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3188 | Graphic Utility Library | Feature Request | Low | Persistent Settings | Closed | Win32 | |
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Task Description
finish up TestSettingsManager |
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3189 | Graphic Utility Library | Bug Report | Low | Folder creation, existence testing, deletion | Closed | Win32 | |
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Task Description
Folder class to handling the mentioned operations. |
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3191 | Graphic Utility Library | Bug Report | Low | remove pugi dependency in header | Closed | All | |
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Task Description
XMLAttribute etc include the pugi header in the header. this shouldn't be that way.
Furthermore the conversion constructor from pugi -> gul should not be public. every thing must be done internally. |
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3192 | Graphic Utility Library | Bug Report | Low | timing | Closed | All | |
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Task Description
timing macro that prints a timed stack trace.
enable/disabled by a define switch |
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3193 | Graphic Utility Library | Bug Report | Low | File IO | New | Win32 | |
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Task Description
add file IO like writing to and reading from a file.
this way we have less dependency on the GetData method of the String class |
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3194 | Graphic Utility Library | Feature Request | Low | Integrate glfw | Closed | Win32 | |
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Task Description
Use glfw for simple window creation, gl contex, intput, timing handling |
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3195 | Graphic Utility Library | Bug Report | Low | OpenAL for audio playback | Closed | Win32 | |
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Task Description
Start code base for sound and audio handling. (video playback, syth., audio effects sandbox,....) |
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3196 | Graphic Utility Library | Feature Request | Low | GLSL Shader handling | Closed | Win32 | |
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Task Description
load source compile it and return a program. |
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3197 | Graphic Utility Library | Bug Report | Low | c++11 timing | New | Win32 | |
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Task Description
use http://en.cppreference.com/w/cpp/chrono/high_resolution_clock instead of unix timing or glfw timing. |
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3198 | Graphic Utility Library | Bug Report | Low | allow float fps in video writing | New | Win32 | |
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Task Description
c->time_base = av_d2q(1.f/fps, 65535); |
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3199 | Graphic Utility Library | Bug Report | Low | enum class | New | Win32 | |
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Task Description
Implement easy usable enum class based on http://stackoverflow.com/questions/1965249/how-to-write-java-like-enums-in-c
make sure the have int->type and type->int conversion, toString method, and iteration facility. |
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3 | Iocaste Editor | Bug Report | Very Low | image zoom | New | Linux | |
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Task Description
initial image zoom is not fit to screen |
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5 | Iocaste Editor | Bug Report | Very Low | rearrangement of sash panels | Closed | All | |
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Task Description
when app starts the rearrangement of sash panels can be seen |
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11 | Iocaste Editor | Bug Report | High | loading save game | Closed | All | |
Brige |
Task Description
the loading process seems to work but some data is not filled properly (f.e. missing areas). This results in nullpointer errors |
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37 | Iocaste Editor | Bug Report | Medium | Crash beacause of Saving | Closed | All | |
Brige |
Task Description
When not all information of a action (PictureStateChange and PictureChange) are given => Chash |
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142 | Iocaste Editor | Feature Request | Low | Characters | Closed | All | |
Brige |
Task Description
charactes which can move around |
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143 | Iocaste Editor | Feature Request | Low | Walking area | Closed | All | |
Brige |
Task Description
walking area for characters to move in |
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160 | Iocaste Editor | Feature Request | Low | Object Drawing Order | Closed | Win32 | |
Brige |
Task Description
Depending in which walking are a character is, we draw the objects in a different order. This way we achieve the effect of forground and background.
each walking area holds a list that tells if an object in this scene is in front or behind the character.
we can locally change the order by introducing an additional walking area. |
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39 | Iocaste Editor | Bug Report | High | MemoryLeaks due to Duplicate method | Closed | Win32 | |
Michael Pfeuti |
Task Description
change duplicate method to a copy constructor
(issue occurs with the clipboard structure and the actions) |
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147 | Iocaste Editor | Bug Report | High | no selection (pic/area) possible | Closed | All | |
Michael Pfeuti |
Task Description
it is possible to deselect everything in the two list. this results in a chrash (we assume that there is always a pic selected when we can select a area) |
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157 | Iocaste Editor | Bug Report | High | animation is not copied with a copy of an object | Closed | All | |
Michael Pfeuti |
Task Description
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2 | Iocaste Editor | Bug Report | Low | flickering with rightclick on tabs | Closed | Linux | |
Michael Pfeuti |
Task Description
the whole tab panel gets reloaded and therefore flickering. previously selected tab is unselected. |
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4 | Iocaste Editor | Feature Request | Low | move areas between layers | Closed | All | |
Michael Pfeuti |
Task Description
add a menu item to move areas between layers to the right click menu of the action areas. |
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6 | Iocaste Editor | Feature Request | Low | Sound action | Closed | All | |
Michael Pfeuti |
Task Description
an action that play a sound file |
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7 | Iocaste Editor | Feature Request | Low | background sound | Closed | All | |
Michael Pfeuti |
Task Description
assign background sound to a image |
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10 | Iocaste Editor | Feature Request | Low | action area with image | Closed | All | |
Michael Pfeuti |
Task Description
so far action areas are invisible in the final game. it should be possible that a area shows an image. By this, one image is not so static. it should also be possible to change to images through an action event.
