Timeline
Nov 20, 2012:
- 6:47 PM Changeset [9462] by
- Added additional LensFlare parameters to the Shader-Test level
- 6:46 PM Changeset [9461] by
- Updated orxonox::Billboard so you can disable FrustumCulling. Also …
Nov 19, 2012:
- 4:25 PM Changeset [9460] by
- Empty Class
- 4:19 PM Changeset [9459] by
- working Version 19.11.2012 - Bots can create virtual Checkpoints but …
- 4:12 PM Changeset [9458] by
- 4:06 PM Changeset [9457] by
- getTeam doesn't work, have to find sth else
- 3:54 PM Changeset [9456] by
- added material and textures for collateralDamage ship
- 3:45 PM Changeset [9455] by
- forgot some files
- 3:44 PM Changeset [9454] by
- Added new ship template. Materials to follow.
- 3:14 PM Changeset [9453] by
- Final Textures
- 2:37 PM Changeset [9452] by
- Added sounds for mjiang.
- 1:24 PM Changeset [9451] by
- working Version 19.11.2012 - Bots can allways be included
- 7:25 AM Changeset [9450] by
- Cleanup.
Nov 14, 2012:
- 9:18 PM Changeset [9449] by
- Added a transparent material for use in Hardware Occlusion Querying
- 9:16 PM Changeset [9448] by
- Added Hardware Occlusion Query Capabilities for use in dynamic flare …
Nov 13, 2012:
- 5:02 PM Changeset [9447] by
- Added Material for Lens Flare effects, this is still very much WIP and …
- 4:56 PM Changeset [9446] by
- Slightly modified shader test level, to see orxonox::LensFlare …
- 4:54 PM Changeset [9445] by
- Added orxonox::LensFlare, to add LensFlare effects, this is still very …
Nov 12, 2012:
- 11:07 PM Changeset [9444] by
- The time seems correct. The marker positioning also seems to be ok. So …
- 4:37 PM Changeset [9443] by
- was fuer einen Fortschritt heute!
- 4:21 PM Changeset [9442] by
- Head Texture
- 4:13 PM Changeset [9441] by
- BUG 12.11.2012 Error if create Bots after start
- 2:54 PM Changeset [9440] by
- final version
- 2:45 PM Changeset [9439] by
- final version
- 1:22 PM Changeset [9438] by
- foo bar or bar foo?
Nov 8, 2012:
- 10:58 PM Changeset [9437] by
- Rough example on how to add sound to existing orxonox objects. A …
Nov 5, 2012:
- 4:21 PM Changeset [9436] by
- working Version 5.11.2012 - Bots can be included after starting the level
- 4:11 PM Changeset [9435] by
- Removed old files
- 4:06 PM Changeset [9434] by
- aimMarkerSize aendert nichts im Spiel
- 4:05 PM Changeset [9433] by
- Modified shader test level, added proper collision shape and changed …
- 3:58 PM Changeset [9432] by
- first working Version
- 3:55 PM Changeset [9431] by
- first texture tries
- 2:45 PM Changeset [9430] by
- Bild fuer neues Overlay
- 2:30 PM Changeset [9429] by
- aimMarkerSize Problem
- 2:15 PM Changeset [9428] by
- FIX: changed standard render group to main, this prevents that …
Nov 4, 2012:
- 2:02 PM Changeset [9427] by
- FIX: changed nested comments into single line comments, as it turns …
- 1:51 PM Changeset [9426] by
- Changed shader test level so that it uses a round object, since you …
Oct 31, 2012:
- 6:02 PM Changeset [9425] by
- Improved glow effect, added some minor documentation to the …
Oct 29, 2012:
- 5:04 PM Changeset [9424] by
- changed the glow-material to use a different color of glow
- 5:02 PM Changeset [9423] by
- Slightly modified the shader test level to use the new XML Port and to …
- 5:00 PM Changeset [9422] by
- Added some documentation to orxonox::Model and refined the XML Port …
- 4:22 PM Changeset [9421] by
- Oct 29th, works pretty well!
- 4:16 PM Changeset [9420] by
- Added some documentation to orxonox::Scene
- 3:48 PM Changeset [9419] by
- Added documentation to orxonox::RenderQueueListener
- 3:46 PM Changeset [9418] by
- Texture Files
- 3:35 PM Changeset [9417] by
- added Laser Sound
- 2:13 PM Ticket #399 (EMP Weapon) created by
- We could use some area-of-effect weapons, for example an EM-pulse that …
- 1:59 PM Ticket #398 (Correct Projectile Collision) created by
- So far our weapons do not interact with static collisionshapes. A …
Oct 25, 2012:
- 9:33 PM Changeset [9416] by
- Adjusting the Escort ship's collisionshapes.
- 8:56 PM Changeset [9415] by
- Integrating Felix' EscortShip in the game (new weaponsetting and …
Note: See TracTimeline
for information about the timeline view.