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skyscrapersim/skyscraper.git
7 years agoSwitch to std::abs
ryan [Tue, 20 Dec 2016 22:02:25 +0000 (22:02 +0000)]
Switch to std::abs

7 years agoSome warning fixes
ryan [Tue, 20 Dec 2016 21:58:55 +0000 (21:58 +0000)]
Some warning fixes

7 years agoVersion number update
ryan [Tue, 20 Dec 2016 02:47:31 +0000 (02:47 +0000)]
Version number update

7 years agoUpdates
ryan [Mon, 19 Dec 2016 21:13:53 +0000 (21:13 +0000)]
Updates

7 years agoCleanup
ryan [Tue, 13 Dec 2016 22:46:04 +0000 (22:46 +0000)]
Cleanup

7 years agoFixes
ryan [Fri, 9 Dec 2016 21:25:09 +0000 (21:25 +0000)]
Fixes

7 years agoReverting change from rev 4793
ryan [Thu, 8 Dec 2016 22:19:41 +0000 (22:19 +0000)]
Reverting change from rev 4793

7 years agoDisable "contains" polygon check, due to issues
ryan [Thu, 8 Dec 2016 05:18:31 +0000 (05:18 +0000)]
Disable "contains" polygon check, due to issues

7 years agoElevators should return to the bottom floor when inspection mode is disabled
ryan [Tue, 22 Nov 2016 22:48:51 +0000 (22:48 +0000)]
Elevators should return to the bottom floor when inspection mode is disabled

7 years agoLock fix
ryan [Mon, 21 Nov 2016 22:45:28 +0000 (22:45 +0000)]
Lock fix

7 years agoCode cleanup
ryan [Mon, 21 Nov 2016 03:39:36 +0000 (03:39 +0000)]
Code cleanup

7 years agoSwitch more manager objects to dynamic runloops
ryan [Mon, 21 Nov 2016 03:30:31 +0000 (03:30 +0000)]
Switch more manager objects to dynamic runloops

7 years agoFix for child manager loops
ryan [Mon, 21 Nov 2016 03:20:19 +0000 (03:20 +0000)]
Fix for child manager loops

7 years agoRevolving door manager needs to be created/destroyed
ryan [Mon, 21 Nov 2016 02:53:35 +0000 (02:53 +0000)]
Revolving door manager needs to be created/destroyed

7 years agoRenamed WallObject to Wall
ryan [Mon, 21 Nov 2016 00:34:21 +0000 (00:34 +0000)]
Renamed WallObject to Wall

7 years agoFixes
ryan [Fri, 18 Nov 2016 23:42:21 +0000 (23:42 +0000)]
Fixes

7 years agoAdded rotation parameter
ryan [Fri, 18 Nov 2016 23:35:30 +0000 (23:35 +0000)]
Added rotation parameter

7 years agoWall fix
ryan [Fri, 18 Nov 2016 22:44:24 +0000 (22:44 +0000)]
Wall fix

7 years agoFix
ryan [Fri, 18 Nov 2016 22:42:47 +0000 (22:42 +0000)]
Fix

7 years agoGuide fixes
ryan [Fri, 18 Nov 2016 21:55:27 +0000 (21:55 +0000)]
Guide fixes

7 years agoFixes
ryan [Fri, 18 Nov 2016 21:50:06 +0000 (21:50 +0000)]
Fixes

7 years agoAdded revolving door demo
ryan [Fri, 18 Nov 2016 21:49:51 +0000 (21:49 +0000)]
Added revolving door demo

7 years agoAdded new files to Visual C++ project
ryan [Fri, 18 Nov 2016 05:12:00 +0000 (05:12 +0000)]
Added new files to Visual C++ project

7 years agoUpdated changelog
ryan [Fri, 18 Nov 2016 04:53:25 +0000 (04:53 +0000)]
Updated changelog

7 years agoDelete objects on shutdown
ryan [Fri, 18 Nov 2016 04:50:34 +0000 (04:50 +0000)]
Delete objects on shutdown

7 years agoRemoved extra voffset value
ryan [Fri, 18 Nov 2016 04:48:46 +0000 (04:48 +0000)]
Removed extra voffset value

