minor fixes
[updated] TableLayout, convenience methods.
[updated] TableLayout to latest. Each TableLayout no longer causes a SpriteBatch
flush. Better Java API on TableLayout. Stack is public. [removed] Container from
scene2d. Table now does everything Container used to, without any extra layers on
top of the TableLayout project. It is still forked, may change that later...
[updated] LwjglApplication, vsync on by default. [updated] XmlWriter. [updated]
ImmediateModeRenderer, renamed old class to ImmediateModeRenderer10, added
interface that both 10 and 20 implement. [fixed] model-loaders bin dir in SVN.
[updated] Projects to avoid obsolete Android API 9. [updated] Stage to always set
the width and height of the root actor.
[fixed] typo issues as reported on issue tracker.
[fixed] TextureAtlas didn't apply filters to texture(s). Thanks Daniel!
[added] Separate draw and update methods for ParticleEmitter and ParticleEffect.
[added] Filename flag to not strip whitespace.
[fixed] Bug where not all texture filter combos were seen.
mac natives
[fixed] binaries for my C pointer arithmetic fuck up. Sorry Mac lovers, no love for
you, can't build for Mac OS X atm :/
[fixed] empty Image actor constructor will set region to null. (issue 355).
[fixed] issue 356, Input.setCatchMenuKey() added.
[fixed] the most embarassing 5 character wide C failure i've ever written in my
life :/ (issue 354) thanks Alex.
[changed] javadocs of sprite to better describe the function of the origin. thanks
razlepol!
The viewport was not set correctly for screen sizes smaller than the stage size and
activated aspect ratio
[fixed] Issue 353, CellProperties.pad was fluxored. Thanks patjdor!
mac natives
[added] Wolfensteintest. enjoy
[updated] binaries, mac is missing :D
[updated] binaries.
[changed] LwjglFileHandle constructors to public.
[changed] LwjglFiles and LwjglFileHandle to public, as they are useful for command
line tools, without starting up all of libgdx.
[added] ETC1 and native code from the ASOP. [changed] added to worst possible
method to BufferUtils. DO NOT USE OR ELSE!
[fixed] issue 348, thanks thomas!
[changed] gdx-tests-android build target is 3.1 now
inv() implementation verified and tested before inclusion. Code taken from the
issue tracker.
At Line 154, store the original length of tmp. We need the original pre-normalized
length of tmp to check u against in Line 158. Otherwise, we are always checking u
against a length of 1.
[fixed] Stage docs.
[fixed] reference of AndroidMultiTouchHandler in AndroidInput doesn't work well
with Proguard.
[Added] Polygon class. Still a work in progress - use at your own risk!
[i suck]
[added] etc1 from ASOP. not sure if we should use the pkm container format.
[fixed] an itsy bitsy tiny bit of issue 346, the rest is not fixable.
[added] doc to World#getContactList(), indicating that indexing on the returned
list is O(1).
[fixed] issue 342, thanks christof!
[added] very simple ParallaxTest...
[fixed] issue 341 and 345, thanks to andgeno and christof!
[fixed] issue 338, thanks Christof Krueger!
[added] runtime exception in case GLES 1.x is used and a non-square texture is set
to be generated with mipmaps.
[added] LwjglApplicationConfiguration.forceExit. When true, Sytem.exit(-1) is
called on app tear-down. Needed for webstarts on some flavors of OS X it seems.
[fixed] LwjglApplication.exit() will set running = false (in the future, with a
Runnable).
[fixed] LwjglApplication now uses post-poned close as well when close icon/alt + f4
is invoked. Thanks Ruben and Arielsan.
[changed] Frustum.planePoints is public now. Use at your own risk.
[added] FrustumTest, showing that our Frustum code actually works :p
[added] (very, extremely, fake) InverseKinematicsTest
[removed] debug output in LwjglApplication...
[fixed] issue 337, slider didn't cope well with negative values...
[fixed] Version in build.xml, bumped to 0.9.2
[added] Input.F1 - Input.F12 and support for that in the desktop backends.
[changed] World is final now. Otherwise you get nasty JNI problems if you extend
it.
[added] MipMapTest, requires GLES 2.0, shows you different effects of mipmap
filters. [added] Texture.setUseHardwareMipMap() to enable/disable hardware mip map
generation when available.
[changed] using hardware mipmap generation now if supported, speeds up loading.
[added] Graphics.hasExtensions() to check for GL extensions.
[added] Obli :)
[changed] ShaderProgram.TEXCOORDS_ATTRIBUTE to ShaderProgram.TEXCOORD_ATTRIBUTE
(string changed from a_texCoords to a_texCoord as well)
[fixed] removed/shrunk assets for small apk size of the gdx-tests apk. [fixed] CSAA
supported now, but only in GLES 2.0 it seems. Added BufferFormat.coverageSample, if
true you have to glClear(GL20.GL_COVERAGE_BUFFER_BIT_NV as well)! [fixed] a few
shaders...
[added] Sphere.overlaps(Sphere) method. Silly me...
[added] MSAA support for android backend.
AndroidApplicationConfiguration.numSamples lets you chose the number of samples to
use. If no config can be found it falls back to the best non AA config.
Graphics.getBufferFormat() will tell you if you have AA or not. [added]
GdxEglConfigChooser. Let's hope this really works on all phones
[added] AndroidApplicationConfiguration.numSamples, for ze MSAA/CSAA [added]
GdxEglConfigChooser, a custom nightmare.
[fixed] issue 331, thanks predging...@gmail.com :p
[fixed] old loaders for md5 and obj files, also use ShaderProgram#XXX_ATTRIBUTE
names for vertex attributes now.
[fixed] all loaders use the ShaderProgram#XXX_ATTRIBUTE names now for positions,
tex coords, colors, normals, tangents and bitangents of a mesh :D
[fixed] JoglGL20.getActiveAttribute/getActiveUniform are now working as expected.
[changed] ATTENTION! If you used custom shaders with SpriteBatch and SpriteCache,
use the ShaderProgram#POSITION_ATTRIBUTE, ShaderProgram#COLOR_ATTRIBUTE and
ShaderProgram#TEXCOORDS_ATTRIBUTE + "0" names for your vertex attributes!
[added] ShaderProgram query methods to get info on attributes and uniforms (name,
location, type).
[added] LwjglGL20.glGetActiveAttribute/glGetActiveUniform [changed] ShaderProgram
reads active attributes and uniforms at construction time. Commented out for now.
[fixed] minor stuff in TextureAttribute [added] G3D binary keyframed model loader,
or so
[fixed] issue 329, vsynch was wrong, thanks ruben01
[changed] CONTRIBUTORS file one more time.
[updated] CONTRIBUTORS file.
[fixed] issue 324, Button checked condition for SpriteBatch.draw method selection
incorrectly.
[Fixed] bug in OrthographicCamera.update(). Combined matrix was being passed to the
frustum update, rather than invProjectionView matrix.
[added] Application.error()/setLogLevel(). See javadocs. Thanks for the suggestion
haffax and deepinthewoods [changed] projective texture shaders, now fully broken :D
[added] very simple line drawing example.
JUST FOR RUBEN, CAUSE HE'S A PITA
[changed] using sphere now in projective texturing test.
[fixed] silly projective texturing shader...
uhm, why has everything changed? :/
[fixed] boy.g3d is now the keyframed model of the boy.
nothing to see here...
[added] binary format for keyframed models plus exporter and importer. works like a
charme :D
[fixed] shaders for projective texturing test. N1 and Droid don't like that code
that much :p Desire HD renders stuff at full speed.
[added] projective texture mapping test, just for fun...
[added] ImmediateModeRenderer20, needs more docs, but the usage should be straight
forward. Just like the other immediate mode renderer. I couldn't keep the interface
of the old immediate mode renderer i'm afraid. [added] Matrix4.toNormalMatrix(),
clears the translational part of the matrix, inverts and transposes it. To be used
for lighting calculations in shaders. [added] Vector3.X/Y/Z, the default axes. If
you change those you will be hunted down. [added] ComboBox getters, totally forgot
about those...
[fixed] to more doc bozos
[changed] minor updates to the UI docs.
[fixed] all UI components now use their Actor.color and respect the parent alpha
via modulation. If a graphical element of a component has its own color (e.g. texts
rendered via fonts) they will only use the alpha * parentAlpha. [removed] couple of
things from NinePatch.
[added] the rest of the UI API docs. W00t! On to the wiki article(s).
[changed] Made constructor public.
[added] more UI API javadocs and some methods were appropriate. Almost done, 2
classes to go in the main API, then on to the utils.
[added] blender 2.57 still model exporter, see doc/blender
[added] more javadocs for UI API. giving up for today...
[added] shitty shadow mapping test thing mess :)
[fixed] documentation for Skin
[changed] made Skin.parseStyle() public. If there are styles and assets in the skin
having names that are used in the XML file, they will get overwritten without any
effect on widgets that have already been created. [added] Skin.addXXXStyle()
methods. [changed] NinePatch constructor uses var arg.
[added] Container.clear() BaseTableLayout.clearCells() to clear a Container! Thanks
dertom!
[fixed] ShaderProgram.getLog() now always queries for the log
[fixed] issue 318, thanks mobtekdev!
Changed the documentation a little bit. Fixed typos, etc.
[fixed] Container documentation complete.
[added] class documentation for Container.
[ignored] gen & bin in model-loaders-android
[deprecated] awesomium extension, takes up a shitton of space. You can find it in
http://libgdx.googlecode.com/svn/deprecated if you still need it.
[added] Javadocs for Button, CheckBox and ComboBox. More to go...
[fixed] removed sysout in JoglInput. Oh my... Thanks ajhager
[fixed] DesktopClipboard needs to be instantiate via reflection otherwise Android
1.5 goes boom...
[fixed] warning in Rectangle documentation.
[fixed] Warning in Stage documentation.
[added] licence headers to ui stuff as well as nates table-layout (new bsd).
[added] new UI stuff. Documentation in form of more javadocs and wiki articles
incoming. Gimme 2 evenings. See UITest in the meantime for a basic thingy.
[fixed] SpriteCacheTest now works with shaders as well, for testing you know...
[renamed] UITest is now called OldUITest. Enter the new UI API :D
[fixed] SpriteCache has the same behaviour in terms of OpenGL state changes as
SpriteBatch now. no more glviewport, how silly... [added] SpriteCache now also lets
you set a custom shader.
[fixed] "use int" setting for BitmapFont and BitmapFontCache.
[added] licence files for very angry robots. Thanks rod!
[fixed] Renderer of gdx-invaders.
[fixed] removed debug output from jogl backend...
[updated] some natives and update script.
[ignored] settings, bin, gen
[added] Very Angry Robots! :D
[updated] to latest lwjgl nightlies, delta and mouse coord clipping in lwjgl
backend now work as expected :D Thanks MatthiasM!
[fixed] use 16-bit rgb for textures in qbob! Super mega hyper performance boost on
Tegra platform. Doesn't like 24-bit textures one bit it seems...
