Dave Kerr - 2003-11-13

Latest developments:

-SMD Models: with Matts awesome new SMD models, we've got fully textured and colored characters running around.  Have figured out basic weapon pickup with SMD.
-Bullet collisions: redid these to be very accurate and reliable.  Still can't figure out why bullets from guns on the ground aren't hitting.
-Debug HUDs: you can see debug information on any or all objects.  Easiest way is to type "debug on/off" in the console.
-Sound: used GLBASS from aiplanet to make a quick and dirty sound system.  Works ok, but the 3d positioning is overdone.. working with Aaron to migrate to OpenAL.  We added this in because we felt it would help us to have a framework before going to OpenAL.
-Geometries: turns internal geometries visible by typing "geom on/off" in the console
-Active/Inactive Physics: objects can become inactive, for example a bullet hits the ground and no longer is active, or a gun is picked up and is no longer active. Saves cpu
-First person interface: you can now pick up a gun and shoot it with the mouse button. 
-Screenshots: type "snap filename.bmp" in the console or press "U"  (temporary key)
-Depth of view: change the camera dov from the console by typing "dov 1000" or "depth 1000"
-Client control: have migrated the control of an object from the form code to the engine.  You can control 'any' object by typing "control x" where x is the handle of the object.  You can find handles by turning on debug text
-GLCamera.PointInFront: added a function to the camera that tests if an object is in front of it

Bugs/Problems:
-Wont be able to use the old MD3 models with the same weapons that the SMDs use.
-Terrian.RayCastIntersect, cant seem to get this to work
-Terrain.SmallHeightData crashes every now and then (cant isolate a case)

Plans:
- Solidifying all the concepts of the engine (all the different lists that the Manager keeps)
-Add the cool objects Matt has drawn
-Water support
-Outdoor Buildings support
-etc