by Project Collectio...
Oct 1, 2012
10:14 PM

Upgrade: New Version of LabDefaultTemplate.xaml. To upgrade your build definitions, please visit the following link:

by Project Collectio...
Oct 1, 2012
10:08 PM

Checked in by server upgrade

by BadCorporateLogo
Sep 21, 2010
5:03 AM

Fixed MenuInputHandler so it will raise events for the game pad 'back' button. This makes it more useful for handling simple UI-related input on arbitrary screens (even ones without menus).

Consider: renaming this class to SimpleInputHandler might be more appropriate.

by BadCorporateLogo
Sep 18, 2010
4:49 PM

1. Added IsKeyDown/IsKeyUp to InputState and KeyboardInputState.
2. Fixed the DesignTimeContentManager class so it can find content when multiple content projects have the same Content Root Directory.

by BadCorporateLogo
Sep 17, 2010
8:00 AM

Associated with Release: Ferpect SDK 4.0.3.

1. Restore BloomEffects item template.
2. Fix ParticleSprite rendering -- a bug was introduced during the XNA 3.1->4.0 upgrade where textures were being drawn with alpha under 1f/255f.
3. Fix ParticleSpriteDesigner to display configured properties correctly (was showing "object reference not set to an instance of an object" in Properties Window.
4. Fix Sprite Draw methods which were not acknowledging the Visible property.
5. Added Visible as a shadow property on the SpriteDesigner (ie, setting it to false does not make the sprite invisible at design-time).
6. Changed designer's default dimensions to 1280x720 (720p). Started but didn't finish to add a way to switch dimensions via the Properties Window.
7. Added IsButtonDown and IsButtonUp methods to InputState.

by BadCorporateLogo
(1 download)
Sep 15, 2010
6:57 AM

Upgrade to XNA Framework 4.0 (final, not beta).

Major changes to project template and installer.
Major changes to input service; it now exposes all state instead of just buttons.
Major changes to Color editor to account for pre-multiplied alpha being the default.

The color editor has a new feature that allows selecting from the named colors.

The Xbox 360 assembly was broken by changes in the base class libraries. In particular, the new version's System.ComponentModel namespace is missing some types that used to be there, and are integral to the Windows version of the library. I fixed enough to get it to build, but haven't tried running it yet. The Xbox 360 assembly has been temporarily removed from setup until I get it working again.

by BadCorporateLogo
Feb 1, 2010
12:18 AM

Crud, these belonged in my last check-in.

by BadCorporateLogo
Feb 1, 2010
12:17 AM

The majority of this changeset adds an Xbox 360 version of Ferpect.ComponentModel.dll. This should allow a Ferpect-dependent game project to be made cross-platform.

Most of the attributes from System.ComponentModel are not available in the Xbox 360 NetCF, so I added stub versions of them in the Xbox 360 version of the library. These are further marked with the conditional attribute to allow the compiler to strip them off at build time, so the built classes won't have the attributes at all. The goal here was to be able to use them normally in shared code, and let the compiler do the work of removing them (much better than conditionally-compiling the attributes on each public property).

DefaultValueAttribute exists in the Xbox 360 NetCF, but it's missing the constructor used for complex types like Color and Vector3. In this project, defining a class with the missing constructor resulted in warnings. However, in external projects the ambiguity results in an error and has to be broken with a using statement. This is something I'll try to fix later.

This change also introduces XComponent as the base class for components on Xbox 360 (XComponent derives from Component). This allows missing members to be defined for all derived classes.

Fixed a bug in BasicInputComponent keyboard handling (Escape event was being raised by the Enter key).

Added EnableGamerServices() method to the IGameLoop interface. This lets other components depend on gamer services without having to coordinate instantiation or initialization.

Fixed the BloomComponent to work with non-default backbuffer sizes.

by BadCorporateLogo
Dec 29, 2009
2:13 AM

Fixes the project template to build and run properly. Also fixes the Release build configuration in the solution.

Projects created from the template need to be built before the designers will work. The BuildOnLoad element should cause the project to build automatically, but doesn't seem to be working.

by BadCorporateLogo
Dec 29, 2009
12:00 AM

This change is a complete rewrite of the component model.

The design-time experience still uses a GraphicsDeviceControl to leverage the existing control designers in the Managed Designer Framework. However, new interfaces have been introduced to abstract the XNA Framework's game components, ultimately creating a more useful programming model.

Tooling has been introduced to allow general-purpose visual editing of Screen components. Rather than treating screens as menus, they are now just drawable game components, and can support dragging and dropping both visual (drawable) and non-visual (updatable) components. This allows user interfaces to be designed in a more free-form way, without restricting what constitutes a menu, it's layout, or appearance.

A small library of useful components have been defined to enable rapid application development (RAD). Project and item templates provide a starting point for new projects. Not all of these have been tested, and the particle components in particular are really just experiments.

by BadCorporateLogo
Apr 17, 2009
5:03 AM

Need to update string constants to match new assembly identities. Without this, the visual designers won't be found.

by BadCorporateLogo
Apr 17, 2009
3:10 AM

Upgrade solutions to Visual Studio 2008 and XNA Framework v3.0, and add source code control bindings to the solutions and projects.

Adding the source code control bindings might generate warnings for people enlisting with anything other than TFS, but it will make things easier for me. As the project owner, I give my own convenience greater priority. :)

by BadCorporateLogo
Oct 6, 2008
1:14 AM

Remove per-user files that don't belong under source code control.

by BadCorporateLogo
Oct 5, 2008
8:15 AM

Fix up some assembly metadata.

by BadCorporateLogo
Oct 5, 2008
8:07 AM

This initial check-in contains three solutions:
1. Dev Setup.sln - Builds a little utility app that registers the output folder of Ferpect.sln so that the test solution can use it.
2. Ferpect.sln - Builds game component libraries. There are two runtime and two design-time projects.
3. FerpectTest.sln - A simple project for testing and debugging the Ferpect design-time components.

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