7 years agoLocking parameter fix
ryan [Fri, 18 Nov 2016 04:45:04 +0000 (04:45 +0000)]
Locking parameter fix

7 years agoAdded script support for revolving doors
ryan [Fri, 18 Nov 2016 04:39:17 +0000 (04:39 +0000)]
Added script support for revolving doors

7 years agoMore revolving door work
ryan [Fri, 18 Nov 2016 03:43:11 +0000 (03:43 +0000)]
More revolving door work

7 years agoFixes
ryan [Fri, 18 Nov 2016 03:00:41 +0000 (03:00 +0000)]
Fixes

7 years agoAdding Revolving Door class
ryan [Fri, 18 Nov 2016 01:10:23 +0000 (01:10 +0000)]
Adding Revolving Door class

7 years agoAdded new OnHit function
ryan [Fri, 18 Nov 2016 00:24:39 +0000 (00:24 +0000)]
Added new OnHit function

7 years agoWhen in fire service phase 2 mode, only open phase 2's car doors on recall floor...
ryan [Thu, 17 Nov 2016 23:27:23 +0000 (23:27 +0000)]
When in fire service phase 2 mode, only open phase 2's car doors on recall floor, not other cars

7 years agoUpdated changelog
ryan [Thu, 17 Nov 2016 03:01:01 +0000 (03:01 +0000)]
Updated changelog

7 years agoAdded "PeakOff" action, and updated documentation
ryan [Sat, 15 Oct 2016 04:04:06 +0000 (04:04 +0000)]
Added "PeakOff" action, and updated documentation

7 years agoReset mouse cursor when exiting to main menu
ryan [Tue, 27 Sep 2016 18:10:45 +0000 (18:10 +0000)]
Reset mouse cursor when exiting to main menu

7 years agoUpdated changelog
ryan [Sat, 24 Sep 2016 21:35:09 +0000 (21:35 +0000)]
Updated changelog

7 years agoFinishMove should turn on floor that the camera is active on, instead of the elevator...
ryan [Sat, 24 Sep 2016 20:48:07 +0000 (20:48 +0000)]
FinishMove should turn on floor that the camera is active on, instead of the elevator's GotoFloor

7 years agoCleanup
ryan [Thu, 22 Sep 2016 20:48:54 +0000 (20:48 +0000)]
Cleanup

7 years agoUpdate naming of directional indicator meshes
ryan [Thu, 22 Sep 2016 20:46:39 +0000 (20:46 +0000)]
Update naming of directional indicator meshes

7 years agoAdded back the mesh name
ryan [Sun, 18 Sep 2016 16:51:17 +0000 (16:51 +0000)]
Added back the mesh name

7 years agoMore work for last commit
ryan [Sun, 18 Sep 2016 13:36:38 +0000 (13:36 +0000)]
More work for last commit

7 years agoShow main object name instead of mesh name, for click reports
ryan [Sun, 18 Sep 2016 13:34:06 +0000 (13:34 +0000)]
Show main object name instead of mesh name, for click reports

7 years agoCall button processed state should be reset when elevator arrives - fixes an issue...
ryan [Thu, 15 Sep 2016 03:04:13 +0000 (03:04 +0000)]
Call button processed state should be reset when elevator arrives - fixes an issue where subsequent presses by people wouldn't work

7 years agoCallbutton "off" action should return false, to prevent it from switching off the...
ryan [Thu, 15 Sep 2016 02:32:59 +0000 (02:32 +0000)]
Callbutton "off" action should return false, to prevent it from switching off the light

7 years agoBuild warning fix
ryan [Thu, 15 Sep 2016 02:30:46 +0000 (02:30 +0000)]
Build warning fix

7 years agoPlaced some grouped elevators at the top of the serviced range
ryan [Tue, 13 Sep 2016 02:29:48 +0000 (02:29 +0000)]
Placed some grouped elevators at the top of the serviced range

7 years agoUpdated changelog
ryan [Mon, 12 Sep 2016 19:18:06 +0000 (19:18 +0000)]
Updated changelog

7 years agoFinishDoors function should show a script error if it fails
ryan [Mon, 12 Sep 2016 16:37:54 +0000 (16:37 +0000)]
FinishDoors function should show a script error if it fails