exp: open door vs. closed door |
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18 | Iocaste Editor | Bug Report | Low | progressbar while loading saved game | Closed | All | |
Michael Pfeuti |
Task Description
progressbar while loading saved game |
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19 | Iocaste Editor | Bug Report | Low | open game adds imgs to current game | Closed | All | |
Michael Pfeuti |
Task Description
open game adds imgs to current game and does not create a new game. |
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21 | Iocaste Editor | Feature Request | Low | disable buttons | Closed | All | |
Michael Pfeuti |
Task Description
disable buttons which cannot be pressed at the moment |
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33 | Iocaste Editor | Feature Request | Low | Start external Image Editor | Closed | All | |
Michael Pfeuti |
Task Description
start gimp etc directly from within iocaste |
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34 | Iocaste Editor | Bug Report | Low | Action Order | Closed | All | |
Michael Pfeuti |
Task Description
Only first layer can be managed |
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35 | Iocaste Editor | Bug Report | Low | Crash when action del | Closed | All | |
Michael Pfeuti |
Task Description
When an action area (not in layer 0) is selected in the list and deleted => crash |
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36 | Iocaste Editor | Bug Report | Low | Memory Management (Assigned Img) | Closed | All | |
Michael Pfeuti |
Task Description
The only open Images should be the one of the current Picture. |
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137 | Iocaste Editor | Feature Request | Low | Script action | Closed | All | |
Michael Pfeuti |
Task Description
an action which allows the developer to use a scripting language
-----------------------
the primary action is missing |
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138 | Iocaste Editor | Feature Request | Low | Design Scripting language | Closed | All | |
Michael Pfeuti |
Task Description
used for the script action
- parallelism
- break conditions (MOVE is primary, ANIMATION and SOUND is secondary. Break as soon as MOVE stops) |
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139 | Iocaste Editor | Feature Request | Low | Inventory Actions | Closed | All | |
Michael Pfeuti |
Task Description
an action to interact with an inventory
this also includes the gui that allows the user to design the game command panel (pick up, look at, ... and the inventory)
offer two styles:
- MI3-like (menu popup after holding mouse)
- MI1 or MI5 global button that opens menu or menu that is always present
NOTE: make action set permanent after new game. maybe a wizard. this simplifies the actionarea grouping. exp: goto of an object has actions and then the users deletes goto. This forces us to loop over all layers of all pictures. |
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140 | Iocaste Editor | Feature Request | Low | Entering Scene Events | Closed | All | |
Michael Pfeuti |
Task Description
this will replace the sound on enter feature |
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144 | Iocaste Editor | Feature Request | Low | Virtual inventory items | Closed | All | |
Michael Pfeuti |
Task Description
the idea is that it is always possible to check what is in the inventory. that way different behaviour of charactes and action can be modeled.
however, sometime a flag is needed. this can be done with a virtual inventory item which cannot be seen by the player. |
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145 | Iocaste Editor | Feature Request | Low | Character/object Animation | Closed | All | |
Michael Pfeuti |
Task Description
specify animations for a character/object |
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146 | Iocaste Editor | Feature Request | Low | Visibility for area | Closed | All | |
Michael Pfeuti |
Task Description
possibility to make area invisible |
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148 | Iocaste Editor | Feature Request | Low | Inventory Item Viewer/Renamer | Closed | All | |
Michael Pfeuti |
Task Description
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149 | Iocaste Editor | Feature Request | Low | Add (Virt.) item to inventory | Closed | All | |
Michael Pfeuti |
Task Description
name of item works with code completion |
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150 | Iocaste Editor | Feature Request | Low | Item Naming hierachy | Closed | All | |
Michael Pfeuti |
Task Description
q2.kitchen.light => implies tree |
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152 | Graphic Utility Library | Feature Request | Low | 1D - 4D noise function | New | All | |
Michael Pfeuti |
Task Description
perlin/simplex noise |
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153 | Graphic Utility Library | Feature Request | Low | Primary Ray Generation | New | All | |
Michael Pfeuti |
Task Description
ray generation for ray tracing |
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156 | Iocaste Editor | Bug Report | Low | Replace Duplicate with Copy Constructor | Closed | All | |
Michael Pfeuti |
Task Description
this includes memory leak fixing
there are many places that cause memory leaks because I was too lazy to do it properly
CAUTION: for the duplication of abstract instances we need this method. when we have a AbstractAction and we want to duplicate it we cannot use the copy constructor. |
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158 | Iocaste Editor | Feature Request | Low | Animation Action | Closed | All | |
Michael Pfeuti |
Task Description
action that triggers an animation of an object
this could be implemented in the same way as the change picture state action
we also need a field to specify how many times an animation sould be played |
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159 | Iocaste Editor | Feature Request | Low | Conditional Action | Closed | All | |
Michael Pfeuti |
Task Description
it should be possible to model the following:
if SOME ITEM then ACTION |
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162 | Iocaste Editor | Bug Report | Low | Animation Speed control | Closed | All | |
Michael Pfeuti |
Task Description
it should be possible to specify at how many fps an animation should be replayed |
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163 | Iocaste Editor | Feature Request | Low | Object movement action | Closed | All | |
Michael Pfeuti |
Task Description
action that causes an object to change position
how can we define a motion in a user-friendly way
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waiting on brige for refactoring of picturepanels |