[added] Input.getDeltaX()/getDeltaY() and consorts to get the delta mouse/touch
movement. Has a problem in the lwjgl backend due to a bug. Have to update to the
lwgjl nightlies (will do so in a bit) [added] Input.setCursorCatched(), to catch
and hide the mouse cursor. Does not entirely work with the Jogl backend as catching
the mouse cursor within the window is impossible to do perfectly with Robot. High
mouse speeds will let the cursor escape eventually. Works fine with Lwjgl though.
[added] Input.setCursorLocation(), in case you need to position the mouse cursor at
a specific point within the window :)
[fixed] issue 310, depth buffer flag was ignored.
[fixed] Body.destroyFixture() puts fixture back in pool as well...
[fixed] Bodies and Fixtures are pooled now. I'm afraid i can't pool joints,
jointedges and shapes.
[fixed] issue 304, segment/circle intersection. Thanks TheDannyMo!
[fixed] issue 307, typo
[fixed] accelerometer orientation on native "landscape" devices. Using
Display.getOrientation() for now out of laziness. Will multiplex based on version
at some point in the future... [added] AccelerometerTest [added]
Input.getNativeOrientation and Input.getRotation, the former returns an enum
(Orientation.Landscape/Portrait) the later an angle in degrees (0, 90, 180, 270),
indicating the deviation from the native orientation. [removed] useless, lockless
input classes for android. i have to update them every time, but we'll never switch
to them... [fixed] typo in Camera documentation
[fixed] accelerometer orientation on native "landscape" devices. Using
Display.getOrientation() for now out of laziness. Will multiplex based on version
at some point in the future... [added] AccelerometerTest [added]
Input.getNativeOrientation and Input.getRotation, the former returns an enum
(Orientation.Landscape/Portrait) the later an angle in degrees (0, 90, 180, 270),
indicating the deviation from the native orientation.
[fixed] tiny bug in PIckingTest, set glViewport wrong.
[changed] android tests use stencil by default now.
[moar stuff]
[changed] default stencil is 0 bits in all backends. [changed] added rgba, depth,
stencil support for android backend. woot :)
[fixed] getDisplayModes returns one and only fullscreen mode on Android now :)
[changed] numSamples -> samples for MSAA
[added] A ton of new methods to Graphics for switching the display mode, fullscreen
support, querying the active buffer format (color, depth, stencil, samples),
enabling vsync etc. [added] JoglApplicationConfiguration and
LwjglApplicationConfiguration. Yay :) [added] FullscreenTest
[fixed] concurrentmodification exception in AndroidAudio.dispose(). Cause you shall
not remove stuff from a list while you use an iterator of that list. I'm stupid...
[changed] softkeyboard is now created in UI thread. Doesn't affect anything though,
since we do that via a service which is thread safe it seems. Can't go wrong with a
Handler though :)
[added] OnscreenKeyboardTest
[added] Keys.BUTTON_CIRCLE for the Xperia Play circle button. Sony, you so
awesome... [changed] AndroidInput will translate BACK + alt to BUTTON_CIRCLE on
Xperia play.
[changed] MusicTest allows to specify number of simultanious streams.
[fixed] issue 302. Thanks to dwneonstar!
[fixed] some minor stuff
[fixed] minor keyboard stuff in jogl.
[fixed] some of the issues described in issue 300. Sadly, lwjgl reports
Keyboard.EQUALS for the "+" key on german keyboards. Nothing i can do about it :/
[fixed] part of issue 301, Mp3, Ogg and Wav now preload in the constructor (== call
to OpenALAudio.newMusic()). [todo] have audio update on separate thread. possible
thread contention.
[added] licence header to new test...
[added] FastTextReadingTest, loading 178k words, line separated from a ~1MB file.
~3.2 seconds on Nexus One and HTC Desire with Gingerbread. Could be faster, but for
most practical purposes that suffices...
[fixed] major bozo in Group, didn't pass through touch down events to focused
Actor. wtf.
[updated] a ton of natives...
[added] g3d versions of model. damn they load fast :p
[changed] ModelLoader in core API is now called ModelLoaderOld. Why? Cause it
screwed with things in the extension... [added] new methods to Camera [added] new
methods to Texture (get wrap & filter) [finished] QPRE :D
[fixed] drawChild() in Group needed a flush, otherwise scissor stuff is broken in
UI.
[fixed] vector pinball Field needed to implement pre/post solve.
[changed] IsoCamTest, just a bit to fit the tutorial on the blog.
[changed] IsoCamTest is now a fully working isometric tile rendering example with
camera drag. tiles are asumed to be 1x1 units in size. The spritebatch used to
render is using a rotation matrix so everything is rendered in the x/z plane
instead of the usual x/y plane. the camera itself is located above the x/z plane,
looking down, left, along the negative z-axis for a 45 degree iso effect.
[added] more fun to 3D loader api :)
[added] ModelLoader inteface, plus sub-interfaces like StillModelLoader,
KeyframedModelLoader and SkeletonModelLoader [added] ModelLoaderHints and
MD2LoaderHints. Allows to generically pass on loading hints like flipV etc. to a
specific loader. [changed] all loaders (except the Ogre one) implement the
interfaces now [added] ModelLoaderRegistry, allows to register one or more loaders
based on file extension. Makes loading models a bit easier.
[updated] Version is 0.9.2 now.
[changed] made box2d velocity threshold configureable, see
World.setVelocityThreshold()/getVelocityThreshold().
fixed mac natives
[changed] made box2d velocity threshold configureable, see
World.setVelocityThreshold()/getVelocityThreshold().
[added] ExitTest
[added] Application.exit(). This will close the application some time in the
future, invoking the full pause/dispose cycle.
[added] debug renderer to Box2DTest.
[fixed] issue 287, typo in TextInputListener.
[updated] all binaries from ci server.
mac natives...
[fixed] mac build script, last try before i make things explode
[fixed] mac build script, linker options still had ppc enabled.
[changed] mac build is now x86/x64 only. I'm sorry, no more ppc support in latest
xcode it seems. Fuck all about that.
[added] post/pre solve stuff to Box2DTest. Major log output ahead :D
[added] box2d post/pre solve. Gotta compile for mac...
[oh god i'm dumb] forgot to commit AndroidInput...
[fixed] multitouch pointer id remapping
[fixed] TiledLoader couldn't correctly load multi-layer xml maps
[fixed] TileMapRenderer offset had changed
[added] BitmapFont.computeGlyphAdvancesAndPositions() (what a mouth full...) and
BitmapFont.containsCharacter(). Needed for easy implementation of UI text field :D
[added] Actor.keyDown/Up/Touched/scrolled plus implementation in Group. [added]
Group.keyboardFocus() and scrollFocus(). May the fsm have mercy on us.
[fixed] typo. how did that get in there?
[fixed] Circle contains. Thanks bullsquared!
[changed] split up Group.draw() into several methods. Needed for UI stuff, also a
little cleaner now.
[added] some blender files to test the blender exporter for still models. Works
like a charme :D [added] tons of new widgets for the qbob scene2d ui stuff. to be
released as a libgdx extension. :D
[fixed] TileMapRenderer was incorrectly placing tiles with transparency
[reverted] Group, cause i was out of my mind...
[fixed] issue 289, thx Mihail!
[fixed] descent is calculated over all glyphs in BitmapFont.
[fixed] FastImage sets color of sprite as well now. Thanks Mihail.
[changed] BitmapFont supports Hiero 4 output as well now.
[added] boy.g3dt and StillModel modificatoins
[added] Actove.touchMoved, uses a base implementation so that API doesn't break.
[fixed] ShaderProgram.setUniformMatrix, thx toronto :)
[added] BitmapFont.getDescent() to end this madness!
[added] nine patches, skin class + xml format etc.
[renamed] new Xml.Element attribute getters...
[added] more attribute getters to Xml.
final commit for the night. sleep...
[added] g3dt Softimage exporters
[added] G3dtLoader for still models. [added] stuff...
[added] g3dt-still schema
[added] G3dtLoader for still models. [added] stuff...
[fixed] LinearGroup takes float as argument for width/height. [added] MEsh.scale(),
use with care! it's bollocks! seriously!
[added] some component based methods to Body. Not done yet.
[added] boy to QbobViewer :D looks amazing. [added] log method to
AndroidMultiTouchHandler for those special times...
[fixed] lots of stuff in the 3D API [changed] removed some assets from model-loader
project(s).
[fixed] MD2 loader
[added] texture packer to build
[changed] MORE ACTORS IN CULLING TEST!
[added] Simple stage culling test with a lot of assumptions.
[fixed] updated check in FastImage. Bollocks.
[added] parent alpha to fastimage.
[changed] safeguard in onPause, erase realId of AndroidInput. The MOtorola Jordan
has quite some problems it seems. Works fine on all other kinds of phones...
[changed] upped the realId size in AndroidInput for good measure.
[fixed] MouseJoint is rendered in Box2DDebugRenderer now.
[changed] lightmaps for android version.
[changed] latest iteration of the lightmaps
[added] new lightmaps!
[fixed] grrrr mipmaps...
[added] new lightmaps...
[changed] qbob viewer uses add signed texture combiners now. hate that stuff..
[changed] assets for better lighting
[fixed] 512 diffuse texture to actually be 512 /facepalm
[changed] assets again
[changed] assets
[added] new models and textures [changed] cuboc viewer to use new stuff
[fixed] Vector3.nor() is a bit more robust now.
[added] natives to model-loaders
[added] more 3D API goodness.
[added] model-loaders-android project. now with 100% more lightmaps :D
[moved] old model-loaders project to new path.
[added] sub-folder to model-loaders. making room for android project.
[fixed] update script for some new android projects.
[added] Stage and Group.unfocusAll method. You can call this on
ApplicationListener.pause()/resume() to take away the focus from all focused
Actors. You also have to make sure that any actor that depends on being focused,
e.g. waits for a touch up event, resets its state.
[fixed] Parallel, Remove and Repeat now call their completion listener as well. I
blame it on Moritz! Tsk tsk :D
[fixed] NPE in AndroidGraphics on GT-I7500. Thanks Saurav!
[fixed] Sequence completion listener is called as well now...
[fixed] clean up in ChunkReader
[fixed] StillModel export and import to and from the g3d binary format working :D
Load times on desktop are super awesome. Let's see how well this performs on
Android...
[fixed] new chunk stuff for 3D binary format(s). Works like a charme and i can even
see how to translate from text to binary and vice versa now. Eric, checkout
ChunkTest if you read this. Hope you like what you see. If not, send me a mail.
[fixed] cube respawns at player position.
[fixed] level again...
[fixed] level
[update] oops to the level design!
[update] tweaked the cuboc level
[changed] f now triggers follow mode on desktop. yay.
[changed] cube size to huge :D
WTF subclipse?!
[changed] rendering new control button.
[update] added new very spartan control button to controls.png
[changed] control scheme
[changed] control scheme.
[changed] added secondary cube botton for follow
[changed] control scheme.
[changed] more control scheme changes.
[changed] more changes to control scheme.
[changed] analogue stick controls for cuboc
[dded] natives to cuboc svn
[added] contains method to Rectangle...
[ignored] bin and gen in cuboc-android
[ignored] bin in cuboc...
