diff --git a/doc/INSTALLING-PLUGINS.TXT b/doc/INSTALLING-PLUGINS.TXT deleted file mode 100644 index 994e164936..0000000000 --- a/doc/INSTALLING-PLUGINS.TXT +++ /dev/null @@ -1,20 +0,0 @@ -HOW TO INSTALL MAX PANDA PLUGINS. - -Step 1. Install the visual studio 2008 runtime by -running "vcredist_x86-sp1.exe" as administrator. -As a convenience, this installer is included with panda. - -Step 2. Make sure that there is only one copy of panda -in your system PATH. If you only have one copy of panda -installed, you can skip this step. - -Step 3. Copy the relevant DLLs for your version -of max from the panda plugins directory to the -max plugins directory. For instance, if you are -using Max 9, copy maxegg9.dlo and maxeggimport9.dlo - -HOW TO INSTALL MAYA PANDA PLUGINS. - -(To be written) - - diff --git a/doc/InstallerNotes b/doc/InstallerNotes deleted file mode 100644 index cf57b15cc1..0000000000 --- a/doc/InstallerNotes +++ /dev/null @@ -1,183 +0,0 @@ ------------------------- RELEASE 1.0.0 --------------------------------- - - * We now have working exporters for Max5, Max6, Max7, Maya5, Maya6 - - * The Max exporter is dramatically improved: - - - it now includes support for character studio. - - the polygon winding bug has been fixed. - - * Panda no longer requires any registry keys or environment - variables. This means it is now possible to: - - - run panda directly from a compact disc - - install multiple copies of panda on a single machine - - install panda by copying the tree from another computer - - Note that the installer does add the panda 'bin' directory to - your PATH, and it does store an uninstall key in the registry, - but neither of these is needed for panda to function. - - * The 'makepanda' build system is now capable of building - prepackaged games for Windows. These prepackaged games are simply - copies of panda with the game code included, some of the - unnecessary stuff stripped out, and some changes to the start - menu. See "Airblade - Installer" on the panda downloads page - for an example. - - * All of the sample programs have been tested. The ones that didn't - work have been removed, the ones that do work have been (lightly) - documented. - - * This is the first release to include not just a binary installer - for windows, but: - - - a binary installer (RPM) for Fedora 2 - - a binary installer (RPM) for Fedora 3 - - a binary installer (RPM) for Redhat 9 - - a binary installer for windows, as always - - a source tar-ball for linux - - a source zip-file for windows - ------------------------- RELEASE 2004-12-13 --------------------------------- - - * Basic server-client networking support is back in Panda3D. There is a - networking sample in the samples directory. This uses the Panda3d - distributed object system.The README file will explain how to run this. - Documentation of this if forthcoming. - - * Panda3d now reduces the number of environment variables such that only 2 - are needed now - PRC_PATH and PLAYER. - - * GraphicsChannel and GraphicsLayer class have been removed from the - panda/src/display directory. Most Panda applications won't need to be - changed, since most applications simply use ShowBase.py (which has been - adjustedappropriately) to open a window and do the initial setup. For - those rare applications where you need to create your own DisplayRegions, - the makeDisplayRegion() interface has been moved from GraphicsLayer to - GraphicsWindow (actually, to GraphicsOutput, which is the base class of - GraphicsWindow). You can modify your application to call - base.win.makeDisplayRegion() accordingly. If you have something like - displayRegion.getLayer(), replace it with displayRegion.getWindow() - instead. - - * Effective with the current version of Panda, the way that HPR angles are - calculated will be changing. The change will make a difference to existing - code or databases that store a hard-coded rotation as a HPR, but only when - R is involved, or both H and P are involved together. That is to say more - precisely, HPR angles with (R != 0 || (H != 0 && P != 0)) now represent a - different rotation than they used to. If you find some legacy code that no - longer works correctly (e.g. it introduces crazy rotations), try putting - the following in your Config.prc file: - - temp-hpr-fix 0 - - To turn off the correct behavior and return to the old, broken behavior. - Note that a longer-term solution will be to represent the HPR angles - correctly in all legacy code. The function oldToNewHpr() is provided to - aid this transition. - - * PandaNode definition has been changed to support setting an - into_collide_mask for any arbitrary node, in particular for any GeomNode. - It used to be that only CollisionNodes had an into_collide_mask. This - change obviates the need for CollisionNode::set_collide_geom(), which is - now a deprecated interface and will be removed at some point in the future. - - Details: - There's