7 years agoShow an error if a scene node is not created properly
ryan [Mon, 12 Sep 2016 15:54:56 +0000 (15:54 +0000)]
Show an error if a scene node is not created properly

7 years agoAnother fix as part of revision 4743 changes, which are due to the light status chang...
ryan [Mon, 12 Sep 2016 03:56:46 +0000 (03:56 +0000)]
Another fix as part of revision 4743 changes, which are due to the light status changing before the Call function is run, so the light status functions can't be used in that function

7 years agoWhen freelook is enabled in an engine, the mouse cursor needs to be updated when...
ryan [Mon, 12 Sep 2016 03:25:04 +0000 (03:25 +0000)]
When freelook is enabled in an engine, the mouse cursor needs to be updated when switching engines.  This also consolidates the related freelook code into a function.

7 years agoValues need to be cleared when switching engines
ryan [Mon, 12 Sep 2016 03:09:24 +0000 (03:09 +0000)]
Values need to be cleared when switching engines

7 years agoCall button group light fix - the up/down status should be checked in the SetLights...
ryan [Sun, 11 Sep 2016 20:59:17 +0000 (20:59 +0000)]
Call button group light fix - the up/down status should be checked in the SetLights function, so that each call button is checked individually instead of a single time for the whole group, which was causing only the first call button to be set (due to the recent call button work)

7 years agoReturn code fix for revision 4717 - fixes fire service phase 1 control issues for...
ryan [Sun, 11 Sep 2016 20:31:49 +0000 (20:31 +0000)]
Return code fix for revision 4717 - fixes fire service phase 1 control issues for call buttons

7 years agoUpdated changelog
ryan [Sat, 10 Sep 2016 21:14:21 +0000 (21:14 +0000)]
Updated changelog

7 years agoIn cut function, when skipping a polygon, the "polycheck" flag needs to be set for...
ryan [Sat, 10 Sep 2016 02:36:49 +0000 (02:36 +0000)]
In cut function, when skipping a polygon, the "polycheck" flag needs to be set for the polygon to be deleted

7 years agoAvailableForCall function's car floor range check should include the top and bottom...
ryan [Sat, 10 Sep 2016 01:01:28 +0000 (01:01 +0000)]
AvailableForCall function's car floor range check should include the top and bottom floors

7 years agoFixed match issue - should be matching on ElevatorCar object instead
ryan [Sat, 10 Sep 2016 00:36:24 +0000 (00:36 +0000)]
Fixed match issue - should be matching on ElevatorCar object instead

7 years agoFor the "Elevator:Car" script parameter, if just the elevator is specified, the code...
ryan [Sat, 10 Sep 2016 00:25:52 +0000 (00:25 +0000)]
For the "Elevator:Car" script parameter, if just the elevator is specified, the code should find the car that services the floor, instead of just using the first car

7 years agoConsolidated some code into a GetMeshParent() function
ryan [Fri, 9 Sep 2016 21:43:47 +0000 (21:43 +0000)]
Consolidated some code into a GetMeshParent() function

7 years agoAdded INI file and script "HoistwayAccessHold" option
ryan [Fri, 9 Sep 2016 21:26:24 +0000 (21:26 +0000)]
Added INI file and script "HoistwayAccessHold" option

7 years agoActions can now have a "hold" state, which requires that a control have constant...
ryan [Fri, 9 Sep 2016 21:16:52 +0000 (21:16 +0000)]
Actions can now have a "hold" state, which requires that a control have constant pressure to prevent it from reverting to (normally) an "off" position.  Used for Hoistway Access mode

7 years ago-started work on making Hoistway Access constant-pressure
ryan [Fri, 9 Sep 2016 17:17:14 +0000 (17:17 +0000)]
-started work on making Hoistway Access constant-pressure
-added object OnUnclick function, which is called when a mouse button is released on an object

7 years agoRename "check" option to "check-script"
ryan [Tue, 16 Aug 2016 01:59:24 +0000 (01:59 +0000)]
Rename "check" option to "check-script"

7 years agoFixes for ShowMenu behavior and command line "no-menu" option
ryan [Tue, 16 Aug 2016 01:41:17 +0000 (01:41 +0000)]
Fixes for ShowMenu behavior and command line "no-menu" option