[added] cuboc
[added] runtime exception to AndroidInput.lookupPointerId in case the pointer id
couldn't be found, indicating a bozo in the pointer ids reported by Android.
[changed] order of invocation for AndroidAudio.resume(). Should be called before
the ApplicationListener is resumed otherwise wasPlaying may be borked if a Music
instance was added before the AAudio.resume() method is called.
[fixed] Delay.getActor(). I'm an idiot :D
[added] Action.getTarget() for profit!
[added] super jumper android sources. what was i thinking? Thanks Haffax for
reporting.
[added] more chunk stuff, not done. has a nice bug somewhere, off by one yippie!
[fixed] issue 268, AndroidApplication.getVersion() was still in 2009 :p
[added] Copied AUTHORS to NOTICE.
[fixed] 267, AtlasRegion not copying rotate field.
[changed] TiledLoader now backed by Nate's super awesome xml class!
[removed] bin...
[removed] bin and gen from super jumper projects...
[deleted] gen folder from metagun-android...
[removed] 2nd and third model in KeyframedModelViewer
[fixed] special case for Mirage Graphics3 in Jogl backend. Reports support for 1.5
while it actually doesn't...
[Added] Limited progress on G3dLoader
[added] ActionSequenceTest for profit!
[added] TileSet name now loaded by TiledLoader
[added] name string to TileSet class
[added] head obj file.
[fixed] ColladaLoader to use new StillModel constructor
Fixed issue 249. We now store the last 8 IDs for each sound. Calling stop will stop
all instances of the sound.
[added] A default size for the space glyph if missing from the font file.
[Added] Latest G3dExporter changes
[fixed] TileMapRenderer.render() method wasn't rendering the full map
[Changed] StillModel and StillSubMesh fields to final public [Added] constructors
for StillModel and StillSubMesh [Added] first stab at StillModel.getSubModel()
method [Changed] ObjLoader to use new constructors in StillModel and StillSubMesh
[Removed] Unused import statement from Model
[fixed] TileMapRenderer.render(Camera cam)-
>TileMapRenderer.render(OrthographicCamera cam), now properly handles
OrthographicCamera's zoom option.
[added] looping to AnimatedModel.setAnimation(). Not sure about that yet.
[added] linear interpolation to KeyframedModel, neat. Still a few things to
implement (native impl, some stub methods...)
[fixed] The start and delta of the alpha value have been initialized with 0 (and 1)
and not the actual alpha of the target.
[fixed] The start and delta of the alpha value have been initialized with 1 (and
-1) and not the actual alpha of the target.
[Added] Latest updates to ObjLoader
[fixed] some minor final related stuff. seems like SkeletonModel and it's "sub-
classes" don't like final a lot...
[changed] made every member in keyframed classes final. Started on that for
skeletal as well, have to do the same for still model. ugh...
[fixed] Usage is not public static.
ugh
[hell yeah] Softimage exporter works, file-format works, import works. Now i just
need to write up the actual blending for KeyframedModel. Yeah! Awesome
[updated] TileMapRenderer.render method slightly improved
[added] TileMapRenderer can now accept any unit for drawing tile maps (through the
unitsPerTileX and unitsPerTileY arguments). [added] TileMapRenderer.render(Camera)
method
[somethings wrong with the G3DT stuff. will figure it out tomorrow...]
[fixed] Bug I caused with ParticleEffect.
[reanbled] android test app package builder...
[added] G3DTLoader for keyframed models. Not finished yet, but almost. Got all the
data in memory :D [changed] KeyframedModel now assumes that all the animated vertex
components are stored first per vertex, e.g. pos, normal are animated then come the
non-animated components like uv1 and uv2. [changed] Keyframe stores only the
animated components and doesn't store the non-animated components anymore ->
massive reduction of used memory, better cache behaviour (hopefully).
[moved] stuff araound.
[Added] Latest work on g3d binary exporter
[added] Disposable to ParticleEffect.
[changed] ParticleEffect to not use the Array.items. [fixed] Issue 255,
ParticleEffect doesn't dispose textures.
[Added] Latest ObjLoader progress in extensions
[Added] Latest ObjLoader progress in extensions
[fixed] race condition in AndroidAudio/Music through heavy and silly
synchronization :D
[added] SubMesh.getBoundingBox(BoundingBox bbox) for convenience. Yay, it's coming
together...
[added] boy texture, flipped for now. need to flip uvs in collada loader. [fixed]
collada loader now works for static models. we'll use dotXsi for animated stuff and
maybe later on add animation support to collada. Both formats share the same
semantics so hopefully i can reuse classes developed for dotXsi. [added]
StillModelViewer. [added] Model.getBoundingBox(BoundingBox bbox) for convenience.
Should add the same to SubMesh.
[added] Mesh.calculateBoundingBox(BoundingBox bbox) so you can reuse an existing
bounding box instead of letting the method create a new one on each call. [changed]
VertexArray/VertexBufferObject.bind()/unbind() will ignore unknown, non-GL1X
compliant components like tangents.
[fixed] Issue 254, setColor(float, float, float, float) was incorrect in BitmapFont
and BitmapFontCache.
[Removed] FrameBuffer methods from Texture. Improved versions are available in
ScreenUtils
[added] interface design for ModelRenderer and ModelInstances. Yay?
[fixed] IAOB in Sequence. Reason was that currAction could go over actions.size()
without a check, e.g. act is called after the Sequence is already finished. silly
me...
[Moved] ObjLoader in extensions to .g3d.loaders.wavefront to avoid conflicts with
ObjLoader in core
[updated] natives and libraries
[updated] libs/natives in gdx-helloworld
[changed] version to major.minor.foobar
[added] MultiTouchActorTest, to test the multitouch... on actors... like Buttons!
XD
[fixed] Button mulittouch behaviour. I'm so smart...
[fixed] issue whatever, OnActionCompletedListener fixed, some leaks to be expected.
enjoy...
[Replaced] DAE file
[Added] DAE asset
[fixed] issue 251 in TiledLoader. Thanks Sofox!
[Revert] Previous change to setSprite method.
[Changed] Moved Material classes to com.badlogic.gdx.graphics.g3d.materials, to
avoid conflicts between core and extensions
[changed] synching only on Input instance. Still shit...
[changed] initial realId array is zero length.
[fixed] this shit http://groups.google.com/group/android-
developers/browse_thread/thread/8b14591ead5608a0#
mac binaries reverted
[revered] b2Settings linearVelocityThreshold...
mac binaries...
[temporary] b2d velocityThreshold to 0.0f for t4ils
[changed] AndroidInput touchx/y/etc arrays resized to 40 elements. Temporary fix
for xperia. still strange.
[removed] unused import
[added] some Collada models [added] preliminary Collada stuff. For now we only load
geometries (<triangles>/<polylist>). Got to write Faces.getMesh() tomorrow, easy
peasy. Also "deindexes" the indices and triangulates polylists for übercomfort.
[fixed] bozo in Xml$Element#getChildrenByName.
[Fixed] ParticleEmitter.setSprite method. Current implementation prematurely breaks
from the particle.setTexture loop after reaching a null particle value.
[changed] AndroidGraphics.pause() won't synch on pause if listener is currently not
running.
[changed] ApplicationListener.create() is now called in Renderer.onSurfaceChanged
on Android. Let's see how that works out. Reason: Xoom and other HC devices have
that funky bar at the bottom which munches away some pixels.
Gdx.graphics.getHeight()/getWidth() are initially set to the display's width &
height, which is incorrect on those devices. Problem is that
Renderer.onSurfaceCreated() is called before the GLSurfaceView is laid out so we
had to fetch the dimensions from somewhere else (display metrics...). Bummer.
[fixed] TileAtlas used String.isEmpty.
[fixed] Delay called listener twice. Wtf...
[added] Actor scaling to Label and Button.
[fixed] Issue 239: font bounds should be float, not int.
[fixed] issue 243, AudioTools.convertToShort() was wrong.
[added] Min size to LwjglCanvas. [added] Control keys to LwjglInput. [change]
TexturePacker so incremental is not on by default (reverts previous accidental
checkin). [change] TexturePacker, process throws a RuntimeException. [added]
Input.Keys: CENTER, UP, DOWN, LEFT, RIGHT. Left DPAD_* alone. [added]
Layout#invalidate() for proper layout caching when using scene2d for GUIs.
[fixed] TileMapPacker and TileAtlas now properly follow relative directory paths
[fixed] TileMapRenderer now properly handles maps without the blended tiles
attribute
[added] new resources from kernle
[changed] TextureDataTest now uses a Pixmap, old code left in, commented.
[fixed] removed sysout in camera. my brain...
[fixed] null pointer check in Element convenience methods.
[added] some convenience methods to Xml.Element.
[added] Circle class... [added] Methods for Circle/Rectangle overlap testing to
Intersector.
[fixed] Gdx.glu wasn't set in Jogl backend [fixed] Camera has unproject/project
methods that allow specification of viewport. See PickingTest.
[fixed] Lwjgl now also handles the escape key. BECAUSE I CAN! [fixed] cosmetics
[added] Rectangle has a convenience method...
[fixed] Util arrays addAll.
[added] minor additions to rect and vec2.
[added] TiledLoader and TiledObject now gather the gid from objects (to support
tile objects). TileMapRenderer will not render these objects.
[fixed] TileMapRenderer was culling incorrectly
and one more commit for the cronjob
another test commit for the git mirror...
test commit for git cron job
[fixed] FileHandle, getting the child of an empty relative path. [added] String
constructors for Texture and TextureAtlas to load an internal file. [added] Empty
camera constructors.
[changed] Linked the desktop test projects to the Android test project's "assets"
dir. No more juggling multiple copies of assets!
[fixed] SpriteBatch javadoc mistakes.
[fixed] Issue 173, TWL touchUp should pass button.
Fixed issue 198, TextureAtlas not loading textures with correct format.
[fixed] Fixed issue 201, TWL font loading from subdirectory. URLs are constructed
differently on Android...
[fixed] Fixed issue 153, ParticleEmitter accumulator for high FPS.
[fixed] Image TextureRegion was final. For whatever reason.
[moved] MathUtils to com.badlogic.gdx.math
[added] new methods to Graphics interface and stubs in the backend. Not functional
yet.
[fixed] docs for Input.isPeripheralAvailable()
[changed] removed Input.supportsXXX and Input.isAvailable methods to query for
available peripheral. Replaced by Input.isPeripheralAvailable()
[fixed] Mesh, Texture, ShaderProgram and FrameBuffer are now managed per
Application instance. [changed] JoglGraphicsBase doesn't average the delta time
anymore.
[added] docs/ folder. will contain developer guide and related material eventually.
[added] Added two new interpolators.
[updated] natives, one more time...
[fixed] two bugs in Matrix4.cpp matrix4_proj. I'm that awesome... [changed] rewrote
cameras and frustum code to use new native matrix methods.
[changed] natives, last time. MAC binaries still need to be recompiled. [changed]
optimized Java Matrix4 methods a little. Ugh, divisions!