now a NodePath::set_collide_mask() and - NodePath::get_collide_mask(), which operate on all CollisionNodes and - GeomNodes at and below the current node. By default, set_collide_mask() - will replace the entire collide mask, but you may also specify (via a - second parameter) the subset of bits that are to be changed; other bits - will be left alone. You can also specify a particular type of node to - modify via a third parameter, e.g. you can adjust the masks for GeomNodes - or CollisionNodes only. - - The NodePath set_collide_mask() interface changes the into_collide_mask. - Those familiar with the collision system will recall that a CollisionNode - (but only a CollisionNode) also has a from_collide_mask. The - from_collide_mask of the active mover is compared with the into_collide_mask - of each object in the world; a collision is only possible if there are some - bits in common. - - It used to be that only other CollisionNodes had an into_collide_mask. A - mover would only test for collisions with CollisionNodes that matched its - collide_mask. If you wanted to make your mover detect collisions with - visible geometry which had no into_collide_mask, you had to call - set_collide_geom(1). This allowed the mover to detect collisions with *all* - visible geometry; it was either an all-or-none thing. - - Now that GeomNodes also have an into_collide_mask, there's no longer a need - for set_collide_geom(). A mover will detect collisions with any - CollisionNodes or GeomNodes that match its collide_mask. This means, for - the purposes of collision detection, you can use CollisionNodes and - GeomNodes pretty much interchangeably; simply set the appropriate bits on - the objects you want to collide with, regardless of whether they are - invisible collision solids or visible geometry. - - (This should not be taken as a license to avoid using CollisionNodes - altogether. The intersection computation with visible geometry is still - less efficient than the same computation with collision solids. And visible - geometry tends to be many times more complex than is strictly necessary for - collisions.) - - There's one more detail: every GeomNode, by default, has one bit set on in - its collide_mask, unless it is explicitly turned off. This bit is - GeomNode::get_default_collide_mask(). This bit is provided for the - convenience of programmers who still want the old behavior of - set_collide_geom(): it allows you to easily create a CollisionNode that - will collide with all visible geometry in the world. - - Along the same lines, there's also CollisionNode::get_default_collide_mask(), - which is 0x000fffff. This is the default mask that is created for a new - CollisionNode (and it does not include the bit reserved for GeomNodes, - above). Previously, a new CollisionNode would have all bits on by default. - - - ------------------------- RELEASE 2004-11-11 ----------------------------------- - - * Multiple mice can now be used with Panda3D. showbase has a list called - pointerWatcherNodes. The first mouse on this list is the system mouse. The - getMouseX() and getMouseY() will return coordinates relative to the - application window. The rest of the mice on the list will give raw mouse - positions and will change when they are moved on the screen. - - In addition there are new events for mouse buttons. Each mouse will be have - a corresponding event. mouse1 will send mousedev1-mouse1, mousedev1-mouse2 - and mousedev1-mouse3 events. mouse2 and any other mouse attached - will send similar events mousedev2-mouse1 etc. - - The old mouse buttons work too. mouse1, mouse2, mouse3 events will be - triggered if that button is pressed on any mouse - ------------------------- RELEASE 2004-10-13 ----------------------------------- - -General - - * Release notes: Each release will now have an entry associated with - it in this document. This will be updated in reverse-chronological order. - -Panda3D - * Distributed with this release is a working version of the SceneEditor - created in Spring 2004 at the ETC. Documentation will be forthcoming on the - website. This can be found in /SceneEditor - - * The latest version of FMOD is distributed with this release. The latest - version is 3.73. - - * AudioSound object now allows more types of sound. These include wma and - ogg vorbis formats. This is valid when using the fmod sound system. Midi, - Mod, s3m, it, xm and such sequencer type file formats are not supported. - Exception - Midi files can be played. This is not fully implemented. - - * A bug in SoundInterval is fixed. SoundInterval looping would incorrectly - add a minimum of 1.5 seconds to the sound. This has been fixed. Sound - looping problems in general should be fixed. Midi's still don't support - looping through the AudioSound object. They should loop through - SoundIntervals though. - - * Cg support has been added to Panda3D. Documentation for this is - forthcoming. - -