7 years agoAdded CheckScript mode, which allows scripts to be quickly checked for errors, instea...
ryan [Tue, 16 Aug 2016 01:33:47 +0000 (01:33 +0000)]
Added CheckScript mode, which allows scripts to be quickly checked for errors, instead of fully loading them

7 years ago-fix for the "Stairwells" string match in the GetObjectRange function
ryan [Mon, 15 Aug 2016 05:17:03 +0000 (05:17 +0000)]
-fix for the "Stairwells" string match in the GetObjectRange function
-cleanups, found via cppcheck

7 years agoMemory leak fix for Dynamic Mesh system - the mVertexElements array needs to be delet...
ryan [Mon, 15 Aug 2016 04:53:58 +0000 (04:53 +0000)]
Memory leak fix for Dynamic Mesh system - the mVertexElements array needs to be deleted on return

7 years agoAdded a check to ensure that a floor's altitude is properly set at the end of a Floor...
ryan [Mon, 15 Aug 2016 03:44:02 +0000 (03:44 +0000)]
Added a check to ensure that a floor's altitude is properly set at the end of a Floor section

7 years agoMove end-of-section code into per-section functions
ryan [Mon, 15 Aug 2016 03:39:13 +0000 (03:39 +0000)]
Move end-of-section code into per-section functions

7 years agoBrought back ComputeNormal function, which was removed in revision 4679, due to preci...
ryan [Sat, 13 Aug 2016 20:29:16 +0000 (20:29 +0000)]
Brought back ComputeNormal function, which was removed in revision 4679, due to precision issues causing certain walls to display improperly.  The issue appears to be due to Ogre's Plane function calculating in double-precision mode, with the ComputeNormal calculating in single-precision, so a workaround has to be found for Ogre.

7 years agoCharacter controller should remove itself from Bullet world on delete
ryan [Fri, 12 Aug 2016 23:50:13 +0000 (23:50 +0000)]
Character controller should remove itself from Bullet world on delete

7 years agoCall buttons should not store pointers to control objects; this fix now allows for...
ryan [Fri, 12 Aug 2016 21:49:52 +0000 (21:49 +0000)]
Call buttons should not store pointers to control objects; this fix now allows for the call button's controls to be deleted

7 years agoIndex fix
ryan [Fri, 12 Aug 2016 06:44:18 +0000 (06:44 +0000)]
Index fix

7 years agoObject deletion fixes
ryan [Fri, 12 Aug 2016 06:17:19 +0000 (06:17 +0000)]
Object deletion fixes

7 years agoRemoved old call button code from camera object, and header cleanup
ryan [Fri, 12 Aug 2016 05:36:16 +0000 (05:36 +0000)]
Removed old call button code from camera object, and header cleanup

7 years agoEngine header cleanups
ryan [Fri, 12 Aug 2016 05:21:04 +0000 (05:21 +0000)]
Engine header cleanups

7 years agoCall button actions can now be used from scripts, and details have been added to...
ryan [Fri, 12 Aug 2016 04:56:17 +0000 (04:56 +0000)]
Call button actions can now be used from scripts, and details have been added to the guide

7 years agoCallbutton Fireservice return code fix
ryan [Fri, 12 Aug 2016 04:41:36 +0000 (04:41 +0000)]
Callbutton Fireservice return code fix

7 years agoAdd note about how leaving the "texture" parameter blank for the button panel, will...
ryan [Fri, 12 Aug 2016 04:30:29 +0000 (04:30 +0000)]
Add note about how leaving the "texture" parameter blank for the button panel, will hide the back

7 years agoCallbutton status in Call function should only be checked if the timer is running
ryan [Fri, 12 Aug 2016 04:18:27 +0000 (04:18 +0000)]
Callbutton status in Call function should only be checked if the timer is running

7 years agoCall button panel sizing fixes
ryan [Fri, 12 Aug 2016 03:55:21 +0000 (03:55 +0000)]
Call button panel sizing fixes

7 years agoCall Button object cleanups
ryan [Fri, 12 Aug 2016 03:11:36 +0000 (03:11 +0000)]
Call Button object cleanups