[changed] renamed Matrix4.xxxJNI methods. [added] New Matrix4 methods for bulk
operations [changed] benchmarks of BufferUTils and Matrix4 are a bit more
exhaustive now. No warm-up but i don't care that much...
[fixed] missed an #include for le android.
[added] Matrix4 JNI stuff to android build scripts.
[updated] natives, todo: mac natives
[added] more JNI methods to Matrix4. Bulk multiply. Let's see how that works out on
le Android...
[added] a ton of new BufferUtils methods to copy various primitive array types to
direct Buffers as well as copy Buffers to Buffers. [added] native Matrix
operations, see Matrix4.xxxJNI(). [added] (commented) interface methods to Graphics
for camera handling. Need to think about that a little more. Android camera API is
a piece of shit. [added]
[changed] Button to use Layout.
That should do it... damn synchronization due to license changes made a mess.
[modified] TiledMapPacker and TileAtlas so that tile sets can be shared between
maps. TiledMapPacker now takes an directory of maps instead of a single map as an
argument. [modified] TileMapRenderer (renamed from TiledMapRenderer) now takes a
block width in tiles instead of pixels, began decoupling from Tiled (TileAtlas
needs a few more changes for it to be complete) [fixed] TileMapRenderer.render y
coordinate matches the Tiled and camera coordinates [modified] Test files to match
changes to TiledMapPacker, TileAtlas, and TileMapRenderer
[modified] TiledMapPacker and TileAtlas so that tile sets can be shared between
maps. TiledMapPacker now takes an directory of maps instead of a single map as an
argument. [modified] TileMapRenderer (renamed from TiledMapRenderer) now takes a
block width in tiles instead of pixels, began decoupling from Tiled (TileAtlas
needs a few more changes for it to be complete) [fixed] TileMapRenderer.render y
coordinate matches the Tiled and camera coordinates [modified] Test files to match
changes to TiledMapPacker, TileAtlas, and TileMapRenderer
[modified] TiledMapPacker and TileAtlas so that tile sets can be shared between
maps. TiledMapPacker now takes an directory of maps instead of a single map as an
argument. [modified] TileMapRenderer (renamed from TiledMapRenderer) now takes a
block width in tiles instead of pixels, began decoupling from Tiled (TileAtlas
needs a few more changes for it to be complete) [fixed] TileMapRenderer.render y
coordinate matches the Tiled and camera coordinates [modified] Test files to match
changes to TiledMapPacker, TileAtlas, and TileMapRenderer
[modified] TiledMapPacker and TileAtlas so that tile sets can be shared between
maps. TiledMapPacker now takes an directory of maps instead of a single map as an
argument. [modified] TileMapRenderer (renamed from TiledMapRenderer) now takes a
block width in tiles instead of pixels, began decoupling from Tiled (TileAtlas
needs a few more changes for it to be complete) [fixed] TileMapRenderer.render y
coordinate matches the Tiled and camera coordinates [modified] Test files to match
changes to TiledMapPacker, TileAtlas, and TileMapRenderer
[added] Pool has a clear() method now.
[changed] multi-touch bug in Group, forgot an index...
[updated] native files. Adding native stuff is a lot of fun SVN wise...
[added] box2d overlap test, see contact filter issue.
[fixed] box2d uses the collision filter when you create a new body to figure out
collisions DURING creation. That's kinda hard to work around as all calls to
Body.setTransform() etc. would need to set the collision filter temporarily. That
sucks big time but eventually we'll have to do that. For now the default collision
filter will be set after step (set zero previously) so that at least masks and
category bits will work. Bummer...
[added] multi-touch support to Group and Button. Group.focus() changed signature to
include the pointer id the Actor should be focused on. Button code changed
accordingly, keeps track of pointer id reported on touchDown and only reacts to
that pointer id on touchUp.
[fixed] added support for RGB888 to Texturepacker.
[fixed] LwjglApplet returns correct ApplicationType now.
[added] Input.getInputProcessor()
[updated] build script to include new license files.
[added] AUTHORS, CONTRIBUTORS, CC-LICENSE and LICENSE file to each project.
[removed] old html license files.
[dded] README to metagun. Stating the public domain character of the code & assets.
[fixed] license headers of super jumper and tiled preprocessor.
[fixed] rtm license headers
[fixed] particle editor license headers
[fixed] image packer license headers
[fixed] hiero license headers
[fixed] license headers in twl projects
[fixed] tests license headers. I was not aware we have ~90 test classes...
[fixed] gdx-remote license headers
[fixed] gdx-openal license headers
[fixed] gdx-helloworld license headers
[fixed] gdx-backend-lwjgl license headers
[fixed] gdx-backend-jogl license headers
[fixed] gdx-backend-angle license header
[fixed] gdx-backend-android license headers
[fixed] license headers in gdx-awesomium
[fixed] license headers in core api
[updated] CLA
[fixed] Label bugs.
[added] Layout class so scene2d actors can support being laid out. [changed] Label
to support multiline and wrapped text.
[fixed] bug in JavaSoundAudioDevice.write(float[]). Silly binary | instead of &
[fixed] Color.toIntBits() so it returns int instead of float
[changed] Eclipse formatter on/off tags to @on/@off. [added] isFlipped() to
BitmapFont. [added] getFont() to BitmapFontCache. [changed] Label to draw the text
inside the Label when using y-up coords.
[added] Label respects boolean touchable.
[removed] one the checks I added in EarClippingTriangulator; seems to break things
in certain cases
[updated] minor performance enhancement for EarClippingTriangulator
[fixed] Rare floating point imprecision error in EarClippingTriangulator. [added] A
few optimizations to EarClippingTriangulator - see source comments for details.
[added] debug output to Box2DTest
[fixed] super jumper didn't check for SD-card availabilty.
[fixed] new ObjLoader had wrong package name.
[update] added support for n-gons in ObjLoader - not optimized but still
functional.
[added] latest model loader progress - DO NOT USE!
[fixed] Bug with scene2d actors using texture region size, which may be negative.
[added] CLA
[changed] linux 32-bit build now uses sse instead of sse2
[added] java-only build target "all", default target or root ant script.
[added] arm binaries (for real)
[added] armeabi binaries
FIRST OF APRIL! reverse-merged my awesome deletion massacre...
[removed] settings...
[removed] settings...
[removed] settings...
[removed] settings...
[removed] settings...
[removed] settings...
[removed] settings...
[removed] settings...
[removed] settings...
[removed] settings...
[removed] settings...
[removed] settings...
[removed] settings...
[removed] settings...
[removed] settings...
[removed] settings...
[fixed] moar ant script fixes
[fixed] ant script
[updated] Xml parser.
[added] Lightweight XML parser.
[added] latest model loader progress. DO NOT USE!
[fixed] formatting
[added] KinematicBodyTest...
[changed] made Animation.frameDuration public.
[added] Key code for forward delete, fixed stuff using "del" which is actually
backspace. [fixed] TWL Layout eating all events.
[fixed] EdgeDetectionTest
[added] EdgeDetectionTest. Runs as expected on Android...
[fixed] Javadoc typo.
[added] Ability to disable vsync with LWJGL. [fixed] Non-looping music (OpenAL).
[fixed] WAV file reading (OpenAL). [fixed] Default ant target. [fixed] Moved
setEnforcePotImages to Texture, so it can actually be disabled.
[added] custom ShaderProgram support to SpriteBatch [added] EdgeDetectionTest (also
tests custom shader for SpriteBatch).
[fixed] awesomium tests
[added] installLocation to gdx-tests-android manifest file.
[added] new constructor to Texture, you can now specify the Pixmap.Format you want
the Texture to have. Conversion will happen on the fly (constructs a temporary
Pixmap, so it might add a little overhead during loading). [added] test for new
Texture constructor.
[fixed] Array constructor didn't use ordered parameter. Nate, please double check
this.
[added] support for disabling automatic loading of gdx natives
(GdxNativesLodaer.disableNativesLoading...) [fixed] TextureRegion.split() was
borked.
[added] support for custom native loading...
[fixed] MoveBy... again! :D
[fixed] getCol and getRow bounds checks
[added] immediate mode renderer blending test.
[fixed] Version
[changed] packaging sources with nightlies/releases for backends. Cause ruben01
said so!
[fixed] Javadoc warnings.
[updated] All projects to use project specific Eclipse compiler settings. There
should be no warnings for any project.
[added] Better exception for bad OpenGL drivers (LWJGL). [added] A couple zero arg
constructors for actors. [changed] Actors to allow null names. [changed] Label to
use BitmapFontCache, fixed bounds, added setText method. [added] BitmapFont ctor
for default font, flipped. [added] getNumVertices to ImmediateModeRenderer, so you
can know if it needs to be flushed.
[fixed] Correctly copying emitter name in copy constructor (and actually updating
the commit message)
Created lucid logo for main menu.
[fixed] AndroidApplication...
[fixed] android audio wasn't nullified correctly...
[added] model-loaders extension. WIP, do not USE!
[fixed] (sort of) race condition when calling AndroidAudio.dispose().
[added] Remove action [changed] Matrix4 and Quaternion have a couple of new methods
for the 3D stuff
[added] ParticleEffect#findEmitter.
[fixed] ray/bounds intersection which previously interpreted the ray as a segment.
[fixed] shitty AnimationAction.copy() shit i broke last morning...
[updated] OpenAL classes to use the word "source" rather than "stream" where
appropriate.
[fixed] Disposing a sound while playing.
[fixed] warnings [added] ShaderProgram.strictUniformCheck for debugging. Doesn't
crap out on uniform check anymore if you remove a uniform temporarily from your
code (or the compiler decides to do that...) [added] GL_VERTEX_PROGRAM_POINT_SIZE,
so that people can use the point sprite size in the shaders on the desktop. No need
for that in real OpenGL ES 2.0 backends (Android, Angle)
[fixed] AnimationActions now copy their interpolator also in a call to copy(). Has
to be implemented manually in each AnimationAction.copy() method, but so be it.
[fixed] Sequence.copy(). Why did that finish the actions?
[added] bach's action
[fixed] temporary fix for an issue with AndroidMusic.dispose(). Needs more
investigation.
[changed] ObjLoader has overloaded methods now so that you can flip the damn v
texture coordinate.
[fixed] default constructor of Sprite didn't set the color. Sprite was black
(alpha=0 as well...)
[fixed] non-power of two constraint in Texture. Again...
[added] Put back Sound#stop(). [fixed] For OpenAL, now properly disconnect the
Sound buffer from the stream before deleting the buffer.
[removed] Sound#stop(). To support this the desktop would have to keep track of the
streams used for a sound, which is not currently done. [fixed]
OpenALSound#dispose().
[added] major, minor GL version fields to desktop backend graphics classes. [fixed]
If < GL 1.2 on desktop, use GL_CLAMP instead of GL_CLAMP_TO_EDGE. [added]
exclude .svn for superjumper source dir. [added] superjumper bin to SVN ignore.
[removed] superjumper bin dir.
[fixed] bug in Sequence, needs to copy before finishing the child actions,
AutoResetPool will clear any child actions of a Parallel within the Sequence...
[fixed] Particle editor. [fixed] Warnings.
