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Support damcon team control #12
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abrindam
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Jan 11, 2016
Give up on not checking in dependencies. WIP on #12
jacobmaxfrank
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Jan 11, 2016
…w/JFrame - Moved existing UI down to mimic built-in engineering console and make room for damcon and other sliders - The current process of creating a J3D Universe generates a Viewer which in turn generates its own JFrame (because it wasn't given a Canvas). We need to figure out how the default canvas is generated, make one ourselves, and pass that through (WIP function checked in as well but it doesn't work). In the worst case, we might be able to pass the J3D JFrame through to the console manager and just reuse it.
jacobmaxfrank
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Jan 12, 2016
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Jan 12, 2016
jacobmaxfrank
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Jan 13, 2016
jacobmaxfrank
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Jan 13, 2016
- Damcon's Canvas3D now gets keylisteners for sliders. It was somehow intercepting them and no keys were getting through when the keylistener was added to the slider itself anymore (no idea why). - Scrolling your middle mouse wheel (or trackpad) while hovering over a slider moves the slider (shift controls power/coolant the same was as it does for keyboard shortcuts).
jacobmaxfrank
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Jan 13, 2016
- Also remove out-of-date comment
jacobmaxfrank
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Jan 13, 2016
- Centralize key event dispatch. The J3D window was stealing focus so while mouse events went to it (based on coordinates presumably), key events were not. I made it not focusable and send key events out from UserInterfaceFrame (just to itself and to the sliders). - Disallow overriding reserved keys - Disallow duplicate key bindings - Enforce that custom key bindings which override defaults also specify a new value for the overriden default key - Document some of the above (still need reserved key documentation)
jacobmaxfrank
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Jan 15, 2016
- Moved existing UI down to make more room for DAMCON 3D view - New default camera view and minimum zoom radius - Coolant stack now displayed next to sliders to save space; new layout logic - New fonts and colors
jacobmaxfrank
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Jan 16, 2016
jacobmaxfrank
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Jan 16, 2016
- We really don't want to deal with window resizing right now!
jacobmaxfrank
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Jan 16, 2016
- This can be used as an "on-hit" damage effect
jacobmaxfrank
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Jan 17, 2016
abrindam
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Jan 17, 2016
…, including graphical coordinates and which system they belong to
jacobmaxfrank
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Jan 17, 2016
Also: - Fix null check when client not loaded into console - WIP picking (not yet functional) - New wireframe transparency - And much, much more!
abrindam
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Jan 18, 2016
…ing will now cause damage which will be displayed in 3D model
abrindam
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Jan 18, 2016
jacobmaxfrank
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Jan 18, 2016
jacobmaxfrank
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Jan 18, 2016
abrindam
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Jan 18, 2016
abrindam
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Jan 18, 2016
jacobmaxfrank
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Jan 18, 2016
- Works for nodes, untested on DAMCON, not working for connections between nodes (and I'm not sure if it should) - Some WIP stuff is marked with "TODO: > ", so please leave those around until I get the chance to clean them updatePos - I've moved some TODOs around and added categories for them (several need to be made into issues)
jacobmaxfrank
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Jan 18, 2016
- Hallway is actually the term for internal nodes without systems, hence the renaming - Turns out you can't pick the inter-node connections in the real client
jacobmaxfrank
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Jan 18, 2016
- I still haven't tested DAMCON selectability. I'll try adding it to the FakeEngineeringConsoleManager if I have a chance. - The DAMCON team rendering currently shares a Sphere with the internal nodes, but they should probably be a box or something. - See TODOs for many other WIP/unimplemented features
jacobmaxfrank
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Jan 19, 2016
- They only start showing up when you first change the power level, which presumably fires an onChange() console event. That's actually fine because it's good to test their addition. - I don't see the DAMCON team moving; I assume that's not yet implemented. - I made them blue temporarily. They should have coloration similar to systems but have a box or billboard rather than a sphere as a model before I start using the same colors as the nodes. - Also definitely need an onHover effect. It's easy to know what you're hovering over, but without billboards, effects are going to be limited to changes in transparency or lighting. - Whatever we do for "damcon team is selected" -- flashing or otherwise -- needs to be distinct from the on-hover effect.
jacobmaxfrank
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Jan 30, 2016
Also refactored picking and appearance update
jacobmaxfrank
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Jan 30, 2016
jacobmaxfrank
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Jan 30, 2016
-Selectables spelling -Added point light which follows camera -Set material coloration on selected items for light reflection effect Note that internal system nodes are currently selectable for testing; in the next version only DAMCON teams are selectable.
jacobmaxfrank
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Jan 30, 2016
jacobmaxfrank
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Jan 30, 2016
jacobmaxfrank
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Jan 30, 2016
- I haven't tested it on a live server yet
jacobmaxfrank
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Jan 30, 2016
- DAMCON team movement orders seem to work, although the team then goes haywire shortly thereafter - Selection when a DAMCON team shares a node location with a system is not yet fixed (picking should be only damcon teams when selected == null and prioritize DAMCON teams when selected != null)
jacobmaxfrank
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Jan 30, 2016
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Jan 30, 2016
- DAMCON teams get first priority - After that, the nearest node is picked
abrindam
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Jan 31, 2016
jacobmaxfrank
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Jan 31, 2016
jacobmaxfrank
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Feb 2, 2016
Closed
jacobmaxfrank
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Feb 15, 2016
- No more 3D shapes except as billboard hosts - All new icons; reorganized art tree - Cleanup camera rotation - Manually point billboards at camera - Remove lighting
jacobmaxfrank
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Feb 16, 2016
- Generated sound with the following steps: 1) Install Audacity with FFMPEG 2.2.2 plugin (http://manual.audacityteam.org/o/man/faq_installation_and_plug_ins.html#ffdown). 2) Record and trim audio. 3) Export audio. Select the AMR file type and 4.75 kbps bit rate. 4) Import AMR file into Audacity, then repeat (3). 5) Repeat (4) until there's enough distortion (I did just two rounds). 6) Export audio as Microsoft 16-bit WAV. - Also extract hardcoded HUD icon paths
jacobmaxfrank
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Feb 17, 2016
jacobmaxfrank
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Feb 17, 2016
abrindam
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Aug 7, 2016
@jacobmaxfrank: Just fixed a crash due to 100% node health causing an index of 10 into the texture array, and we only have textures 0-9 current. Quick fix was to clamp possible indexes to max of 9, but this will cause health of 90-100% to be rendered the same color. May want to come up with a better solution. |
Remaining work:
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abrindam
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Sep 18, 2016
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Will require displaying 3D model of ship and allowing user to interact with it.
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