7 years agoStarted revamp of Call Button objects
ryan [Fri, 12 Aug 2016 00:35:57 +0000 (00:35 +0000)]
Started revamp of Call Button objects

-Action system now supports Call Button actions
-made Button Panel code generic (removed dependency on Elevator Cars), so that it can be used with multiple types of parents
-switched Call Button object to use a Button Panel as it's button canvas, still needs work due to lack of ability to specify back panel size, and control position issues

7 years agoObjects need to unregister their dynamic runloops on deletion
ryan [Thu, 11 Aug 2016 22:06:00 +0000 (22:06 +0000)]
Objects need to unregister their dynamic runloops on deletion

7 years agoAdded virtual OnClick function for objects
ryan [Thu, 11 Aug 2016 21:58:59 +0000 (21:58 +0000)]
Added virtual OnClick function for objects

7 years agoShut down resource manager on exit
ryan [Wed, 10 Aug 2016 23:11:20 +0000 (23:11 +0000)]
Shut down resource manager on exit

7 years agoHave character controller properly clean up objects when deleted
ryan [Wed, 10 Aug 2016 22:39:40 +0000 (22:39 +0000)]
Have character controller properly clean up objects when deleted

7 years agoCall button timer should quickly fire on the first shot, before waiting a longer...
ryan [Wed, 10 Aug 2016 00:38:46 +0000 (00:38 +0000)]
Call button timer should quickly fire on the first shot, before waiting a longer interval for future processing

7 years agoAdded support for dynamic runloops, which should help reduce per-frame loop overhead...
ryan [Tue, 9 Aug 2016 23:20:41 +0000 (23:20 +0000)]
Added support for dynamic runloops, which should help reduce per-frame loop overhead.  This functionality allows objects to optionally register themselves with their parents to activate/deactivate their runloops, and then the parent calls a LoopChildren() function to run all registered child loops

7 years ago-removed last commit's Notify report option for timers, since it's no longer used
ryan [Tue, 9 Aug 2016 01:51:49 +0000 (01:51 +0000)]
-removed last commit's Notify report option for timers, since it's no longer used
-switched Door code into standard parent runloop method, since it might be a simpler method

7 years ago-have Door code also use a timer object instead of sim engine callbacks, which simpli...
ryan [Tue, 9 Aug 2016 01:22:58 +0000 (01:22 +0000)]
-have Door code also use a timer object instead of sim engine callbacks, which simplifies the code
-added an option to the timer object, to turn off Notify reports in verbose mode

7 years agoMore code cleanups for last commit
ryan [Tue, 9 Aug 2016 00:49:37 +0000 (00:49 +0000)]
More code cleanups for last commit

7 years agoHave call buttons use a Timer object for processing the call loop (frequency set...
ryan [Tue, 9 Aug 2016 00:45:54 +0000 (00:45 +0000)]
Have call buttons use a Timer object for processing the call loop (frequency set to 1 second), instead of using a callback entry in the simulator root

7 years ago-fixed a loop issue in the ProcessGotoFloor function that was causing some elevator...
ryan [Tue, 9 Aug 2016 00:20:36 +0000 (00:20 +0000)]
-fixed a loop issue in the ProcessGotoFloor function that was causing some elevator cars to be skipped
-fixed problem in FinishMove function, where the call button arrival notification was only checking the arrival direction of the primary floor call, not ones for other cars

7 years agoAdded more car number messages
ryan [Mon, 8 Aug 2016 23:34:05 +0000 (23:34 +0000)]
Added more car number messages

7 years agoWhen adding an elevator route, the car number should be reported if the elevator...
ryan [Mon, 8 Aug 2016 23:02:45 +0000 (23:02 +0000)]
When adding an elevator route, the car number should be reported if the elevator has more than 1 car

7 years agoWhen enabling Hoistway Access, require shaft doors to be open on the specified floor
ryan [Mon, 8 Aug 2016 05:23:47 +0000 (05:23 +0000)]
When enabling Hoistway Access, require shaft doors to be open on the specified floor

7 years agoHoistway Access switch should cause elevator to move, instead of separately using...
ryan [Mon, 8 Aug 2016 05:13:20 +0000 (05:13 +0000)]
Hoistway Access switch should cause elevator to move, instead of separately using inspection service controls