[added] Copy constructor to ParticleEffect.
[fixed] Copying a particle emitter with multiple colors.
[nothing really] FramebufferToTextureTest, non-functional due to general suckiness
of Qualcomm...
[fuckyou] Qualcomm sucks... Added Texture.getFramebufferToTexture() using
glCopyTexture which is fucked on Qualcomm it seems. The other option is stupid and
way to slow...
[changed] Mesh.visible is gone. Does not belong in there. Moved to KeyframedModel
[fixed] Matrix3.vals is now public
[fixed] Line emission with no width.
[fixed] StageTest
[removed] Vector3.dist2() by popular request...
[fixed] synch issue for AndroidMusic. Me stupid...
cosmetics
[fixed] order of shutdown in AndroidApplication [todo] wtf is wrong with
SensorManager$SensorThread?
[fixed] TexturePacker failing if incremental is true and no pack file exists.
[changed] sensor listener is now unregistered on finish. [changed] AndroidMusic
instances are now disposed on finish.
[fixed] I'm an idiot.
[added] NPE check to Pool.free.
[Fixed] vector2.angle(). wow i'm silly...
[added] Pixmap.setColor(Color color)
[added] test to PixmapTest. Can't reproduce issue 162 (code seems fine as well on
Java and C side).
[removed] mipmapping from stage performance test :p
[added] StagePerformanceTest.
[added] StagePerformanceTest
[added] assets for multitexture test
[changed] meshmultitexturetest uses proper images now. yay?
[added] Javadoc to FileHandle.
[updated] box2dtest now uses textures and spritebatch for rendering the boxes...
[fixed] Matrix4.set(Quaternion)
[added] market screens and logo for gdx-remote
[fixed] gdxremote [fixed] helloworld
[updated] binaries all over the place :p [updated] build.xml, removed the
unnecessary cruft.
[changed] update.sh now only pushes jars to helloworld. for the other demos only
the android natives are pushed
[fixed] silly bug i just introduced in gdx-invaders renderer... silly me...
[changed] gdx-invaders and vector pinball don't have their own libs folders
anymore. uses direct project dependencies to libgdx. that's standard for all demos
now (except hello world)
[added] missing methods of Quaternion from Vevusio [added] Vevusio to
authors/license of quaternion [added] TExture.getFormat(), returning the format of
the texture based on the image data it was created from. Will be RGBA8888 for
TextureData based images.
updated mac natives
[fixed] All warnings in core (except utils package. NATE! :p).
[fixed] version
[added] MusicTest [added] asset for MusicTest [changed] some mucking with test
classes...
[fixed] small thing in AndroidMusic. According to MediaPlayer docs you are not
supposed to call seekto if the MediaPlayer isn't prepared...
[fixed] RotateBy, end condition was wrong. Rotation delta was set, not start
rotation + delta...
[fixed] moveby
[changed] ActionTest to show missbehaviour of actions
[added] RemoteTest (yay, totally forgot about that...) [fixed] KEYCODE_DPAD_CENTER
for numpad 5 in Jogl/LWJGL
[fixed] TimSort classes. Thanks Vevusio for the test!
[fixed] LWJGL key repeat. For reals.
[fixed] GdxRemote uses SharedPreferences now.
[added] .so files...
[fixed] AndroidMusic. Sort of.
[fixed] removed cast to LwjglInput...
[changed] lifecycletest
[fixed] issue 105, added cancled() method to TextInputListener [fixed] if mipmap is
specified in Texture constructors then min filter will get set to
TextureFilter.MipMap automatically. [fixed] some issues in rtm-android and gdx-
invaders
[fixed] superjumper assets loading.
[updated] natives and jars
[removed] all XXXPixmap and XXXTexture classes [removed] Graphics.newTexture() and
Graphics.newPixmap() methods. [changed] Texture is now a class useable on all
platforms, same goes for Pixmap.java [changed] all Texture and Pixmap related code
in core classes, backends and tests.
[Fixed] Memory leak in KeyframedModel.dispose() [Changed] WrapMode for animators
with additional 'SingleFrame' mode to only play 1 frame of animation then stop.
This is to get models out of bind pose into a 'frozen idle' with very little
performance cost. [Changed] Added binary serialization of MD5Animation and
MD5Model; intended for asset compiling usage. [Fixed] Memory leak with TextureDict
not disposing textures correctly when unloadAll() called.
mac binaries updated
[fixed] GdxInvaders and Bouncy. Bouncy wasn't up to date. Works flawlessly though
with latest nightlies. [todo] figure out why music playback stops after a couple of
seconds, only on my shitty netbook.
[added] update.sh, script to update all jars and natives in the test and demo
projects. fetches the latest nightly build to do so. [updated] all jars and natives
of the test and demo projects :)
[fixed] clipping for lines and rectangles and circles. [changed] Gdx2DTest is a
little bit more extensive now.
[Fixed] gl.glViewport not being called in onSurfaceChanged
[finished] gdx2d crap. Needs a little more testing, but it works for the first
release. Let the bug reports come our way...
[fixed] WAV header parsing. [fixed] OpenAL music/sound dispose().
[changed] gdx2d_blitter works now. only same size splits. it's the dumbest
implementation possible, but it's concise :p
[fixed] blending for pixel, line and other drawing methods of Gdx2DPixmap. Circle
is still bollocks, probably going to get rid of it anyways. Slow blitter for
equally sized rectangles implemented. Not working yet :p
[updated] todo
[added] a couple of new key codes [fixed] angle input backend
[removed] unnecessary import and comment from TiledLoader
[fixed] Tiled map loading in Android < 2.1 [fixed] Loading of maps without blended
tiles
[fixed] OpenALSound.setup() threw non multiple of 4 buffers at alBufferData. Shit
happens.
[added] duplicates of Dave's wav file. Oh god, we need to come up with a nice
solution for this shit some day.
[added] Dave's wav file
[added] Dave's wav file that has a mighty problem in OpenAL
[changed] all members of Stage are protected now by request. If we break
compatibility don't cry :)
[changed] Gdx2DTest changed to use rgba8888 for most tests. Fix up rest of the
class to do the same.
[changed] gdx2d is now expecting rgba8888 in all methods. Not done yet, to_RGBA8888
for rgb565 is borked (same for rgba4444). Also, need to add functionality to other
gdx2d_xxx methods as well. For now only clear, set_pixel and get_pixel work that
way. yay
[updated] shared lib. middle mouse button handling was wrong
[updated] shared lib. middle mouse button handling was wrong
[changed] fullscreen in AngleDebugStarter
[changed] just some minor changes to SimpleVertexShader
[added] new angle.jar
[updated] angle.jar to latest angle revision
[fixed] Mono MP3 playback on desktop.
[added] super jumper libgdx port. Mp3 not working. NAAAATTEEEE, RESCUE US!
[fixed] GdxNativesLoader was borked on win64. Thanks MasterBozo!
[fixed] When native loader is unable to extract natives because they are in use.
[changed] build script.
[fixed] Sequence did something stupid when used in Repeat or Forever. Fixed with a
little trick. CompletionListener will only be invoked once on sub-actions though. I
guess that's ok. Thanks to Thomas (issue 98) [added] ActionTest to test out scene2d
stuff easier :p
[removed] one item of the todo list :p
[changed] GdxNativesLoader uses CRC32 to calculate natives directory in tmp folder.
Falls back to version, won't be used in that case though. Yay...
Better exception handling for an error extracting natives from classpath.
Refactored native loading. You may hate it.
[updated] binaries
[fixed] JoglNativesLoader. NAAAAAATTTEEE!!!!11!!1One :p If we ever update the lwjgl
binaries to the latest version we need to fix this again. Stupid lwjgl will bork
out on 32-bit VMs if you preload the shared lib. I hate lwjgl.
[fixed] project dependencies for helloworld and invaders
[updated] demos one more time
[fixed] missing AL.destroy() in OpenALAudio.dispose()
[ignored] tiled-preprocessor/bin
[fixed] some eclipse project dependencies
[fixed] build.xml now also builds natives again [updated] jars and shared libs in
demo projects
[updated] natives [changed] build-scripts just a tiny little bit
[fixed] dependecy of gdx-awesomium-tests to gdx-natives
[updated] Build script to handle gdx-openal.
backend->backends part duex, svn wins
backend->backends
[renamed] baglogic -> badlogic. I'm an idiot.
[fixed] JoglInput.isTouched() returned bogus values.
JOGL backend now uses gdx-openal. This means the JOGL beackend requires LWJGL for
OpenAL.
LWJGL backend now uses gdx-openal.
[fixed] Vector3.crs() was bollocks. THanks niuzb
[changed] README to reflect the gdx-xxx-backend-natives.jar files.
[renamed] jogl-natives.jar to gdx-backend-jogl-natives.jar. Same for LWJGL.
[fixed] TileSets with margins and spacing [fixed] getRow and getCol in
TiledMapRenderer made public
[changed] minor changes in jogl test starters.
[changed] SpritePerformanceTest2 a little
new natives from hudson...
[removed] glViewport call in SpriteBatcher. We should even remove more state
changes imo.
[renamed] gdx/natives to gdx/libs because of course the NDK puts libs in libs. I'm
a bit slow sometimes!
[added] JOGL and LWJGL native JARs to dist. [added] Missing linux natives.
Finished my awesome build system re-org. Did my best to put things in order. If you
hate it, revert.
[renamed] gdx-openal/lib to libs.
Remove backend natives from backend JARs.
Build system and dependency juggling:
Playing with build stuff.
[added] internal caching of Keyframed Animations. This cannot currently be disabled
as I don't see a use-case for not wanting caching, but if there is demand it could
be done. [changed] brought class field names into line with libgdx :)
[added] SpritePerformanceTest2
[fixed] TiledMapRenderer Javadoc to more obviously show that the map should be run
through TiledMapPacker
[changed] GdxNativesLoader, commented out error message. [changed] Array, smoked
object reference so objects can be garbage collected (oh I'm good). [fixed] gdx-twl
mouse buttons.
[added] compass/orientation support to Input. See
Input.getAzimuth()/getPitch()/getRoll() and supportsCompass. [changed] all tests
are now fixed to landscape mode.
[updated] Javadoc for TiledMapRenderer
[changed] rearranged test order for fun and profit!
[added] Input.vibrate() for patterns and Input.cancelVibrate() to cancel any
vibration. [added] VibrateTest
[changed] InputProcessor.touchDown() and touchUp() are now also receiving the
button that was pressed on the desktop, which is encoded as one of the
Input.Buttons constants. On Android this will always be Buttons.LEFT [changed]
Added InputProcessor.touchMoved(). This will only be called on the desktop in case
the mouse was moved over the window without any mouse button being down [changed]
Added InputProcessor.scrolled(). This will only be called on the desktop in case
the mouse wheel was rotated. Reports 1 for a rotation towards you, -1 otherwise.
