mouse lock (fullscreen-only) - allows the mouse to be used for freelook without mouse-down interaction, by essentially making the screen infinite. ie, moving the mouse to a border does not "max" mouse co-ordinates. This can only be used in fullscreen because flash does not allow me to use the mouseLock feature in windowed mode. There is pretty much no way around this. Imagine: you are in windowed mode, you move the mouse past the player bounds and click to fire...you have just lost focus on the player. Because flash tries (and does a good job) of not overriding common system features, there is no way for me to completely hijack the cursor and lock it to the player bounds or any other such thing.
rework CompactSubGeometry - when I posted about interleaved buffers on numbersix's thread I realized that Away3Ds CompactSubGeometry is wasteful for my needs. The implication of this rework is deep and huge. changing -
[v,v,v,n,n,n,t,t,t,u,u,u2,u2] to [v,v,v,u,u,u2,u2] will need to be cascaded throughout numerous points in the API and I promise you I am going to break the fuck out of this about 100 times before I get it to work. However, I will do this without modifying the API at all. I will clone all the necessary classes, rework them and point my engine to the clones. This way, if I ever need normals/tangents in my comSubGeo, I can simply make an exception and point my code to the originals.
More aggressive compacting - currently anything that is not worldspawn is compacted. I think an exception should be made within my texture batches that's something like
if(((vertices.length/3) * 7) < 65536) compact = true;
the /3*7 part is to accommodate this [v,v,v,u,u,u2,u2] (7 indexes per vert - once I rework comsubgeo)
I'm moving right along so, hopefully this stuff will be done in a few hours (EXTRA HOPEFULLY reworking compactSubGeo)
oh I added a crosshair. It's stupid and lame but, my method is always groundwork/advance/optimize/extend. I'm at groundwork on this one.
It's a hair too high because I told bullets to start a little lower than the center of the screen but, I didn't tell the crosshair to do that. For good reason, too. The crosshair shouldn't be hardcoded to be anywhere. The crosshair should be flexible due to what you expect the current bullet type to do. That's why this is lame and stupid. It's just a picture of a crosshair centered on the screen (currently).