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Commits : Listings

Analyzed about 1 year ago. based on code collected about 1 year ago.
Jan 18, 2023 — Jan 18, 2024
Commit Message Contributor Files Modified Lines Added Lines Removed Code Location Date
CoreTypes.h: Use kNet/Types.h for fixed-width types instead of duplicating the code. More... over 11 years ago
Add unordered_map and unordered_multimap to CoreTypes.h. More... over 11 years ago
Add unordered_map and unordered_multimap to CoreTypes.h. More... over 11 years ago
Fix size_t-int conversion warning. More... over 11 years ago
Fix size_t-int conversion warning. More... over 11 years ago
SceneStructureWindow: refactor remove BeginModifications and refactor/rename EndModifications into Refresh. Do not call treeWidget->setSortingEnabled(true) so ofter as it causes serious perf hit. More... over 11 years ago
SceneStructureWindow: refactor remove BeginModifications and refactor/rename EndModifications into Refresh. Do not call treeWidget->setSortingEnabled(true) so ofter as it causes serious perf hit. More... over 11 years ago
Minor tweaking on SceneStructureWindow + add profiling blocks. NOTE/TODO Somewhere along the way I seem to have done something that make the perf considerably slower. Will investigate more soon. More... over 11 years ago
Minor tweaking on SceneStructureWindow + add profiling blocks. NOTE/TODO Somewhere along the way I seem to have done something that make the perf considerably slower. Will investigate more soon. More... over 11 years ago
SceneStructureWindow: add BeginModifications and EndModifications in order to reduce duplicate code. Remove debug print. More... over 11 years ago
SceneStructureWindow: add BeginModifications and EndModifications in order to reduce duplicate code. Remove debug print. More... over 11 years ago
Scene Structure windows: disable hidden items so that they don't pop up in when doing search. Merge ShowAttributes and HideAttributes into SetAttributesVisible. More... over 11 years ago
Scene Structure windows: disable hidden items so that they don't pop up in when doing search. Merge ShowAttributes and HideAttributes into SetAttributesVisible. More... over 11 years ago
TreeWidgetSearch: do not alter visibility of disabled items. More... over 11 years ago
TreeWidgetSearch: do not alter visibility of disabled items. More... over 11 years ago
Scene Structure window: write/read the state of Group, Component and Attribute visibility to/from config. Closes #727. Fix bug that caused attribute items not be shown when opening Scene Structure window while components not visible. More... over 11 years ago
Scene Structure window: write/read the state of Group, Component and Attribute visibility to/from config. Closes #727. Fix bug that caused attribute items not be shown when opening Scene Structure window while components not visible. More... over 11 years ago
Re: #727 Add check box for toggling entity group visibility. Do not trust to QTreeWidget's internal memory management when clearing the tree widget as we will most likely have unparented tree widget items floating around. More... over 11 years ago
Re: #727 Add check box for toggling entity group visibility. Do not trust to QTreeWidget's internal memory management when clearing the tree widget as we will most likely have unparented tree widget items floating around. More... over 11 years ago
SceneStructureWindow: clean up lookup maps properly when Entity is removed. More... over 11 years ago
SceneStructureWindow: clean up lookup maps properly when Entity is removed. More... over 11 years ago
Re: #726 - Add tree widget item lookup maps to SceneStructureWindow in order to increase overall performance: no more O(N) lookups, N == number of tree widget items, which can be tens of thousands with large scenes. Also, now that the lookups are chaper, refactor attribute items so that they're are not deleted entirely when now shown, but simply hidden. More... over 11 years ago
Re: #726 - Add tree widget item lookup maps to SceneStructureWindow in order to increase overall performance: no more O(N) lookups, N == number of tree widget items, which can be tens of thousands with large scenes. Also, now that the lookups are chaper, refactor attribute items so that they're are not deleted entirely when now shown, but simply hidden. More... over 11 years ago
Fix typos in scenes/Physics2/scene.txml. More... over 11 years ago
Fix typos in scenes/Physics2/scene.txml. More... over 11 years ago
Now that rex Tundra 2.5.1 and deprecation warning for 'scenestruct' console command is out, remove the deprecated command. More... over 11 years ago
Now that rex Tundra 2.5.1 and deprecation warning for 'scenestruct' console command is out, remove the deprecated command. More... over 11 years ago
Beginning to address #726: ECEditorWindow: add ECEditorWindow::AddEntity(EntityPtr), add and use new signal that uses EntityList instead of single EntityPtr for signaling changes in entity selection. Gives some minor perf increase but nothing significant. Use static_cast over dynamic_cast where applicable. ECBrowser: Entities return EntityList instead of QList<EntityPtr> and SelectedComponents return std::vector<ComponentPtr> instad of QObjectList (these are what Scene & Entity APIs deal with so more naturally choice (+exposed to script properly so should not break things). Add SceneStructureModule:Scene function. More... over 11 years ago
Beginning to address #726: ECEditorWindow: add ECEditorWindow::AddEntity(EntityPtr), add and use new signal that uses EntityList instead of single EntityPtr for signaling changes in entity selection. Gives some minor perf increase but nothing significant. Use static_cast over dynamic_cast where applicable. ECBrowser: Entities return EntityList instead of QList<EntityPtr> and SelectedComponents return std::vector<ComponentPtr> instad of QObjectList (these are what Scene & Entity APIs deal with so more naturally choice (+exposed to script properly so should not break things). Add SceneStructureModule:Scene function. More... over 11 years ago
Fixed Ogre Plugin_*.framework and RenderSystem_GL.framework startup loading More... over 11 years ago