[changed] Modified InputAdapter and InputMultiplexer according to the changes in
the InputProcessor interface. [changed] Added Input.vibrate() and
Input.supportsVibrator(). The former will take the duration to vibrate in
milliseconds, the later tells you whether a vibrator is available. [changed] Added
Input.isButtonPressed(). Use this to determine wheter a specific button is pressed
on the desktop. On Android the only valid button is Buttons.LEFT. [changed] Added
Input.justTouched(). This will return true if the screen was touched/mouse button
was pressed between the current and the last frame. Also works for multi-
touch/multiple mouse button presses. It's a short cut if all you want to know is
whether there was a new touch down event. Use the InputProcessor interface for more
info, e.g. pointer or button.
[fixed] Invalid classpath entry
[added] Tiled Preprocessor
[added] Tiled Preprocessor
[added] Tiled Map loader, renderer, and test project
[changed] Utils collections, added shuffle. Fixed insert, for reals.
[changed] made all math package classes serializable. Some are still missing a
serialversionuid. will fix taht as soon as eclipse stops fucking up...
[added] clear() method to Group and Stage so remove all groups and actors from a
stage/group. Thanks Thomas!
[fixed] Javadoc.
[added] More constructors for utils arrays and reverse().
[changed] SpriteCache, added precision modified to shader. [changed] SpriteBatch,
formatted shader source. [changed] Sprite, made vertices index constants public.
[changed] ImmediateModeRenderer, added constructor that takes max vertices. Smoked
unnecessary booleans.
[added] ShaderMultitextureTest
[added] SplineTest
[added] CatmulRomSpline.getPoints() that takes pre-allocated array of Vector3s.
Should do the same for tangents and normals.
[changed] BitmapFont and a few other classes to use nearest rather than linear when
a texture is not specified. [added] allowCompletion to ParticleEmitter to allow the
emitter to be restarted with continuous respected.
[added] license info
[fixed] rgba4444 blending
[fixed] bug in vbo va test. seems like binding a VertexArray with an empty direct
bytebuffer is a no-go.
[added] Mesh.getVertices()/getIndices() method. The later will blow up if you don't
have any indices in the Mesh.
[changed] Hiero to output spacing and padding (though never read).
[changed] ShadowEffect for negative values.
[fixed] TexturePacker incremental packing.
[changed] TexturePacker to ignore files that have not changed.
[added] Hiero4 for safe keeping, my WIP based on TWL's font renderer. Can render
with FreeType, but doesn't have effects yet.
[fixed] binaries in SVN. We should eventually get rid of those as everything is
encapsulated in gdx-natives.jar now anyways...
updated mac natives to include new gdx2d stuff
[changed] gdx2d nearly fully implemented. Todo: fix rgba4444 blending bug, improve
blending by swizzling (see commented core in set_pixel_RGBA8888), add blitters. We
are faster than Skia at the moment even with blending enabled :D
Renamed gdx-audio to gdx-openal.
Renamed gdx-audio to gdx-openal.
Renamed gdx-audio to gdx-openal.
Renamed gdx-audio to gdx-openal.
[added] Modified version of the JLayer MP3 decoder. Stripped everything but the
decoder. Fixed some NPEs. Added methods isStereo, getSampleRate. [added] MP3 music
and sound support to gdx-audio. [added] Simple test class.
[changed] TextureAtlas(FileHandle) constructor to take pack file, not image dir.
[fixed] typos
[added] ResolutionStrategy
[added] ResolutionStrategy javadocs
[added] build-win32home.xml, don't touch this, it's my testing gear!
[changed] Pool to have a more sane API.
[Changed] Allowed meshes to be hidden. This also allows KeyframedModels to specify
which of their meshes should be drawn. This is useful for models with 'optional'
attachments like helmets, backpacks, etc. [Changed] Added blending options to
material. Probably should be improved. [Changed] Changed parameter names in
TextureDict to match Gdx.Texture.
changes to the mac natives
[added] Group.addActorAt/addActorBefore/addActorAfter
[changed] Action.setCompletionListener() returns a reference to the Action itself.
[fixed] Parallel and Sequence to properly call the completion listeners on sub
Actions.
[added] OnActionCompletedListener and Action.setCompletionListener(). The listener
will be invoked when the Action is completed.
[fixed] all shader code in the tests to use #ifdef GL_ES for the precision
modifier. It's been about time...
[fixed] issue 79, precision modifiers in SpriteBatch shader. silly me...
[another fix]
[changed] universal binary for macosx
[updated] binaries for macosx
files for mac build
[fixed] malloc.h not included in some files due to MacOS being silly.
[updated] binaries in gdx/
[updated] todo
[added] dependency to gdx-natives in gdx-tests-jogl.
[moved] rtm and rtm-android project to returntomarchfeld
[added] returntomarchfeld folder. will contain rtm and rtm-android in a minute
[fixed] GdxInvadersAndroid and BouncyAndroid uses old initialize() method. Needed
to add ResolutionStrategy. Christoph, please document this stuff!
[fixed] all tests and demos are up to date
[changed] introduced graphics.g2d and graphics.g3d packages. g2d contains all 2D
graphics related classes like SpriteBatch, BitmapFont and so on. g3d contains
anything 3D like ObjLoader etc. The base package graphics contains classes shared
by all these sub-packages. the package glutils contains OpenGL ES 1.x and 2.0
utility classes for things like shaders, VBOs etc.
[fixed] GLTest referenced wrong package.
[changed] Utils collections upgrade. Array/bag code reuse. Cuckoo hash maps.
[changed] modified path in hudson build script
[fixed] const char* in Gdx2DPixmap
[fixed] const char* in Gdx2DPixmap
[added] ResolutionStrategy
[change] minor improvement
[added] Gdx2DPixmap, don't use this yet, it's a WIP. [fixed] #####libgdx.so issue
on Android.
[added] TWL Layout method to eat events. [added] Ability to set max size on Bag and
Array pools. [removed] Pool. Replaced all Pool usage with BagPool (which doesn't do
a memory copy when items are returned to the pool as Pool's use of ArrayList did).
[changed] TextureAtlas, renamed methods to findRegion and createSprite to better
reflect the operation cost. [removed] IntHashMap and LongHashMap. [added]
ObjectMap, IdentityMap, IntMap, and LongMap. These use open addressing with linear
probing to avoid allocation of entry nodes on put. See JGO thread for performance.
Changes HashMap usage to ObjectMap. [removed] LocklessThreadQueue. Replaced by
AtomicQueue.
Javadoc.
[added] SVN ignore bin dir.
[added] OpenAL based audio backend. Has in-memory and streaming. Missing recording.
[changed] LwjglTexture. Loading images is horribly inefficient, but at least
premultiplies like the other backends. It is all going away with Mario's new stuff
anyway!
[changed] TexturePacker default settings to nearest min/mag filters. [added] Sort
class for sorting arrays of objects.
[added] missing resources for lwjgl tests
[added] FilterPerformanceTest and AtlasIssueTest (being a non-issue...)
[fixed] indexing bug with animation controller and single-frame animations
[added] ship model and texture from forums
http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=254
[updated] binaries in SVN
[added] RayCastCallback
[fixed] Issue 39 [added] patch by HexWave to include raycasting in the box2d
wrapper.
[fixed] issue 81
[fixed] Sprite region bug. [added] MathUtils round. [fixed] BitmapFont parse NPE.
[added] SpriteBatch for TWL can be given. [fixed] TexturePacker when images don't
fit based on maxWidth/maxHeight. [changed] BitmapFont to get color from SpriteBatch
using package private field.
[fixed] rounding issues in MathUtils.ceil(). Thanks BurningHand!
[added] Awesomium extension. Yay...
[added] backspace key is now registered in jogl as well...
[fixed] IntArray insert.
[changed] TWL, ignored non-zero touches. Fixed keyboard events.
[changed] TWL, ignored pointer.
[fixed] TWL event consumption. [added] Iterable to utils collections.
[fixed] issue 81
[fixed] Utils collections crashed after a resize due to cheese dick optimizations.
fuck it ,last try going to bed ..
cool Hudson, you actually think nothing has changed in SVN?
sick and tired of it.
and another fix in the fucking build script for hudson...
and another fix...
[fixed] stb_image.c had a typedef that was incompatible with Android types.h.
[fixed] Javadoc.
wtf...
[fixed] Gdx2DPixmap, jlong not long stupid...
[changed] improved stubs. JNI bridge complete. All that's left is implementing the
draw and fill functions in gdx2d.c. Yay, i guess...
[added] stubs for gdx2d pixmap backend. let's get rid of all the texture shit so
far...
[đixed] classpath of jogl tests.
[change] Core build script to include LWJGL backend. [added] Build script to make
extension JARs.
[added] setEforcePotImages to LwjglGraphics so it can be turned of when using the
ParticleEditor. The particle editor uses loose, probably non-POT images that are
loaded from a SpriteSheet in game code.
[changed] SpriteBatch, slightly relaxed size restrictions on redefining a cache.
[changed] SpriteCache to support not using indexed geometry. [added] toString to
Color.
[fixed] SpriteCache using the wrong vertex count.
[fixed] Clear screen for SpriteCacheOffsetTest.
[added] SpriteCacheOffsetTest.
[fixed] draw(handle, offset, length) in SpriteCache.
[added] draw(handle, offset, length) to SpriteCache.
[fixed] Using BitmapFont with Sprite. [added] Ability to redefine a cache with
SpriteCache.
[re-added] .trn methods to add translation component to matrix. Very useful, please
don't remove! :)
[changed] BitmapFont to be backed by a Sprite and not a Texture, so packed fonts
are possible. [changed] Eclipse project source dirs to exclude **/.svn/*. [fixed]
SpriteSheetTest.
[fixed] SpriteSheet flipping for rotated packed images.
[fixed] SpriteSheet/SpriteSheetPacker bugs. [changed] ParticleEmitter to take
Sprite rather than Texture. [added] Sprite copy constructor. [fixed] Sprite scale
bug.
[added] Application.getJavaHeap()/getNativeHeap().
[updated] mesh test to test indexed rendering.
[fixed] bug in Mesh, affected indexed rendering with offsetting. doh.
Added scene3d folder (test commit really)
[fixed] readme, as reported in issue 64
[fixed] issue 67, javadoc of Pool class.
[change] minor internal change: SpriteBatch#renderMesh, private -> protected
[change] added final when useful
[changed] SpriteSheetPacker to support texture filters, settings, default filtering
and format.
[added] Command line args to SpriteSheetPacker.
[added] get/setUserData() to Fixture
[added] Sprite#rotate90. [changed] Added checks to avoid math in
Sprite#getVertices. [added] Ability for SpriteSheetPacker/SpriteSheet to rotate
images to fit. Added rotated image to SpriteSheetTest. [changed] SpriteSheetPacker
file format. [fixed] PartileEmitter image loading.
[fixed] Removed input synchronization. [fixed] Files bugs, added more tests.
[added] Mesh.forceVBO for benchmarking to force VBO creation in SpriteBatch etc.
[added] SpriteBatch.maxSpritesInBatch, keeps track of the maximum number of sprites
rendered in one batch so far. Useful to figure out the optimal size of the
SpriteBatch (and maybe the number of buffers as well)
1000th COMMIT! FIRST! LOLZ! ROFLCOPTER!
[added] "unnecessary" synchronize blocks in touch handlers.
[added] SpriteBatch can do n-buffering now for low sprites/batch ratios.
[fix] getScreenToWorldX and getScreenToWorldY return wrong translation if
screensize != viewport
[changed] added VBO SpriteBatch. Uses VA otherwise.
[added] SpritePerformanceTest
Changed internal for the desktop to look in the classpath if not found on the
filesystem. This enables JWS and applets.
[removed] ImageIO from PixmapBlendingTest
[renamed] PixmapBlendingTest
[fixed] JoglPixmap compositing now works like LwjglCompositing... [added]
PixmapBlendingTest
[added] FileHandle.FileType.Classpath so that Internal is not overloaded. [fixed] A
bunch of file related bugs.
[fixed] rtm file handling.
[fixed] minor javadoc update.
[added] SpriteSheetPacker, SpriteSheet, and SpriteSheetTest.
[changed] Forgot to update JOGL with the files changes.
[changed] Everything about files! [changed] BitmapFontTest back to using y-up
coords. There is a BitmapFontFlippedTest for a reason!
[fixed] AndroidFileHandle http://www.badlogicgames.com/forum/viewtopic.php?
f=11&t=113&p=613#p613 [added] Files.getExternalStoragePath() and
Files.isExternalStoragetPathAvailable() [added] FilesTest
[removed] Unnecessary synchronize blocks in touch handlers.
[fixed] if InputProcessor sets Input.setInputProcessor(null) in one of the
InputProcessor methods we get a nullpointer exception. Thanks Lefthand!
[applied] patch from issue 63, adds actor swapping support. Thanks a bunch
Lefthand!
[removed] Unnecessary synchronize blocks in touch handlers. [changed] SpriteBatch
handles to int, simplified the class, added javadocs.
[fixed] warning in Application.
WARNING!!! Input and InputProcessor HAVE CHANGED! No more Input.processEvents().
You have to register an InputProcessor via Input.setInputProcessor(processor)! It
will be called before each Application.render() call!#
[removed] removed empty folders
[fixed] LwjglGL11.glBufferData would not reseve memory for vbos in case data was
null.
[fixed] Group.toChildCoordinates, issue 62. Thanks lefthand
[reverted] changes in onresume behaviour.
[experimental] resume in AndroidGraphics.surfaceCreated(). Let's see how that
sucker works out.
[added] MyFirstTriangle test.
[fixed] Getting num vertices/indices that I fucked up. [fixed] Flipping ByteBuffers
and FloatBuffers so getting num vertices/indices works before setVertices/etc.
[fixed] SpriteCache using wrong VBO offset.
[fixed] all glutils buffer objects now set byteBuffer.limit to buffer.limit if
external client messed with FloatBuffer/ShortBuffer. should also take position into
account. [fixed] reset byteBuffer position in VA after rendering is done
[fixed] SpriteCache to not use autobind. Messes up the test tho!
[added] lockless thread queue. Thanks lefthand!
[changed] SpriteCacheTest, made slightly more interesting. [fixed]
ParticleEmitterTest, was broken from particle file format change (s to ms).
[changed] Very slightly more efficient SpriteBatch. [added] Sprite#getVertices.
[changed] Mesh to use VBOs for static and VAs for dynamic. [fixed]
VertexBufferObject to return correct vertex count before vertices are set. [added]
SpriteCache which uses a VBO mesh to cache static geometry.
[added] Graphics.getPpiX()/getPpiY()/getPpcX()/getPpcY(). Returns pixels per
inch/centimeters for each axis. [fixed] Group.toChildCoordinates() had a sever bug
in one of the branches. Thanks Jason! [added] PixelsPerInch test.
[changed] minor changes. making classes and member variables public/protected
instead of package private. suitable to be extended now.
[changed] added final when usefull
[added] added other contructor options
[changed] made AndroidFiles suitable to be inherited
[changed] VBOVATEst to also test indexed geometry. It
[added] IndexBufferObjectSubData, same as VertexBufferObjectSubData
[added] VBOVATest, testing static and dynamic VBOs/VAs.
[added] VertexBufferObjectSubData class that uses glBufferSubData instead of
glBufferData. Works faster on the Droid.
[fixed?] AndroidGraphics.drawFrame() had a synch on the Gdx.input instance. I have
no idea why that was in there as Input.processEvents() contains such a synch
internally. Might be a cause for the hangs while a game runs as that is the only
place where we synch with the UI thread. Pause/Resume/Destroy are a different
story.
[changed] Minor stuff.
[fixed] setVertices bound the VA. wtf?
[fixed] issue 61. Thanks lefthand
[fixed] nasty foreach in AndroidInput. Thanks lefthand
[fixed] Reloading TextureData on Android.
[fixed] All warnings. No more checking in warnings or you'll get a severe talking
to! [added] TextureData, for loading custom image data for managed textures.
[added] OpenAL native to LWJGL. [removed] newTexture method that takes a
ByteBuffer. It's all going away anyway.
[fixed] Canvas sizing too small.
[applied] patch from issue 59 to LwjglMusic [added] loading of openal to lwjgl
backend [changed] natives now get extracted to tmp directory.
[applied] patch from issue 59. will merge with LwjglMusic
[changed] leading "/" in resourcePath is optional now
[changed] BitmapFontTest uses origin upper left corner coordinate system...
[added] shotgun.wav, fuck you subclipse...
[fixed] SoundPool.play(volume) on Android. Updated normalized shotgun.wav in all
projects
[changed] Mesh in SpriteBatch changed from privat -> protected
[fixed] catching Throwables now in XXXAudio on desktop. You never know...
[fixed] issue 54 (sort off). Checking for null pointers in XXXAudio.dispose() now.
Will happen if no audio device is installed. XXXMusic will still crap out though.
Just catch the GdxRuntimeException.
[fixed] bug in AndroidInput. added wrong keycode to keys map. Total fuck up o_O
[changed] rtm projects classpath points to gdx and gdx-backend-xxx for testing
[added] support for all gl mipmap filters to TextureFilter.
[removed] layout xml file.
[fixed] added stubs for new Graphics.newTexture() method. NAAATTEEEE! :p
[fixed] Hiero clipping glyphs if a glyph is larger than the page size.
[fixed] Hiero not getting bounds right for native rendering.
[fixed] LwjglCanvas being resized too small. [fixed] Hiero native glyph cache
having many blanks.
[changed] build script now builds javadoc
[fixed] gdx is now warning free :) [todo] finish documentation of scene2D package.
Will do that next week. release imminent.
[changed] exposing setAutoBind() now. Could come in handy for rendering the same
mesh multiple times. Will brake on Hero if you modify the vertices/indices due to a
driver bug though.
[fixed] warnings in scene2d package, added javadoc to the root interfaces and
classes. Fuck this, i'm tired.
[fixed] complete graphics package. all done. MD5 classes will be reworked soon and
aren't officially supported yet. Consulting with Dave from redforge
[fixed] graphics.glutils package javadoc
[fixed] javadoc of graphics root package
[fixed] utils package javadoc
[fixed] physics package
[fixed] math package javadoc
[fixed] javadoc of files package
[fixed] javadoc in audio package.
[Fixed] javadoc of all top level interfaces and classes. Application has warnings
as i reference JoglApplication/LwjglApplication and AndroidApplication. I think
that's ok though.
[added] gdx2d Android.mk. doesn't add anything to the binaries of course...
[removed] Sprite2.x crap [added] sean barett tiny image and ttf i/o libs. maybe
someday i can use that
[fixed] Nate's bugs...
[ignored] bin/gen
[fixed] issue 55
[added] JoglAnimator, stolen and modified from Jogl Animator so that Animator.stop
actually blocks until the rendering thread has died... [fixed] JoglAudio and
LwjglAudio, never closed their threads. Not a problem normally but it is in the
test starter apps.
[added] JoglAnimator, stolen and modified from Jogl Animator so that Animator.stop
actually blocks until the rendering thread has died... [fixed] JoglAudio and
LwjglAudio, never closed their threads. Not a problem normally but it is in the
test starter apps.
[Changed] loading of awt [Changed] JoglApplication.initialize()
[changed] Animator doesn't run as fast as possible anymore
[fixed] fucking CDT doesn't pick up env vars in include settings anymore it seems.
Fixed via misc settings.
[fixed] nightly build file to include linux 64-bit natives.
[fixed] null pointer exception due to font not being initialized (cause i have yet
to add a bitmapfont to this bitch...
[fixed] everything gets loaded in the EDT now, swing sucks, jogl sucks everything
sucks. The reason the tests worked but the demos didn't is that the test first
opens a freaking swing jframe which will load jawt.so and mjawt.so magically.
[removed] bullshit in gdx/linux64
[added] default constructor for BitmapFont uses 15pt Arial default font found in
gdx jar com.badlogic.gdx.utils [changed] fixed up all the newPixmap methods and all
Texture implementations to work with any FileHandle implementation (as long as it
returns an InputStream).
[removed] Font. Use BitmapFont from now on, it's good for you...
[removed] gdx-backend-applet from build file.
[added] VertexBufferObjectShaderTest, VBO works with shaders as well. we are fully
prepared to rewrite Mesh now :p
[added] auto-update if VBO is bound and VBo.setVertices() is called. will come in
handy in spritebatch (altough it will never be triggered...)
[changed] VertexBufferObjectTest, context loss recovery (vbo.invalidate()).
[added] IndexBuffer stub [fixed] dunno
[fixed] isDirty in VertexBufferObject was wrongorz.
[moved] GdxRuntimeException to utils [added] VertexArray and VertexBufferObject
class (both implement VertexData) [added] tests for the new classes.
[moved] GdxRuntimeException to gdx/utils
[removed] gdx-tests-applet
[removed] gdx-backend-applet. fuck you subclipse...
[added] FileHandle.getFileName [removed] gdx-backend-applet. to be included in gdx-
backend-jogl, gdx-backend-lwjgl.
[added] documentation to InputAdapter [moved] FrameBuffer & ShaderProgram to
graphics.glutils. Will house other OpenGL helper classes like VertexBufferObject
and VertexArray.
[fixed] gdx-twl with font origin changes. [fixed] gdx-twl bug with screen size
changing.
[changed] BitmapFont and BitmapFontCache. The cache methods are now setText*
methods on the cache. The origin of the text is now the baseline. [added] Sprite
constructor for easily creating a sprite with a texture region relative to another
sprite's texture region.
[changed] Fixed point support is gone. Yay.
[added] Sprite setSize. [changed] Squeezed 2 fps out of ParticleEmitter. [changed]
Added TwlRenderer method for when the screen size changes.
[added] Particle emitter test.
[added] missing zip in ant script
[changed] Input has setCatchBackKey() now. Works as intended [added] methods to
Input implementations. [changed] UITest demonstrates back key catching. [changed]
added on-screen keyboard demo to UITest. Press the button in the bottom left corner
to bring up the keyboard on Android.
[added] Input.setOnscreenKeyboardVisible() and Input.supportsOnscreenKeyboard()
[added] Stubs in backends.
[fixed] color problem in 2.0, had to set normalization for the vertex attribute. me
stupid, me sooo stupid... [added] method to SpriteBatch for bulk drawing of sprites
defined in an array. To be extended. No speed improvement on Droid. Gotta test on
Hero.
[fucked up] interleaving packed 32-bit colors doesn't work in gl 2.0. no idea why.
will look at it tomorrow...
[added] new VertexAttribute usage -> VertexAttribute.Usage.ColorPacked. No need to
use 4 floats/ints per vertex to specify a color... Uses a 32-bit integer if you
specify that attribute usage. SpriteBatch already uses it effectively minimizing
the transfered memory block size by ~50% (yes, i'm stupid).
[fixed] memory leak in JointType/Joint.getType(). Iterated over JointType.values(),
generated a shitload of temporary objects. Didn't notice on Nexus One 2.2, seems
like they buffer Enum.values(). Not so on 2.1. Gah...
[removed] silly test...
[fixed] issue 42. Holy crap i suck...
[added] multitouch [fixed] Android emulator Dalvik seems to have a bug.
GetDirectBufferAddress must be called before GetPrimitiveCriticalArray. Strange
shit. Works on all devices but not on the emulator. Will file a bug report
someday...
[fixed] comments for main interfaces and graphics package classes. [added]
GdxRuntimeException which should get thrown instead of returning null from now on
[todo] add exception throwing :p
[added] bulb chain test
[fixed] Mouse joint doesn't get attached to kinematic objects in Box2DTest now.
Would cause an assertion otherwise as kinematic objects don't work with mouse
joints.. [fixed] aspect ratio of TestCollection.
[fixed] bug in Box2DTest, used fixed time step... stupid me
[updated] build script [updated] libs and stuff...
[temporary] fixing some stuff on linux for 0.6 release, mainly project setup
[fixed] stupid bug, i kept references to the tests in the box2d TestCollection.
Now, each test has a Box2DDebugRenderer which itself houses a Font and a
SpriteBatch and an ImmediateModeRenderer. when a tests is disposed it is still
referenced in the TestCollection.tests array and if the font/spritebatch/renderer
are not nulled they take up memory en mass. Fuck... Fixed.
[Fuck] there's a bug somehwhere which makes the test collection of box2d go boom on
the emulator/devices. OutOfMemory. Box2DDebugRenderer seems to be the culprit,
rather SpriteBatch and/or Font. Wtf?
[Fuck] there's a bug somehwhere which makes the test collection of box2d go boom on
the emulator/devices. OutOfMemory. Box2DDebugRenderer seems to be the culprit,
rather SpriteBatch and/or Font. Wtf?
[changed] AndroidGraphics.surfaceCreated() now sets the viewport to the full
screen. This is a common "bug" on the users end to forget so lets support the user
a little...
[fixed] some null pointer checks in onResume/onPause of AndroidApplication. Only
really necessary if somebody forgets to override onCreate (as i did...)
[updated] Android libgdx.so
[fixed] LineJoint.jniEnableMotor return type.
[added] license headers to box2d tests.
[fixed] issue #?, dot product arguments for Vector3 where int, now float
[added] Bridge test, working [added] Chain test, working [added] CollisionFiltering
test, works as expected. This is counter to the bug reports by Richard.
[fixed] small bug in Box2DDebugRenderer, axis of circle was rendered incorrectly.
[added] 2 more tests...
[added] a few more tests from the original test bed
[added] a couple more functions to transform
[fixed] bug in Joint.getType(), enum values had wrong offset [fixed] Transform has
a getPosition() member now [fixed] PrismaticJointDef was wrong in initialization
code, thx to Richard.
[added] VaryingFriction test from original box2d testbed
[added] box2d test collection, single app, press space to move to the next test.
[added] Box2DTest, base class for all box2d tests [added] TestCollection, runs the
suite of tests from the original box2D testbed (well, the ones i have implemented
so far) [added] OneSidedPlatform test from original box2D testbed [added] Pyramid
test from original box2D testbed [added] VerticalStack from original box2D testbed
[added] Implementation of Transform class, allows you to multiply a Vector2 by the
Transform of a body [fixed] Body.getTransform() now returns a proper transform
which you can use to manipulate Vector2 instances. [fixed] OrthographicCamera had a
bug in getScreenToWorld() [fixed] BodyDef.type wasn't initialized to StaticBody
[added] Box2DDebugRenderer, renders like the C++ version. Still need to implement
rendering of joints and contacts [fixed] Fixture.getShape() fucked up because i
passed the wrong address down to Shape.jniGetType();
[changed] size of fixed point buffers, took to much RAM (could use a flag to
completely disable that crap, no one uses it anyways...)
[fixed] interface change
[fixed] issue 28, removed arg to OrthographicCamera.setMatrices() and added
convenience method.
[reverted] FastMath stupidity
[reverted] FastMath shit
[added] FastMath class so we can delegate calculations for trig functions and other
stuff to platform dependent optimized classes.
[added] FastMath class so we can delegate calculations for trig functions and other
stuff to platform dependent optimized classes.
[added] comment, YOU FUCKING NEED TO DISPOSE SHAPES!
[added] fixture can now return its shape [added] polygonshape can now return its
vertices. you can't change them though, rather that will not have any effect.
[fixed] some more license headers...
[fixed] some more license headers...
[fixed] PrismaticJointDef initial values, localAxis1 was borked. Shouldn't matter
though
[fixed] FixtureDef restitution is now set to 0.2f as in the original native code.
[fixed] Issue 25, lazy loading of meshes.
[fixed] Issue 24
[changed] applied Apache License 2.0
[changed] applied Apache License 2.0
[changed] applied Apache License 2.0
[changed] applied Apache License 2.0
[changed] applied Apache License 2.0
[changed] improvements: removed unnecessary casts and variables. added final where
usefull.
[added] audio recorder test [added] android audiorecorder. Works without a problem
[added] applet audio recorder, untested, applet needs permissions probably...
[changed] desktop test package name [changed] Audio interface now also returns
AudioRecorder [added] JoglAudioRecorder [added] AudioRecorderTest
[fixed] dispose for spritebatch. ugh...
Initial import.
[fixed] added app2sd capability [fixed] targetsdk version is 5 now so that the full
screen resolution is used.
[added] applet backend with resource support
[fixed] resource handling of applet backend works now (for internal files that is).
Internal files need to be stored in a package inside the jar name the same as the
directory holding the resources on the desktop
[changed] applet test now also uses resources. seems to work well.
Initial import.
Initial import.
[fixed] removed temporary object allocation from getStringWidth.
[added] touch anywhere except a body in Box2DTEst and we delete everything and
start a new
[fixed] bug that occured when deleting bodies. That one was nasty. In
World.cpp/step we set a contact listener allocated on the stack. The world instance
keeps that reference and invokes it on destroying a Body if there's a contact that
also dies. Being allocated on the stack the listener is of course not valid anymore
and we segfault deep down somewhere in Box2D (ContactManager).
[fixed] bug was in World.cpp too. Checked other destroy methods. Should work now.
[fixed] bug in World.destroyBody. Passed wrong address -> segfault awesomeness...
[fixed] blue and green switched to display correct color
[patched] AndroidAudioDevice according to
http://code.google.com/p/libgdx/issues/detail?id=3. Fixes potential bug in
AudioDevice.write methods on Android.
Initial import.
Initial import.
[added] spritebatch rotation test
[fixed] only adding textures to managed arrays if they are requested to be
managed...
[fixed] all resources were managed :p only adding to managed resource arrays in
case managed is set in the constructor now [removed] RenderTarget, that was a dead
interface
[added] new method for SpriteBatch to draw rotated and scaled rectangles. [fixed]
bug that only occurs on desktop. When using a vertex array after using a vbo you
have to unbind the vbo otherwise jogl chokes.
[added] new test for SpriteBatch rotate and scale draw method
[removed] OctTest, no longer supported
[removed] empty Benchmark class...
[fixed] bin directory added to ignore list
[added] binaries. gah, will remove them in a bit
[added] missing objs...
[initial import] need to add missing objs later on. screw you subclipse...
Initial import.
[removed] unneeded assets
[added] obj files
[initial commit] shitty subclipse won't add objs by default.
Initial import.
[initial import]
Initial import.
[fixed] warnings in font and texture
Initial import.
[removed] android-1.5.jar as well as desktop-dependencies.jar. They are now stored
used in the backend projects directly
[removed] replaced by gdx-tests-android
[added] Application and Graphics now each return a type (ApplicationType,
GraphicsType) that allows determination of the platform the application is running
on and which type of rendering environment to expect. [removed] data and tests,
moved to a new project. see gdx-tests in trunk [removed] backends for android and
desktop, moved to seperate projects, see gdx-backend-android and gdx-backend-
desktop
[cleanup]
[added] some helper methods in Matrix class for proper look at matrix generation
[added] euler angle matrix setter. [fixed] shader program will now ignore calls to
enableVertexAttrib if the name is not in the shader. same for other vertex
attribute methods.
[release] 0.3
[added] FrameBuffer class, allows for off-screen rendering. Awesome! [added]
SpriteBatch can now also flip the quad texture vertically. Needed for framebuffer
objects. Need to comment all this in code.
[added] headers
[changed] Decoder interface now only works with direct buffers.
[added] fixed point KissFFT class using 16-bit signed time domain samples
calculating a float magnitude spectrum.
[removed] libmad dependency and decoder [added] libmpg123 dependency and decoder :)
[fuck] fuck...
[fixed] minor bug
[added] a shitload of methods for collision testing and intersecting
[reworking] collision and intersection tests
[fixed] warning
[added] ImmediateModeRenderer, allows desktop OpenGL style immediate mode drawing
via vertex arrays in the background. Should be fast enough for small stuff like gui
etc.
[added] Pong game :)
[added] Pong game :)
[fixed] warnings
[fixed] AndroidInput was missing enqueuing key events...
[fixed] Jogl audio classes [added] had to add a software audio mixer in order for
sound effects to be able to be played concurrently. Holy shit, i hate the Java
Sound API.
[added] JoglSound. I have no fucking idea why mp3s lag and wavs don't. the decoding
is done on startup. screw you java sound.
[added] JoglMusic, works so far [changed] added FileHandle interface so i don't
have to rely on FileDescriptor anymore. Produced read errors on desktop.
[added] full opengl 2.0 support. was missing the shared lib and the new interface
including VBOs
[fuck] I HATE JAVA SOUND
[added] hack in MeshRenderer that will support fixed point VBOs by using vertex
arrays instead. needed to expose the JoglGL11 implementation for that. sucks...
[release] 0.12
[added] GLGenertor to be used for generating java interfaces out of gl.h files.
[added] full OpenGL ES 1.0 and 1.1 support for AndroidApplication as well as for
JoglApplication. There are limitations at the Jogl side. Multitexturing needs a few
additions (glTexCoordPointer will only work with one tex coord set at a time), some
glGetXX methods in JoglGL11 need to be implemented. When using interleaved vertex
arrays the stride has to be a multiple of 4.
[changed] vector and quaternion are no longer backed by an array, removed all
setters and getters from those classes. i hope that will work :p